Activity
From 2003-05-23 to 2003-06-05
2003-06-05
- 12:00 Feature #1149: MD3 support
- _(originally posted by anonymous SF.net user)_
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I can see it now ! quake3's doom trooper!
2003-06-04
- 17:55 Bug #59: Unwanted sound info shown
- _(originally posted by anonymous SF.net user)_
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never touched that option, never seen sound info
2003-06-03
- 21:08 Feature #1177 (Closed): Autohide + Floating statusbar options
- A nice feature would be an autohide statusbar. IE if the
player hasn't fired a wepon in #n number of seconds the
... - 10:12 Feature #1175: Sound effect cutoff at monster's death
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Of course, I meant stop all sounds originating from the
dying monster. - 05:58 Feature #1176 (Closed): Crosshair transparency in menu
- When I first loaded up Doomsday and there were no
crosshairs, even though I'm used to having crosshairs,
I kinda ... - 05:46 Feature #1165: Multipart 3D models
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This is possibly easier with skeletal support, and allows even
better animation, an...
2003-06-02
- 22:51 Feature #1175: Sound effect cutoff at monster's death
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An easy fix: Stop all sounds when a monster dies.
For the next release. - 22:05 Feature #1175 (Closed): Sound effect cutoff at monster's death
- How about cutting off the "see player" sight for
monsters that get killed before the whole sound
finish... - 22:50 Feature #1174: Player corpse duration for multiplayer
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There is already the cvar "game-corpse-time". It should work
great in mult... - 22:01 Feature #1174 (Closed): Player corpse duration for multiplayer
- How about a cvar that dictates how long player corpses
stay in the map? Nobody likes seeing dozens of player
mode... - 22:47 Feature #1173: HUD Sprites to use different external resource
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This has been fixed for 1.7.10. The problem only appears
with jDoom, where some spri... - 21:25 Feature #1172: Slower player movement (cvar)
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1.8.1 has client-specific player-move-speed. - 21:18 Bug #59 (Closed): Unwanted sound info shown
- Some people report that the sound-info cvar seems to be
setting itself to non-zero. I *have* initialized it
correct... - 05:41 Bug #58 (Closed): Squished switch textures
- See thread below for analysis
http://forums.newdoom.com/UBB/Forum5/HTML/000826.
html
*Labels:* Graphics
2003-06-01
- 17:50 Feature #1160: Customizable Dynamic Lights
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It's done. And it uses the 8-bit alpha conversion thingy.
Actually, since alpha is ... - 02:29 Feature #1173 (Closed): HUD Sprites to use different external resource
- HUD Sprites should use a different external resource
than the sprites used in-game. At the moment changing
the HU...
2003-05-31
- 21:35 Feature #1172 (Closed): Slower player movement (cvar)
- Pros:
+ netgames will be more tolerant to lag
+ you can't run away so easily, making things harder
(many feel that... - 20:51 Feature #1171 (Rejected): Center HUD weapon position when firing
- I have my HUD models setup so that they bob
realistically from side to side when I'm running but when
you shoot, ... - 09:27 Feature #1170 (Closed): Sound flag to prevent stopping
- Normally, a sound playing from a source is stopped when
a new sound is started from the same source. A flag
that di... - 09:17 Feature #1169 (Closed): Command line options for resource paths
- The other resource classes need command line options
like -texdir and -texdir2.
*Labels:* Customizability - 00:19 Feature #1168 (New): Real decals: bulletholes, blastmarks, etc.
- grimreaper642 says: "I've played ZDoom and loved the
realistic decals (bloodsplats, bulletholes, blastmarks,
e...
2003-05-30
- 21:19 Bug #57 (Closed): jHexen: Weapon pieces bob only partially
- S. Howe reports:
(i) Start JHexen for HEXEN.WAD
(ii) Start a new game in Mage mode, choosing
'Warlock' diffic... - 20:50 Bug #56: Sprites clipped by a sky ceiling
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Thanks to S. Howe for reporting this. - 20:49 Bug #56 (Closed): Sprites clipped by a sky ceiling
- Sometimes sprites are clipped by a sky ceiling. This
happens because a tall sprite may extend into the
sky.
Fi...
2003-05-29
- 19:00 Feature #1167 (Closed): High-resolution sprites
- External resources could be used to replace sprites.
It would work like the replacing of patches: e.g. the
origin... - 18:30 Feature #1164: Animation sequences defined using DEDs
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This will be in 1.7.12. Random timing is possible. (Hexen
needs it, anyway.) - 17:07 Feature #1166 (Closed): .pk3/.zip Support
- The 'virtual files' feature of Doomsday should be
enhanced so that it can load .pk3/.zip (no
compression) files a... - 16:59 Feature #1150: Duke Nukem 3D Support
- _(originally posted by anonymous SF.net user)_
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the doom engine and build engine are two different th... - 16:45 Feature #1165 (Rejected): Multipart 3D models
- To allow better animation of objects, 3D models
should support a separate state for each submodel.
The state coul... - 15:50 Bug #55: jHeretic: Interlude time wrong when sec=0
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Thanks to A. Budko for noticing this. - 15:48 Bug #55 (Closed): jHeretic: Interlude time wrong when sec=0
- IN_DrawTime() draws the level time incorrectly when
seconds = 0. The zero seconds is not displayed at
all.
*La...
2003-05-28
- 17:18 Bug #54 (Closed): PWAD savegame crash
- When accidently loading a save game, which have
different wad loaded than the current game, the game
crashes. It'... - 00:58 Bug #53 (Closed): Glowing textures+flats not effected by fog
- The summary says it all really.
Not really a bug, but glowing textures and flats arn't
effected by fog.
This ...
2003-05-27
- 17:43 Feature #1155: 3D model for the sky
- _(originally posted by anonymous SF.net user)_
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I think the sky sphere should use enviroment mapping....
2003-05-26
- 23:45 Bug #49: ATI/OpenGL: Menu, startup screen corrupt
- _(originally posted by anonymous SF.net user)_
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Hmmm, followup to my previous post - installed direct... - 23:16 Bug #49: ATI/OpenGL: Menu, startup screen corrupt
- _(originally posted by anonymous SF.net user)_
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Yes, I have the same problem - and I got a screenshot... - 17:11 Bug #52 (Closed): [Render hack] Fake/see-through bridges
- In scythe.wad and others using fake bridges and such,
it looks fine from sides but when you get atop it it
flicke... - 16:48 Bug #51 (Closed): Sky rendering glitch
- Go to the URL below to see the screenshots
http://forums.newdoom.com/UBB/Forum5/HTML/000801.
html
*Labels:* Op... - 15:11 Feature #1164 (Closed): Animation sequences defined using DEDs
- Currently all texture animations are hard-coded.
They should be moved into a definition file.
*Labels:* Customiz... - 14:48 Feature #1163 (Closed): Blended/faded texture animation
- The animation of wall textures and flats would be
improved by blending from one frame to the next. It
would need ... - 12:25 Bug #33: Netgame pausing doesn't work
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In a netgame, the server can pause the game. Clients
can't pause or unpause. - 11:25 Bug #44: 60 Hz Bug - cannot be forced to run with higher frequences!
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In 1.7.9 the refresh rate defaults to the desktop refresh
rate.
Also added a -re... - 11:23 Feature #1160: Customizable Dynamic Lights
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This should be easy enough to implement. I'd like to
make it so that:
- Each Lig... - 11:22 Feature #1147: Windows NT4?
- Out of date.
- 09:28 Feature #1162 (Closed): Global engine configuration
- option to use a engine feature cfg file that is shared
between all games, stuff like controls are read form
the gam... - 09:23 Feature #1161 (Rejected): Stealth mode cheat
- Doom 95 had a cheat that disabled monsters' ability to see the
player (fhshh).
*Labels:* Gameplay
2003-05-25
- 22:53 Bug #46: Hi res for skies, doom or doom2, not both
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The external resource system in 1.7.9 will make it
possible to have resources speci... - 21:23 Bug #16: Client can't connect to server
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The rest of the connection problems will hopefully be
amended by DirectPlay 8 in v1... - 18:31 Feature #1158: Soft Sector Lighting
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BIAS shadowing has been implemented in CVS (soft sector
lighting). - 18:17 Bug #29: jDoom: Server crashes when connecting
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This should be fixed in 1.7.9. - 15:00 Bug #50 (Closed): Light-amp doesn't affect particles
- 1. Enter a very dark area. Monster Condo has a few of
these that work just fine.
2. Pick up (or IDBEHOLD) a light... - 00:27 Feature #1160 (Closed): Customizable Dynamic Lights
- Is it possible to be able to create different images for
different types of dynamic lights eg so that a light would...
2003-05-23
- 22:50 Bug #49: ATI/OpenGL: Menu, startup screen corrupt
- _(originally posted by anonymous SF.net user)_
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I don't know if there are. I find it strange however.... - 00:19 Bug #49: ATI/OpenGL: Menu, startup screen corrupt
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I have never seen this problem with an Nvidia card, so I
must conclude it's a proble...
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