Activity
From 2003-05-25 to 2003-06-07
2003-06-07
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20:07 Bug #47: jDoom: Bullet puffs in face
- Logged In: YES
user_id=726135
Repost from Doomsday HQ forum:
Doom II - Level 20
Kickstart 2.09, Doomsday 1.7.9, j... -
15:59 Feature #1181 (New): Ambient sounds (in XG sectors)
- Would be great, if the ambient sound volume could be
adjusted in them, no need for multiple samples of one
sound.... -
00:24 Bug #60 (Closed): Top of monsters + shooting their heads
- it does no damage at all, I was atop a demon's head and
slicing away with the chainsaw, no damage was occuring
*...
2003-06-06
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19:03 Feature #1180 (Closed): Gib Generator - For spawning models from a mobj state
- Would work in a similar fashion to the particle generator.
(perhaps the same movement routine could be used?)
Wh... -
18:52 Feature #1179 (Rejected): Flying creatures - Tilt up/down if moving in z dimension
- Flying creature models should have their pitch adjusted
when moving in the z dimension so that they 'look' in the
... -
17:19 Revision 20253845 (github): Visfloor/ceilingoffset added to visfloor/ceiling
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17:18 Revision ceb4b028 (github): Plane Z-movement smoothed (smoothplane)
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17:18 Revision 28967078 (github): Added profiling timers (disabled)
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17:15 Revision cd34a01c (github): Removed obsolete List.c
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17:14 Revision 0edce18a (github): Added plane height trackers to sectorinfo (smoothplane)
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17:13 Revision 8befd1ba (github): Added a missing underscore
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17:11 Revision a42bd959 (github): Added -maxtex, smoothplane
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17:11 Revision b5e497c7 (github): Added -maxtex
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14:10 Revision ddea69b2 (github): Added the -maxtex option
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07:53 Feature #1177: Autohide + Floating statusbar options
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Originator: NO
Implemented in 1.9.0-beta4 -
04:31 Feature #1178 (Closed): Hi-res textures as 256-color PCX or GIF
- many textures could be reduced to 256 colors without
even slightest quality loss - so, why not?.. It would
signific...
2003-06-05
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16:23 Revision 6bbeddd4 (github): Optimized model loading using file hash, profiling
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16:22 Revision 5c29107d (github): Added M_RemoveBasePath()
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16:22 Revision 04db4a4d (github): Load skins from model path, error msg if shiny skin load fails
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16:21 Revision 166aa627 (github): PNG warnings are now verbose messages
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16:20 Revision 9cc286e7 (github): Clear file hash at shutdown
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16:20 Revision fd7dc412 (github): Handle file types in F_ForAll callback
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16:19 Revision 2c951e5e (github): Duplicate entries removed
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16:17 Revision af629090 (github): Initial checkin, hash table for search model files
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16:17 Revision 93c40d28 (github): Added file types, F_ForAll descends into subdirs
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16:16 Revision af60e9d6 (github): Added file types to F_ForAll
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16:15 Revision 37bb8cb0 (github): Initial checkin, profiling utility macros
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16:15 Revision a6ba5d44 (github): Added M_RemoveBasePath()
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16:15 Revision 0f059b57 (github): Initial checkin
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16:14 Revision 9be063f7 (github): Added m_profiler.h and m_filehash.h
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16:14 Revision 886da87a (github): Added NO_FIXED_ASM
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16:13 Revision a2ea51bc (github): Added m_fixed.c, non-asm fixed-point math
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16:10 Revision f30d018d (github): Added m_filehash
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16:08 Revision 66d2740c (github): Copy Readmes into Data\x\Auto directories
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12:00 Feature #1149: MD3 support
- _(originally posted by anonymous SF.net user)_
Logged In: NO
I can see it now ! quake3's doom trooper!
2003-06-04
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17:55 Bug #59: Unwanted sound info shown
- _(originally posted by anonymous SF.net user)_
Logged In: NO
never touched that option, never seen sound info -
01:45 Revision f0394739 (github): Load from central directory
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01:45 Revision a5956399 (github): Don't use F_ForAll for non-wild names
2003-06-03
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22:25 Revision 3f4593aa (github): Optimized zipentry searching uses a binary search
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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
... -
18:23 Revision d2aea7a1 (github): Virtual wad, pk3 files
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18:22 Revision 2d4fd342 (github): Fixed detail texture problem with reset
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18:21 Revision 6190da55 (github): Added HUD sprite mode
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18:21 Revision 11252217 (github): Fixed font problem
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18:20 Revision bee3bac9 (github): Fixed screen border flicker
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18:19 Revision fb6c4e0d (github): Cleanups
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18:18 Revision 45df437a (github): HUD sprite mode added
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18:17 Revision 1a2d7065 (github): Added GL_TotalReset
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18:16 Revision 7780ec21 (github): Virtual wads, pk3s, jHexen fix
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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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user_id=876431
This is possibly easier with skeletal support, and allows even
better animation, an...
2003-06-02
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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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user_id=717323
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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user_id=717323
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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user_id=717323
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
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17:50 Feature #1160: Customizable Dynamic Lights
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user_id=717323
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
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23:20 Revision 894e3d77 (github): Use } instead of > as dir prefix
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23:19 Revision 8e223cab (github): Added pk3/zip loading, trying of data dir after runtime dir
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23:15 Revision 2c532c82 (github): Added pk3/zip support
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23:14 Revision 524e6ac2 (github): Added new resource dir options
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23:13 Revision 0657160c (github): Added Str_Reserve()
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23:13 Revision 82394c24 (github): Initial checkin
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23:12 Revision 0e77cd23 (github): Use } instead of > as dir prefix
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23:11 Revision ab19a03f (github): Added sf_dontstop
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23:10 Revision cb6ae8f1 (github): Added ushort
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23:09 Revision b7803293 (github): Added Zip routines, pk3/zip virtual files
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23:09 Revision f41fdb7d (github): pk3/zip support added, sf_dontstop
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23:07 Revision b5c8034f (github): Added Zip routines
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23:07 Revision 5df44c8a (github): Added sf_dontstop, barexp uses it
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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 -
00:27 Revision 538b8a4d (github): Fixed weapon piece bobbing
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00:27 Revision 93741775 (github): Added dynamic skyfix
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00:26 Revision 7601f3cc (github): Some cleanup
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00:26 Revision 759fd5e7 (github): Upgraded version number
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00:25 Revision 3d759991 (github): Upgraded version
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00:25 Revision ac7c9d4a (github): Added R_SkyFix
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00:25 Revision 7a90a06d (github): Game bug fixes
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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
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22:49 Revision d57aac37 (github): Pause key is now the default binding for pause
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22:35 Revision a89797b1 (github): Missing sound lump is not a fatal error
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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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user_id=717323
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... -
19:36 Revision 9b39582d (github): GL_DrawRawScreen takes an offset
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19:35 Revision ba60cfda (github): FI_DrawRaw removed
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19:34 Revision 7e8185e4 (github): image_t added, extres for raw screens
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16:54 Revision 6e2f2c20 (github): Deleted obsolete, commented out stuff
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16:26 Revision 24ca61be (github): Updated for KS2.09
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02:17 Revision 2135923b (github): Extres for normal and colormapped sprites
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02:17 Revision 59c382c7 (github): Removed obsolete mn_mplr.c
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02:15 Revision 629becfb (github): Color translation as args
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02:14 Revision 52b38263 (github): Extres for sprites
2003-05-29
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19:23 Revision f4df3610 (github): Added auto-upload
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19:09 Revision 2f577f94 (github): Go to -userdir after redirecting output
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19:08 Revision 97a75024 (github): Version upgrade to 1.7.10
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19:07 Revision 6fdfa4b7 (github): Fixed jHeretic interlude time
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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... -
18:46 Revision f120221a (github): IN_DrawTime now draws zero seconds, too
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18:30 Feature #1164: Animation sequences defined using DEDs
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user_id=717323
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)_
Logged In: NO
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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user_id=717323
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
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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
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17:43 Feature #1155: 3D model for the sky
- _(originally posted by anonymous SF.net user)_
Logged In: NO
I think the sky sphere should use enviroment mapping.... -
15:12 Revision f6d40af8 (github): Fixed renaming
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14:57 Revision c781aef0 (github): jHeretic model defs removed from main comp
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14:56 Revision 537d61fa (github): Rename readme, cmdline, beginner properly
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01:40 Revision 6f83a44e (github): KS2 profiles included
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01:02 Revision 5399f71a (github): Frozen for 1.7.9
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01:01 Revision 096da12e (github): Updated for 1.7.9
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00:56 Revision fb37ac29 (github): KickStart upgraded to v2
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00:56 Revision f545a828 (github): Master script for making a release
2003-05-26
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23:45 Bug #49: ATI/OpenGL: Menu, startup screen corrupt
- _(originally posted by anonymous SF.net user)_
Logged In: NO
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)_
Logged In: NO
Yes, I have the same problem - and I got a screenshot... -
23:34 Revision 7e0e7725 (github): Initial checkin
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23:12 Revision 05343005 (github): Commented out a sky translation check
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23:11 Revision be8d9fc7 (github): PNG is preferred over TGA
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23:09 Revision 3c965f7c (github): Version upgrade
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23:08 Revision 90ae6f13 (github): Added game modes
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22:58 Revision d9abad94 (github): Updated for 1.7.9
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22:58 Revision 6c612e81 (github): Updated acknowledgements
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22:33 Revision 07f1a2ba (github): Added info about resource files
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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... -
16:45 Revision 8c15fde8 (github): Netgame pausing fixed
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16:44 Revision 8dc1d032 (github): Refresh rate selection
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16:44 Revision 6a1461e9 (github): Adjusted UI object placement
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16:43 Revision cd22e3b1 (github): Added resclass for lightmaps
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16:42 Revision 32062429 (github): Version upgrade
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16:41 Revision d876edf9 (github): More fixes
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16:40 Revision 56658381 (github): -refresh added
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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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user_id=717323
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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user_id=717323
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.
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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 -
02:26 Revision 3354612e (github): External resource locator, setting the data path
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02:25 Revision b786bea8 (github): Added some spaces
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02:24 Revision 484449f4 (github): External resource locator, high-res patches
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02:23 Revision 2a441539 (github): External resource locator
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02:21 Revision 02e83922 (github): Network setup help strings added
2003-05-25
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22:53 Bug #46: Hi res for skies, doom or doom2, not both
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user_id=717323
The external resource system in 1.7.9 will make it
possible to have resources speci... -
22:28 Revision e5d47b48 (github): Fixed bug 743201
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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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user_id=717323
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...
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