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From 2003-05-28 to 2003-06-10

2003-06-10

20:01 Revision 22211dab (github): Use lineinfo instead of line_t->length
skyjake
20:00 Revision c0d96c58 (github): On second thought, retain old line_t and add a separate lineinfo
skyjake
19:47 Bug #65 (Closed): Shiny skins on HUD Models
Shiny skins do not work correctly on HUD models. The
skin appears but I think it's mapping position is being
dist...
skyjake
19:44 Bug #64: White gaps where walls meet on TNT2
Logged In: YES
user_id=717323
If you disable dynamic lights, do the white gaps still
appear?
How about "r...
skyjake
17:19 Bug #64 (Closed): White gaps where walls meet on TNT2
This is a problem I used to have a lot but when I got my
GeForce 4, it went away. Little tiny gaps can be seen
wh...
skyjake
16:55 Revision babf121e (github): Frozen for 1.7.10
skyjake
16:02 Revision 849515d2 (github): Added rend-light-decor to Gfx/Lights
skyjake
16:01 Revision 038bfa28 (github): Initial checkin
skyjake
14:29 Revision 8889ec29 (github): Added a comment
skyjake
14:27 Revision 08a9f19d (github): Added dcf-flags
skyjake
14:26 Revision 2ef3f7f3 (github): Added info about PK3, raw screens, auto dirs
skyjake
14:26 Revision c0f58e92 (github): Updated for 1.7.10
skyjake
14:26 Revision 35f3e840 (github): Added info about Decoration defs
skyjake
14:25 Revision 45f6ce1d (github): Removed obsolete cmdline.txt
skyjake
12:36 Revision 234f53a0 (github): Cleanup, check for vissprite patch
skyjake
12:35 Revision 2a9f9d72 (github): Added decorations
skyjake
12:35 Revision c235fd41 (github): Default haloBright to 35, flaretex
skyjake
12:34 Revision 4abfe9de (github): dlFactor default to .75, lumobj allocation, fixed rend-light-num
skyjake
12:33 Revision 0fae1839 (github): Initial checkin
skyjake
12:32 Revision 43777718 (github): Accurate line length added to line_t
skyjake
12:32 Revision 4d9d3a29 (github): Added R_IsPointInSector()
skyjake
12:32 Revision c3f75797 (github): Added decoration to vissprite projection
skyjake
12:31 Revision 6fb16e77 (github): Added printing of info-lums
skyjake
12:30 Revision b9191621 (github): Added P_ApproxDistance3()
skyjake
12:29 Revision 840db5f2 (github): Added GL_GetTextureInfo(), light decorations
skyjake
12:28 Revision c34db90a (github): Added light decorations
skyjake
12:28 Revision b0307485 (github): Added W_IsFromIWAD()
skyjake
12:28 Revision 00a1c188 (github): G_UpdateState(DD_GAME_MODE) called after WAD load, before Def init
skyjake
12:26 Revision 25145e62 (github): Added info-lums, rend-light-decor cvars
skyjake
12:26 Revision 8bdb423a (github): Game mode identified before PostInit
skyjake
12:25 Revision 637be511 (github): Added Rend_PointDist3D()
skyjake
12:24 Revision 862e68f5 (github): Added include r_data.h
skyjake
12:24 Revision f32b0ed0 (github): Lumobj flaretex, info-lums, light decorations added
skyjake
12:23 Revision 7649a2bb (github): Initial checkin
skyjake
12:23 Revision 3e42ca75 (github): Added R_IsPointInSector()
skyjake
12:22 Revision 8c269dfe (github): Increased MAXVISSPRITES, added light decorations
skyjake
12:22 Revision 63b18250 (github): Added light decorations
skyjake
12:21 Revision a24ca5b8 (github): Added P_ApproxDistance3()
skyjake
12:21 Revision 5d663a96 (github): Added accurate line length to line_t
skyjake
12:20 Revision 991bdecb (github): Added GL_GetTextureInfo()
skyjake
12:20 Revision b69788d7 (github): Added rend_decor.h
skyjake
12:19 Revision 79179c47 (github): Added W_IsFromIWAD()
skyjake
12:19 Revision d3ae2099 (github): mobj_t has a lumobj index, not a pointer
skyjake
12:18 Revision ac160c8d (github): Added Def_GetDecoration()
skyjake
12:18 Revision d054c036 (github): Added BFLOOR and BCEILING to bbox enums
skyjake
12:17 Revision d8e7f132 (github): Comment cleanup
skyjake
12:17 Revision cfd8b622 (github): Game mode identification
skyjake
12:16 Revision f89ac88c (github): Cleanup, game mode identification
skyjake
12:15 Revision e98009e3 (github): Added game mode identification
skyjake
12:14 Revision 2ed908e8 (github): Game mode identification in G_UpdateState(DD_GAME_MODE)
skyjake
12:14 Revision 0dcfc70b (github): No-asm version of fixed-point math
skyjake
12:13 Revision 43a82b53 (github): XG disabled at 'reset'
skyjake
12:11 Revision 6c0eb5f4 (github): Light decorations for Doom 1 textures/flats
skyjake
12:11 Revision b53aa32c (github): Added includes for decor, flags, blue bottle color modified
skyjake
12:10 Revision 14583e44 (github): Modified project options
skyjake
12:08 Revision d394615e (github): Added rend_decor
skyjake
12:08 Revision a92eba48 (github): jtNet dependency removed
skyjake
12:08 Revision 77ad86fe (github): Updated for 1.7.10
skyjake
02:17 Feature #1141: Third-person view
Logged In: YES
user_id=1566636
I think it's great, especially with how flexible the engine
is, I would like to set...
papercut2

2003-06-09

23:17 Bug #63 (Closed): Halo occlusion flickers
Sometimes halos will briefly flicker when they appear
from behind an obstacle, e.g. an opening door.
*Labels:* G...
skyjake
22:40 Bug #62 (Closed): Halo clipping vs. masked walls
For example in E1M3, around the nukage pool.
Halos look really bad when they're visible between
the ceiling and ...
skyjake

2003-06-08

22:34 Bug #61 (Closed): The golden doors on the Seven Portals are buggy.
For the client in a network game, all of the doors on the
Seven Portals level get reset to the closed position upon...
skyjake
14:58 Feature #1155: 3D model for the sky
Logged In: YES
user_id=763563
I agree, the skies would look very NICE if someone created
the textures for the gam...
chrisdragon

2003-06-07

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...
jhansonxi
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....
skyjake
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
*...
chrisdragon

2003-06-06

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...
skyjake
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
...
skyjake
17:19 Revision 20253845 (github): Visfloor/ceilingoffset added to visfloor/ceiling
skyjake
17:18 Revision ceb4b028 (github): Plane Z-movement smoothed (smoothplane)
skyjake
17:18 Revision 28967078 (github): Added profiling timers (disabled)
skyjake
17:15 Revision cd34a01c (github): Removed obsolete List.c
skyjake
17:14 Revision 0edce18a (github): Added plane height trackers to sectorinfo (smoothplane)
skyjake
17:13 Revision 8befd1ba (github): Added a missing underscore
skyjake
17:11 Revision a42bd959 (github): Added -maxtex, smoothplane
skyjake
17:11 Revision b5e497c7 (github): Added -maxtex
skyjake
14:10 Revision ddea69b2 (github): Added the -maxtex option
skyjake
07:53 Feature #1177: Autohide + Floating statusbar options
Logged In: YES
user_id=849456
Originator: NO
Implemented in 1.9.0-beta4
danij
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...
skyjake

2003-06-05

16:23 Revision 6bbeddd4 (github): Optimized model loading using file hash, profiling
skyjake
16:22 Revision 5c29107d (github): Added M_RemoveBasePath()
skyjake
16:22 Revision 04db4a4d (github): Load skins from model path, error msg if shiny skin load fails
skyjake
16:21 Revision 166aa627 (github): PNG warnings are now verbose messages
skyjake
16:20 Revision 9cc286e7 (github): Clear file hash at shutdown
skyjake
16:20 Revision fd7dc412 (github): Handle file types in F_ForAll callback
skyjake
16:19 Revision 2c951e5e (github): Duplicate entries removed
skyjake
16:17 Revision af629090 (github): Initial checkin, hash table for search model files
skyjake
16:17 Revision 93c40d28 (github): Added file types, F_ForAll descends into subdirs
skyjake
16:16 Revision af60e9d6 (github): Added file types to F_ForAll
skyjake
16:15 Revision 37bb8cb0 (github): Initial checkin, profiling utility macros
skyjake
16:15 Revision a6ba5d44 (github): Added M_RemoveBasePath()
skyjake
16:15 Revision 0f059b57 (github): Initial checkin
skyjake
16:14 Revision 9be063f7 (github): Added m_profiler.h and m_filehash.h
skyjake
16:14 Revision 886da87a (github): Added NO_FIXED_ASM
skyjake
16:13 Revision a2ea51bc (github): Added m_fixed.c, non-asm fixed-point math
skyjake
16:10 Revision f30d018d (github): Added m_filehash
skyjake
16:08 Revision 66d2740c (github): Copy Readmes into Data\x\Auto directories
skyjake
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!
skyjake

2003-06-04

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
skyjake
01:45 Revision f0394739 (github): Load from central directory
skyjake
01:45 Revision a5956399 (github): Don't use F_ForAll for non-wild names
skyjake

2003-06-03

22:25 Revision 3f4593aa (github): Optimized zipentry searching uses a binary search
skyjake
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
...
skyjake
18:23 Revision d2aea7a1 (github): Virtual wad, pk3 files
skyjake
18:22 Revision 2d4fd342 (github): Fixed detail texture problem with reset
skyjake
18:21 Revision 6190da55 (github): Added HUD sprite mode
skyjake
18:21 Revision 11252217 (github): Fixed font problem
skyjake
18:20 Revision bee3bac9 (github): Fixed screen border flicker
skyjake
18:19 Revision fb6c4e0d (github): Cleanups
skyjake
18:18 Revision 45df437a (github): HUD sprite mode added
skyjake
18:17 Revision 1a2d7065 (github): Added GL_TotalReset
skyjake
18:16 Revision 7780ec21 (github): Virtual wads, pk3s, jHexen fix
skyjake
10:12 Feature #1175: Sound effect cutoff at monster's death
Logged In: YES
user_id=717323
Of course, I meant stop all sounds originating from the
dying monster.
skyjake
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 ...
gnam
05:46 Feature #1165: Multipart 3D models
Logged In: YES
user_id=876431
This is possibly easier with skeletal support, and allows even
better animation, an...
sin4u

2003-06-02

22:51 Feature #1175: Sound effect cutoff at monster's death
Logged In: YES
user_id=717323
An easy fix: Stop all sounds when a monster dies.
For the next release.
skyjake
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...
chrisdragon
22:50 Feature #1174: Player corpse duration for multiplayer
Logged In: YES
user_id=717323
There is already the cvar "game-corpse-time". It should work
great in mult...
skyjake
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...
chrisdragon
22:47 Feature #1173: HUD Sprites to use different external resource
Logged In: YES
user_id=717323
This has been fixed for 1.7.10. The problem only appears
with jDoom, where some spri...
skyjake
21:25 Feature #1172: Slower player movement (cvar)
Logged In: YES
user_id=717323
1.8.1 has client-specific player-move-speed.
skyjake
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...
skyjake
05:41 Bug #58 (Closed): Squished switch textures
See thread below for analysis
http://forums.newdoom.com/UBB/Forum5/HTML/000826.
html
*Labels:* Graphics
chrisdragon

2003-06-01

17:50 Feature #1160: Customizable Dynamic Lights
Logged In: YES
user_id=717323
It's done. And it uses the 8-bit alpha conversion thingy.
Actually, since alpha is ...
skyjake
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...
skyjake

2003-05-31

23:20 Revision 894e3d77 (github): Use } instead of > as dir prefix
skyjake
23:19 Revision 8e223cab (github): Added pk3/zip loading, trying of data dir after runtime dir
skyjake
23:15 Revision 2c532c82 (github): Added pk3/zip support
skyjake
23:14 Revision 524e6ac2 (github): Added new resource dir options
skyjake
23:13 Revision 0657160c (github): Added Str_Reserve()
skyjake
23:13 Revision 82394c24 (github): Initial checkin
skyjake
23:12 Revision 0e77cd23 (github): Use } instead of > as dir prefix
skyjake
23:11 Revision ab19a03f (github): Added sf_dontstop
skyjake
23:10 Revision cb6ae8f1 (github): Added ushort
skyjake
23:09 Revision b7803293 (github): Added Zip routines, pk3/zip virtual files
skyjake
23:09 Revision f41fdb7d (github): pk3/zip support added, sf_dontstop
skyjake
23:07 Revision b5c8034f (github): Added Zip routines
skyjake
23:07 Revision 5df44c8a (github): Added sf_dontstop, barexp uses it
skyjake
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...
skyjake
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, ...
skyjake
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...
skyjake
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
skyjake
00:27 Revision 538b8a4d (github): Fixed weapon piece bobbing
skyjake
00:27 Revision 93741775 (github): Added dynamic skyfix
skyjake
00:26 Revision 7601f3cc (github): Some cleanup
skyjake
00:26 Revision 759fd5e7 (github): Upgraded version number
skyjake
00:25 Revision 3d759991 (github): Upgraded version
skyjake
00:25 Revision ac7c9d4a (github): Added R_SkyFix
skyjake
00:25 Revision 7a90a06d (github): Game bug fixes
skyjake
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...
skyjake

2003-05-30

22:49 Revision d57aac37 (github): Pause key is now the default binding for pause
skyjake
22:35 Revision a89797b1 (github): Missing sound lump is not a fatal error
skyjake
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...
skyjake
20:50 Bug #56: Sprites clipped by a sky ceiling
Logged In: YES
user_id=717323
Thanks to S. Howe for reporting this.
skyjake
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...
skyjake
19:36 Revision 9b39582d (github): GL_DrawRawScreen takes an offset
skyjake
19:35 Revision ba60cfda (github): FI_DrawRaw removed
skyjake
19:34 Revision 7e8185e4 (github): image_t added, extres for raw screens
skyjake
16:54 Revision 6e2f2c20 (github): Deleted obsolete, commented out stuff
skyjake
16:26 Revision 24ca61be (github): Updated for KS2.09
skyjake
02:17 Revision 2135923b (github): Extres for normal and colormapped sprites
skyjake
02:17 Revision 59c382c7 (github): Removed obsolete mn_mplr.c
skyjake
02:15 Revision 629becfb (github): Color translation as args
skyjake
02:14 Revision 52b38263 (github): Extres for sprites
skyjake

2003-05-29

19:23 Revision f4df3610 (github): Added auto-upload
skyjake
19:09 Revision 2f577f94 (github): Go to -userdir after redirecting output
skyjake
19:08 Revision 97a75024 (github): Version upgrade to 1.7.10
skyjake
19:07 Revision 6fdfa4b7 (github): Fixed jHeretic interlude time
skyjake
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...
skyjake
18:46 Revision f120221a (github): IN_DrawTime now draws zero seconds, too
skyjake
18:30 Feature #1164: Animation sequences defined using DEDs
Logged In: YES
user_id=717323
This will be in 1.7.12. Random timing is possible. (Hexen
needs it, anyway.)
skyjake
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...
skyjake
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...
skyjake
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...
skyjake
15:50 Bug #55: jHeretic: Interlude time wrong when sec=0
Logged In: YES
user_id=717323
Thanks to A. Budko for noticing this.
skyjake
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...
skyjake

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'...
skyjake
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 ...
skyjake
 

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