Activity
From 2003-05-29 to 2003-06-11
2003-06-11
- 22:55 Revision 11d97666 (github): Fixed XG savegame problem
- 22:54 Revision 9f3232a7 (github): Version upgrade
- 22:27 Feature #1161: Stealth mode cheat
- Logged In: YES
user_id=616016
makecam n
Does the same thing?
- 22:20 Feature #1178: Hi-res textures as 256-color PCX or GIF
- Logged In: YES
user_id=717323
As can be seen in the Readme section 4.2, 8-bit PNG and PCX
are already supported. - 22:13 Bug #60: Top of monsters + shooting their heads
- Logged In: YES
user_id=717323
I just tried this in 1.7.10, and the demon died as
expected. - 22:08 Bug #19: jHexen: Extruding spike anim jumpy on clientside
- Logged In: YES
user_id=717323
This is most likely because the client is too liberal with
predicting the animation... - 22:07 Bug #61: The golden doors on the Seven Portals are buggy.
- Logged In: YES
user_id=717323
The bugs 703664 and 702473 already cover the same
issues. - 22:04 Bug #20: Client doesn't step up onto mobjs
- Logged In: YES
user_id=717323
This might also be a problem with the changing height of
the trees as they're destr... - 22:01 Bug #37: Fog isn't saved into savegames
- Logged In: YES
user_id=717323
I should think about fixing this one of these days.
Savegame stuff would need to be... - 21:56 Bug #66 (Closed): Dynlights leak through walls
- It's not possible to prevent all the 'leakage', but at
least the obvious cases where there is clearly no
connecti... - 18:47 Revision 04c7300a (github): Version upgrade to 1.7.11
- 18:46 Revision 3cf30480 (github): Fixed installer bug
- 18:45 Revision 425d6f7b (github): Increased MAXPLATS to 128
- 18:44 Revision 7bb5666d (github): Don't copy old Setup.exe
- 13:05 Bug #58: Squished switch textures
- Logged In: YES
user_id=717323
This is not a bug in Doomsday. The textures have the
same names, but different dime...
2003-06-10
- 20:01 Revision 22211dab (github): Use lineinfo instead of line_t->length
- 20:00 Revision c0d96c58 (github): On second thought, retain old line_t and add a separate lineinfo
- 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... - 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... - 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... - 16:55 Revision babf121e (github): Frozen for 1.7.10
- 16:02 Revision 849515d2 (github): Added rend-light-decor to Gfx/Lights
- 16:01 Revision 038bfa28 (github): Initial checkin
- 14:29 Revision 8889ec29 (github): Added a comment
- 14:27 Revision 08a9f19d (github): Added dcf-flags
- 14:26 Revision 2ef3f7f3 (github): Added info about PK3, raw screens, auto dirs
- 14:26 Revision c0f58e92 (github): Updated for 1.7.10
- 14:26 Revision 35f3e840 (github): Added info about Decoration defs
- 14:25 Revision 45f6ce1d (github): Removed obsolete cmdline.txt
- 12:36 Revision 234f53a0 (github): Cleanup, check for vissprite patch
- 12:35 Revision 2a9f9d72 (github): Added decorations
- 12:35 Revision c235fd41 (github): Default haloBright to 35, flaretex
- 12:34 Revision 4abfe9de (github): dlFactor default to .75, lumobj allocation, fixed rend-light-num
- 12:33 Revision 0fae1839 (github): Initial checkin
- 12:32 Revision 43777718 (github): Accurate line length added to line_t
- 12:32 Revision 4d9d3a29 (github): Added R_IsPointInSector()
- 12:32 Revision c3f75797 (github): Added decoration to vissprite projection
- 12:31 Revision 6fb16e77 (github): Added printing of info-lums
- 12:30 Revision b9191621 (github): Added P_ApproxDistance3()
- 12:29 Revision 840db5f2 (github): Added GL_GetTextureInfo(), light decorations
- 12:28 Revision c34db90a (github): Added light decorations
- 12:28 Revision b0307485 (github): Added W_IsFromIWAD()
- 12:28 Revision 00a1c188 (github): G_UpdateState(DD_GAME_MODE) called after WAD load, before Def init
- 12:26 Revision 25145e62 (github): Added info-lums, rend-light-decor cvars
- 12:26 Revision 8bdb423a (github): Game mode identified before PostInit
- 12:25 Revision 637be511 (github): Added Rend_PointDist3D()
- 12:24 Revision 862e68f5 (github): Added include r_data.h
- 12:24 Revision f32b0ed0 (github): Lumobj flaretex, info-lums, light decorations added
- 12:23 Revision 7649a2bb (github): Initial checkin
- 12:23 Revision 3e42ca75 (github): Added R_IsPointInSector()
- 12:22 Revision 8c269dfe (github): Increased MAXVISSPRITES, added light decorations
- 12:22 Revision 63b18250 (github): Added light decorations
- 12:21 Revision a24ca5b8 (github): Added P_ApproxDistance3()
- 12:21 Revision 5d663a96 (github): Added accurate line length to line_t
- 12:20 Revision 991bdecb (github): Added GL_GetTextureInfo()
- 12:20 Revision b69788d7 (github): Added rend_decor.h
- 12:19 Revision 79179c47 (github): Added W_IsFromIWAD()
- 12:19 Revision d3ae2099 (github): mobj_t has a lumobj index, not a pointer
- 12:18 Revision ac160c8d (github): Added Def_GetDecoration()
- 12:18 Revision d054c036 (github): Added BFLOOR and BCEILING to bbox enums
- 12:17 Revision d8e7f132 (github): Comment cleanup
- 12:17 Revision cfd8b622 (github): Game mode identification
- 12:16 Revision f89ac88c (github): Cleanup, game mode identification
- 12:15 Revision e98009e3 (github): Added game mode identification
- 12:14 Revision 2ed908e8 (github): Game mode identification in G_UpdateState(DD_GAME_MODE)
- 12:14 Revision 0dcfc70b (github): No-asm version of fixed-point math
- 12:13 Revision 43a82b53 (github): XG disabled at 'reset'
- 12:11 Revision 6c0eb5f4 (github): Light decorations for Doom 1 textures/flats
- 12:11 Revision b53aa32c (github): Added includes for decor, flags, blue bottle color modified
- 12:10 Revision 14583e44 (github): Modified project options
- 12:08 Revision d394615e (github): Added rend_decor
- 12:08 Revision a92eba48 (github): jtNet dependency removed
- 12:08 Revision 77ad86fe (github): Updated for 1.7.10
- 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...
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... - 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 ...
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... - 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...
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... - 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
- 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
- 17:18 Revision ceb4b028 (github): Plane Z-movement smoothed (smoothplane)
- 17:18 Revision 28967078 (github): Added profiling timers (disabled)
- 17:15 Revision cd34a01c (github): Removed obsolete List.c
- 17:14 Revision 0edce18a (github): Added plane height trackers to sectorinfo (smoothplane)
- 17:13 Revision 8befd1ba (github): Added a missing underscore
- 17:11 Revision a42bd959 (github): Added -maxtex, smoothplane
- 17:11 Revision b5e497c7 (github): Added -maxtex
- 14:10 Revision ddea69b2 (github): Added the -maxtex option
- 07:53 Feature #1177: Autohide + Floating statusbar options
- Logged In: YES
user_id=849456
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
- 16:23 Revision 6bbeddd4 (github): Optimized model loading using file hash, profiling
- 16:22 Revision 5c29107d (github): Added M_RemoveBasePath()
- 16:22 Revision 04db4a4d (github): Load skins from model path, error msg if shiny skin load fails
- 16:21 Revision 166aa627 (github): PNG warnings are now verbose messages
- 16:20 Revision 9cc286e7 (github): Clear file hash at shutdown
- 16:20 Revision fd7dc412 (github): Handle file types in F_ForAll callback
- 16:19 Revision 2c951e5e (github): Duplicate entries removed
- 16:17 Revision af629090 (github): Initial checkin, hash table for search model files
- 16:17 Revision 93c40d28 (github): Added file types, F_ForAll descends into subdirs
- 16:16 Revision af60e9d6 (github): Added file types to F_ForAll
- 16:15 Revision 37bb8cb0 (github): Initial checkin, profiling utility macros
- 16:15 Revision a6ba5d44 (github): Added M_RemoveBasePath()
- 16:15 Revision 0f059b57 (github): Initial checkin
- 16:14 Revision 9be063f7 (github): Added m_profiler.h and m_filehash.h
- 16:14 Revision 886da87a (github): Added NO_FIXED_ASM
- 16:13 Revision a2ea51bc (github): Added m_fixed.c, non-asm fixed-point math
- 16:10 Revision f30d018d (github): Added m_filehash
- 16:08 Revision 66d2740c (github): Copy Readmes into Data\x\Auto directories
- 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
- 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
- 01:45 Revision a5956399 (github): Don't use F_ForAll for non-wild names
2003-06-03
- 22:25 Revision 3f4593aa (github): Optimized zipentry searching uses a binary search
- 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
- 18:22 Revision 2d4fd342 (github): Fixed detail texture problem with reset
- 18:21 Revision 6190da55 (github): Added HUD sprite mode
- 18:21 Revision 11252217 (github): Fixed font problem
- 18:20 Revision bee3bac9 (github): Fixed screen border flicker
- 18:19 Revision fb6c4e0d (github): Cleanups
- 18:18 Revision 45df437a (github): HUD sprite mode added
- 18:17 Revision 1a2d7065 (github): Added GL_TotalReset
- 18:16 Revision 7780ec21 (github): Virtual wads, pk3s, jHexen fix
- 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. - 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
- Logged In: YES
user_id=876431
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
- Logged In: YES
user_id=717323
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
- Logged In: YES
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
- Logged In: YES
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)
- Logged In: YES
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
- 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 ... - 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
- 23:20 Revision 894e3d77 (github): Use } instead of > as dir prefix
- 23:19 Revision 8e223cab (github): Added pk3/zip loading, trying of data dir after runtime dir
- 23:15 Revision 2c532c82 (github): Added pk3/zip support
- 23:14 Revision 524e6ac2 (github): Added new resource dir options
- 23:13 Revision 0657160c (github): Added Str_Reserve()
- 23:13 Revision 82394c24 (github): Initial checkin
- 23:12 Revision 0e77cd23 (github): Use } instead of > as dir prefix
- 23:11 Revision ab19a03f (github): Added sf_dontstop
- 23:10 Revision cb6ae8f1 (github): Added ushort
- 23:09 Revision b7803293 (github): Added Zip routines, pk3/zip virtual files
- 23:09 Revision f41fdb7d (github): pk3/zip support added, sf_dontstop
- 23:07 Revision b5c8034f (github): Added Zip routines
- 23:07 Revision 5df44c8a (github): Added sf_dontstop, barexp uses it
- 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
- 00:27 Revision 93741775 (github): Added dynamic skyfix
- 00:26 Revision 7601f3cc (github): Some cleanup
- 00:26 Revision 759fd5e7 (github): Upgraded version number
- 00:25 Revision 3d759991 (github): Upgraded version
- 00:25 Revision ac7c9d4a (github): Added R_SkyFix
- 00:25 Revision 7a90a06d (github): Game bug fixes
- 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
- 22:49 Revision d57aac37 (github): Pause key is now the default binding for pause
- 22:35 Revision a89797b1 (github): Missing sound lump is not a fatal error
- 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
- Logged In: YES
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
- 19:35 Revision ba60cfda (github): FI_DrawRaw removed
- 19:34 Revision 7e8185e4 (github): image_t added, extres for raw screens
- 16:54 Revision 6e2f2c20 (github): Deleted obsolete, commented out stuff
- 16:26 Revision 24ca61be (github): Updated for KS2.09
- 02:17 Revision 2135923b (github): Extres for normal and colormapped sprites
- 02:17 Revision 59c382c7 (github): Removed obsolete mn_mplr.c
- 02:15 Revision 629becfb (github): Color translation as args
- 02:14 Revision 52b38263 (github): Extres for sprites
2003-05-29
- 19:23 Revision f4df3610 (github): Added auto-upload
- 19:09 Revision 2f577f94 (github): Go to -userdir after redirecting output
- 19:08 Revision 97a75024 (github): Version upgrade to 1.7.10
- 19:07 Revision 6fdfa4b7 (github): Fixed jHeretic interlude time
- 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
- 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.) - 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
- Logged In: YES
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...
Also available in: Atom