Activity
From 2003-05-31 to 2003-06-13
2003-06-13
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21:36 Bug #70: jHexen: Wings of Wrath stuck
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user_id=717323
mo->ceilingz was miscalculated in PIT_CheckThing(). -
16:39 Bug #70: jHexen: Wings of Wrath stuck
- Logged In: YES
user_id=717323
The client only gets stuck if he's not moving (momx,
momy) when the Wings are activ... -
15:35 Bug #70 (Closed): jHexen: Wings of Wrath stuck
- Using the Wings of Wrath will make the client get
stuck into the ground with eyeheight = zero.
*Labels:* jHexen ... -
20:11 Feature #1185 (Rejected): Controls for moving camera up/down
- The camera could use controls for moving up/down
along the Z axis, regardless of view orientation.
Perhaps up/do... -
17:30 Feature #1184 (Closed): Cvar/cmd descriptions as helpstrings
- The descriptions of all console variables and
commands should be collected into a text file similar
to Data\CPHel... -
16:55 Feature #1156: Smart Filtering (sprites, other graphics)
- _(originally posted by anonymous SF.net user)_
Logged In: NO
I think that Advance Mame Scale2x (and even 4x) would... -
15:04 Bug #18: jHexen: Nonexistent mobjs on clientside
- Logged In: YES
user_id=717323
Theory: Server is sending bogus mobj positions (x,
y=zero?), or client is misinterpr... -
15:02 Bug #18: jHexen: Nonexistent mobjs on clientside
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The problem occurs with both sprites and 3D models. -
14:59 Bug #69: jHexen: Fire Minotaur Statues stretched
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user_id=717323
Also occured in the menu! -
13:44 Bug #69 (Closed): jHexen: Fire Minotaur Statues stretched
- It appears the Fire Minotaur Statues (e.g. in
Darkmere) toggle their height between normal and
'somewhere through... -
14:59 Bug #20: Client doesn't step up onto mobjs
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user_id=717323
The tree stumps were exactly 24 units tall. The stepup
limit was 24*FRACUNIT - 1! U... -
13:48 Bug #20: Client doesn't step up onto mobjs
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user_id=717323
Height shouldn't be a problem, since the player can jump
on the treestumps just fine. -
13:28 Revision f97f24ab (github): Fixed loading of music from virtual files
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13:22 Bug #19: jHexen: Extruding spike anim jumpy on clientside
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user_id=717323
Animation prediction is OK, but the floorclips values were
larger than 64. They wer... -
10:52 Feature #1183 (New): Default values printed with "help"
- The "help" command should show any default values
in addition to a description.
*Labels:* User Interface -
08:18 Feature #1182 (Closed): Titlescreen demo sequences using InFine
- All the titlescreen demo sequences should be scripted
using InFine. This would allow complete customizability.
*L... -
00:08 Feature #1163: Blended/faded texture animation
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user_id=717323
This will be in 1.7.12.
There will be no blending for model skins.
2003-06-12
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20:02 Revision 4bfe82eb (github): Fixed bug: no mobjs spawned when dedicated sv started
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20:01 Revision f3b21e91 (github): Version upgrade
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16:04 Revision 4d413725 (github): Def_ReadProcessDED takes a const char*
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15:52 Bug #68 (Closed): jHeretic: Hitscan weapons
- doom's hitscan weapons are now corretly displayed when
they hit the floor or ceiling, the hitscan weapons bug
of th... -
12:36 Bug #67 (Closed): Missing upper texture
- For example in Heretic's E1M5: outside, near the
door to the exit chamber.
*Labels:* Graphics
2003-06-11
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22:55 Revision 11d97666 (github): Fixed XG savegame problem
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22:54 Revision 9f3232a7 (github): Version upgrade
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22:27 Feature #1161: Stealth mode cheat
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user_id=616016
makecam n
Does the same thing?
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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
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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
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18:46 Revision 3cf30480 (github): Fixed installer bug
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18:45 Revision 425d6f7b (github): Increased MAXPLATS to 128
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18:44 Revision 7bb5666d (github): Don't copy old Setup.exe
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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
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20:01 Revision 22211dab (github): Use lineinfo instead of line_t->length
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20:00 Revision c0d96c58 (github): On second thought, retain old line_t and add a separate lineinfo
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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
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16:02 Revision 849515d2 (github): Added rend-light-decor to Gfx/Lights
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16:01 Revision 038bfa28 (github): Initial checkin
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14:29 Revision 8889ec29 (github): Added a comment
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14:27 Revision 08a9f19d (github): Added dcf-flags
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14:26 Revision 2ef3f7f3 (github): Added info about PK3, raw screens, auto dirs
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14:26 Revision c0f58e92 (github): Updated for 1.7.10
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14:26 Revision 35f3e840 (github): Added info about Decoration defs
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14:25 Revision 45f6ce1d (github): Removed obsolete cmdline.txt
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12:36 Revision 234f53a0 (github): Cleanup, check for vissprite patch
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12:35 Revision 2a9f9d72 (github): Added decorations
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12:35 Revision c235fd41 (github): Default haloBright to 35, flaretex
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12:34 Revision 4abfe9de (github): dlFactor default to .75, lumobj allocation, fixed rend-light-num
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12:33 Revision 0fae1839 (github): Initial checkin
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12:32 Revision 43777718 (github): Accurate line length added to line_t
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12:32 Revision 4d9d3a29 (github): Added R_IsPointInSector()
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12:32 Revision c3f75797 (github): Added decoration to vissprite projection
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12:31 Revision 6fb16e77 (github): Added printing of info-lums
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12:30 Revision b9191621 (github): Added P_ApproxDistance3()
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12:29 Revision 840db5f2 (github): Added GL_GetTextureInfo(), light decorations
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12:28 Revision c34db90a (github): Added light decorations
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12:28 Revision b0307485 (github): Added W_IsFromIWAD()
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12:28 Revision 00a1c188 (github): G_UpdateState(DD_GAME_MODE) called after WAD load, before Def init
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12:26 Revision 25145e62 (github): Added info-lums, rend-light-decor cvars
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12:26 Revision 8bdb423a (github): Game mode identified before PostInit
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12:25 Revision 637be511 (github): Added Rend_PointDist3D()
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12:24 Revision 862e68f5 (github): Added include r_data.h
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12:24 Revision f32b0ed0 (github): Lumobj flaretex, info-lums, light decorations added
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12:23 Revision 7649a2bb (github): Initial checkin
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12:23 Revision 3e42ca75 (github): Added R_IsPointInSector()
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12:22 Revision 8c269dfe (github): Increased MAXVISSPRITES, added light decorations
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12:22 Revision 63b18250 (github): Added light decorations
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12:21 Revision a24ca5b8 (github): Added P_ApproxDistance3()
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12:21 Revision 5d663a96 (github): Added accurate line length to line_t
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12:20 Revision 991bdecb (github): Added GL_GetTextureInfo()
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12:20 Revision b69788d7 (github): Added rend_decor.h
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12:19 Revision 79179c47 (github): Added W_IsFromIWAD()
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12:19 Revision d3ae2099 (github): mobj_t has a lumobj index, not a pointer
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12:18 Revision ac160c8d (github): Added Def_GetDecoration()
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12:18 Revision d054c036 (github): Added BFLOOR and BCEILING to bbox enums
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12:17 Revision d8e7f132 (github): Comment cleanup
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12:17 Revision cfd8b622 (github): Game mode identification
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12:16 Revision f89ac88c (github): Cleanup, game mode identification
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12:15 Revision e98009e3 (github): Added game mode identification
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12:14 Revision 2ed908e8 (github): Game mode identification in G_UpdateState(DD_GAME_MODE)
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12:14 Revision 0dcfc70b (github): No-asm version of fixed-point math
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12:13 Revision 43a82b53 (github): XG disabled at 'reset'
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12:11 Revision 6c0eb5f4 (github): Light decorations for Doom 1 textures/flats
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12:11 Revision b53aa32c (github): Added includes for decor, flags, blue bottle color modified
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12:10 Revision 14583e44 (github): Modified project options
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12:08 Revision d394615e (github): Added rend_decor
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12:08 Revision a92eba48 (github): jtNet dependency removed
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12:08 Revision 77ad86fe (github): Updated for 1.7.10
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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
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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
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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
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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
- 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
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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
- 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
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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
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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
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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...
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