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From 2003-07-20 to 2003-08-02

2003-08-02

06:43 Feature #1257 (Closed): Level Shadows and Zombie blood
Could there be a way to create blurry shadows in the
corners of brushes that connect to eachother? That
would mak...
skyjake

2003-08-01

20:36 Feature #1256 (Closed): Maximum number of visible models
Make parameter that controls maximum number of visible
3D Models. Make that nearest models is always visible
and ...
skyjake
18:05 Feature #1254: Portal based rendering
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This is interesting. I will first have to study how exactly
the portals work, though...
skyjake
08:34 Feature #1254 (Rejected): Portal based rendering
I think if the renderer was changed so that a bsp
structure is not needed at runtime in favour of Portal
renderin...
skyjake
18:02 Feature #1252: Integrate Hexen features into libcommon
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I don't know how i missed ACS i even have it written when i
press back, must have su...
bluelegs
10:20 Feature #1252: Integrate Hexen features into libcommon
_(originally posted by anonymous SF.net user)_
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Yeah, there are a lot of neat things that could be ad...
skyjake
17:58 Feature #1250: Improved flying suggestions for Hexen/Heretic
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Theyre both good ideas, because they both come from quake :)
chilvence
17:57 Feature #1249: Level Selecting Support
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Ways to get to arbitrary levels:
- command line option "-warp (episode) (map)&q...
skyjake
14:18 Feature #1255 (Closed): Support for DirectX Texture Compression
Support for DirectX Texture Compression would be great.
Typically an image using DXTC is 50% smaller than the
sa...
skyjake
10:30 Feature #1253: Menus use fonts for unmodified games
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In 1.7.12, jDoom will have a feature called "Patch
Replacement". You can ...
skyjake

2003-07-31

23:04 Feature #1253 (Closed): Menus use fonts for unmodified games
I just made a set of souper-hi-res fonts for jdoom, but
when I loaded them into the patches dir I see lots of
place...
chilvence

2003-07-29

10:55 Bug #117: Skull on main menu out of control
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Check that you have DirectX 8 or newer installed.
What is printed in your Run\jDoo...
skyjake
09:14 Bug #117 (Closed): Skull on main menu out of control
The main menu when I launch JDoom (using Kicks.exe)
flickers and the damn skull just flickers up and down
the menu ...
skyjake
08:26 Feature #1252: Integrate Hexen features into libcommon
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ACS
chilvence
06:11 Feature #1252 (Progressed): Integrate Hexen features into libcommon
Heretic and Hexen features in Doom would be really cool
and seeing as you're combining them all for your 2.0
releas...
bluelegs
07:34 Feature #1251: Integrated Boom support
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Duplicate
danij

2003-07-26

15:12 Bug #116: High resolution flats and -pwadtex
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Bug: High-res flats are loaded regardless of -pwadtex.
skyjake
08:16 Feature #1251 (Closed): Integrated Boom support
I havn't seen an update on Boomsday in a long time, so
why not slap the boom extended lines into doomsday so
boom...
chrisdragon

2003-07-25

13:09 Bug #116 (Closed): High resolution flats and -pwadtex
I can't see high resolution textures in walls. Only in flats.
I have the wall textures in the same place as the fla...
skyjake
13:03 Feature #1250 (Rejected): Improved flying suggestions for Hexen/Heretic
This is an annoying problem when playing hexen/heretic;
There are too many keys to bind and use on top of the
stand...
chilvence

2003-07-24

23:20 Feature #1160: Customizable Dynamic Lights
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...but this will make it in 1.7.12.
skyjake
22:59 Feature #1160: Customizable Dynamic Lights
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This won't make it into 1.7.9.
skyjake

2003-07-23

23:17 Bug #115: Player anims broken on client
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I thought so, Its not really bothering me, just confused me
for a while.
chilvence
21:20 Bug #115: Player anims broken on client
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I have seen this, but I consider it a 'glitch'. It happens
because the server isn't ...
skyjake
11:59 Bug #115 (Closed): Player anims broken on client
I was testing the player anims for my model and I
noticed that the firing animations do not seem to play
for client...
chilvence
23:13 Feature #1201: Dynamic shadows
_(originally posted by anonymous SF.net user)_
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are you crazy? every fireball would be a lightsource,...
skyjake
21:23 Feature #1249: Level Selecting Support
_(originally posted by anonymous SF.net user)_
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Just open the console and type warp x y where x is ep...
skyjake
10:56 Feature #1249: Level Selecting Support
_(originally posted by anonymous SF.net user)_
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Well, you can always go "warp xx" but your ...
skyjake
03:30 Feature #1249 (Closed): Level Selecting Support
I know, that's sounds cheating, but no! I want
this beacuse when you want to play a custom map and
it is...
skyjake
05:18 Feature #1247: Support GL_EXT_texture_compression_s3tc
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GL_S3_s3tc is deprecated in favor of
GL_EXT_texture_compression_s3tc; the latter wi...
skyjake

2003-07-22

19:20 Feature #1246: Support newer model formats and skeletal animation
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In all honesty I think half life mdl would be fine; For that there
is milkshape.
...
chilvence
16:50 Feature #1246: Support newer model formats and skeletal animation
_(originally posted by anonymous SF.net user)_
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I think skyjake should go md3 for now
once doom3 i...
skyjake
10:25 Feature #1246: Support newer model formats and skeletal animation
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Skeletal models would be preferable, but one has to think
about editor support, too....
skyjake
09:01 Feature #1246: Support newer model formats and skeletal animation
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I agree, mainly because I think animation should be skeletal.
This will allow monst...
chilvence
16:39 Feature #1248 (Closed): Support GL_SGIS_generate_mipmap extension
Better than using GLU.
*Labels:* Graphics
skyjake
16:38 Feature #1247 (Closed): Support GL_EXT_texture_compression_s3tc
Texture compression is very helpful with
high-resolution textures.
(Used by Quake3, too!)
*Labels:* Graphics
skyjake
08:57 Bug #114 (Closed): input-key-wait1 reset to 15
Quote Aenn Seidhe Priest:
When running jHeretic (maybe other games, too),
Doomsday 1.7.11 resets key repeat delay...
skyjake
08:55 Bug #113 (Closed): jHeretic: Key binding crash
Quote Aenn Seidhe Priest:
jHeretic crashed two times when configuring keys, once
trying to play back a demo when ...
skyjake

2003-07-21

11:07 Feature #1243: In-WAD DED files
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If that doesn't work correctly, submit a bug report. :-)
skyjake
08:28 Bug #112 (Closed): demos: Monsters on a belt in the ground
Monsters on a belt in the ground at playing demo
see demo in attach
(recorded in 1.7.11)
*Labels:* jHeretic
e6y
08:28 Bug #112: demos: Monsters on a belt in the ground

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/60db4c26/2398/attachment/1.cdm
e6y
02:51 Feature #1246 (Closed): Support newer model formats and skeletal animation
I've been looking around and have noticed that there are
better formats to switch to besides MD3. Sure, it is
loa...
skyjake

2003-07-20

12:06 Feature #1242: Player weapon particle muzzle flashes (for external viewers only)
_(originally posted by anonymous SF.net user)_
Logged In: NO
It definetly gets my vote ;)
Dani J
skyjake
07:48 Feature #1245 (Rejected): Local models for viewpoint object
Even though the local player object is normally hidden
from view, it should be possible to define models for
it th...
skyjake
07:36 Feature #1244 (Closed): Scripting in model definitions (e.g., dependent on player health)
Model definitions should be able to trigger Doomsday Script that then modifies the model's appearance or animation st... skyjake
03:41 Feature #1233: Surface decorations using 3D models
_(originally posted by anonymous SF.net user)_
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This could also be a way to fix the horrible switch p...
skyjake
 

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