Activity
From 2003-07-26 to 2003-08-08
2003-08-08
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22:29 Feature #1262: More engine features
- _(originally posted by anonymous SF.net user)_
Logged In: NO
Most of the things you describe would need more work ... -
17:30 Feature #1262 (Closed): More engine features
- More things available in the engine (i'm not sure if any of
this is in hexen though).
Swinging doors
Star Trek st... -
20:01 Feature #1260: Disable highres patches but not highres textures
- Logged In: YES
user_id=717323
In 1.7.12. There will be separate options "-nohightex"
and "-nohighp... -
19:19 Feature #1146: Ducking
- Logged In: YES
user_id=812866
I say no, It would change the gameplay to much -
19:01 Feature #1259: Divide 3D models into hitzones
- _(originally posted by anonymous SF.net user)_
Logged In: NO
Interesting idea. I have a good way to implement this... -
17:26 Feature #1259: Divide 3D models into hitzones
- _(originally posted by anonymous SF.net user)_
Logged In: NO
whenever I read an headshot request I think someone s... -
17:25 Feature #1258: sounds, patches in pwads should override external files
- Logged In: YES
user_id=717323
Will be in 1.7.12.
The option "-nohighpat" will be used to disable high... -
14:17 Feature #1261 (Closed): Maximising the potential of Multitexturing
- Since Multitexturing is being used for various things
including the first light on each surface and detail
textur... -
11:13 Bug #36: Glowing flat lights vs. dynlights
- Logged In: YES
user_id=717323
In 1.7.12, masked walls get one dynamic light, thanks to
multitexturing.
All lig... -
02:51 Revision 229ded4b (github): Added SGIS_generate_mipmap, removed detail max distance
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02:50 Revision 053b400a (github): Non-simple sky uses TRIANGLE_STRIP, disable vertex arrays
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02:49 Revision 406f76a3 (github): DL_RadiusIterator needs a subsector ptr
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02:49 Revision 9ac4e7a3 (github): Disable blending when #TU < 2.
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02:48 Revision 32d50f17 (github): Cleanup, safe with only one TU
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02:48 Revision b8d01db7 (github): Fixed light leakage, improved handling of dynlight nodes and lumcontacts
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02:47 Revision 38eb2a26 (github): Don't decorate closed sectors
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02:46 Revision b759e437 (github): subsecinfo is now allocated from the normal heap
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02:45 Revision 614c3075 (github): R_AddSprites uses framecount to detect dupe-calls
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02:45 Revision 4784fcf3 (github): Allocate subsecinfo from normal heap, init subsector blockmap
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02:44 Revision 8bbb4eef (github): Added the subsector blockmap
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02:43 Revision f861b5b6 (github): Use Z_Calloc
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02:43 Revision e6ff15ea (github): Commented out obsolete cvars
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02:42 Revision 324a88e7 (github): Separate query for add + modulate tex env
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02:42 Revision 98a3bf9c (github): Added P_SubsectorBoxIterator()
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02:42 Revision 0b448406 (github): DL iterator needs subsector ptr
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02:41 Revision 0145e347 (github): Removed detail maximum distance (now unlimited)
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02:41 Revision 7de8e821 (github): Revised DL subsec iterator
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02:40 Revision 1bda59a5 (github): Added subsector ptr to vissprite
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02:39 Revision 052bd1fe (github): Added subsec/line/sectorinfo macros, counters, cleanup
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02:38 Revision 30075168 (github): Added the subsector blockmap
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02:38 Revision 3c0dee2b (github): Added global variable for add + modulate tex env
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02:37 Revision f0a77b26 (github): Removed unused constants
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02:37 Revision 24550741 (github): Added macro FLT2FIX
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02:36 Revision 646a9d57 (github): Removed detail max distance slider
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02:36 Revision c99ac80f (github): SGIS_generate_mipmap
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02:36 Revision b60bb163 (github): Multitex code can be toggled, SGIS_generate_mipmap
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02:35 Revision ad7ecc20 (github): Multitex code can be toggled
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00:57 Revision dcba4edb (github): Dynlight improvements
2003-08-07
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23:27 Feature #1163: Blended/faded texture animation
- _(originally posted by anonymous SF.net user)_
Logged In: NO
How about model skin changes? Any blending there? -
23:23 Feature #1164: Animation sequences defined using DEDs
- _(originally posted by anonymous SF.net user)_
Logged In: NO
Will there be random timing for the animation sequenc... -
23:15 Bug #66: Dynlights leak through walls
- Logged In: YES
user_id=717323
Ah, I have finally fixed this! No more leakage in 1.7.12. -
23:14 Bug #64: White gaps where walls meet on TNT2
- Logged In: YES
user_id=717323
1.7.12 takes special care to use the same polygon
geometry for pretty much all pass... -
23:12 Bug #53: Glowing textures+flats not effected by fog
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user_id=717323
This should be fixed in 1.7.12. I don't really see the
problem, though (any more...). -
23:11 Bug #51: Sky rendering glitch
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user_id=717323
I believe this will be fixed in 1.7.12. There were some
holes in the skymask.
2003-08-06
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22:53 Feature #1260 (Closed): Disable highres patches but not highres textures
- It would be nice if it was possible to disable highres
patches but not highres textures and vica versa from
the c... -
14:24 Bug #118: TNT: Texture anim glitches
- _(originally posted by anonymous SF.net user)_
Logged In: NO
Plz ignore the solution included with the TNT texture... -
02:36 Feature #1259 (Rejected): Divide 3D models into hitzones
- That way it would be possible to detect headshots and
make them do more damage. I think that this would be a
very...
2003-08-05
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14:17 Bug #118 (Closed): TNT: Texture anim glitches
- I Don't know wheter this is a bug or not, as there might
be a console option to enable it normally, but I can't
j... -
12:15 Feature #1258 (Closed): sounds, patches in pwads should override external files
- Textures in pwads override external textures.
Sounds and patches in pwads should likewise override
their external... -
01:04 Revision d697ae27 (github): Rend_PointDist2D is now a macro
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01:04 Revision 110a6f53 (github): Moved a bunch of defs to r_data.h
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01:03 Revision bd7a7a37 (github): Moved a bunch of RL struct defs here
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01:03 Revision 4a4adf5e (github): Added new constants, defined an RGBA color
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01:02 Revision 7ee89d0c (github): whitefog is no more
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01:02 Revision ba8bfec3 (github): Updated to work with RLv3, fixed shadow Z-height calculation
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01:01 Revision 7673bd66 (github): whitefog changed to useFog, rendpoly colors are rgba
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01:00 Revision 05d04580 (github): Added more profilers, plane rendering done in a separate func
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01:00 Revision 8789bb2c (github): Rendering lists v3.0 are now working, code still needs cleanup
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00:59 Revision 215e9994 (github): whitefog changed to useFog
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00:58 Revision 3d90375a (github): Added profilers, whitefog changed to useFog
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00:58 Revision ed6289e0 (github): Cleanup
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00:57 Revision 4a6122f1 (github): Plane rendpolys initialized in advance
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00:57 Revision 1d4d29f7 (github): Shortened a bunch of 'ceiling's to 'ceil'
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00:56 Revision de0c9705 (github): Flats stored into a hash, added profiling for flat finding
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00:55 Revision 545cfef3 (github): Fog color stored in a global variable
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00:55 Revision e749d687 (github): Detail texture instances
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00:54 Revision dc59ad79 (github): Added cvars for light and detail multitexturing
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00:53 Revision 775d8690 (github): Don't freeze on settics 0
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00:53 Revision 13ee9df7 (github): Added GL_TRIANGLE_FAN for DrawElements
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00:52 Revision 6311e2c8 (github): Added and modified a bunch of texture modulation modes
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00:52 Revision 46181f23 (github): Added fade-to-gray manual mipmapping
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00:50 Revision a3bacf94 (github): Rendlists in shape, updated changes
2003-08-03
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16:04 Feature #1142: Cheating in netgames
- _(originally posted by anonymous SF.net user)_
Logged In: NO
And when clients send cheat command to server, server...
2003-08-02
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21:36 Revision 81a2dcbe (github): Initial checkin (translation by KGy SOFT)
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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...
2003-08-01
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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 ... -
18:05 Feature #1254: Portal based rendering
- Logged In: YES
user_id=717323
This is interesting. I will first have to study how exactly
the portals work, though... -
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... -
18:02 Feature #1252: Integrate Hexen features into libcommon
- Logged In: YES
user_id=811377
I don't know how i missed ACS i even have it written when i
press back, must have su... -
10:20 Feature #1252: Integrate Hexen features into libcommon
- _(originally posted by anonymous SF.net user)_
Logged In: NO
Yeah, there are a lot of neat things that could be ad... -
17:58 Feature #1250: Improved flying suggestions for Hexen/Heretic
- Logged In: YES
user_id=675595
Theyre both good ideas, because they both come from quake :) -
17:57 Feature #1249: Level Selecting Support
- Logged In: YES
user_id=717323
Ways to get to arbitrary levels:
- command line option "-warp (episode) (map)&q... -
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... -
10:30 Feature #1253: Menus use fonts for unmodified games
- Logged In: YES
user_id=717323
In 1.7.12, jDoom will have a feature called "Patch
Replacement". You can ...
2003-07-31
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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...
2003-07-29
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19:37 Revision 60954f3d (github): No reset when something suspended
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19:36 Revision 7c416909 (github): Removed obsolete files
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19:36 Revision f810c3f2 (github): Added crosshair alpha slider
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19:35 Revision a9bff945 (github): Disabled old texture anim code
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19:35 Revision b2ca7b50 (github): Z_Malloc(0) returns NULL, fixed data transfers when reallocating
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19:34 Revision 32299c6e (github): Added new opt/req API functions (WIP)
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19:34 Revision ce85f495 (github): Added anim groups
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19:33 Revision 85fda64d (github): Removed rend-light-shrink, added check to Con_Error()
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19:32 Revision 07007b0b (github): Added Group defs, removed obsolete stuff
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19:32 Revision d1ad75aa (github): Added multitex awareness and -leaveramp
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19:32 Revision fe77cb9e (github): Added M_CycleIntoRange()
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19:31 Revision b861b08c (github): Null some pointers after free()ing
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19:31 Revision e868a62b (github): Added PGF_GROUP: triggered by all in group
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19:30 Revision 7eea9765 (github): Animate anim groups on each tick
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19:30 Revision 6fbd78b7 (github): Added texture/flat animation groups (WIP)
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19:29 Revision 9c9b586f (github): Make sure depth test/write settings are correct
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19:28 Revision dbebfe70 (github): Disabled while working on DL/RL (WIP)
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19:28 Revision a0406f65 (github): Texblend, anim groups, new handling of dynlights (WIP)
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19:27 Revision 81d5b1d2 (github): New handling of dynlights (WIP)
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19:27 Revision 527c2155 (github): Cleanup of decoration placement
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19:26 Revision 390001dd (github): Redesigned rendering lists (WIP)
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19:25 Revision 1a4df9d3 (github): Added anim groups
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19:23 Revision e89bdc1d (github): Added animation groups
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19:23 Revision f1b228bd (github): Added PGF_GROUP
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19:22 Revision bf6bfd29 (github): Added GET_SEG_IDX macro
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19:22 Revision 36f11d5f (github): Added M_CycleIntoRange()
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19:22 Revision 4e032115 (github): Texture/sky/flat preparation with optional translation
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19:20 Revision fdc9299a (github): Commented obsolete #defines
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19:20 Revision e06e049e (github): Added var for number of texture units
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19:19 Revision 9bd8eb93 (github): Added multitex, array constants, removed obsolete stuff
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19:19 Revision abda73e5 (github): Added anim groups, removed obsolete stuff
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19:18 Revision 8298cd65 (github): Added array functions
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19:18 Revision 55e03c13 (github): Better use of arrays, multitex (WIP)
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19:16 Revision 4f5cbb14 (github): Fixes and new stuff
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19:16 Revision f4777f74 (github): Added -leaveramp
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19:15 Revision 9126df43 (github): Added "gnf_scalerate" and "gnf_group"
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19:14 Revision bb88ddb6 (github): Added "gnf_group"
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19:14 Revision 99058fef (github): Added animation Group defs
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19:12 Revision d26933a5 (github): Fixed path names in the archive
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10:55 Bug #117: Skull on main menu out of control
- Logged In: YES
user_id=717323
Check that you have DirectX 8 or newer installed.
What is printed in your Run\jDoo... -
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 ... -
08:26 Feature #1252: Integrate Hexen features into libcommon
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user_id=675595
ACS -
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... -
07:34 Feature #1251: Integrated Boom support
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user_id=849456
Duplicate
2003-07-26
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15:12 Bug #116: High resolution flats and -pwadtex
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user_id=717323
Bug: High-res flats are loaded regardless of -pwadtex. -
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...
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