Activity
From 2003-07-28 to 2003-08-10
2003-08-10
- 14:48 Feature #1253: Menus use fonts for unmodified games
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I agree. This should work pretty well, except with the
Nightmare lump, which doesn't...
2003-08-09
- 12:23 Feature #1263 (Closed): Directory structure grouped by game
- Ok, so this could be a pain to lots and lots of addons
and authors, but I may as well test the water. Ill only
say ...
2003-08-08
- 22:29 Feature #1262: More engine features
- _(originally posted by anonymous SF.net user)_
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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
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In 1.7.12. There will be separate options "-nohightex"
and "-nohighp... - 19:19 Feature #1146: Ducking
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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)_
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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)_
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whenever I read an headshot request I think someone s... - 17:25 Feature #1258: sounds, patches in pwads should override external files
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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
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In 1.7.12, masked walls get one dynamic light, thanks to
multitexturing.
All lig...
2003-08-07
- 23:27 Feature #1163: Blended/faded texture animation
- _(originally posted by anonymous SF.net user)_
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How about model skin changes? Any blending there? - 23:23 Feature #1164: Animation sequences defined using DEDs
- _(originally posted by anonymous SF.net user)_
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Will there be random timing for the animation sequenc... - 23:15 Bug #66: Dynlights leak through walls
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Ah, I have finally fixed this! No more leakage in 1.7.12. - 23:14 Bug #64: White gaps where walls meet on TNT2
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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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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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I believe this will be fixed in 1.7.12. There were some
holes in the skymask.
2003-08-06
- 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)_
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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
- 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...
2003-08-03
- 16:04 Feature #1142: Cheating in netgames
- _(originally posted by anonymous SF.net user)_
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And when clients send cheat command to server, server...
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...
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 ... - 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... - 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
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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)_
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Yeah, there are a lot of neat things that could be ad... - 17:58 Feature #1250: Improved flying suggestions for Hexen/Heretic
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Theyre both good ideas, because they both come from quake :) - 17:57 Feature #1249: Level Selecting Support
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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
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In 1.7.12, jDoom will have a feature called "Patch
Replacement". You can ...
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...
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... - 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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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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