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From 2003-07-30 to 2003-08-12

2003-08-12

13:35 Revision d10cbc3e (github): Set player mobj selector to match readyweapon + 1
skyjake
13:24 Feature #1265 (New): Map-specific definitions in a WAD lump
Allow certain effects to be added on a per map basis, by using the already existing ded format for particle generator... skyjake
13:19 Feature #1264 (New): Conditional decorations
If a sector uses texture x and texture x has decor lights
defined then there should be a rules system which
gover...
skyjake
12:29 Feature #1262: More engine features
Logged In: YES
user_id=675595
Lots of stuff here thats possible with Hexen's ACS and
polyobjs. If you want that ki...
chilvence

2003-08-10

14:48 Feature #1253: Menus use fonts for unmodified games
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user_id=717323
I agree. This should work pretty well, except with the
Nightmare lump, which doesn't...
skyjake
03:04 Revision 981043e1 (github): Revised model rendering routines (WIP)
skyjake
03:03 Revision cf55aad8 (github): Use separate arrays for vertices and normals, removed unnecessary data
skyjake
03:03 Revision 6c03c252 (github): Don't load unnecessary data (triangles, texcoords), use separate arrays for vertices and normals
skyjake
03:02 Revision 1e4df560 (github): Comment
skyjake
03:01 Revision 4adffb0b (github): Follow the Begin/End semantics
skyjake
03:01 Revision f0ea3c72 (github): Moved glvertex_t, glcolor_t, gltexcoord_t to r_data.h
skyjake
03:00 Revision 516d08a0 (github): Set subsector ptr for the psprite vissprite
skyjake
02:59 Revision 83531245 (github): Added some whitespace
skyjake
02:59 Revision 0a690348 (github): Added GL_SetColor2
skyjake
02:58 Revision c9ce4560 (github): Increased maximum number of submodels to 8
skyjake
02:58 Revision 5f2d2393 (github): Use GL_SetColor2, we're inside Begin/End
skyjake
02:57 Revision 6a27b161 (github): Use DGL_RGBA
skyjake
02:57 Revision a8077874 (github): Require DG_ArrayElement
skyjake
02:56 Revision e18f8752 (github): Removed Rend_Render3DVisSprite()
skyjake
02:56 Revision 4ec1144b (github): Rend_RenderModel() renders an entire model, removed "3DVisSprite" drawing
skyjake
02:55 Revision cb2cbc67 (github): Rend_RenderModel() renders an entire model
skyjake
02:54 Revision fd3742a0 (github): Moved some gl-structs here
skyjake
02:53 Revision dfd6ecc7 (github): Added GL_SetColor2()
skyjake
02:52 Revision 9370b036 (github): Maximum number of submodels increased to 8
skyjake
02:51 Revision fc1c1141 (github): Added gl.ArrayElement
skyjake
02:51 Revision d2b30c73 (github): Added DG_ArrayElement
skyjake
02:51 Revision 47d24de6 (github): Removed vertex stack and -vtxar
skyjake
02:50 Revision bedd3c51 (github): Removed -vtxar
skyjake

2003-08-09

20:39 Revision f333c38b (github): Initial checkin, new snapshot builder
skyjake
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 ...
chilvence
02:59 Revision adacbed0 (github): Alpha remains unchanged in dynlight texenv, works with masked textures
skyjake
02:59 Revision 8e4a3a15 (github): Fixed DG_MultiTexCoord2fv
skyjake
02:58 Revision 7155426b (github): Removed hardcoded texanims
skyjake
02:58 Revision d641283c (github): Check for sprites with no frames (related to other bugs?)
skyjake
02:57 Revision ceda845b (github): More profilers, use trimmed down subsecinfo
skyjake
02:56 Revision 3b642dd4 (github): Trimmed down subsecinfo
skyjake
02:56 Revision 0c74ab0e (github): Trimmed down subsecinfo, texanim pauses
skyjake
02:55 Revision 95a96e28 (github): Always bind in GL_BindTexture (curtex may well be bogus)
skyjake
02:55 Revision 98b8cdd2 (github): Added rend-tex-anim-smooth
skyjake
02:54 Revision 96e6e2b3 (github): Dynamic light for masked walls
skyjake
02:53 Revision 6260c6fd (github): Moved some macros, prototypes here for global access
skyjake
02:52 Revision d5eaff36 (github): No need for index in dynlight_t
skyjake
02:52 Revision 4b152639 (github): Added dynlight pointer to vissprite
skyjake
02:51 Revision 43faabaa (github): subsectorinfo_t trimmed down; the rendpoly_t removed
skyjake
02:51 Revision cc57aef2 (github): Lights for masked walls
skyjake
02:50 Revision f4da3423 (github): Texture anims defined using Group defs
skyjake

2003-08-08

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 ...
skyjake
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...
skyjake
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...
skyjake
19:19 Feature #1146: Ducking
Logged In: YES
user_id=812866
I say no, It would change the gameplay to much
droyd
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...
skyjake
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...
skyjake
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...
skyjake
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...
skyjake
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...
skyjake
02:51 Revision 229ded4b (github): Added SGIS_generate_mipmap, removed detail max distance
skyjake
02:50 Revision 053b400a (github): Non-simple sky uses TRIANGLE_STRIP, disable vertex arrays
skyjake
02:49 Revision 406f76a3 (github): DL_RadiusIterator needs a subsector ptr
skyjake
02:49 Revision 9ac4e7a3 (github): Disable blending when #TU < 2.
skyjake
02:48 Revision 32d50f17 (github): Cleanup, safe with only one TU
skyjake
02:48 Revision b8d01db7 (github): Fixed light leakage, improved handling of dynlight nodes and lumcontacts
skyjake
02:47 Revision 38eb2a26 (github): Don't decorate closed sectors
skyjake
02:46 Revision b759e437 (github): subsecinfo is now allocated from the normal heap
skyjake
02:45 Revision 614c3075 (github): R_AddSprites uses framecount to detect dupe-calls
skyjake
02:45 Revision 4784fcf3 (github): Allocate subsecinfo from normal heap, init subsector blockmap
skyjake
02:44 Revision 8bbb4eef (github): Added the subsector blockmap
skyjake
02:43 Revision f861b5b6 (github): Use Z_Calloc
skyjake
02:43 Revision e6ff15ea (github): Commented out obsolete cvars
skyjake
02:42 Revision 324a88e7 (github): Separate query for add + modulate tex env
skyjake
02:42 Revision 98a3bf9c (github): Added P_SubsectorBoxIterator()
skyjake
02:42 Revision 0b448406 (github): DL iterator needs subsector ptr
skyjake
02:41 Revision 0145e347 (github): Removed detail maximum distance (now unlimited)
skyjake
02:41 Revision 7de8e821 (github): Revised DL subsec iterator
skyjake
02:40 Revision 1bda59a5 (github): Added subsector ptr to vissprite
skyjake
02:39 Revision 052bd1fe (github): Added subsec/line/sectorinfo macros, counters, cleanup
skyjake
02:38 Revision 30075168 (github): Added the subsector blockmap
skyjake
02:38 Revision 3c0dee2b (github): Added global variable for add + modulate tex env
skyjake
02:37 Revision f0a77b26 (github): Removed unused constants
skyjake
02:37 Revision 24550741 (github): Added macro FLT2FIX
skyjake
02:36 Revision 646a9d57 (github): Removed detail max distance slider
skyjake
02:36 Revision c99ac80f (github): SGIS_generate_mipmap
skyjake
02:36 Revision b60bb163 (github): Multitex code can be toggled, SGIS_generate_mipmap
skyjake
02:35 Revision ad7ecc20 (github): Multitex code can be toggled
skyjake
00:57 Revision dcba4edb (github): Dynlight improvements
skyjake

2003-08-07

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?
skyjake
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...
skyjake
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.
skyjake
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...
skyjake
23:12 Bug #53: Glowing textures+flats not effected by fog
Logged In: YES
user_id=717323
This should be fixed in 1.7.12. I don't really see the
problem, though (any more...).
skyjake
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.
skyjake

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...
skyjake
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...
skyjake
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...
skyjake

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...
skyjake
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...
skyjake
01:04 Revision d697ae27 (github): Rend_PointDist2D is now a macro
skyjake
01:04 Revision 110a6f53 (github): Moved a bunch of defs to r_data.h
skyjake
01:03 Revision bd7a7a37 (github): Moved a bunch of RL struct defs here
skyjake
01:03 Revision 4a4adf5e (github): Added new constants, defined an RGBA color
skyjake
01:02 Revision 7ee89d0c (github): whitefog is no more
skyjake
01:02 Revision ba8bfec3 (github): Updated to work with RLv3, fixed shadow Z-height calculation
skyjake
01:01 Revision 7673bd66 (github): whitefog changed to useFog, rendpoly colors are rgba
skyjake
01:00 Revision 05d04580 (github): Added more profilers, plane rendering done in a separate func
skyjake
01:00 Revision 8789bb2c (github): Rendering lists v3.0 are now working, code still needs cleanup
skyjake
00:59 Revision 215e9994 (github): whitefog changed to useFog
skyjake
00:58 Revision 3d90375a (github): Added profilers, whitefog changed to useFog
skyjake
00:58 Revision ed6289e0 (github): Cleanup
skyjake
00:57 Revision 4a6122f1 (github): Plane rendpolys initialized in advance
skyjake
00:57 Revision 1d4d29f7 (github): Shortened a bunch of 'ceiling's to 'ceil'
skyjake
00:56 Revision de0c9705 (github): Flats stored into a hash, added profiling for flat finding
skyjake
00:55 Revision 545cfef3 (github): Fog color stored in a global variable
skyjake
00:55 Revision e749d687 (github): Detail texture instances
skyjake
00:54 Revision dc59ad79 (github): Added cvars for light and detail multitexturing
skyjake
00:53 Revision 775d8690 (github): Don't freeze on settics 0
skyjake
00:53 Revision 13ee9df7 (github): Added GL_TRIANGLE_FAN for DrawElements
skyjake
00:52 Revision 6311e2c8 (github): Added and modified a bunch of texture modulation modes
skyjake
00:52 Revision 46181f23 (github): Added fade-to-gray manual mipmapping
skyjake
00:50 Revision a3bacf94 (github): Rendlists in shape, updated changes
skyjake

2003-08-03

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...
skyjake

2003-08-02

21:36 Revision 81a2dcbe (github): Initial checkin (translation by KGy SOFT)
skyjake
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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user_id=717323
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
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...
bluelegs
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...
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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user_id=717323
Ways to get to arbitrary levels:
- command line option &quot;-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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user_id=717323
In 1.7.12, jDoom will have a feature called &quot;Patch
Replacement&quot;. 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
 

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