Activity
From 2003-08-01 to 2003-08-14
2003-08-14
- 21:39 Feature #1263: Directory structure grouped by game
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Primarily, what got me thinking this is the very last part
of the doomsday 2 manifes... - 21:23 Feature #1263: Directory structure grouped by game
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Primarily, what got me thinking this is the very last part
of the doomsday 2 manifes... - 21:23 Feature #1263: Directory structure grouped by game
- Logged In: YES
user_id=675595
Primarily, what got me thinking this is the very last part
of the doomsday 2 manifes... - 21:22 Feature #1263: Directory structure grouped by game
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I admit the current directory structure is not perfect, but I
don't see enough ince... - 02:39 Revision 28359914 (github): Skip trailing junk when reading Text patches, be more verbose
- 02:38 Revision 26a05498 (github): Larger retry steps in zone allocation
- 02:38 Revision 8cd14cae (github): Use C_IsFull() instead of direct access to clipnodes
- 02:37 Revision 51c130b3 (github): Read music data using W_ReadData; don't cache into the zone
- 02:37 Revision 94123820 (github): When loading a PCX, read the data only once
- 02:36 Revision 269a64b1 (github): Revised node management
- 02:35 Revision b441ee74 (github): Moved clipnode_t to rend_clip.c, no need for global scope
- 02:35 Revision 1ee8aeb5 (github): Added routines that allocate the buffer automatically
- 02:35 Revision 3d1757af (github): Routines that allocate the buffer automatically
- 02:34 Revision 093e896d (github): Sort to categories
- 02:33 Revision 83288456 (github): Removed -vtxar, -maxor
2003-08-13
- 17:04 Revision 3f1c3043 (github): Use os.path.join consistently
- 17:02 Revision acdef31f (github): Include dpDehRead.dll in the snapshot
- 14:24 Bug #119 (Closed): 99% CPU time
- On my working computer with the internal sound card it is
impossible to play DoomsDay, but on
my home computer wit... - 14:24 Bug #119: 99% CPU time
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/5eca749d/31a2/attachment/doomsday.rar
- 01:54 Revision f07a6cf0 (github): Changes to model rendering, blending, H/X selectors
- 01:53 Revision 379aedf1 (github): Mark vissprites generated from psprites as issprite=2
- 01:52 Revision 6bbc6922 (github): Model coords don't need Y/Z axis swap any more
- 01:51 Revision fada2501 (github): Rewritten to make use of vertex arrays, multitexturing
- 01:50 Revision 039a8233 (github): Added RL freeze cvar, removed shiny skin limit cvars
- 01:49 Revision 44110f8c (github): Fixed bug in restricted mipmap calc
- 01:48 Revision db774028 (github): Added setting of BlendEquationEXT, texmod 10, 11 for shiny skins
- 01:47 Revision 67b0e022 (github): Added subtract and reverse subtract blending modes
- 01:47 Revision 36c5578d (github): Added BlendEquationEXT
- 01:47 Revision c813c12d (github): Removed shiny skin visibility limits
- 01:45 Revision 1cf2773f (github): Added df_subtract and df_revsubtract (blending modes)
- 01:44 Revision 1487d4fc (github): Added shiny skin to the axe
2003-08-12
- 13:35 Revision d10cbc3e (github): Set player mobj selector to match readyweapon + 1
- 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...
- 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... - 12:29 Feature #1262: More engine features
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Lots of stuff here thats possible with Hexen's ACS and
polyobjs. If you want that ki...
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... - 03:04 Revision 981043e1 (github): Revised model rendering routines (WIP)
- 03:03 Revision cf55aad8 (github): Use separate arrays for vertices and normals, removed unnecessary data
- 03:03 Revision 6c03c252 (github): Don't load unnecessary data (triangles, texcoords), use separate arrays for vertices and normals
- 03:02 Revision 1e4df560 (github): Comment
- 03:01 Revision 4adffb0b (github): Follow the Begin/End semantics
- 03:01 Revision f0ea3c72 (github): Moved glvertex_t, glcolor_t, gltexcoord_t to r_data.h
- 03:00 Revision 516d08a0 (github): Set subsector ptr for the psprite vissprite
- 02:59 Revision 83531245 (github): Added some whitespace
- 02:59 Revision 0a690348 (github): Added GL_SetColor2
- 02:58 Revision c9ce4560 (github): Increased maximum number of submodels to 8
- 02:58 Revision 5f2d2393 (github): Use GL_SetColor2, we're inside Begin/End
- 02:57 Revision 6a27b161 (github): Use DGL_RGBA
- 02:57 Revision a8077874 (github): Require DG_ArrayElement
- 02:56 Revision e18f8752 (github): Removed Rend_Render3DVisSprite()
- 02:56 Revision 4ec1144b (github): Rend_RenderModel() renders an entire model, removed "3DVisSprite" drawing
- 02:55 Revision cb2cbc67 (github): Rend_RenderModel() renders an entire model
- 02:54 Revision fd3742a0 (github): Moved some gl-structs here
- 02:53 Revision dfd6ecc7 (github): Added GL_SetColor2()
- 02:52 Revision 9370b036 (github): Maximum number of submodels increased to 8
- 02:51 Revision fc1c1141 (github): Added gl.ArrayElement
- 02:51 Revision d2b30c73 (github): Added DG_ArrayElement
- 02:51 Revision 47d24de6 (github): Removed vertex stack and -vtxar
- 02:50 Revision bedd3c51 (github): Removed -vtxar
2003-08-09
- 20:39 Revision f333c38b (github): Initial checkin, new snapshot builder
- 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 ... - 02:59 Revision adacbed0 (github): Alpha remains unchanged in dynlight texenv, works with masked textures
- 02:59 Revision 8e4a3a15 (github): Fixed DG_MultiTexCoord2fv
- 02:58 Revision 7155426b (github): Removed hardcoded texanims
- 02:58 Revision d641283c (github): Check for sprites with no frames (related to other bugs?)
- 02:57 Revision ceda845b (github): More profilers, use trimmed down subsecinfo
- 02:56 Revision 3b642dd4 (github): Trimmed down subsecinfo
- 02:56 Revision 0c74ab0e (github): Trimmed down subsecinfo, texanim pauses
- 02:55 Revision 95a96e28 (github): Always bind in GL_BindTexture (curtex may well be bogus)
- 02:55 Revision 98b8cdd2 (github): Added rend-tex-anim-smooth
- 02:54 Revision 96e6e2b3 (github): Dynamic light for masked walls
- 02:53 Revision 6260c6fd (github): Moved some macros, prototypes here for global access
- 02:52 Revision d5eaff36 (github): No need for index in dynlight_t
- 02:52 Revision 4b152639 (github): Added dynlight pointer to vissprite
- 02:51 Revision 43faabaa (github): subsectorinfo_t trimmed down; the rendpoly_t removed
- 02:51 Revision cc57aef2 (github): Lights for masked walls
- 02:50 Revision f4da3423 (github): Texture anims defined using Group defs
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... - 02:51 Revision 229ded4b (github): Added SGIS_generate_mipmap, removed detail max distance
- 02:50 Revision 053b400a (github): Non-simple sky uses TRIANGLE_STRIP, disable vertex arrays
- 02:49 Revision 406f76a3 (github): DL_RadiusIterator needs a subsector ptr
- 02:49 Revision 9ac4e7a3 (github): Disable blending when #TU < 2.
- 02:48 Revision 32d50f17 (github): Cleanup, safe with only one TU
- 02:48 Revision b8d01db7 (github): Fixed light leakage, improved handling of dynlight nodes and lumcontacts
- 02:47 Revision 38eb2a26 (github): Don't decorate closed sectors
- 02:46 Revision b759e437 (github): subsecinfo is now allocated from the normal heap
- 02:45 Revision 614c3075 (github): R_AddSprites uses framecount to detect dupe-calls
- 02:45 Revision 4784fcf3 (github): Allocate subsecinfo from normal heap, init subsector blockmap
- 02:44 Revision 8bbb4eef (github): Added the subsector blockmap
- 02:43 Revision f861b5b6 (github): Use Z_Calloc
- 02:43 Revision e6ff15ea (github): Commented out obsolete cvars
- 02:42 Revision 324a88e7 (github): Separate query for add + modulate tex env
- 02:42 Revision 98a3bf9c (github): Added P_SubsectorBoxIterator()
- 02:42 Revision 0b448406 (github): DL iterator needs subsector ptr
- 02:41 Revision 0145e347 (github): Removed detail maximum distance (now unlimited)
- 02:41 Revision 7de8e821 (github): Revised DL subsec iterator
- 02:40 Revision 1bda59a5 (github): Added subsector ptr to vissprite
- 02:39 Revision 052bd1fe (github): Added subsec/line/sectorinfo macros, counters, cleanup
- 02:38 Revision 30075168 (github): Added the subsector blockmap
- 02:38 Revision 3c0dee2b (github): Added global variable for add + modulate tex env
- 02:37 Revision f0a77b26 (github): Removed unused constants
- 02:37 Revision 24550741 (github): Added macro FLT2FIX
- 02:36 Revision 646a9d57 (github): Removed detail max distance slider
- 02:36 Revision c99ac80f (github): SGIS_generate_mipmap
- 02:36 Revision b60bb163 (github): Multitex code can be toggled, SGIS_generate_mipmap
- 02:35 Revision ad7ecc20 (github): Multitex code can be toggled
- 00:57 Revision dcba4edb (github): Dynlight improvements
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... - 01:04 Revision d697ae27 (github): Rend_PointDist2D is now a macro
- 01:04 Revision 110a6f53 (github): Moved a bunch of defs to r_data.h
- 01:03 Revision bd7a7a37 (github): Moved a bunch of RL struct defs here
- 01:03 Revision 4a4adf5e (github): Added new constants, defined an RGBA color
- 01:02 Revision 7ee89d0c (github): whitefog is no more
- 01:02 Revision ba8bfec3 (github): Updated to work with RLv3, fixed shadow Z-height calculation
- 01:01 Revision 7673bd66 (github): whitefog changed to useFog, rendpoly colors are rgba
- 01:00 Revision 05d04580 (github): Added more profilers, plane rendering done in a separate func
- 01:00 Revision 8789bb2c (github): Rendering lists v3.0 are now working, code still needs cleanup
- 00:59 Revision 215e9994 (github): whitefog changed to useFog
- 00:58 Revision 3d90375a (github): Added profilers, whitefog changed to useFog
- 00:58 Revision ed6289e0 (github): Cleanup
- 00:57 Revision 4a6122f1 (github): Plane rendpolys initialized in advance
- 00:57 Revision 1d4d29f7 (github): Shortened a bunch of 'ceiling's to 'ceil'
- 00:56 Revision de0c9705 (github): Flats stored into a hash, added profiling for flat finding
- 00:55 Revision 545cfef3 (github): Fog color stored in a global variable
- 00:55 Revision e749d687 (github): Detail texture instances
- 00:54 Revision dc59ad79 (github): Added cvars for light and detail multitexturing
- 00:53 Revision 775d8690 (github): Don't freeze on settics 0
- 00:53 Revision 13ee9df7 (github): Added GL_TRIANGLE_FAN for DrawElements
- 00:52 Revision 6311e2c8 (github): Added and modified a bunch of texture modulation modes
- 00:52 Revision 46181f23 (github): Added fade-to-gray manual mipmapping
- 00:50 Revision a3bacf94 (github): Rendlists in shape, updated changes
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
- 21:36 Revision 81a2dcbe (github): Initial checkin (translation by KGy SOFT)
- 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 ...
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