Activity
From 2003-08-01 to 2003-08-14
2003-08-14
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21:39 Feature #1263: Directory structure grouped by game
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user_id=675595
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... - 
  
21:23 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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user_id=717323
I admit the current directory structure is not perfect, but I
don't see enough ince... 
2003-08-13
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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
2003-08-12
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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...
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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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user_id=675595
Lots of stuff here thats possible with Hexen's ACS and
polyobjs. If you want that ki... 
2003-08-10
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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... 
2003-08-09
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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
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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
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user_id=717323
In 1.7.12. There will be separate options "-nohightex"
and "-nohighp... - 
  
19:19 Feature #1146: Ducking
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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)_
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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)_
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
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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... 
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
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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
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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... 
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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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
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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
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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
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user_id=675595
Theyre both good ideas, because they both come from quake :) - 
  
17:57 Feature #1249: Level Selecting Support
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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
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user_id=717323
In 1.7.12, jDoom will have a feature called "Patch
Replacement". You can ... 
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