Activity
From 2003-08-03 to 2003-08-16
2003-08-16
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21:49 Feature #1194: Viewing other players' cameras ("spy" command)
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user_id=849456
I think its probably about time to fix the spy command ;-) -
21:19 Feature #1160: Customizable Dynamic Lights
- _(originally posted by anonymous SF.net user)_
Logged In: NO
Yay! Can you make it so they use the 8bit Particle Al... -
18:06 Feature #1225: Tenebrae style blood
- _(originally posted by anonymous SF.net user)_
Logged In: NO
This you mean >
http://tenebrae.sourceforge.net/... -
17:56 Feature #1260: Disable highres patches but not highres textures
- _(originally posted by anonymous SF.net user)_
Logged In: NO
Great idea -
17:56 Feature #1257: Level Shadows and Zombie blood
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user_id=849456
BIAS lighting has been implemented in CVS (soft sector
lighting). -
15:50 Bug #85: Virtual File Hierarchy (pk3) route folders bug
- _(originally posted by anonymous SF.net user)_
Logged In: NO
I can't seem to replicate this bug now. So might as w... -
11:15 Feature #1266: Sound decorations
- Logged In: YES
user_id=717323
I like the idea. It should be possible to use the Decoration
defs for this:
Decor... -
10:02 Feature #1266 (New): Sound decorations
- A sound that comes from a texture or flat. Sound should
have a range/radius, otherwise it would turn out to be
di... -
10:30 Feature #1263: Directory structure grouped by game
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user_id=675595
Um... I have to keep my mitts off the back button -
01:19 Revision 778abe4d (github): Use RL texbind funcs
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01:18 Revision 85becd92 (github): Added subtractive blending, 8-bit noalpha textures converted to pure alpha
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01:17 Revision 5f706c52 (github): Use RL texbind funcs, HUD model mirroring
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01:16 Revision f86357ce (github): Moved blending modes here
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01:15 Revision fcbb3b53 (github): Moved some routines, added texture binding funcs
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01:15 Revision d2be87f3 (github): Message cleanup with M_Pretty
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01:14 Revision b26e4fd7 (github): Game's main DED file is stored to topDefsFileName[]
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01:14 Revision c74e3e57 (github): Cleanup, always read Doomsday.ded
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01:13 Revision 1a752794 (github): Added rend-model-mirror-hud
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01:13 Revision 7ddd465c (github): Allocate buffer with enough room for 4 color components
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01:12 Revision 0efc44d8 (github): Do PWAD testing with hires flats
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01:11 Revision 1ab8836b (github): Added M_Pretty()
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01:10 Revision 011696c9 (github): Choose internal formats in a single place
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01:10 Revision c4d1ac23 (github): Cleanup, comment, set triangle front facing
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01:09 Revision 345910e8 (github): Added support for GL_EXT_texture_compression_s3tc
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01:08 Revision 597d2660 (github): Cleanup
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01:08 Revision 4bf8af89 (github): Added cvar for mirroring HUD models
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01:07 Revision b7945585 (github): Moved blending modes here
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01:07 Revision 1b11552a (github): Added functions for binding textures
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01:07 Revision f664b1fb (github): Max number of read files increased to 8 thousand
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01:06 Revision 964b3ca7 (github): Added subtractive blending mode flags
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01:06 Revision 4127372c (github): Added constants for triangle orientation
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01:05 Revision 6bf13b1b (github): Cleanup, added S3TC
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01:04 Revision 4cb20301 (github): Moved common definitions to parent directory
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01:03 Revision aae0410f (github): Initial checkin, common definitions
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01:03 Revision ec850401 (github): Changes for today's snapshot
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01:02 Revision c9d01bae (github): Added -notexcomp, texture compression is enabled by default
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01:01 Revision 9b01c78e (github): Explain model packs, correct some terminology, notice about -fresh
2003-08-15
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21:29 Bug #75: Random Crashes with Ultimate Doom
- Logged In: YES
user_id=717323
Likely fixed in 1.7.12? -
21:23 Feature #1205: Option: -nomidi
- Not super useful; future improvements in audio configuration should make this obsolete anyway.
- **status**: open ... -
19:49 Feature #1239: Binding of joystick axes
- Implemented in svn for 1.9.0-beta6
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19:46 Feature #1254: Portal based rendering
- _(originally posted by anonymous SF.net user)_
Logged In: NO
Good thinking. The possibility of a Buildsday is even... -
19:06 Feature #1247: Support GL_EXT_texture_compression_s3tc
- Logged In: YES
user_id=717323
Check out the relation to
GL_EXT_texture_compression_s3tc. -
17:33 Bug #110: [Render hack] TNT map09: Transparent window is not transparent
- Logged In: YES
user_id=717323
The problem is a trick that works in the original Doom.
The window is a zero-height... -
16:26 Bug #119: 99% CPU time
- Logged In: YES
user_id=717323
I don't think there's much I can do about this. It appears
to be a driver issue par... -
15:22 Bug #65: Shiny skins on HUD Models
- Logged In: YES
user_id=717323
In 1.7.12, the shiny coords of HUD models are calculated
a bit differently. They ar... -
08:49 Feature #1263: Directory structure grouped by game
- Logged In: YES
user_id=717323
Doomsday 2 is naturally a different matter. As you suggest,
it's probably best to gr... -
01:26 Revision da41db70 (github): Max number of submodels is now eight
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01:24 Revision 30cad7f9 (github): Switch model Y and Z axes when loading a DMD (to match world space)
2003-08-14
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21:39 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... -
21:23 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
- Logged In: YES
user_id=717323
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
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02:38 Revision 26a05498 (github): Larger retry steps in zone allocation
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02:38 Revision 8cd14cae (github): Use C_IsFull() instead of direct access to clipnodes
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02:37 Revision 51c130b3 (github): Read music data using W_ReadData; don't cache into the zone
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02:37 Revision 94123820 (github): When loading a PCX, read the data only once
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02:36 Revision 269a64b1 (github): Revised node management
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02:35 Revision b441ee74 (github): Moved clipnode_t to rend_clip.c, no need for global scope
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02:35 Revision 1ee8aeb5 (github): Added routines that allocate the buffer automatically
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02:35 Revision 3d1757af (github): Routines that allocate the buffer automatically
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02:34 Revision 093e896d (github): Sort to categories
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02:33 Revision 83288456 (github): Removed -vtxar, -maxor
2003-08-13
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17:04 Revision 3f1c3043 (github): Use os.path.join consistently
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17:02 Revision acdef31f (github): Include dpDehRead.dll in the snapshot
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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
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01:54 Revision f07a6cf0 (github): Changes to model rendering, blending, H/X selectors
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01:53 Revision 379aedf1 (github): Mark vissprites generated from psprites as issprite=2
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01:52 Revision 6bbc6922 (github): Model coords don't need Y/Z axis swap any more
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01:51 Revision fada2501 (github): Rewritten to make use of vertex arrays, multitexturing
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01:50 Revision 039a8233 (github): Added RL freeze cvar, removed shiny skin limit cvars
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01:49 Revision 44110f8c (github): Fixed bug in restricted mipmap calc
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01:48 Revision db774028 (github): Added setting of BlendEquationEXT, texmod 10, 11 for shiny skins
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01:47 Revision 67b0e022 (github): Added subtract and reverse subtract blending modes
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01:47 Revision 36c5578d (github): Added BlendEquationEXT
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01:47 Revision c813c12d (github): Removed shiny skin visibility limits
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01:45 Revision 1cf2773f (github): Added df_subtract and df_revsubtract (blending modes)
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01:44 Revision 1487d4fc (github): Added shiny skin to the axe
2003-08-12
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13:35 Revision d10cbc3e (github): Set player mobj selector to match readyweapon + 1
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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
- Logged In: YES
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... -
03:04 Revision 981043e1 (github): Revised model rendering routines (WIP)
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03:03 Revision cf55aad8 (github): Use separate arrays for vertices and normals, removed unnecessary data
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03:03 Revision 6c03c252 (github): Don't load unnecessary data (triangles, texcoords), use separate arrays for vertices and normals
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03:02 Revision 1e4df560 (github): Comment
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03:01 Revision 4adffb0b (github): Follow the Begin/End semantics
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03:01 Revision f0ea3c72 (github): Moved glvertex_t, glcolor_t, gltexcoord_t to r_data.h
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03:00 Revision 516d08a0 (github): Set subsector ptr for the psprite vissprite
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02:59 Revision 83531245 (github): Added some whitespace
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02:59 Revision 0a690348 (github): Added GL_SetColor2
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02:58 Revision c9ce4560 (github): Increased maximum number of submodels to 8
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02:58 Revision 5f2d2393 (github): Use GL_SetColor2, we're inside Begin/End
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02:57 Revision 6a27b161 (github): Use DGL_RGBA
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02:57 Revision a8077874 (github): Require DG_ArrayElement
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02:56 Revision e18f8752 (github): Removed Rend_Render3DVisSprite()
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02:56 Revision 4ec1144b (github): Rend_RenderModel() renders an entire model, removed "3DVisSprite" drawing
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02:55 Revision cb2cbc67 (github): Rend_RenderModel() renders an entire model
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02:54 Revision fd3742a0 (github): Moved some gl-structs here
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02:53 Revision dfd6ecc7 (github): Added GL_SetColor2()
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02:52 Revision 9370b036 (github): Maximum number of submodels increased to 8
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02:51 Revision fc1c1141 (github): Added gl.ArrayElement
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02:51 Revision d2b30c73 (github): Added DG_ArrayElement
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02:51 Revision 47d24de6 (github): Removed vertex stack and -vtxar
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02:50 Revision bedd3c51 (github): Removed -vtxar
2003-08-09
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20:39 Revision f333c38b (github): Initial checkin, new snapshot builder
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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 ... -
02:59 Revision adacbed0 (github): Alpha remains unchanged in dynlight texenv, works with masked textures
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02:59 Revision 8e4a3a15 (github): Fixed DG_MultiTexCoord2fv
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02:58 Revision 7155426b (github): Removed hardcoded texanims
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02:58 Revision d641283c (github): Check for sprites with no frames (related to other bugs?)
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02:57 Revision ceda845b (github): More profilers, use trimmed down subsecinfo
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02:56 Revision 3b642dd4 (github): Trimmed down subsecinfo
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02:56 Revision 0c74ab0e (github): Trimmed down subsecinfo, texanim pauses
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02:55 Revision 95a96e28 (github): Always bind in GL_BindTexture (curtex may well be bogus)
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02:55 Revision 98b8cdd2 (github): Added rend-tex-anim-smooth
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02:54 Revision 96e6e2b3 (github): Dynamic light for masked walls
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02:53 Revision 6260c6fd (github): Moved some macros, prototypes here for global access
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02:52 Revision d5eaff36 (github): No need for index in dynlight_t
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02:52 Revision 4b152639 (github): Added dynlight pointer to vissprite
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02:51 Revision 43faabaa (github): subsectorinfo_t trimmed down; the rendpoly_t removed
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02:51 Revision cc57aef2 (github): Lights for masked walls
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02:50 Revision f4da3423 (github): Texture anims defined using Group defs
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
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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)_
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
- Logged In: YES
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
- Logged In: YES
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...
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