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From 2003-08-04 to 2003-08-17

2003-08-17

23:27 Feature #1253: Menus use fonts for unmodified games
_(originally posted by anonymous SF.net user)_
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pie is good
skyjake
16:21 Bug #85: Virtual File Hierarchy (pk3) route folders bug
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OK, closing as "probably OK".
skyjake
13:31 Feature #1250: Improved flying suggestions for Hexen/Heretic
_(originally posted by anonymous SF.net user)_
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#2 is the better idea.
skyjake

2003-08-16

21:49 Feature #1194: Viewing other players' cameras ("spy" command)
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I think its probably about time to fix the spy command ;-)
danij
21:19 Feature #1160: Customizable Dynamic Lights
_(originally posted by anonymous SF.net user)_
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Yay! Can you make it so they use the 8bit Particle Al...
skyjake
18:06 Feature #1225: Tenebrae style blood
_(originally posted by anonymous SF.net user)_
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This you mean >
http://tenebrae.sourceforge.net/...
skyjake
17:56 Feature #1260: Disable highres patches but not highres textures
_(originally posted by anonymous SF.net user)_
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Great idea
skyjake
17:56 Feature #1257: Level Shadows and Zombie blood
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BIAS lighting has been implemented in CVS (soft sector
lighting).
danij
15:50 Bug #85: Virtual File Hierarchy (pk3) route folders bug
_(originally posted by anonymous SF.net user)_
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I can't seem to replicate this bug now. So might as w...
skyjake
11:15 Feature #1266: Sound decorations
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I like the idea. It should be possible to use the Decoration
defs for this:
Decor...
skyjake
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...
skyjake
10:30 Feature #1263: Directory structure grouped by game
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Um... I have to keep my mitts off the back button
chilvence

2003-08-15

21:29 Bug #75: Random Crashes with Ultimate Doom
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Likely fixed in 1.7.12?
skyjake
21:23 Feature #1205: Option: -nomidi
Not super useful; future improvements in audio configuration should make this obsolete anyway.
- **status**: open ...
skyjake
19:49 Feature #1239: Binding of joystick axes
Implemented in svn for 1.9.0-beta6 danij
19:46 Feature #1254: Portal based rendering
_(originally posted by anonymous SF.net user)_
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Good thinking. The possibility of a Buildsday is even...
skyjake
19:06 Feature #1247: Support GL_EXT_texture_compression_s3tc
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Check out the relation to
GL_EXT_texture_compression_s3tc.
skyjake
17:33 Bug #110: [Render hack] TNT map09: Transparent window is not transparent
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The problem is a trick that works in the original Doom.
The window is a zero-height...
skyjake
16:26 Bug #119: 99% CPU time
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I don't think there's much I can do about this. It appears
to be a driver issue par...
skyjake
15:22 Bug #65: Shiny skins on HUD Models
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In 1.7.12, the shiny coords of HUD models are calculated
a bit differently. They ar...
skyjake
08:49 Feature #1263: Directory structure grouped by game
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Doomsday 2 is naturally a different matter. As you suggest,
it's probably best to gr...
skyjake

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...
chilvence
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...
chilvence
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...
chilvence
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...
skyjake

2003-08-13

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...
e6y
14:24 Bug #119: 99% CPU time

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/5eca749d/31a2/attachment/doomsday.rar
e6y

2003-08-12

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
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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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I agree. This should work pretty well, except with the
Nightmare lump, which doesn't...
skyjake

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 ...
chilvence

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 ...
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
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In 1.7.12. There will be separate options "-nohightex"
and "-nohighp...
skyjake
19:19 Feature #1146: Ducking
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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)_
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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)_
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whenever I read an headshot request I think someone s...
skyjake
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...
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
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In 1.7.12, masked walls get one dynamic light, thanks to
multitexturing.
All lig...
skyjake

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?
skyjake
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...
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
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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
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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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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
 

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