Activity
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 - 16:21 Bug #85: Virtual File Hierarchy (pk3) route folders bug
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OK, closing as "probably OK". - 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.
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 ;-) - 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... - 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/... - 17:56 Feature #1260: Disable highres patches but not highres textures
- _(originally posted by anonymous SF.net user)_
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Great idea - 17:56 Feature #1257: Level Shadows and Zombie blood
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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)_
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I can't seem to replicate this bug now. So might as w... - 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... - 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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Um... I have to keep my mitts off the back button
2003-08-15
- 21:29 Bug #75: Random Crashes with Ultimate Doom
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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
- 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... - 19:06 Feature #1247: Support GL_EXT_texture_compression_s3tc
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Check out the relation to
GL_EXT_texture_compression_s3tc. - 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... - 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... - 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... - 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...
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
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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...
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... - 14:24 Bug #119: 99% CPU time
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/5eca749d/31a2/attachment/doomsday.rar
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...
- 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...
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 ...
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...
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...
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