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From 2003-08-06 to 2003-08-19

2003-08-19

22:01 Feature #1266: Sound decorations
_(originally posted by anonymous SF.net user)_
Logged In: NO
I can do some sounds. I already have some sounds read...
skyjake
19:37 Revision 43ddfb03 (github): Use vissprite type constants
skyjake
19:36 Revision d4830e79 (github): Improved sky model handling
skyjake
19:36 Revision da81d26b (github): Use vissprite type constants, rendering of sky models
skyjake
19:34 Revision e8c9e73e (github): DD_GetInteger(DD_DYNLIGHT_TEXTURE) returns dltexname
skyjake
19:34 Revision e10ce373 (github): Use -nohighpat with sprites
skyjake
19:33 Revision 437f5954 (github): Use WI_DrawPatch instead of GL_DrawPatch
skyjake
19:33 Revision 19621136 (github): Improved Patch Replacement: multiple param blocks, rotation angle
skyjake
19:32 Revision 5e1423b8 (github): Added menu glitter (using the dynlight texture)
skyjake
19:32 Revision 24711173 (github): Added cvars for patch replacement, menu glitter
skyjake
19:30 Revision 5ccfd9b2 (github): Added mif_sphere (MIF_DRAW_SPHERE)
skyjake
19:30 Revision 04194210 (github): Vissprites now have distinct types
skyjake
19:29 Revision 9f0d5174 (github): DED v6, added Rotate to Map Info -> Sky Model
skyjake
19:29 Revision e3a3c52f (github): DEDv6, added Rotate to Map Info -> Sky Model
skyjake
19:28 Revision b934ec3b (github): Added the constant DD_DYNLIGHT_TEXTURE
skyjake
19:28 Revision 98e7381b (github): Include p_mobj.h to get a definition of mobj_t
skyjake
19:27 Revision 29daf587 (github): Added jDoom cvars, DED version 6
skyjake
19:26 Revision a908be49 (github): Use version 6 syntax
skyjake
19:26 Revision 9d5fc281 (github): Updated Patch Replacement example and info, added angle param
skyjake
19:25 Revision 438234ee (github): Added mif_sphere
skyjake
19:23 Revision 96c27057 (github): Updates for 1.7.12, info about Sky Models
skyjake
16:25 Bug #119: 99% CPU time
Logged In: YES
user_id=412504
But I have no problems with any games on my working
computer.
e6y
15:39 Bug #120 (Closed): ATI OpenGL: Menu fix found possibly???
I think I may have found a solution to the menu
distortion! In Jdoom, you have the blue curtain-like
texture or eff...
skyjake
01:51 Revision 27b8bbec (github): Sky models
skyjake
01:51 Revision 3bf0ca04 (github): Don't iterate if no subsector specified
skyjake
01:50 Revision 888bdab2 (github): Added ID to Model def
skyjake
01:50 Revision 4f56bbe6 (github): Added sky models
skyjake
01:48 Revision 8b0fcbb9 (github): Doom 1 Map Infos use Copy
skyjake
01:48 Revision b651e4db (github): Added Definitions category, sky models
skyjake
01:42 Revision d73e86dd (github): Added sky models
skyjake

2003-08-18

19:44 Revision fd7d37f3 (github): New features
skyjake
19:44 Revision c27aa1d2 (github): Moved gl_*_t structs to dglib.h
skyjake
19:43 Revision 43830728 (github): Texture compression cap, moved gl_*_t structs here
skyjake
19:42 Revision dc71319f (github): Renamed gl*_t structs to gl_*_t
skyjake
19:42 Revision d50cc194 (github): Disable texture compression for flare textures
(to prevent banding) skyjake
19:41 Revision cd2d4695 (github): Draw "PAGE n/4" using the orange color
skyjake
19:41 Revision 86c97f67 (github): Floating point offsets for Patch Replacement
skyjake
19:40 Revision 91b784b6 (github): Precache fonts
skyjake
19:40 Revision 2824d0fb (github): Manual arrays, allowCompression
skyjake
19:39 Revision 0b63cb8a (github): Texture compression can be prohibited
skyjake
19:39 Revision d541784d (github): Manual arrays
skyjake
19:38 Revision 85da89b2 (github): Manual arrays, allowCompression, moved gl_*_t structs here
skyjake
02:33 Revision b55a8dcf (github): Slight reordering of startup WADs
skyjake
02:32 Revision 8baf997f (github): Implemented Patch Replacement
(GL_DrawPatch => WI_DrawPatch) skyjake
02:31 Revision d0459026 (github): Cleanup, added Patch Replacement
skyjake
02:30 Revision 4a0196fe (github): Cleanup
skyjake
02:30 Revision eb206345 (github): Added JWAD recognition
skyjake
02:30 Revision fd7490e7 (github): Added ID to Model def
skyjake
02:29 Revision 557ef1b7 (github): Export W_IsFromIWAD
skyjake
02:29 Revision 268de5ec (github): Implemented Patch Replacement
skyjake
02:25 Revision 0f3df458 (github): Added instructions about Patch Replacement
skyjake

2003-08-17

23:27 Feature #1253: Menus use fonts for unmodified games
_(originally posted by anonymous SF.net user)_
Logged In: NO
pie is good
skyjake
16:21 Bug #85: Virtual File Hierarchy (pk3) route folders bug
Logged In: YES
user_id=717323
OK, closing as "probably OK".
skyjake
13:31 Feature #1250: Improved flying suggestions for Hexen/Heretic
_(originally posted by anonymous SF.net user)_
Logged In: NO
#2 is the better idea.
skyjake
00:39 Revision cee6fa58 (github): Texture alpha conversion, mul/imul blending, fixed bug in blending changes
skyjake
00:38 Revision ed558d88 (github): Added new particle blending modes (mul, imul)
skyjake
00:37 Revision 77296f92 (github): Added wireframe rendering mode
skyjake
00:37 Revision 077bf309 (github): Moved R_IsValidLightDecoration() here
skyjake
00:37 Revision 1c1929a1 (github): W_IsFromIWAD checks if lump index is valid
skyjake
00:36 Revision f8abac5d (github): Added lightmaps
skyjake
00:34 Revision eea013df (github): Added wireframe mode
skyjake
00:34 Revision dbff1afb (github): Do a PWAD test for sound resources
skyjake
00:34 Revision c3064461 (github): Be more careful when loading buffer with data
skyjake
00:33 Revision 88c4d2dc (github): Image knows its original bitdepth, conversion to alpha
skyjake
00:32 Revision d9ed7238 (github): Moved R_IsValidLightDecoration() here
skyjake
00:31 Revision f6b22db6 (github): New particle blending modes (mul, imul)
skyjake
00:29 Revision 54310bcf (github): New particle blending modes
skyjake
00:29 Revision c8af4816 (github): Option to include nearly all DEDs
skyjake
00:28 Revision ba4e54b2 (github): Added info about lightmaps
skyjake
00:28 Revision 5decc224 (github): Lightmap options, -nohighpat
skyjake
00:28 Revision 9b848bd2 (github): PWAD test for sounds, lightmaps, mul-blend for particles, wireframe mode
skyjake
00:26 Revision ef1ea926 (github): Added info about lightmaps, new generator flags
skyjake

2003-08-16

21:49 Feature #1194: Viewing other players' cameras ("spy" command)
Logged In: YES
user_id=849456
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)_
Logged In: NO
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)_
Logged In: NO
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)_
Logged In: NO
Great idea
skyjake
17:56 Feature #1257: Level Shadows and Zombie blood
Logged In: YES
user_id=849456
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)_
Logged In: NO
I can't seem to replicate this bug now. So might as w...
skyjake
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...
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
Logged In: YES
user_id=675595
Um... I have to keep my mitts off the back button
chilvence
01:19 Revision 778abe4d (github): Use RL texbind funcs
skyjake
01:18 Revision 85becd92 (github): Added subtractive blending, 8-bit noalpha textures converted to pure alpha
skyjake
01:17 Revision 5f706c52 (github): Use RL texbind funcs, HUD model mirroring
skyjake
01:16 Revision f86357ce (github): Moved blending modes here
skyjake
01:15 Revision fcbb3b53 (github): Moved some routines, added texture binding funcs
skyjake
01:15 Revision d2be87f3 (github): Message cleanup with M_Pretty
skyjake
01:14 Revision b26e4fd7 (github): Game's main DED file is stored to topDefsFileName[]
skyjake
01:14 Revision c74e3e57 (github): Cleanup, always read Doomsday.ded
skyjake
01:13 Revision 1a752794 (github): Added rend-model-mirror-hud
skyjake
01:13 Revision 7ddd465c (github): Allocate buffer with enough room for 4 color components
skyjake
01:12 Revision 0efc44d8 (github): Do PWAD testing with hires flats
skyjake
01:11 Revision 1ab8836b (github): Added M_Pretty()
skyjake
01:10 Revision 011696c9 (github): Choose internal formats in a single place
skyjake
01:10 Revision c4d1ac23 (github): Cleanup, comment, set triangle front facing
skyjake
01:09 Revision 345910e8 (github): Added support for GL_EXT_texture_compression_s3tc
skyjake
01:08 Revision 597d2660 (github): Cleanup
skyjake
01:08 Revision 4bf8af89 (github): Added cvar for mirroring HUD models
skyjake
01:07 Revision b7945585 (github): Moved blending modes here
skyjake
01:07 Revision 1b11552a (github): Added functions for binding textures
skyjake
01:07 Revision f664b1fb (github): Max number of read files increased to 8 thousand
skyjake
01:06 Revision 964b3ca7 (github): Added subtractive blending mode flags
skyjake
01:06 Revision 4127372c (github): Added constants for triangle orientation
skyjake
01:05 Revision 6bf13b1b (github): Cleanup, added S3TC
skyjake
01:04 Revision 4cb20301 (github): Moved common definitions to parent directory
skyjake
01:03 Revision aae0410f (github): Initial checkin, common definitions
skyjake
01:03 Revision ec850401 (github): Changes for today's snapshot
skyjake
01:02 Revision c9d01bae (github): Added -notexcomp, texture compression is enabled by default
skyjake
01:01 Revision 9b01c78e (github): Explain model packs, correct some terminology, notice about -fresh
skyjake

2003-08-15

21:29 Bug #75: Random Crashes with Ultimate Doom
Logged In: YES
user_id=717323
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)_
Logged In: NO
Good thinking. The possibility of a Buildsday is even...
skyjake
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.
skyjake
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...
skyjake
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...
skyjake
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...
skyjake
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...
skyjake
01:26 Revision da41db70 (github): Max number of submodels is now eight
skyjake
01:24 Revision 30cad7f9 (github): Switch model Y and Z axes when loading a DMD (to match world space)
skyjake

2003-08-14

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...
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
Logged In: YES
user_id=717323
I admit the current directory structure is not perfect, but I
don't see enough ince...
skyjake
02:39 Revision 28359914 (github): Skip trailing junk when reading Text patches, be more verbose
skyjake
02:38 Revision 26a05498 (github): Larger retry steps in zone allocation
skyjake
02:38 Revision 8cd14cae (github): Use C_IsFull() instead of direct access to clipnodes
skyjake
02:37 Revision 51c130b3 (github): Read music data using W_ReadData; don't cache into the zone
skyjake
02:37 Revision 94123820 (github): When loading a PCX, read the data only once
skyjake
02:36 Revision 269a64b1 (github): Revised node management
skyjake
02:35 Revision b441ee74 (github): Moved clipnode_t to rend_clip.c, no need for global scope
skyjake
02:35 Revision 1ee8aeb5 (github): Added routines that allocate the buffer automatically
skyjake
02:35 Revision 3d1757af (github): Routines that allocate the buffer automatically
skyjake
02:34 Revision 093e896d (github): Sort to categories
skyjake
02:33 Revision 83288456 (github): Removed -vtxar, -maxor
skyjake

2003-08-13

17:04 Revision 3f1c3043 (github): Use os.path.join consistently
skyjake
17:02 Revision acdef31f (github): Include dpDehRead.dll in the snapshot
skyjake
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
01:54 Revision f07a6cf0 (github): Changes to model rendering, blending, H/X selectors
skyjake
01:53 Revision 379aedf1 (github): Mark vissprites generated from psprites as issprite=2
skyjake
01:52 Revision 6bbc6922 (github): Model coords don't need Y/Z axis swap any more
skyjake
01:51 Revision fada2501 (github): Rewritten to make use of vertex arrays, multitexturing
skyjake
01:50 Revision 039a8233 (github): Added RL freeze cvar, removed shiny skin limit cvars
skyjake
01:49 Revision 44110f8c (github): Fixed bug in restricted mipmap calc
skyjake
01:48 Revision db774028 (github): Added setting of BlendEquationEXT, texmod 10, 11 for shiny skins
skyjake
01:47 Revision 67b0e022 (github): Added subtract and reverse subtract blending modes
skyjake
01:47 Revision 36c5578d (github): Added BlendEquationEXT
skyjake
01:47 Revision c813c12d (github): Removed shiny skin visibility limits
skyjake
01:45 Revision 1cf2773f (github): Added df_subtract and df_revsubtract (blending modes)
skyjake
01:44 Revision 1487d4fc (github): Added shiny skin to the axe
skyjake

2003-08-12

13:35 Revision d10cbc3e (github): Set player mobj selector to match readyweapon + 1
skyjake
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
Logged In: YES
user_id=675595
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
Logged In: YES
user_id=717323
I agree. This should work pretty well, except with the
Nightmare lump, which doesn't...
skyjake
03:04 Revision 981043e1 (github): Revised model rendering routines (WIP)
skyjake
03:03 Revision cf55aad8 (github): Use separate arrays for vertices and normals, removed unnecessary data
skyjake
03:03 Revision 6c03c252 (github): Don't load unnecessary data (triangles, texcoords), use separate arrays for vertices and normals
skyjake
03:02 Revision 1e4df560 (github): Comment
skyjake
03:01 Revision 4adffb0b (github): Follow the Begin/End semantics
skyjake
03:01 Revision f0ea3c72 (github): Moved glvertex_t, glcolor_t, gltexcoord_t to r_data.h
skyjake
03:00 Revision 516d08a0 (github): Set subsector ptr for the psprite vissprite
skyjake
02:59 Revision 83531245 (github): Added some whitespace
skyjake
02:59 Revision 0a690348 (github): Added GL_SetColor2
skyjake
02:58 Revision c9ce4560 (github): Increased maximum number of submodels to 8
skyjake
02:58 Revision 5f2d2393 (github): Use GL_SetColor2, we're inside Begin/End
skyjake
02:57 Revision 6a27b161 (github): Use DGL_RGBA
skyjake
02:57 Revision a8077874 (github): Require DG_ArrayElement
skyjake
02:56 Revision e18f8752 (github): Removed Rend_Render3DVisSprite()
skyjake
02:56 Revision 4ec1144b (github): Rend_RenderModel() renders an entire model, removed "3DVisSprite" drawing
skyjake
02:55 Revision cb2cbc67 (github): Rend_RenderModel() renders an entire model
skyjake
02:54 Revision fd3742a0 (github): Moved some gl-structs here
skyjake
02:53 Revision dfd6ecc7 (github): Added GL_SetColor2()
skyjake
02:52 Revision 9370b036 (github): Maximum number of submodels increased to 8
skyjake
02:51 Revision fc1c1141 (github): Added gl.ArrayElement
skyjake
02:51 Revision d2b30c73 (github): Added DG_ArrayElement
skyjake
02:51 Revision 47d24de6 (github): Removed vertex stack and -vtxar
skyjake
02:50 Revision bedd3c51 (github): Removed -vtxar
skyjake

2003-08-09

20:39 Revision f333c38b (github): Initial checkin, new snapshot builder
skyjake
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
02:59 Revision adacbed0 (github): Alpha remains unchanged in dynlight texenv, works with masked textures
skyjake
02:59 Revision 8e4a3a15 (github): Fixed DG_MultiTexCoord2fv
skyjake
02:58 Revision 7155426b (github): Removed hardcoded texanims
skyjake
02:58 Revision d641283c (github): Check for sprites with no frames (related to other bugs?)
skyjake
02:57 Revision ceda845b (github): More profilers, use trimmed down subsecinfo
skyjake
02:56 Revision 3b642dd4 (github): Trimmed down subsecinfo
skyjake
02:56 Revision 0c74ab0e (github): Trimmed down subsecinfo, texanim pauses
skyjake
02:55 Revision 95a96e28 (github): Always bind in GL_BindTexture (curtex may well be bogus)
skyjake
02:55 Revision 98b8cdd2 (github): Added rend-tex-anim-smooth
skyjake
02:54 Revision 96e6e2b3 (github): Dynamic light for masked walls
skyjake
02:53 Revision 6260c6fd (github): Moved some macros, prototypes here for global access
skyjake
02:52 Revision d5eaff36 (github): No need for index in dynlight_t
skyjake
02:52 Revision 4b152639 (github): Added dynlight pointer to vissprite
skyjake
02:51 Revision 43faabaa (github): subsectorinfo_t trimmed down; the rendpoly_t removed
skyjake
02:51 Revision cc57aef2 (github): Lights for masked walls
skyjake
02:50 Revision f4da3423 (github): Texture anims defined using Group defs
skyjake

2003-08-08

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 ...
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
Logged In: YES
user_id=717323
In 1.7.12. There will be separate options "-nohightex"
and "-nohighp...
skyjake
19:19 Feature #1146: Ducking
Logged In: YES
user_id=812866
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)_
Logged In: NO
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)_
Logged In: NO
whenever I read an headshot request I think someone s...
skyjake
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...
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
Logged In: YES
user_id=717323
In 1.7.12, masked walls get one dynamic light, thanks to
multitexturing.
All lig...
skyjake
02:51 Revision 229ded4b (github): Added SGIS_generate_mipmap, removed detail max distance
skyjake
02:50 Revision 053b400a (github): Non-simple sky uses TRIANGLE_STRIP, disable vertex arrays
skyjake
02:49 Revision 406f76a3 (github): DL_RadiusIterator needs a subsector ptr
skyjake
02:49 Revision 9ac4e7a3 (github): Disable blending when #TU < 2.
skyjake
02:48 Revision 32d50f17 (github): Cleanup, safe with only one TU
skyjake
02:48 Revision b8d01db7 (github): Fixed light leakage, improved handling of dynlight nodes and lumcontacts
skyjake
02:47 Revision 38eb2a26 (github): Don't decorate closed sectors
skyjake
02:46 Revision b759e437 (github): subsecinfo is now allocated from the normal heap
skyjake
02:45 Revision 614c3075 (github): R_AddSprites uses framecount to detect dupe-calls
skyjake
02:45 Revision 4784fcf3 (github): Allocate subsecinfo from normal heap, init subsector blockmap
skyjake
02:44 Revision 8bbb4eef (github): Added the subsector blockmap
skyjake
02:43 Revision f861b5b6 (github): Use Z_Calloc
skyjake
02:43 Revision e6ff15ea (github): Commented out obsolete cvars
skyjake
02:42 Revision 324a88e7 (github): Separate query for add + modulate tex env
skyjake
02:42 Revision 98a3bf9c (github): Added P_SubsectorBoxIterator()
skyjake
02:42 Revision 0b448406 (github): DL iterator needs subsector ptr
skyjake
02:41 Revision 0145e347 (github): Removed detail maximum distance (now unlimited)
skyjake
02:41 Revision 7de8e821 (github): Revised DL subsec iterator
skyjake
02:40 Revision 1bda59a5 (github): Added subsector ptr to vissprite
skyjake
02:39 Revision 052bd1fe (github): Added subsec/line/sectorinfo macros, counters, cleanup
skyjake
02:38 Revision 30075168 (github): Added the subsector blockmap
skyjake
02:38 Revision 3c0dee2b (github): Added global variable for add + modulate tex env
skyjake
02:37 Revision f0a77b26 (github): Removed unused constants
skyjake
02:37 Revision 24550741 (github): Added macro FLT2FIX
skyjake
02:36 Revision 646a9d57 (github): Removed detail max distance slider
skyjake
02:36 Revision c99ac80f (github): SGIS_generate_mipmap
skyjake
02:36 Revision b60bb163 (github): Multitex code can be toggled, SGIS_generate_mipmap
skyjake
02:35 Revision ad7ecc20 (github): Multitex code can be toggled
skyjake
00:57 Revision dcba4edb (github): Dynlight improvements
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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user_id=717323
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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user_id=717323
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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user_id=717323
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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user_id=717323
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
 

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