Activity
From 2003-08-07 to 2003-08-20
2003-08-20
- 22:47 Feature #1266: Sound decorations
- Logged In: YES
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I think it would be cool if tech pillars and other decs to have
ambient sounds. The... - 18:02 Bug #122 (Closed): High eyeheight in a low room
- When raising the eyeheight over the default value in
jDoom, the eyeheight doesn't increase, only the weapon
is mo... - 10:41 Feature #1267 (Closed): rename doomfont to lumpfont
- rename the doomfont console command to lumpfont
- 10:36 Bug #121 (Closed): jDoom: deathmatch modes multiplayer hud frag display
- in the deathmatch modes the STARMS lump is drawn over
the STBAR lump, that should not be the case, at the
moment yo... - 10:26 Feature #1259: Divide 3D models into hitzones
- _(originally posted by anonymous SF.net user)_
Logged In: NO
I would like the original gameplay, like movement spe... - 08:26 Bug #120: ATI OpenGL: Menu fix found possibly???
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OK. Try setting the cvar "menu-effect" to 2. Does that help?
How about s...
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... - 19:37 Revision 43ddfb03 (github): Use vissprite type constants
- 19:36 Revision d4830e79 (github): Improved sky model handling
- 19:36 Revision da81d26b (github): Use vissprite type constants, rendering of sky models
- 19:34 Revision e8c9e73e (github): DD_GetInteger(DD_DYNLIGHT_TEXTURE) returns dltexname
- 19:34 Revision e10ce373 (github): Use -nohighpat with sprites
- 19:33 Revision 437f5954 (github): Use WI_DrawPatch instead of GL_DrawPatch
- 19:33 Revision 19621136 (github): Improved Patch Replacement: multiple param blocks, rotation angle
- 19:32 Revision 5e1423b8 (github): Added menu glitter (using the dynlight texture)
- 19:32 Revision 24711173 (github): Added cvars for patch replacement, menu glitter
- 19:30 Revision 5ccfd9b2 (github): Added mif_sphere (MIF_DRAW_SPHERE)
- 19:30 Revision 04194210 (github): Vissprites now have distinct types
- 19:29 Revision 9f0d5174 (github): DED v6, added Rotate to Map Info -> Sky Model
- 19:29 Revision e3a3c52f (github): DEDv6, added Rotate to Map Info -> Sky Model
- 19:28 Revision b934ec3b (github): Added the constant DD_DYNLIGHT_TEXTURE
- 19:28 Revision 98e7381b (github): Include p_mobj.h to get a definition of mobj_t
- 19:27 Revision 29daf587 (github): Added jDoom cvars, DED version 6
- 19:26 Revision a908be49 (github): Use version 6 syntax
- 19:26 Revision 9d5fc281 (github): Updated Patch Replacement example and info, added angle param
- 19:25 Revision 438234ee (github): Added mif_sphere
- 19:23 Revision 96c27057 (github): Updates for 1.7.12, info about Sky Models
- 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.
- 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... - 01:51 Revision 27b8bbec (github): Sky models
- 01:51 Revision 3bf0ca04 (github): Don't iterate if no subsector specified
- 01:50 Revision 888bdab2 (github): Added ID to Model def
- 01:50 Revision 4f56bbe6 (github): Added sky models
- 01:48 Revision 8b0fcbb9 (github): Doom 1 Map Infos use Copy
- 01:48 Revision b651e4db (github): Added Definitions category, sky models
- 01:42 Revision d73e86dd (github): Added sky models
2003-08-18
- 19:44 Revision fd7d37f3 (github): New features
- 19:44 Revision c27aa1d2 (github): Moved gl_*_t structs to dglib.h
- 19:43 Revision 43830728 (github): Texture compression cap, moved gl_*_t structs here
- 19:42 Revision dc71319f (github): Renamed gl*_t structs to gl_*_t
- 19:42 Revision d50cc194 (github): Disable texture compression for flare textures
- (to prevent banding)
- 19:41 Revision cd2d4695 (github): Draw "PAGE n/4" using the orange color
- 19:41 Revision 86c97f67 (github): Floating point offsets for Patch Replacement
- 19:40 Revision 91b784b6 (github): Precache fonts
- 19:40 Revision 2824d0fb (github): Manual arrays, allowCompression
- 19:39 Revision 0b63cb8a (github): Texture compression can be prohibited
- 19:39 Revision d541784d (github): Manual arrays
- 19:38 Revision 85da89b2 (github): Manual arrays, allowCompression, moved gl_*_t structs here
- 02:33 Revision b55a8dcf (github): Slight reordering of startup WADs
- 02:32 Revision 8baf997f (github): Implemented Patch Replacement
- (GL_DrawPatch => WI_DrawPatch)
- 02:31 Revision d0459026 (github): Cleanup, added Patch Replacement
- 02:30 Revision 4a0196fe (github): Cleanup
- 02:30 Revision eb206345 (github): Added JWAD recognition
- 02:30 Revision fd7490e7 (github): Added ID to Model def
- 02:29 Revision 557ef1b7 (github): Export W_IsFromIWAD
- 02:29 Revision 268de5ec (github): Implemented Patch Replacement
- 02:25 Revision 0f3df458 (github): Added instructions about Patch Replacement
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)_
Logged In: NO
#2 is the better idea. - 00:39 Revision cee6fa58 (github): Texture alpha conversion, mul/imul blending, fixed bug in blending changes
- 00:38 Revision ed558d88 (github): Added new particle blending modes (mul, imul)
- 00:37 Revision 77296f92 (github): Added wireframe rendering mode
- 00:37 Revision 077bf309 (github): Moved R_IsValidLightDecoration() here
- 00:37 Revision 1c1929a1 (github): W_IsFromIWAD checks if lump index is valid
- 00:36 Revision f8abac5d (github): Added lightmaps
- 00:34 Revision eea013df (github): Added wireframe mode
- 00:34 Revision dbff1afb (github): Do a PWAD test for sound resources
- 00:34 Revision c3064461 (github): Be more careful when loading buffer with data
- 00:33 Revision 88c4d2dc (github): Image knows its original bitdepth, conversion to alpha
- 00:32 Revision d9ed7238 (github): Moved R_IsValidLightDecoration() here
- 00:31 Revision f6b22db6 (github): New particle blending modes (mul, imul)
- 00:29 Revision 54310bcf (github): New particle blending modes
- 00:29 Revision c8af4816 (github): Option to include nearly all DEDs
- 00:28 Revision ba4e54b2 (github): Added info about lightmaps
- 00:28 Revision 5decc224 (github): Lightmap options, -nohighpat
- 00:28 Revision 9b848bd2 (github): PWAD test for sounds, lightmaps, mul-blend for particles, wireframe mode
- 00:26 Revision ef1ea926 (github): Added info about lightmaps, new generator flags
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)_
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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Um... I have to keep my mitts off the back button - 01:19 Revision 778abe4d (github): Use RL texbind funcs
- 01:18 Revision 85becd92 (github): Added subtractive blending, 8-bit noalpha textures converted to pure alpha
- 01:17 Revision 5f706c52 (github): Use RL texbind funcs, HUD model mirroring
- 01:16 Revision f86357ce (github): Moved blending modes here
- 01:15 Revision fcbb3b53 (github): Moved some routines, added texture binding funcs
- 01:15 Revision d2be87f3 (github): Message cleanup with M_Pretty
- 01:14 Revision b26e4fd7 (github): Game's main DED file is stored to topDefsFileName[]
- 01:14 Revision c74e3e57 (github): Cleanup, always read Doomsday.ded
- 01:13 Revision 1a752794 (github): Added rend-model-mirror-hud
- 01:13 Revision 7ddd465c (github): Allocate buffer with enough room for 4 color components
- 01:12 Revision 0efc44d8 (github): Do PWAD testing with hires flats
- 01:11 Revision 1ab8836b (github): Added M_Pretty()
- 01:10 Revision 011696c9 (github): Choose internal formats in a single place
- 01:10 Revision c4d1ac23 (github): Cleanup, comment, set triangle front facing
- 01:09 Revision 345910e8 (github): Added support for GL_EXT_texture_compression_s3tc
- 01:08 Revision 597d2660 (github): Cleanup
- 01:08 Revision 4bf8af89 (github): Added cvar for mirroring HUD models
- 01:07 Revision b7945585 (github): Moved blending modes here
- 01:07 Revision 1b11552a (github): Added functions for binding textures
- 01:07 Revision f664b1fb (github): Max number of read files increased to 8 thousand
- 01:06 Revision 964b3ca7 (github): Added subtractive blending mode flags
- 01:06 Revision 4127372c (github): Added constants for triangle orientation
- 01:05 Revision 6bf13b1b (github): Cleanup, added S3TC
- 01:04 Revision 4cb20301 (github): Moved common definitions to parent directory
- 01:03 Revision aae0410f (github): Initial checkin, common definitions
- 01:03 Revision ec850401 (github): Changes for today's snapshot
- 01:02 Revision c9d01bae (github): Added -notexcomp, texture compression is enabled by default
- 01:01 Revision 9b01c78e (github): Explain model packs, correct some terminology, notice about -fresh
2003-08-15
- 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
- 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
- Logged In: YES
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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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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
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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... - 01:26 Revision da41db70 (github): Max number of submodels is now eight
- 01:24 Revision 30cad7f9 (github): Switch model Y and Z axes when loading a DMD (to match world space)
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... - 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
- 02:38 Revision 26a05498 (github): Larger retry steps in zone allocation
- 02:38 Revision 8cd14cae (github): Use C_IsFull() instead of direct access to clipnodes
- 02:37 Revision 51c130b3 (github): Read music data using W_ReadData; don't cache into the zone
- 02:37 Revision 94123820 (github): When loading a PCX, read the data only once
- 02:36 Revision 269a64b1 (github): Revised node management
- 02:35 Revision b441ee74 (github): Moved clipnode_t to rend_clip.c, no need for global scope
- 02:35 Revision 1ee8aeb5 (github): Added routines that allocate the buffer automatically
- 02:35 Revision 3d1757af (github): Routines that allocate the buffer automatically
- 02:34 Revision 093e896d (github): Sort to categories
- 02:33 Revision 83288456 (github): Removed -vtxar, -maxor
2003-08-13
- 17:04 Revision 3f1c3043 (github): Use os.path.join consistently
- 17:02 Revision acdef31f (github): Include dpDehRead.dll in the snapshot
- 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
- 01:54 Revision f07a6cf0 (github): Changes to model rendering, blending, H/X selectors
- 01:53 Revision 379aedf1 (github): Mark vissprites generated from psprites as issprite=2
- 01:52 Revision 6bbc6922 (github): Model coords don't need Y/Z axis swap any more
- 01:51 Revision fada2501 (github): Rewritten to make use of vertex arrays, multitexturing
- 01:50 Revision 039a8233 (github): Added RL freeze cvar, removed shiny skin limit cvars
- 01:49 Revision 44110f8c (github): Fixed bug in restricted mipmap calc
- 01:48 Revision db774028 (github): Added setting of BlendEquationEXT, texmod 10, 11 for shiny skins
- 01:47 Revision 67b0e022 (github): Added subtract and reverse subtract blending modes
- 01:47 Revision 36c5578d (github): Added BlendEquationEXT
- 01:47 Revision c813c12d (github): Removed shiny skin visibility limits
- 01:45 Revision 1cf2773f (github): Added df_subtract and df_revsubtract (blending modes)
- 01:44 Revision 1487d4fc (github): Added shiny skin to the axe
2003-08-12
- 13:35 Revision d10cbc3e (github): Set player mobj selector to match readyweapon + 1
- 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... - 03:04 Revision 981043e1 (github): Revised model rendering routines (WIP)
- 03:03 Revision cf55aad8 (github): Use separate arrays for vertices and normals, removed unnecessary data
- 03:03 Revision 6c03c252 (github): Don't load unnecessary data (triangles, texcoords), use separate arrays for vertices and normals
- 03:02 Revision 1e4df560 (github): Comment
- 03:01 Revision 4adffb0b (github): Follow the Begin/End semantics
- 03:01 Revision f0ea3c72 (github): Moved glvertex_t, glcolor_t, gltexcoord_t to r_data.h
- 03:00 Revision 516d08a0 (github): Set subsector ptr for the psprite vissprite
- 02:59 Revision 83531245 (github): Added some whitespace
- 02:59 Revision 0a690348 (github): Added GL_SetColor2
- 02:58 Revision c9ce4560 (github): Increased maximum number of submodels to 8
- 02:58 Revision 5f2d2393 (github): Use GL_SetColor2, we're inside Begin/End
- 02:57 Revision 6a27b161 (github): Use DGL_RGBA
- 02:57 Revision a8077874 (github): Require DG_ArrayElement
- 02:56 Revision e18f8752 (github): Removed Rend_Render3DVisSprite()
- 02:56 Revision 4ec1144b (github): Rend_RenderModel() renders an entire model, removed "3DVisSprite" drawing
- 02:55 Revision cb2cbc67 (github): Rend_RenderModel() renders an entire model
- 02:54 Revision fd3742a0 (github): Moved some gl-structs here
- 02:53 Revision dfd6ecc7 (github): Added GL_SetColor2()
- 02:52 Revision 9370b036 (github): Maximum number of submodels increased to 8
- 02:51 Revision fc1c1141 (github): Added gl.ArrayElement
- 02:51 Revision d2b30c73 (github): Added DG_ArrayElement
- 02:51 Revision 47d24de6 (github): Removed vertex stack and -vtxar
- 02:50 Revision bedd3c51 (github): Removed -vtxar
2003-08-09
- 20:39 Revision f333c38b (github): Initial checkin, new snapshot builder
- 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
- 02:59 Revision 8e4a3a15 (github): Fixed DG_MultiTexCoord2fv
- 02:58 Revision 7155426b (github): Removed hardcoded texanims
- 02:58 Revision d641283c (github): Check for sprites with no frames (related to other bugs?)
- 02:57 Revision ceda845b (github): More profilers, use trimmed down subsecinfo
- 02:56 Revision 3b642dd4 (github): Trimmed down subsecinfo
- 02:56 Revision 0c74ab0e (github): Trimmed down subsecinfo, texanim pauses
- 02:55 Revision 95a96e28 (github): Always bind in GL_BindTexture (curtex may well be bogus)
- 02:55 Revision 98b8cdd2 (github): Added rend-tex-anim-smooth
- 02:54 Revision 96e6e2b3 (github): Dynamic light for masked walls
- 02:53 Revision 6260c6fd (github): Moved some macros, prototypes here for global access
- 02:52 Revision d5eaff36 (github): No need for index in dynlight_t
- 02:52 Revision 4b152639 (github): Added dynlight pointer to vissprite
- 02:51 Revision 43faabaa (github): subsectorinfo_t trimmed down; the rendpoly_t removed
- 02:51 Revision cc57aef2 (github): Lights for masked walls
- 02:50 Revision f4da3423 (github): Texture anims defined using Group defs
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 ... - 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... - 02:51 Revision 229ded4b (github): Added SGIS_generate_mipmap, removed detail max distance
- 02:50 Revision 053b400a (github): Non-simple sky uses TRIANGLE_STRIP, disable vertex arrays
- 02:49 Revision 406f76a3 (github): DL_RadiusIterator needs a subsector ptr
- 02:49 Revision 9ac4e7a3 (github): Disable blending when #TU < 2.
- 02:48 Revision 32d50f17 (github): Cleanup, safe with only one TU
- 02:48 Revision b8d01db7 (github): Fixed light leakage, improved handling of dynlight nodes and lumcontacts
- 02:47 Revision 38eb2a26 (github): Don't decorate closed sectors
- 02:46 Revision b759e437 (github): subsecinfo is now allocated from the normal heap
- 02:45 Revision 614c3075 (github): R_AddSprites uses framecount to detect dupe-calls
- 02:45 Revision 4784fcf3 (github): Allocate subsecinfo from normal heap, init subsector blockmap
- 02:44 Revision 8bbb4eef (github): Added the subsector blockmap
- 02:43 Revision f861b5b6 (github): Use Z_Calloc
- 02:43 Revision e6ff15ea (github): Commented out obsolete cvars
- 02:42 Revision 324a88e7 (github): Separate query for add + modulate tex env
- 02:42 Revision 98a3bf9c (github): Added P_SubsectorBoxIterator()
- 02:42 Revision 0b448406 (github): DL iterator needs subsector ptr
- 02:41 Revision 0145e347 (github): Removed detail maximum distance (now unlimited)
- 02:41 Revision 7de8e821 (github): Revised DL subsec iterator
- 02:40 Revision 1bda59a5 (github): Added subsector ptr to vissprite
- 02:39 Revision 052bd1fe (github): Added subsec/line/sectorinfo macros, counters, cleanup
- 02:38 Revision 30075168 (github): Added the subsector blockmap
- 02:38 Revision 3c0dee2b (github): Added global variable for add + modulate tex env
- 02:37 Revision f0a77b26 (github): Removed unused constants
- 02:37 Revision 24550741 (github): Added macro FLT2FIX
- 02:36 Revision 646a9d57 (github): Removed detail max distance slider
- 02:36 Revision c99ac80f (github): SGIS_generate_mipmap
- 02:36 Revision b60bb163 (github): Multitex code can be toggled, SGIS_generate_mipmap
- 02:35 Revision ad7ecc20 (github): Multitex code can be toggled
- 00:57 Revision dcba4edb (github): Dynlight improvements
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.
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