Activity
From 2003-08-07 to 2003-08-20
2003-08-20
- 22:47 Feature #1266: Sound decorations
- Logged In: YES
user_id=763563
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???
- Logged In: YES
user_id=717323
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... - 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...
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 - 16:21 Bug #85: Virtual File Hierarchy (pk3) route folders bug
- Logged In: YES
user_id=717323
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.
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 ;-) - 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
- Logged In: YES
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
- Logged In: YES
user_id=675595
Um... I have to keep my mitts off the back button
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)_
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...
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...
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
- 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
- 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...
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)_
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
- Logged In: YES
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...
2003-08-07
- 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.
Also available in: Atom