Activity
From 2003-08-09 to 2003-08-22
2003-08-22
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17:06 Bug #106: Client can jump even if jumping disabled on server
- _(originally posted by anonymous SF.net user)_
Logged In: NO
and they adjust jumoing power too. -
17:05 Bug #124 (Closed): Marked (Doors, and switches) in Automap
- It would be nice to be able to see key switches/ doors in
the automap. They should have the relevant colors of
th... -
17:00 Bug #123 (Closed): Client should not be able to adjust jump-power
- Maybe it´s not a bug, but clients shouldn´t be allowed
to adjust their jump-power in multiplayer (they can in
coo... -
16:32 Feature #1223: 16:9 widescreen mode
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user_id=849456
Originator: NO
Already implemented. -
09:58 Feature #1150: Duke Nukem 3D Support
- _(originally posted by anonymous SF.net user)_
Logged In: NO
I hate this April jokes
Desinformation only, it give...
2003-08-21
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11:42 Feature #1138: Port it to Linux :-)
- _(originally posted by anonymous SF.net user)_
Logged In: YES
user_id=355760
Yes, I support this request!
2003-08-20
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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
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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
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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
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19:36 Revision d4830e79 (github): Improved sky model handling
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19:36 Revision da81d26b (github): Use vissprite type constants, rendering of sky models
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19:34 Revision e8c9e73e (github): DD_GetInteger(DD_DYNLIGHT_TEXTURE) returns dltexname
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19:34 Revision e10ce373 (github): Use -nohighpat with sprites
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19:33 Revision 437f5954 (github): Use WI_DrawPatch instead of GL_DrawPatch
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19:33 Revision 19621136 (github): Improved Patch Replacement: multiple param blocks, rotation angle
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19:32 Revision 5e1423b8 (github): Added menu glitter (using the dynlight texture)
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19:32 Revision 24711173 (github): Added cvars for patch replacement, menu glitter
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19:30 Revision 5ccfd9b2 (github): Added mif_sphere (MIF_DRAW_SPHERE)
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19:30 Revision 04194210 (github): Vissprites now have distinct types
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19:29 Revision 9f0d5174 (github): DED v6, added Rotate to Map Info -> Sky Model
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19:29 Revision e3a3c52f (github): DEDv6, added Rotate to Map Info -> Sky Model
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19:28 Revision b934ec3b (github): Added the constant DD_DYNLIGHT_TEXTURE
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19:28 Revision 98e7381b (github): Include p_mobj.h to get a definition of mobj_t
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19:27 Revision 29daf587 (github): Added jDoom cvars, DED version 6
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19:26 Revision a908be49 (github): Use version 6 syntax
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19:26 Revision 9d5fc281 (github): Updated Patch Replacement example and info, added angle param
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19:25 Revision 438234ee (github): Added mif_sphere
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19:23 Revision 96c27057 (github): Updates for 1.7.12, info about Sky Models
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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.
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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
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01:51 Revision 3bf0ca04 (github): Don't iterate if no subsector specified
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01:50 Revision 888bdab2 (github): Added ID to Model def
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01:50 Revision 4f56bbe6 (github): Added sky models
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01:48 Revision 8b0fcbb9 (github): Doom 1 Map Infos use Copy
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01:48 Revision b651e4db (github): Added Definitions category, sky models
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01:42 Revision d73e86dd (github): Added sky models
2003-08-18
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19:44 Revision fd7d37f3 (github): New features
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19:44 Revision c27aa1d2 (github): Moved gl_*_t structs to dglib.h
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19:43 Revision 43830728 (github): Texture compression cap, moved gl_*_t structs here
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19:42 Revision dc71319f (github): Renamed gl*_t structs to gl_*_t
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19:42 Revision d50cc194 (github): Disable texture compression for flare textures
- (to prevent banding)
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19:41 Revision cd2d4695 (github): Draw "PAGE n/4" using the orange color
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19:41 Revision 86c97f67 (github): Floating point offsets for Patch Replacement
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19:40 Revision 91b784b6 (github): Precache fonts
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19:40 Revision 2824d0fb (github): Manual arrays, allowCompression
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19:39 Revision 0b63cb8a (github): Texture compression can be prohibited
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19:39 Revision d541784d (github): Manual arrays
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19:38 Revision 85da89b2 (github): Manual arrays, allowCompression, moved gl_*_t structs here
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02:33 Revision b55a8dcf (github): Slight reordering of startup WADs
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02:32 Revision 8baf997f (github): Implemented Patch Replacement
- (GL_DrawPatch => WI_DrawPatch)
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02:31 Revision d0459026 (github): Cleanup, added Patch Replacement
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02:30 Revision 4a0196fe (github): Cleanup
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02:30 Revision eb206345 (github): Added JWAD recognition
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02:30 Revision fd7490e7 (github): Added ID to Model def
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02:29 Revision 557ef1b7 (github): Export W_IsFromIWAD
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02:29 Revision 268de5ec (github): Implemented Patch Replacement
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02:25 Revision 0f3df458 (github): Added instructions about Patch Replacement
2003-08-17
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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. -
00:39 Revision cee6fa58 (github): Texture alpha conversion, mul/imul blending, fixed bug in blending changes
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00:38 Revision ed558d88 (github): Added new particle blending modes (mul, imul)
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00:37 Revision 77296f92 (github): Added wireframe rendering mode
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00:37 Revision 077bf309 (github): Moved R_IsValidLightDecoration() here
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00:37 Revision 1c1929a1 (github): W_IsFromIWAD checks if lump index is valid
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00:36 Revision f8abac5d (github): Added lightmaps
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00:34 Revision eea013df (github): Added wireframe mode
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00:34 Revision dbff1afb (github): Do a PWAD test for sound resources
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00:34 Revision c3064461 (github): Be more careful when loading buffer with data
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00:33 Revision 88c4d2dc (github): Image knows its original bitdepth, conversion to alpha
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00:32 Revision d9ed7238 (github): Moved R_IsValidLightDecoration() here
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00:31 Revision f6b22db6 (github): New particle blending modes (mul, imul)
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00:29 Revision 54310bcf (github): New particle blending modes
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00:29 Revision c8af4816 (github): Option to include nearly all DEDs
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00:28 Revision ba4e54b2 (github): Added info about lightmaps
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00:28 Revision 5decc224 (github): Lightmap options, -nohighpat
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00:28 Revision 9b848bd2 (github): PWAD test for sounds, lightmaps, mul-blend for particles, wireframe mode
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00:26 Revision ef1ea926 (github): Added info about lightmaps, new generator flags
2003-08-16
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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 -
01:19 Revision 778abe4d (github): Use RL texbind funcs
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01:18 Revision 85becd92 (github): Added subtractive blending, 8-bit noalpha textures converted to pure alpha
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01:17 Revision 5f706c52 (github): Use RL texbind funcs, HUD model mirroring
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01:16 Revision f86357ce (github): Moved blending modes here
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01:15 Revision fcbb3b53 (github): Moved some routines, added texture binding funcs
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01:15 Revision d2be87f3 (github): Message cleanup with M_Pretty
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01:14 Revision b26e4fd7 (github): Game's main DED file is stored to topDefsFileName[]
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01:14 Revision c74e3e57 (github): Cleanup, always read Doomsday.ded
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01:13 Revision 1a752794 (github): Added rend-model-mirror-hud
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01:13 Revision 7ddd465c (github): Allocate buffer with enough room for 4 color components
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01:12 Revision 0efc44d8 (github): Do PWAD testing with hires flats
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01:11 Revision 1ab8836b (github): Added M_Pretty()
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01:10 Revision 011696c9 (github): Choose internal formats in a single place
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01:10 Revision c4d1ac23 (github): Cleanup, comment, set triangle front facing
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01:09 Revision 345910e8 (github): Added support for GL_EXT_texture_compression_s3tc
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01:08 Revision 597d2660 (github): Cleanup
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01:08 Revision 4bf8af89 (github): Added cvar for mirroring HUD models
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01:07 Revision b7945585 (github): Moved blending modes here
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01:07 Revision 1b11552a (github): Added functions for binding textures
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01:07 Revision f664b1fb (github): Max number of read files increased to 8 thousand
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01:06 Revision 964b3ca7 (github): Added subtractive blending mode flags
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01:06 Revision 4127372c (github): Added constants for triangle orientation
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01:05 Revision 6bf13b1b (github): Cleanup, added S3TC
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01:04 Revision 4cb20301 (github): Moved common definitions to parent directory
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01:03 Revision aae0410f (github): Initial checkin, common definitions
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01:03 Revision ec850401 (github): Changes for today's snapshot
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01:02 Revision c9d01bae (github): Added -notexcomp, texture compression is enabled by default
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01:01 Revision 9b01c78e (github): Explain model packs, correct some terminology, notice about -fresh
2003-08-15
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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
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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... -
01:26 Revision da41db70 (github): Max number of submodels is now eight
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01:24 Revision 30cad7f9 (github): Switch model Y and Z axes when loading a DMD (to match world space)
2003-08-14
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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
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02:38 Revision 26a05498 (github): Larger retry steps in zone allocation
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02:38 Revision 8cd14cae (github): Use C_IsFull() instead of direct access to clipnodes
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02:37 Revision 51c130b3 (github): Read music data using W_ReadData; don't cache into the zone
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02:37 Revision 94123820 (github): When loading a PCX, read the data only once
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02:36 Revision 269a64b1 (github): Revised node management
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02:35 Revision b441ee74 (github): Moved clipnode_t to rend_clip.c, no need for global scope
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02:35 Revision 1ee8aeb5 (github): Added routines that allocate the buffer automatically
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02:35 Revision 3d1757af (github): Routines that allocate the buffer automatically
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02:34 Revision 093e896d (github): Sort to categories
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02:33 Revision 83288456 (github): Removed -vtxar, -maxor
2003-08-13
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17:04 Revision 3f1c3043 (github): Use os.path.join consistently
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17:02 Revision acdef31f (github): Include dpDehRead.dll in the snapshot
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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
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01:54 Revision f07a6cf0 (github): Changes to model rendering, blending, H/X selectors
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01:53 Revision 379aedf1 (github): Mark vissprites generated from psprites as issprite=2
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01:52 Revision 6bbc6922 (github): Model coords don't need Y/Z axis swap any more
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01:51 Revision fada2501 (github): Rewritten to make use of vertex arrays, multitexturing
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01:50 Revision 039a8233 (github): Added RL freeze cvar, removed shiny skin limit cvars
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01:49 Revision 44110f8c (github): Fixed bug in restricted mipmap calc
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01:48 Revision db774028 (github): Added setting of BlendEquationEXT, texmod 10, 11 for shiny skins
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01:47 Revision 67b0e022 (github): Added subtract and reverse subtract blending modes
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01:47 Revision 36c5578d (github): Added BlendEquationEXT
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01:47 Revision c813c12d (github): Removed shiny skin visibility limits
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01:45 Revision 1cf2773f (github): Added df_subtract and df_revsubtract (blending modes)
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01:44 Revision 1487d4fc (github): Added shiny skin to the axe
2003-08-12
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13:35 Revision d10cbc3e (github): Set player mobj selector to match readyweapon + 1
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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...
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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
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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... -
03:04 Revision 981043e1 (github): Revised model rendering routines (WIP)
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03:03 Revision cf55aad8 (github): Use separate arrays for vertices and normals, removed unnecessary data
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03:03 Revision 6c03c252 (github): Don't load unnecessary data (triangles, texcoords), use separate arrays for vertices and normals
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03:02 Revision 1e4df560 (github): Comment
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03:01 Revision 4adffb0b (github): Follow the Begin/End semantics
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03:01 Revision f0ea3c72 (github): Moved glvertex_t, glcolor_t, gltexcoord_t to r_data.h
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03:00 Revision 516d08a0 (github): Set subsector ptr for the psprite vissprite
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02:59 Revision 83531245 (github): Added some whitespace
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02:59 Revision 0a690348 (github): Added GL_SetColor2
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02:58 Revision c9ce4560 (github): Increased maximum number of submodels to 8
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02:58 Revision 5f2d2393 (github): Use GL_SetColor2, we're inside Begin/End
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02:57 Revision 6a27b161 (github): Use DGL_RGBA
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02:57 Revision a8077874 (github): Require DG_ArrayElement
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02:56 Revision e18f8752 (github): Removed Rend_Render3DVisSprite()
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02:56 Revision 4ec1144b (github): Rend_RenderModel() renders an entire model, removed "3DVisSprite" drawing
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02:55 Revision cb2cbc67 (github): Rend_RenderModel() renders an entire model
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02:54 Revision fd3742a0 (github): Moved some gl-structs here
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02:53 Revision dfd6ecc7 (github): Added GL_SetColor2()
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02:52 Revision 9370b036 (github): Maximum number of submodels increased to 8
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02:51 Revision fc1c1141 (github): Added gl.ArrayElement
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02:51 Revision d2b30c73 (github): Added DG_ArrayElement
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02:51 Revision 47d24de6 (github): Removed vertex stack and -vtxar
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02:50 Revision bedd3c51 (github): Removed -vtxar
2003-08-09
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20:39 Revision f333c38b (github): Initial checkin, new snapshot builder
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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
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02:59 Revision 8e4a3a15 (github): Fixed DG_MultiTexCoord2fv
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02:58 Revision 7155426b (github): Removed hardcoded texanims
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02:58 Revision d641283c (github): Check for sprites with no frames (related to other bugs?)
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02:57 Revision ceda845b (github): More profilers, use trimmed down subsecinfo
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02:56 Revision 3b642dd4 (github): Trimmed down subsecinfo
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02:56 Revision 0c74ab0e (github): Trimmed down subsecinfo, texanim pauses
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02:55 Revision 95a96e28 (github): Always bind in GL_BindTexture (curtex may well be bogus)
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02:55 Revision 98b8cdd2 (github): Added rend-tex-anim-smooth
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02:54 Revision 96e6e2b3 (github): Dynamic light for masked walls
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02:53 Revision 6260c6fd (github): Moved some macros, prototypes here for global access
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02:52 Revision d5eaff36 (github): No need for index in dynlight_t
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02:52 Revision 4b152639 (github): Added dynlight pointer to vissprite
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02:51 Revision 43faabaa (github): subsectorinfo_t trimmed down; the rendpoly_t removed
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02:51 Revision cc57aef2 (github): Lights for masked walls
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02:50 Revision f4da3423 (github): Texture anims defined using Group defs
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