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From 2003-09-03 to 2003-09-16

2003-09-16

22:01 Feature #1288 (Closed): Monster sound on quit
In the original Doom games (and Heretic/Hexen too I
think, though I'm not sure), a monster sound would play
when ...
sapiens81
11:47 Feature #1287 (New): Particle generator flag: transform center offset along with the object
A flag for the Particle Generator that rotates the
generator's Center Offset with the pitch/yaw of a
source mobj....
danij

2003-09-15

23:14 Bug #103: All Objects have black square around them
_(originally posted by anonymous SF.net user)_
Logged In: YES
user_id=211998
Make sure you have "Black Textur...
skyjake
09:13 Feature #1286 (Closed): Bindable Automap Controls
The controls for operating the automap (F, M, etc.)
should be bindable to input events, like the other
controls.
...
skyjake

2003-09-14

21:17 Feature #1153: Customizable intermissions
_(originally posted by anonymous SF.net user)_
Logged In: NO
Perhaps use InFine scripts?
skyjake
20:40 Feature #1281: Random monster variations
Logged In: YES
user_id=1566636
Umm... Well zombies and imps already have a few different
death, and sight sounds, ...
papercut2
14:08 Feature #1285 (Rejected): Spawn particle generator from generator stage
The ability to spawn particle generator from generator
stage.
The new generators center would be positioned rela...
danij
14:05 Feature #1284 (Closed): Multiple particle generators per mobj state
Multiple particle generators per mobj state
*Labels:* Graphics
danij
14:04 Feature #1283 (Closed): Particle Generator Flag - Random Vector
New generator flag - When a particle generator is
spawned it picks a random vector. This random vector is
kept fo...
danij

2003-09-13

17:38 Bug #104: XG: Scrolling Textures on Clientside
Logged In: YES
user_id=717323
This should be somewhat better in 1.7.13.
Scrolling plane textures won't be worki...
skyjake
16:17 Bug #134 (Closed): Selection of Visible Map Objects
Currently a map object is considered visible if the
sector it's in is visible. However, objects in disjoint
secto...
skyjake
09:13 Bug #133 (Closed): Sudden Fullbright Sectors
Quote cactus:

Lightening sector problem and when player or ennemy
fire the light of the sector change (like if...
skyjake
08:42 Bug #132 (Closed): jDoom: No Invuln. Effect
Quote "Kingmaster VELI":

When I pick up invulnerability in newest (1.7.12)
version nothing happens. ...
skyjake

2003-09-11

16:55 Feature #1281 (Closed): Random monster variations
Similar to RFE #769507 but based on a thread in the New
Doom forum which seems to have vanished.
Problem: All mo...
jhansonxi

2003-09-08

08:30 Bug #131 (Closed): Crash with Cheb's Blood Effects
Quote Simon D.:

When i chose the add-on for doomsday last version :
cheb's blood LONG, there is automatically ...
skyjake

2003-09-07

22:41 Feature #1277: Texture Definitions
Mostly implemented in 1.9.0-beta6 danij
22:37 Feature #1280 (Closed): Stages for decorations
Animate Decorations by providing multiple Stages.
Not terribly difficult to implement but requires more
than just...
skyjake
22:08 Bug #52: [Render hack] Fake/see-through bridges
Logged In: YES
user_id=717323
Note to self: Try to fix the bridge in Scythe map29.
skyjake
21:46 Bug #86: Unused MD2 models are loaded anyway
Logged In: YES
user_id=717323
This has now been fixed for 1.7.13. I hope I didn't break
anything... The model loa...
skyjake
17:51 Bug #47: jDoom: Bullet puffs in face
Logged In: YES
user_id=717323
Fixed for 1.7.13. There were actually two bugs here:
1) LineAttack into a closed s...
skyjake
16:39 Bug #121: jDoom: deathmatch modes multiplayer hud frag display
Logged In: YES
user_id=717323
Fixed in 1.7.13.
skyjake
10:00 Feature #1279 (Closed): Decoration -> Glow Definition
I think the glowing textures/flats should be set
using Decoration definitions. For example:

Decoration {
...
skyjake

2003-09-06

18:06 Bug #128: jDoom: Netgame Client Glitches
Logged In: YES
user_id=717323
The startspot problems should be fixed in 1.7.13.
skyjake
07:21 Feature #1278 (Closed): Direct3D Triple Buffering
The Direct3D renderer could use triple buffering for
smoother vsync rendering.
*Labels:* Graphics
skyjake

2003-09-05

21:36 Bug #63: Halo occlusion flickers
Logged In: YES
user_id=717323
Fixed for 1.7.13.
skyjake
21:09 Bug #109: Updating songs at zero volume
Logged In: YES
user_id=717323
Fixed for 1.7.13.
skyjake
21:01 Bug #130: Non-Glowing Flats
Logged In: YES
user_id=717323
I don't think there's anything wrong in Doomsday. Check
these things:
- Data\Gra...
skyjake
15:18 Bug #130 (Closed): Non-Glowing Flats
Quote Kaiser:
I've played Doom II and I've noticed that the water
texture hasn't glowed in some levels either. It...
skyjake
08:11 Feature #1276: Attach dynamic lights on models
Logged In: YES
user_id=941452
i like it!
ben2k9
08:04 Feature #1274: Projectiles meet sky
Logged In: YES
user_id=1566636
I cant really imagine plasma and rockets flying away through
the sky, but it would ...
papercut2
07:56 Feature #1277 (Closed): Texture Definitions
The ability to create a new texture defined in a
Textures.ded
Either make pnames an external resource, or allow
...
danij

2003-09-04

17:32 Feature #1276 (New): Attach dynamic lights on models
A Dynamic Light that is positioned relative to the model.
With the option of a "Halo only flag".
Benefi...
danij
17:18 Feature #1275 (Closed): Lightmap decorations on surfaces (emission mapping)
A new type of Lightmap applied in the Light Decorations
where you can specify a Lightmap that is used ONLY on
th...
danij
08:14 Feature #1274 (Rejected): Projectiles meet sky
The effect when something hits the sky "border" is
quite unrealistic..
the rocets simply dissapear and ...
zappaz

2003-09-03

00:15 Feature #1145: ATI TRUFORM for models
_(originally posted by anonymous SF.net user)_
Logged In: NO
Even Ati Rage cards supported Truform via dirvers, bu...
skyjake
 

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