Activity
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 ... - 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....
2003-09-15
- 23:14 Bug #103: All Objects have black square around them
- _(originally posted by anonymous SF.net user)_
Logged In: YES
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Make sure you have "Black Textur... - 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.
...
2003-09-14
- 21:17 Feature #1153: Customizable intermissions
- _(originally posted by anonymous SF.net user)_
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Perhaps use InFine scripts? - 20:40 Feature #1281: Random monster variations
- Logged In: YES
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Umm... Well zombies and imps already have a few different
death, and sight sounds, ... - 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... - 14:05 Feature #1284 (Closed): Multiple particle generators per mobj state
- Multiple particle generators per mobj state
*Labels:* Graphics - 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...
2003-09-13
- 17:38 Bug #104: XG: Scrolling Textures on Clientside
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This should be somewhat better in 1.7.13.
Scrolling plane textures won't be worki... - 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... - 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... - 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. ...
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...
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 ...
2003-09-07
- 22:41 Feature #1277: Texture Definitions
- Mostly implemented in 1.9.0-beta6
- 22:37 Feature #1280 (Closed): Stages for decorations
- Animate Decorations by providing multiple Stages.
Not terribly difficult to implement but requires more
than just... - 22:08 Bug #52: [Render hack] Fake/see-through bridges
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Note to self: Try to fix the bridge in Scythe map29. - 21:46 Bug #86: Unused MD2 models are loaded anyway
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This has now been fixed for 1.7.13. I hope I didn't break
anything... The model loa... - 17:51 Bug #47: jDoom: Bullet puffs in face
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Fixed for 1.7.13. There were actually two bugs here:
1) LineAttack into a closed s... - 16:39 Bug #121: jDoom: deathmatch modes multiplayer hud frag display
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Fixed in 1.7.13. - 10:00 Feature #1279 (Closed): Decoration -> Glow Definition
- I think the glowing textures/flats should be set
using Decoration definitions. For example:
Decoration {
...
2003-09-06
- 18:06 Bug #128: jDoom: Netgame Client Glitches
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The startspot problems should be fixed in 1.7.13. - 07:21 Feature #1278 (Closed): Direct3D Triple Buffering
- The Direct3D renderer could use triple buffering for
smoother vsync rendering.
*Labels:* Graphics
2003-09-05
- 21:36 Bug #63: Halo occlusion flickers
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Fixed for 1.7.13. - 21:09 Bug #109: Updating songs at zero volume
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Fixed for 1.7.13. - 21:01 Bug #130: Non-Glowing Flats
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I don't think there's anything wrong in Doomsday. Check
these things:
- Data\Gra... - 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... - 08:11 Feature #1276: Attach dynamic lights on models
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i like it! - 08:04 Feature #1274: Projectiles meet sky
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I cant really imagine plasma and rockets flying away through
the sky, but it would ... - 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
...
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... - 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... - 08:14 Feature #1274 (Rejected): Projectiles meet sky
- The effect when something hits the sky "border" is
quite unrealistic..
the rocets simply dissapear and ...
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...
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