Activity
From 2003-09-07 to 2003-09-20
2003-09-18
- 13:17 Bug #136 (Closed): Screenshot File Name Selection
- Screenshot file name selection should allow any number
of shots, not just 100.
*Labels:* Graphics
2003-09-17
- 23:56 Bug #135 (Closed): Halos associated to mobj's outside the game world
- Halos associated to mobj's outside the game world are
rendered when they shouldn't be.
To recreate this:
If y... - 23:45 Feature #1289 (New): Flat-triggered particle generators created/destroyed on material change
- After a texture change any associated particle
generators should be either destroyed or created as
needed.
(Re...
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
user_id=211998
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)_
Logged In: NO
Perhaps use InFine scripts? - 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, ... - 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
- Logged In: YES
user_id=717323
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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user_id=717323
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
- Logged In: YES
user_id=717323
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 {
...
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