Activity
From 2003-09-27 to 2003-10-10
2003-10-09
- 22:10 Revision 92e1932d (github): Merged FMOD 3.70 updates from the 1.7 branch
- 11:40 Feature #1303: Weapon Recoil
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Maybe he's thinking of how if you shot a Rocket at a wall,
it would blow you backwar...
2003-10-08
- 06:44 Bug #145: Texture Mag Filter
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I think I'll add a new cvar that will control the
magnification filter of textures. ...
2003-10-07
- 21:08 Feature #1284: Multiple particle generators per mobj state
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This will be implemented in 1.7.14. (Snapshot: 1.7.13-8)
A new flag was added &quo... - 19:25 Feature #1271: Game Status Cvars
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Implemented in CVS. - 19:11 Feature #1303: Weapon Recoil
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There was a weapon recoil in original Doom???!!!
You can get jdoomBC on http://model... - 03:54 Feature #1303: Weapon Recoil
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Which weapon has a recoil in the original Doom? - 19:07 Feature #1283: Particle Generator Flag - Random Vector
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> It should also be possible to change a particle's vector
> via a command/exp... - 09:26 Feature #1283: Particle Generator Flag - Random Vector
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There will be:
Generator -> Init vector rnd = 0.0
(initial random offset to Ve... - 17:15 Bug #145 (Closed): Texture Mag Filter
- A very simple bug - selecting textures "No filter, no
mipmap" won't work - floor/walls testures are STILL... - 15:07 Feature #1290: Session-only cvars
- - **assigned_to**: Daniel Swanson --> nobody
- 14:34 Feature #1299: Lights attached to (sub)models
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A better implementation would be reusing the same definition.
Rather than add the d... - 08:01 Feature #1300: Differentiating variants of monster attacks
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For some monsters editing Objects.ded may be enough, but
there are others whose stat... - 04:07 Feature #1215: State action console commands
- Already implemented.
2003-10-06
- 18:27 Feature #1305 (New): Particle generator flag: instantly kill generator
- A new particle generator flag is needed:
Instantly kill a generator when the associated mobj dies.
Sometimes it... - 16:31 Bug #114: input-key-wait1 reset to 15
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For me input-key-wait1 works correctly. Note that 5 is not
a valid value for the cv... - 09:12 Bug #144 (Closed): Multiple Overlapping Items
- You see this occasionally in the maps: to give a
stronger apparent effect to an item, multiple
instances of the i... - 08:45 Feature #1279: Decoration -> Glow Definition
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Don't forget that it should also be possible to set the
glow's LightMap. - 08:23 Feature #1300: Differentiating variants of monster attacks
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Sorry if I'm suggesting something that you have already
tried, but can you not creat...
2003-10-05
- 21:44 Feature #1299: Lights attached to (sub)models
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The same as RFE 800594? - 18:30 Feature #1302: Ability to define dynamic Lights from a Map definition
- Lowering the priority of this RFE as whilst it could be useful, there are now newer features which reduce the benefit...
- 16:17 Feature #1302 (Rejected): Ability to define dynamic Lights from a Map definition
- Ability to define dynamic Lights from a Map definition
(like a skymodel) with exact positioning (perhaps upon a
s... - 18:04 Feature #1268: Individual sounds for Creatures.
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Pain Elemental uses DSDMACT - 18:03 Feature #1304 (Closed): Zoomed out automap... in corner?
- Firstly:
It would be nice with the automap being by default
zoomed out. That's seems to be the most prefered view ... - 17:54 Feature #1303 (Rejected): Weapon Recoil
- Weapon recoil as in the original Doom.
*Labels:* Gameplay - 10:15 Feature #1301 (Progressed): Redesigned DED Reader
- The DED reader needs to be rewritten.
It will be possible to have more advanced scripting
features, such as:
*... - 09:53 Feature #1206: Option to mirror HUD model
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The cvar is rend-model-mirror-hud. - 09:48 Feature #1281: Random monster variations
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Sounds interesting, may prove to add extra variety to the game. - 01:52 Feature #1300 (Closed): Differentiating variants of monster attacks
- Currently monsters use the same states in both of thier
attacks. While this wasn't previously problem now it is
i...
2003-10-04
- 17:40 Bug #142: Repeated Crashes
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This might ave been related to a Virus I had, W32.Pinfi. I'm
pretty sure you can dis...
2003-10-03
- 16:56 Feature #1298: Particle Stage Types
- This has since been implemented.
- 11:30 Feature #1298 (Closed): Particle Stage Types
- New flags for particle stages:
These new flags would define that the stage should only
be used if the particle i... - 16:38 Feature #1299 (Closed): Lights attached to (sub)models
- A method to attach lights to a (sub)model via the model
definition would be usefull (rather than attaching it to
... - 13:43 Bug #143 (Rejected): [Doom] Doom 2 Map30 lines across demon head
- >> The lines are visible now because of the higher display resolution.
>> They were present in the original game as... - 07:42 Feature #1297 (Closed): Halo Customization + Halo Maps
- It would be of much benefit if there was a way to have
the same control of Halos when defining lights as you
have... - 07:33 Feature #1296 (New): Light Stages for animated light sources
- With the new lightmaps feature it would be great if we
could use stages to animate lights. The result would be
mu...
2003-10-02
- 02:39 Feature #1295 (Closed): Levelname to Tally Screens
- One of the things I like is that you can write a simple
DED file containing the Map name and it will be
displayed A...
2003-10-01
- 08:44 Bug #142 (Closed): Repeated Crashes
- Quick bit of Background Info: It did ths with 1.7.13 as
well, though I upgraded to 1.7.14 for the skin fix, mostly.
...
2003-09-29
- 07:35 Bug #141: Menu Type-in Flash also on HUD
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It's intentional. - 06:21 Bug #141 (Closed): Menu Type-in Flash also on HUD
- When entering the Menu the type-in flash breifly flashes
the numbers on the full screen HUD (not the bar) Im
assu... - 07:10 Feature #1165: Multipart 3D models
- _(originally posted by anonymous SF.net user)_
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have you even considered to read the md3 support feat... - 06:44 Feature #1294 (Rejected): Toggle command for non-boolean cvars
- when the toggle command is used on cvars such as
rend-camera-fov which obviously shouldnt be togglable
it applies...
2003-09-27
- 22:57 Bug #140 (Closed): Status bar tile change between game/automap
- The texture used to fill up the empty space in the status
bar changes tiles when cycling between the automap
and ... - 22:57 Bug #140: Status bar tile change between game/automap
- Tile change between game/automap
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/11c53da2/27f1/a... - 22:50 Bug #139 (Closed): Cycling down from Elvenwand skips Staff
- When using the "next weapon"/"previous weapon"
commands (I have them bound to my mouse wheel), ... - 22:45 Feature #1293 (Closed): Improve CFG consistency between jDoom/jHeretic
- jHeretic (and jHexen for that matter, though I haven't
gone through its CFG) is missing many settings that
jDoom ... - 21:05 Feature #1291: Model Flag to Disable TexComp
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The name of the flag is "df_notexcomp". It disables
texture compression w... - 09:32 Feature #1291 (Closed): Model Flag to Disable TexComp
- There should be a model flag ("df_nocomp") that will
disable texture compression for the skins of the
m... - 19:43 Bug #131: Crash with Cheb's Blood Effects
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The problem appears to be that Cheb is using a sprite
called POB2. This sprite does... - 16:03 Feature #1292 (Closed): Specify skin texture in Model def
- Being able to specify the skin texture to use directly in
the model def would be usefull for making skyboxes.
Eg... - 14:44 Bug #37: Fog isn't saved into savegames
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Map name: Yes
Map time: Yes
Date: Yes
Thumbnail: Yes
Number of saves to unlimited... - 14:28 Bug #37: Fog isn't saved into savegames
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Since you plan on updating the save system, it would be nice
if you where given a b...
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