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From 2003-10-03 to 2003-10-16

2003-10-12

18:34 Feature #1305: Particle generator flag: instantly kill generator
> Instantly kill a generator when the associated mobj dies.
Does "mobj" refer to a monster that dies? Is the probl...
skyjake

2003-10-11

16:22 Feature #1176: Crosshair transparency in menu
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In jDoom.cfg, edit the value of "view-cross-a".
(0=invisible, 255=opaque)
...
skyjake

2003-10-09

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...
dark_pulse

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. ...
skyjake

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...
skyjake
19:25 Feature #1271: Game Status Cvars
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Implemented in CVS.
danij
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...
jaquboss
03:54 Feature #1303: Weapon Recoil
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Which weapon has a recoil in the original Doom?
skyjake
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...
skyjake
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...
skyjake
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...
trodas
15:07 Feature #1290: Session-only cvars
- **assigned_to**: Daniel Swanson --> nobody
danij
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...
danij
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...
skyjake
04:07 Feature #1215: State action console commands
Already implemented. danij

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...
danij
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...
skyjake
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...
skyjake
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.
skyjake
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...
chilvence

2003-10-05

21:44 Feature #1299: Lights attached to (sub)models
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The same as RFE 800594?
skyjake
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... danij
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...
aemitchell
18:04 Feature #1268: Individual sounds for Creatures.
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Pain Elemental uses DSDMACT
chrisdragon
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 ...
darmuss
17:54 Feature #1303 (Rejected): Weapon Recoil
Weapon recoil as in the original Doom.
*Labels:* Gameplay
darmuss
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:
*...
skyjake
09:53 Feature #1206: Option to mirror HUD model
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The cvar is rend-model-mirror-hud.
skyjake
09:48 Feature #1281: Random monster variations
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Sounds interesting, may prove to add extra variety to the game.
chrisdragon
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...
danij

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...
dark_pulse

2003-10-03

16:56 Feature #1298: Particle Stage Types
This has since been implemented. danij
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...
danij
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
...
danij
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...
skyjake
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...
danij
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...
danij
 

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