Activity
From 2003-10-05 to 2003-10-18
2003-10-18
- 21:47 Feature #1143: Bots
- _(originally posted by anonymous SF.net user)_
Logged In: NO
Bots are great. Especially for people who can't tie u... - 19:12 Bug #148 (Closed): Netplay refusing to fully work
- I'm starting up a netgame as a client, everything
starts to work fine. Everything Precaches, Music
starts, and then... - 19:12 Bug #148: Netplay refusing to fully work
- Doomsday.out file
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/356b4142/1fa7/attachment/Dooms... - 04:33 Bug #147: missing textures in doom 1.9
- Logged In: YES
user_id=889122
OOPS, it's a riva tnt, not a tnt 2, and there seems to be no
driver that supports o...
2003-10-17
- 21:26 Feature #1198: Support for Rise of the Triad
- _(originally posted by anonymous SF.net user)_
Logged In: NO
Someone should make a list of older games that run on... - 14:27 Bug #147 (Closed): missing textures in doom 1.9
- WinXP pro, directx 8, single player, happens in 640 x
480 and 800 x 600, not using 3d models, using
kickstart. O... - 07:00 Bug #146 (Closed): Texture Bug
- Doom2 level 2 "The Underhalls", the 2 square water
areas (coords x=542.175 y=724.315 and x=560.15
y=912...
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...
2003-10-11
- 16:22 Feature #1176: Crosshair transparency in menu
- Logged In: YES
user_id=717323
In jDoom.cfg, edit the value of "view-cross-a".
(0=invisible, 255=opaque)
...
2003-10-09
- 11:40 Feature #1303: Weapon Recoil
- Logged In: YES
user_id=649259
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
- Logged In: YES
user_id=717323
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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user_id=717323
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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user_id=849456
Implemented in CVS. - 19:11 Feature #1303: Weapon Recoil
- Logged In: YES
user_id=899538
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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user_id=717323
Which weapon has a recoil in the original Doom? - 19:07 Feature #1283: Particle Generator Flag - Random Vector
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user_id=717323
> 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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user_id=717323
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
- Logged In: YES
user_id=849456
A better implementation would be reusing the same definition.
Rather than add the d... - 08:01 Feature #1300: Differentiating variants of monster attacks
- Logged In: YES
user_id=717323
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
- Logged In: YES
user_id=717323
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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user_id=717323
Don't forget that it should also be possible to set the
glow's LightMap. - 08:23 Feature #1300: Differentiating variants of monster attacks
- Logged In: YES
user_id=675595
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
- Logged In: YES
user_id=717323
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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user_id=763563
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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user_id=717323
The cvar is rend-model-mirror-hud. - 09:48 Feature #1281: Random monster variations
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user_id=763563
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...
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