Activity
From 2003-12-19 to 2004-01-01
2004-01-01
- 23:01 Feature #1316: HHE support
- Now that more ports are offering HHE support the number of mods which utilize it is increasing. We should consider im...
- 15:13 Feature #1316 (New): HHE support
- Although the Heretic Hack Editor has been discontinued
(WHY???) it would be nice to have HHE support, just like
D... - 15:42 Feature #1317 (Rejected): Leaning
- Have you thought of adding leaning, similar to in RTCW
or Enemy Territory, as to see around the corner before
decid... - 15:28 Feature #1276: Attach dynamic lights on models
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Sounds like it would be cool to me! - 10:58 Feature #1315 (Closed): KickStart support of long filenames
- kickstart support of long filenames so that not only
could it be located in a directory structure that has
spaces, ... - 10:56 Feature #1146: Ducking
- _(originally posted by anonymous SF.net user)_
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No Duking please! :-| - 10:53 Feature #1156: Smart Filtering (sprites, other graphics)
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Well, seems a VERY good idea to me...
Doesn't 2*sai only do the edges? (which woul... - 10:50 Feature #1168: Real decals: bulletholes, blastmarks, etc.
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I agree. The particle blood is cool, but it would cooler if it
would swap to decals... - 10:48 Feature #1199: Shaders, Texture Maps + other ver.2 features.
- _(originally posted by anonymous SF.net user)_
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I'd like to see per-pixel lighting. Anyone take a loo... - 10:43 Feature #1209: Lava/water whatever effects
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It's not a bad idea, I especially like the Heatwave Ideals.
Think of how well Episod... - 10:42 Feature #1233: Surface decorations using 3D models
- _(originally posted by anonymous SF.net user)_
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Hmm, this idea has an all new purpose. A space saver. - 10:38 Feature #1275: Lightmap decorations on surfaces (emission mapping)
- Implement as a Material layer and update RL_AddPoly to pull these in along with dynamic lights before multiplying the...
2003-12-28
- 09:13 Feature #1311: Very Fast Attacking monsters
- Changes like this are better done in a mod/addon by changing the Thing and State definitions.
- 09:09 Feature #1313: Submodel rotation angles
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This is, unfortunately, by design. Since all objects have only one rotation
angle (w... - 00:42 Feature #1314 (New): Particle spawn rate affected by mobj visibility
- When mobj type generator is defined (ie instead of
assigning a generator to every state of a monster) all
the par...
2003-12-24
- 19:42 Feature #1313 (Rejected): Submodel rotation angles
- The XOR opperation that should be used to turn on/off
model flags on submodels doesn't appear to work
correctly o...
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