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From 2003-12-23 to 2004-01-05

2004-01-05

17:58 Feature #1319 (Rejected): Different models for LOD
Have you played the mega wad Hell Revealed II yet?
Unfortunetly having sooooo many monsters is crippling
Doomsda...
danij
17:23 Feature #1318: Creating Bullet Holes
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Yes I think for now duplicating the appearence of the particle
is probably the best...
danij
16:52 Feature #1318: Creating Bullet Holes
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The logical solution would be that the spawned particle(s) in this
scenario would mo...
skyjake
17:13 Bug #158 (Closed): Uping the generator limit/culling distant generators first
Now that Doomsday supports multiple particle
generators per state/mobj it is much easier to create far
better loo...
danij
16:41 Feature #1314: Particle spawn rate affected by mobj visibility
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If one limits the "sharing" to only the visible mobjs, there is a problem:
when an o...
skyjake

2004-01-03

23:36 Feature #1317: Leaning
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Since Doom uses a LOS calculation to determine if a monster
can see you, this would...
tolwyn
23:24 Feature #1314: Particle spawn rate affected by mobj visibility
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Ah ok :-)
Still it would be usefull to set a minimum particle count for in
cases...
danij
12:24 Feature #1318 (Closed): Creating Bullet Holes
Use the following definition to create a bullet hole:
# Bullet Hole
Generator {
State = "PUFF1"
Flags = ble...
danij

2004-01-02

19:36 Feature #1314: Particle spawn rate affected by mobj visibility
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This is not a bug. :-)

A mobj type generator is supposed to share the particles wi...
skyjake
19:28 Feature #1317: Leaning
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That would also be cool! I used it all the time in Soldier
of Fortune.
badrad
00:31 Feature #1317: Leaning
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skyjake

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... danij
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...
ben2k9
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...
chrisdragon
15:28 Feature #1276: Attach dynamic lights on models
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Sounds like it would be cool to me!
badrad
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, ...
badrad
10:56 Feature #1146: Ducking
_(originally posted by anonymous SF.net user)_
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No Duking please! :-|
skyjake
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...
droyd
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...
gnam
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...
skyjake
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...
dark_pulse
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.
skyjake
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... danij

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. danij
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...
skyjake
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...
danij

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...
danij
 

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