Activity
From 2003-12-27 to 2004-01-09
2004-01-09
- 17:12 Bug #159: Ogg/Mp3 in PK3 Virtual Folder Structure Not Playing
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That's strange, I tested this not too long ago and it worked fine.
It's possible t... - 16:41 Bug #159 (Closed): Ogg/Mp3 in PK3 Virtual Folder Structure Not Playing
- I've discovered a bug, confirmed by Dani, with MP3/Ogg
playback when MP3s/Oggs are in the PK3 file.
Placing son...
2004-01-08
- 14:26 Revision 8d09f50f (github): Merged from branch-nix
- 00:13 Revision ad85bc7b (github): Merged from branch-nix
- 00:10 Revision cc0fc137 (github): Renamed to lower case
2004-01-07
- 23:19 Revision db808151 (github): Merged from branch-nix
- 23:08 Feature #1321 (Rejected): Scoring points in 1p and MP
- It would be cool if Arcade-like points were accumulated
in single player and Coop multiplayer for monster deaths
... - 23:04 Revision 2c5db8cc (github): Merged from branch-nix
- 22:44 Revision 0fe144a4 (github): Merged from branch-nix
- 22:31 Revision 7df2fbab (github): Merged from branch-nix
2004-01-06
- 21:56 Feature #1320 (Closed): Changing the FMOD player to something
- The playback of mods (which are suggested to use :) )
is messy. While playing XM`s some instruments are
totally s...
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... - 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... - 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... - 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... - 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...
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... - 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... - 12:24 Feature #1318 (Closed): Creating Bullet Holes
- Use the following definition to create a bullet hole:
# Bullet Hole
Generator {
State = "PUFF1"
Flags = ble...
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... - 19:28 Feature #1317: Leaning
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That would also be cool! I used it all the time in Soldier
of Fortune. - 00:31 Feature #1317: Leaning
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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...
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