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From 2004-02-13 to 2004-02-26

2004-02-25

18:23 Feature #1331: [InFine] Evaluate cvars with IF condition
Logged In: YES
user_id=849456
That sounds too good to be true :)
So essentially this new combined scripting lang...
danij
12:00 Feature #1332 (Closed): Send commands to any running script + start/stop (1.8)
In the combined scripting system in 1.8 can the
functionality to send any script comand to and other
currently ru...
danij

2004-02-24

00:32 Bug #166 (Closed): Icon Of Sin - Explosion Particles are spawned on floor
When creating a particle explosion for when you destroy
the Icon Of Sin I noticed that the explosion is just a
sp...
danij

2004-02-23

02:03 Feature #1331: [InFine] Evaluate cvars with IF condition
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I agree that evaluation of user-defined variables (or any cvars) in InFine
scripts w...
skyjake

2004-02-22

01:26 Bug #165: N_ServerOpen: Failed to host [80158185]
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user_id=981118
Oh yeah some info:
2.4ghz p4 with hyperthreading
winxp sp1
512mb ddr 400
dx 9
st...
jaboiles
01:03 Bug #165 (Closed): N_ServerOpen: Failed to host [80158185]
So whenever I try to start a network game over tcpip,
my computer thinks a second then in the console I get
an er...
jaboiles

2004-02-21

19:36 Feature #1330: Prevention of loading default dde effect deds
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user_id=717323
-nodefaultfx is now in Lights.ded and Particles.ded.
skyjake

2004-02-20

18:52 Feature #1328: Modify Default Grid and Textures on Sector Planes
Implemented in 1.9.0-beta6 danij
18:49 Feature #1331 (New): [InFine] Evaluate cvars with IF condition
Would it be possible for InFine to evaluate CVARS using:
IF (cvar) (argument) DO
;
ELSE DO
;
This would ...
danij

2004-02-19

20:44 Feature #1330 (Closed): Prevention of loading default dde effect deds
In mods like the jDRP it would be very usefull if you
could skip loading the standard Doomsday particle and
light...
danij
12:42 Bug #164 (Closed): Brightness doesn't stay
Found that the brightness does not stay, but gets
much darker between play sessions. That is closing
Jdoom an...
dbuske

2004-02-18

23:12 Bug #163 (Closed): HUD weapons not lit by glowing sectors
Atm HUD weapons are not lit at all by plane glows.
This tends to look slightly odd considering everything
else i...
danij
23:09 Feature #1329 (Closed): Improved specularity with shiny skins
When using the model flags litshiny | specular it would
be possible to vastly improve the effect if there was a
w...
danij
13:37 Feature #1301: Redesigned DED Reader
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user_id=616016
And how about that Ded Manager? That needs to be updated
too!
tolwyn
09:24 Feature #1320: Changing the FMOD player to something
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user_id=945272
Well, if there is a new version, surely I`ll go testing it. This is,
well, annoying...
xtense
09:01 Feature #1320: Changing the FMOD player to something
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user_id=616016
I've never noticed a problem with FMOD. There is a new
release that has some bug fi...
tolwyn

2004-02-17

21:26 Feature #1300: Differentiating variants of monster attacks
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user_id=849456
That is exactly why I listed it as an RFE. Any changes should
be made to jDoom so a...
danij
21:25 Feature #1317: Leaning
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Not really in the spirit of Doom though is it?
Why would you need it? Demons are dum...
danij
21:23 Feature #1318: Creating Bullet Holes
Closing as duplicate. danij
21:21 Feature #1328 (Closed): Modify Default Grid and Textures on Sector Planes
I'd like per-sector Grid Delta (change) support.
Meaning, in a DED file or by special Sector Tag (?), you
define ...
tolwyn
13:07 Feature #1139: More variations within repeated texture patterns with alternative textures (for detail textures)
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user_id=602719
one possible enhancement^2 would be to define alternate
hires textures list. for exa...
pbru

2004-02-16

01:03 Feature #1327 (New): Render extra plane in XG sector
The ability to render an extra floor/ceiling plane in any
sector via XG.
This new plane would need to be able to...
danij
00:55 Bug #162 (Closed): SelSkin doesn't work when Dim flag set
The model flag Dim prevents SelSkins from working. If
this flag is set the model is rendered with skin #0
Dani J...
danij
 

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