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jimigrey

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2012-09-19

11:21 Doomsday Engine Feature #1399: XG plane movers vs. normal doors
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user_id=1005349
Just thought... The wait for door to open should also happen
for doors that lower f...

2012-08-27

19:50 Doomsday Engine Bug #1080: [Hexen] Hi-res Patch replacements off-center
It's not only Hexen that has it. I just made some highres sprites into Doom, and they're not aligned to the center li...

2011-06-23

17:32 Doomsday Engine Feature #1540 (Rejected): Smaller near clip distance
With the current glNearClip = 5, view models get clipped away too much too easily. I experimented with glNearClip = 0...

2011-05-15

17:01 Doomsday Engine Feature #1534: Alternative for decoration light pattern skip
Allright, I'll try that instead.. I guess this will also make that other light decoration idea redundant.

2011-04-08

23:56 Doomsday Engine Feature #1534: Alternative for decoration light pattern skip
Yea, some kind of merge or limit sounds what I've been thinking. Though if the surface is large enough, then there co...
23:31 Doomsday Engine Feature #1534: Alternative for decoration light pattern skip
It's easier to align LITE5 kind of lights to floors and ceilings, as they can be fitted nearly anywhere. But that kin...
23:27 Doomsday Engine Feature #1534: Alternative for decoration light pattern skip
72 lights vs 9 lights
*Attachments:*
* http://sourceforge.net/p/deng/feature-requests/_discuss/thread/a6b04f0b/7681/...
23:08 Doomsday Engine Feature #1534: Alternative for decoration light pattern skip
Image with more explanation
*Attachments:*
* http://sourceforge.net/p/deng/feature-requests/_discuss/thread/a6b04f0b...
22:19 Doomsday Engine Feature #1534: Alternative for decoration light pattern skip
Ok, I made some image that might explain it a bit better, I hope.
20:52 Doomsday Engine Feature #1533: Decoration light color from sector
Yes, I meant that they would use the sector's light color. I experimented on this myself. I made it so that if I set ...

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