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August 11th, 2007, 10:37 PM
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#141 |
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Commander Keen
Join Date: Dec 2003
Location: England
Posts: 322
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Guys,
Just thought I'd post a message because it's been a while since I did. I've come up with this bloody long wish list based on going through years worth of the forums, just been so busy I havn't had time to finish it off yet. I'll put it up on here soon. When I do, any chance we can get the Legacy site updated with it? Cheers. |
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August 19th, 2007, 09:11 PM
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#142 |
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Join Date: Aug 2007
Location: Asteroid M
Posts: 14
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will there be Strife functionality?
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August 25th, 2007, 10:25 PM
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#143 |
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Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 5,185
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Not that I'v heard of yet, right now it supports all the Doom's, Heretic, and now Hexen with everything engine wise being updated to todays standards.
Maybe later another coder will come along and want to add Strife or someone will make a Hexen to Strife mod? Request: I recall in DM having a hard time seeing the tan colored player against tan colored wall textures. Could that color player be replaced with something else? maybe white? |
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September 1st, 2007, 03:22 PM
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#144 | |
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Join Date: Apr 2001
Location: #legacy
Posts: 929
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Quote:
//Edit Also, since I don't see it in the list in the first post, vertical alignment for textures on 3D floors would be nice. At the moment it seems as if the texture is always drawn from the top and changing the Y offset has no effect. I had to create a custom texture to fix this misalignment.
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. ![]() ║ Team Hellspawn ║ #Legacy IRC Channel ║ Doom Legacy Wiki ║ Doom Voxel Project ║ WIP ║ Last edited by DooMAD; September 2nd, 2007 at 04:36 AM. |
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September 25th, 2007, 11:19 PM
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#145 | |
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Commander Keen
Join Date: Apr 2007
Location: Somewhere
Posts: 5
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Quote:
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September 26th, 2007, 06:34 AM
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#146 |
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Join Date: Dec 2002
Location: Boston, MA
Posts: 572
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If you're on Linux, you can do things the right way: use the environment variable DOOMWADDIR. It should point to the directory where you store all your WADs (e.g. /usr/share/games/doom). Once the variable is set, Legacy automagically locates them, and so do many other source ports.
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Member of the DooM Legacy Team |
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November 18th, 2007, 02:25 AM
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#147 |
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Join Date: Nov 2005
Posts: 241
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Just curious but has the chasecam been improved?
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November 18th, 2007, 07:00 PM
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#148 |
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Join Date: Dec 2002
Location: Boston, MA
Posts: 572
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Improved yes, perfect no.
In OpenGL the chasecam mode is actually playable thanks to the new third-person crosshair system, which shows where your shots will actually land. The chasecam will still occasionally get stuck in corners, although it will warp back next to you if it gets left far enough behind. So, if someone is interested in coding a system in which the chasecam elegantly evades all obstacles following a smooth spline path, let me know
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Member of the DooM Legacy Team |
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November 18th, 2007, 11:43 PM
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#149 |
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Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 5,185
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Is chasecam implemented into the menu system?
It would be cool to have some more command switchers like that in the menu. :P |
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November 21st, 2007, 08:11 AM
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#150 | |
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Join Date: Nov 2005
Posts: 241
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Quote:
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November 23rd, 2007, 02:40 AM
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#151 |
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Join Date: Dec 2002
Location: Boston, MA
Posts: 572
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It probably would, but the ZDoom licence is not compatible with GPL, which is a small problem.
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Member of the DooM Legacy Team |
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December 3rd, 2007, 01:15 PM
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#152 |
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Commander Keen
Join Date: Nov 2007
Posts: 1
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Machinima tools? Like, an easy to to encode demos to videos, recam demos, do "bluescreen" effects and/or put images on screen? that'd be cool, at least for laughs
also support for all the awesomely incredibly hillarious DOOM mods that there are out there liek Star Wars Doom, Marine Doom, Lega Doom ect? |
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December 3rd, 2007, 05:59 PM
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#153 |
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Join Date: Nov 2005
Posts: 241
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Legacy is a Doom port, not a clown.
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December 3rd, 2007, 07:18 PM
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#154 | |
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Join Date: Jul 2001
Location: The frozen wastes of Quan'ideery
Posts: 9,095
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Quote:
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Aliotroph.post_count++; |
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December 3rd, 2007, 07:43 PM
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#155 |
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Join Date: Nov 2005
Posts: 241
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How about asking the author for permission first?, you know, it's not that anyone would be claiming that this particular piece of the ZDoom code belongs to smite, it shouldn't be that much of a deal to Randy given the proper recognition and references
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December 3rd, 2007, 10:05 PM
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#156 |
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Join Date: Jul 2001
Location: The frozen wastes of Quan'ideery
Posts: 9,095
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This has me curious about several things now:
There are days I wish I spent more time programming and less time telling people how to turn Windows Vista off (yes, I actually did that today). Meanwhile Activision merged with Blizzard and is now owned by Vivendi. Goodbye dreams of GPL'd Hexen, barring some fantastic miracle.
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Aliotroph.post_count++; |
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December 16th, 2007, 07:01 AM
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#157 | |||
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Join Date: Dec 2002
Location: Boston, MA
Posts: 572
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Quote:
Quote:
Note that the legal status of the Raven code is anything but clear, and it seems to me extemely unlikely that anybody would ever contest our use of the code either way. Quote:
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Member of the DooM Legacy Team Last edited by smite-meister; December 16th, 2007 at 08:25 AM. |
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December 22nd, 2007, 09:27 AM
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#158 | |
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Join Date: Nov 2005
Posts: 241
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Quote:
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December 4th, 2011, 05:51 AM
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#159 |
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Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 5,185
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Do you mean dynamic lights to radial lights?
If not, I'm not sure, I haven't fired up my laser beam since those pesky mutant imps stole my hydra coil last fall.. |
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December 5th, 2011, 11:05 AM
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#160 |
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Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 5,185
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I'm not sure of your question. I think you're asking if legacy 2.0 alpha supports texture shader scripts?
If that's the case it does, but the current state of its hardware render does not. 2.0 uses NTEXTURE, NSPRITE for hi-res and if I remember correctly, a per-pixel script variant for a type of bumpmap visual.. However without Opengl being complete there's no way of doing lightmaps, brightmaps, dynamic or sphereical/corona lighting at the current time. |
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