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From 2010-05-17 to 2010-05-30

2010-05-30

23:58 Revision 109c0719 (github): Moved composite font character drawing out of gl_drawpatch and into gl_drawcompositefont in preparation for more radical changes.
danij
23:25 Revision a108f25a (github): Split the skillmode flags for mapspots out of the flags member and into a seperate variable. Made the skillmode requirement for mapspots unique, so that e.g., SM_BABY and SM_EASY are not considered the same skillmode (this logic has been moved to the interpretation stage in dpWadMapConverter).
danij
21:56 Bug #910: Flat tiling error with custom flats
I made a bit clearer example & screenshot of what's going on (also noticed I don't need to write material definitions... jimigrey
16:51 Bug #910: Flat tiling error with custom flats
Sure.. here's some little test map (in map01), material definitions and lowres textures in wad: http://koti.mbnet.fi/... jimigrey
15:30 Bug #910: Flat tiling error with custom flats
The screenshots are helpful but a small example would be much more useful. danij
15:08 Bug #910: Flat tiling error with custom flats
Ok, here's a screenshot: http://koti.mbnet.fi/jeejeeje/wip/doom_flat_tile_error.jpg
and wireframe overlayed: http://...
jimigrey
14:41 Bug #910 (New): Flat tiling error with custom flats
I made some 128*128 textures as flats using the material definitions. Ingame I notice the flat tiling breaks at some ... jimigrey
21:15 Revision e0c83ecf (github): Do not scale the modelview matrix in GL_DrawVectorGraphic if scale == 1
danij
21:13 Revision 283ddc5c (github): Moved vector graphic drawing into the engine.
Refactored vector graphic and composite font registration to allow updating existing resources. danij
19:42 Bug #913 (Closed): HeXen: level warping cheats partially broken
In Beta6.9 "warp 30" (console) or "visit 30" (cheat code) don't work when they should take the player to the Vivarium... vermil
19:40 Bug #912 (Closed): HeXen: Level music numbers off by one
As the summary suggests. Map01's music plays on Map02, Map 02's music plays on Map03 etc.
Map01 will just continue...
vermil
19:38 Bug #911: [Hexen] Poison cloud vs Repulsion Disc
- **labels**: jHexen Gameplay --> Hexen
danij
19:37 Bug #911 (Closed): [Hexen] Poison cloud vs Repulsion Disc
In Beta 6.9, there seems to be a couple of bugs/mistakes relating to the poison cloud that can be spawned by artefact... vermil
18:05 Revision 39f10494 (github): Refactored the interface for vector graphic drawing in preparation for moving into the engine.
danij
12:30 Feature #1518 (Closed): Save screenshots as png or jpeg
It would be great for deng to be able to save the screenshots as png files as png has good compression and is a lossl... eunbolt
01:46 Revision edc0aec0 (github): Minor tweak to the side shadow darkness calculation in fakeradio.
danij

2010-05-29

03:04 Revision 7c275b4e (github): Clean up.
danij
03:04 Revision 2d34f4da (github): Fix line endings.
danij
02:38 Revision a2312d7e (github): Moved composite font Text drawing into the engine (just a simple code migration).
Todo:
* Refactor drawing to use an atlus and display lists.
* Refactor registration/declaration to use DED.
danij

2010-05-28

23:19 Revision c955a326 (github): Resolve conflicts with previous commit.
danij
23:14 Revision 96493b9d (github): Reimplemented the Text shadow effect used in the menu in order to eliminate references to the menu in gl_drawcompositefont.c
gl_drawcompositefont.c is now ready for intergration into the engine. Initially, I'll move a copy of gl_drawpatch.c i... danij
05:02 Revision 46251a0b (github): Reimplemented the Text glitter effect used in the menu in order to eliminate references to the menu in gl_drawcompositefont.c
Todo: Do exactly the same for the shadow effect. danij
00:20 Revision 58b8ea21 (github): Moved global typeInTime into gl_drawcompositefont. Clean up.
danij

2010-05-27

23:53 Revision dc774c89 (github): Tweaked an error message in R_GetPatchInfo (invalid arguments).
Added a verbose comment in R_PrecachePatch (unknown Patch). danij
23:43 Revision 4f8140c2 (github): Make use of the GLTexture by-name search to remove the use of lump indicies for unique identification in R_RegisterAsPatch.
danij
23:10 Revision 046cd92b (github): Completed switchover to logical patch identifiers instead of lump indicies.
Next step: Remove the use of lump indicies for the purpose of identification in R_RegisterAsPatch (the search key sho... danij
21:59 Revision 4cdce9f0 (github): Dispensed with the extraOffset members of spritetex_t and patchtex_t by making the border (size) property a member of gltexture_inst_t.
danij
19:00 Revision cc75e878 (github): Continuing work on refactoring the texture load pipeline:
* Separated the texture instance flags from the material load flags - they serve different purposes and should not be... danij
15:35 Revision be35b979 (github): Fix missing call to precacheFontCharacterPatch in R_InitFont.
danij
12:44 Bug #909 (New): [Hexen] Tiny difference in Ettin behaviour
In the original HeXen and Dday 1.8.6, when one approaches an Ettin from behind, at a diagonal angle (i.e. the ones th... vermil

2010-05-23

11:34 Revision 2cd1bca9 (github): Further clean up of the composite font drawing in preparation for the more extensive changes needed for accurate calculation of the visible dimensions of formatted Text blocks.
danij
03:39 Revision e5063af9 (github): Further fix to the interpretation of break directives in paramater Text blocks.
danij
03:37 Revision 97028cfb (github): Modified the Amplify algorithm to ignore masked pixels when calculating the max value.
GLTexture_Prepare was not converting hires patches to monochrome if set.
Todo: Rewrite the conversion stage of GLTex...
danij

2010-05-22

22:41 Revision 1fb4b1c3 (github): Began clean up of GL_DrawText in preparation for implementing a proper visible dimension calculator for Text.
* Split the paramater block parsing out of GL_DrawText.
* Added drawtextstate_t and separated initialization and call...
danij
21:34 Revision 0b5fa1f6 (github): Added a couple of comments to gl_drawcompositefont.h explaining the terms Text and Text fragment in the context of this API.
danij
21:26 Revision 9b3df05a (github): Moved patch drawing methods out of hu_stuff and into gl_drawpatch Renamed all patch drawing methods swapping the prefix M_ for GL_
danij
18:05 Revision 2d7133d7 (github): Couple of minor fixes to type-in effect selection in the menu.
danij
17:52 Revision 12bac7c3 (github): Removed garbage code in gl_drawcompositefont.c
danij
17:50 Revision fad4c056 (github): Completed next phase of the game-side 2D drawing clean up:
* Split the text drawing out of hu_stuff and into gl_drawcompositefont
* Renamed all text drawing methods swapping th...
danij
15:25 Revision c29258a0 (github): Created M_DrawTextFragmentShadowed and reworked Heretic's IN_DrawTime to call it. Replaced all calls to Heretic's IN_DrawNumber with calls to M_DrawTextFragmentShadowed. Removed IN_DrawNumber.
danij

2010-05-21

18:08 Revision 0b8cfdd4 (github): Added All games: Sequential cycling of player weapons using next/prev until the current weapon is fully lowered (for example, if the player owns weapons one through four and four is currently readied; cycling the previous weapon three times in quick succession will select weapon one without). Added "Sequential" item to the Weapons option menu. Added cvar "player-weapon-cycle-sequential".
danij
15:10 Feature #1348: Better Mousewheel Weapon Switching
Logged In: YES
user_id=1566636
That would be nice, I recently got back into using the
numbers again like back in t...
papercut2
14:48 Revision dfe7653c (github): Fixed sharpview reset was being done in R_SetupFrame, meaning that if multiple viewports were in effect only the first drawn would ever snap to the sharp position after a fixed 35hz tic.
danij
14:45 Revision 43a4985b (github): Changed All games: Allow camera players to move almost twice as fast as non-camera players when "running".
danij
07:17 Revision 13e6367b (github): Changed: When loading sprites add an additonal 1-pixel border around the graphic which is then scaled and clipped out at render time. This addresses various GL filtering issues where a sprite contains color information in the edge texels.
danij
05:19 Revision 63b078a3 (github): Changed: Implemented GL_ScaleBufferNearest; a nearest neighbor image scaling algorithm for use with tiny graphics (w*h < 16) rather than hq2x. The hq2x algorithm can do nothing to help graphics this small and better results can be obtained with the simple nearest neighbor algorithm.
danij
02:47 Revision 691bc6fb (github): Changed: Do not disable the ColorOutlines algorithm on Patches loaded with the Upscale and Sharpen filter applied (defer until after the upscale).
danij
02:05 Revision be9eb346 (github): Replaced the global patchinfo_t structs in the DOOM64 intermission with patchid_t
danij
02:01 Revision 4060437c (github): Updated the DOOM64 intermission to use the GF_SMALL font.
danij
01:27 Revision 5544a4fe (github): Fixed Pause graphic offset again.
danij
01:27 Revision 11236c31 (github): Changed DOOM: Draw all owned keys on the statusbar if not cvar "hud-keys-combine" (e.g., if the player owns both the Blue Keycard and the Blue Skull they will both be drawn in slot 1).
danij
00:24 Revision de9001ea (github): Various changes to the processing of Patches loaded with the Upscale and Sharpen/Monochrome filters:
* If applying both, defer Monochrome until after the Indexed+A to RGBA translation. Doing it the other way around we ... danij

2010-05-20

23:00 Revision 6bc681c1 (github): Fixed missing tens of seconds digit when less than 10 in DOOM's WI_drawTime.
danij
21:28 Revision 04412904 (github): Replaced the global patchinfo_t structs used in the DOOM intermission with patchid_t
danij
12:08 Revision 191af5ab (github): Created a font out of DOOM's WI* patches (used in the intermission). Updated the DOOM intermission to use the new GF_SMALL font for drawing the kills, items, secrets percentages and par plus time.
danij
09:15 Revision f25c3114 (github): Replaced existing calls to DrINumber by building a text fragment for the value to be drawn and passing that to M_DrawTextFragment4. Removed DrINumber in Hexen.
Adjusted text fragment tracking of the status bar counters in Hexen to better match the original game.
Implemented mo...
danij
08:19 Revision 739dd11a (github): Replaced existing calls to DrINumber by building a text fragment for the value to be drawn and passing that to M_DrawTextFragment4. Removed DrINumber in Heretic.
Adjusted text fragment tracking of the status bar counters in Heretic to better match the original game (note: the or... danij
06:37 Revision 2437203c (github): Replaced existing calls to Hu_DrawSmallNum by building a text fragment for the value to be drawn and passing that to M_DrawTextFragment4.
Removed Hu_DrawSmallNum. danij
05:34 Revision a3a6f49e (github): Further fixes to the positioning and visible dimension calculation of the spinning Tomb of Power indicator in Heretic.
danij
05:22 Revision 80d3ee14 (github): Replaced existing calls to M_DrawSmallNumber by building a text fragment for the value to be drawn and passing that to M_DrawTextFragment4.
Removed M_DrawSmallNumber.
Updated the spinning Tomb of Power indicator in Heretic to accurately calculate the actual...
danij
05:07 Revision c8f1ac10 (github): Lets try that again... (clearly I need sleep, haha).
danij
05:04 Revision df9ab2ae (github): Fix off-by-one character track inaccuracy error in M_TextFragmentWidth2.
danij
05:01 Revision 4da287cf (github): Implemented the typographic concept of "tracking" for text-fragments.
danij
04:34 Revision be4215f3 (github): Updated the current mana counter, health, armor and frags widgets in HEXEN to accurately calculate the actual visible dimensions of the widget.
danij
04:30 Revision dd1e9f74 (github): Updated the current ammo, health, armor and frags widgets in DOOM to accurately calculate the actual visible dimensions of the widget.
danij
04:20 Revision fb6eb7a3 (github): Replaced existing calls to Hu_DrawNum by building a text fragment for the value to be drawn and passing that to M_DrawTextFragment3.
Removed Hu_DrawNum. danij
03:09 Revision 16cfb6a5 (github): Temporarily moved internal HUD widget state out of st_number_t and into hudstate_t and removed st_number_t.
Deleted plugins/common/st_lib.c and plugins/common/include/st_lib.h from the source tree. danij
02:32 Revision 9e21dc99 (github): Removed st_multiicon_t completely; this widget actually had no useful internal state as all values can be trivially computed at draw time.
danij
00:01 Revision e38d8709 (github): Removed st_icon_t completely; this widget actually had no useful internal state as all values can be trivially computed at draw time.
danij

2010-05-19

23:52 Revision 097650aa (github): Removed STlib_DrawNum completely, existing calls replaced with direct calls to Hu_DrawNum
danij
23:50 Revision e85b204f (github): Replaced the st_number_t* ptr argument of STlib_DrawNum with an integer value, making it the caller's responsibility to pass it.
danij

2010-05-18

07:53 Revision 8bad8d3f (github): Completed next step of the game-side 2D drawing clean up; moved all draw paramaters from the st_number_t struct into the draw routine for associated widget. As most of these values can be considered constants they need not be held as state variables.
danij
05:30 Revision 92792554 (github): Changed DOOM: Changed the built-in Patch replacement strings for the main menu load/save items and the headings on the load/save menus to better match the original patches.
danij
05:28 Revision a809f959 (github): Changed DOOM: Changed the default colors for the menu, fullscreen HUD and large statusbar counters to better match the original Patches.
danij
04:01 Revision 8c02860e (github): Rounded up the rest of the special-case text drawing methods and moved them into hu_stuff.c ready for assimilation.
danij
03:17 Revision 69a30972 (github): Changed Heretic/Hexen: Remapped the FONTA character patches for ASCII 91-94 to minimize impact on the standard naming convention. The new mapping only requires swapping the patches for characters 91<>95.
Don't forget to re-run packres.py! danij
02:29 Revision 2d850969 (github): Clean up.
danij
02:28 Revision 41d3a0ca (github): Fix type-in effect on multi-line/paramater-formated text.
danij
00:07 Revision bd0fb239 (github): For now, simply ignore paramater blocks in M_TextHeight until the parser for which is reimplemented.
danij

2010-05-17

23:40 Revision 90b30406 (github): M_TextFragmentHeight was missing a zero check for end of string.
danij
23:29 Revision b269a764 (github): Quickly implemented a basic method for horizontal alignment of Patch based text strings.
* Renamed all M_DrawText* methods to M_DrawTextFragment and modified so that they now draw only a single line of text... danij
09:03 Revision d95c05d1 (github): Fix Patch vertical alignment offset in M_DrawPatch2.
Next step: Implement proper alignment of multi-line text strings in M_DrawText4 and introduce a lineheight paramater. danij
08:56 Revision c4561fd8 (github): Fix alignment of Heretic fullscreen health and current item widgets.
danij
08:56 Revision 32ece30d (github): Fix important game message vertical offset.
danij
07:40 Revision 54a56543 (github): Further fixes to the player in-void status checking.
danij
07:39 Revision 5d107427 (github): Clean up.
danij
06:33 Revision e33e2a35 (github): Updated calls to M_DrawText to use the default value for font where appropriate.
danij
06:29 Revision 5bbaa6c5 (github): Updated calls to M_DrawText and M_DrawPatch to use the default value for flags where appropriate.
danij
06:02 Revision 4a08eb6f (github): Further smoothed the offset scrolling of the player message log.
danij
05:59 Revision 58df1483 (github): Removed the color+alpha arguments from the paramater lists of the various M_DrawText methods. Text is now always drawn using the current GL color.
danij
03:08 Revision e4017d54 (github): Implemented DGL_GetFloatv for the purposes of querying the current GL color and/or alpha and returning floating point values.
danij
02:59 Revision 5daf0f45 (github): Added TOPLEFT/BOTTOMLEFT/TOPRIGHT/BOTTOMRIGHT drawText and drawPatch flags for improved brevity when making calls to these methods.
danij
02:31 Revision 923d383e (github): Completed the next phase of the game-side 2D drawing cleanup; implemented vertical alignment/positioning flags for Patches and text strings. Also began removing game-side global copies of patchinfo_t, which are no longer needed.
Todo: Implement proper alignment calculations for paramaterized Patch replacement strings. The current algorithm for ... danij
 

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