Activity
From 2006-09-04 to 2006-09-17
2006-09-17
- 23:21 Revision 3df2a4dc (github): Update comment to match default value.
- 23:15 Revision 5ed09103 (github): Fix the bug where the player is able to fit into too small openings. The hack to reduce the size of mobjs on clientside was probably an attempt to fix some other bug... But this is the way it has to be.
- 23:13 Revision 106e4974 (github): "where" is an allowed cheat.
- 22:59 Revision ace7e9f3 (github): Initial fix for psprite init when player connects.
- 22:42 Revision 60014386 (github): Updated with renamed files.
- 21:18 Revision 5f98871d (github): Ensure license text is correct and accurate
- 20:25 Revision f6eaa1c1 (github): Increased mouse mickey accuracy by 1000, to allow for smoother filtering.
- Moved mobj reactiontime to the shared base elements.
Removed player clAngle and clLookDir. Now everyone uses the mob... - 20:22 Revision 956d11d9 (github): Increased mouse mickey accuracy by 1000, to allow for smoother filtering.
- 20:22 Revision 2a69901b (github): Increased mouse mickey accuracy by 1000, to allow for smoother filtering.
- Moved mobj reactiontime to the shared base elements.
Removed player clAngle and clLookDir.
Revised fixangles/pos/mo... - 20:20 Revision de50dae6 (github): Revised mouse filtering. Now uses ticLength to calculate an appropriate result for each fractional frame. Fixes mouse strafing stutters.
- 19:37 Revision 80715ef9 (github): Removed MAXLINEANIMS fixed limit in all supported games.
- 18:55 Revision 425d7d42 (github): Updated license boilerplate.
- 18:53 Revision 667fd54b (github): Renamed p_spechit to p_linelist to reflect recent changes in their application.
- 18:51 Revision e3e70bcd (github): Converted the new spechit list implementation into a line list object. A linelist can now be used to replace the other playsim, line_t* array fixed size limits such as MAXBUTTONs, MAXLINEANIMS etc, etc.
- 18:24 Revision c2187af9 (github): Ensure license text is correct and accurate
- 18:04 Revision fb5dd066 (github): Ensure license text is correct and accurate
- 17:32 Revision 2203b478 (github): Ensure license text is correct and accurate
- 17:16 Revision f99344a7 (github): Ensure license text is correct and accurate
- 16:58 Revision 03fd4dae (github): Ensure license text is correct and accurate
- 16:27 Revision d39f6e97 (github): Ensure license text is correct and accurate
- 16:18 Revision f79d4ec4 (github): Ensure license text is correct and accurate
- 15:56 Revision b67d85a0 (github): Cleanup. Delete old commented out code.
- 15:47 Revision 8687c179 (github): fix line endings
- 14:43 Revision 8cd1bd33 (github): Ensure license text is correct and accurate
- 13:54 Revision 33dc146c (github): Ensure license text is correct and accurate
- 11:53 Revision 253c3b6d (github): Ensure license text is correct and accurate
- 11:39 Revision 5428f930 (github): Ensure license text is correct and accurate
- 11:13 Revision 8114ae9d (github): Add my auditing script
- 00:50 Revision 5d347931 (github): p_tick.c was renamed to p_ticker.c - updated win32 build script.
2006-09-16
- 23:06 Revision 9210d6e1 (github): Made a debug print VERBOSE2 only.
- 23:06 Revision 3416f93a (github): Fixed a crash on clientside. Mobj state might be missing sometimes, so skip the ones with NULL state.
- 22:15 Revision 3dda3b24 (github): Delta debugging. Make sure the right number of deltas is read, and that each delta is read correctly.
- 22:14 Revision 8f43fbd0 (github): Fixed reading of skipped sector deltas. Added dummy planes to dummy.
- 22:11 Revision c59eb7de (github): Make sure no negative values are written with WritePackedShort.
- 20:08 Revision 142fe10a (github): Fixed invalid initialization of register sectors, dt_sector_t.
- 18:22 Revision d66bef72 (github): Fixed debug print. Make sure side exists.
- 17:19 Revision ed604d3c (github): Fixed non-compilable error in R_InitLineNeighbors when _DEBUG.
- 16:37 Revision 33c47d27 (github): Renamed engine's p_tick to p_ticker to avoid header name conflict with common/p_tick.h. Tweaked compiler warning flags on OS X.
- 15:20 Revision d1febf28 (github): Due to the way dummy map data objects and extra data is stored we must be careful to ALWAYS use the xobject conversion routines e.g. P_XSector instead of indexing xsectors.
- 12:58 Revision e5e1faaf (github): Changed line parameter of P_CrossSpecialLine() to a ptr rather than and index.
- 12:23 Revision daed1cb0 (github): Moved cheat manipulation to the makecam routine.
- 12:19 Revision 546c3006 (github): Added missing auto-aim enabled check. Updated jHeretic's P_SpawnMissileAngle to ensure missiles are always spawned with the correct momentum in 3D if not overridden by specifying a z momentum (in which case, no adjustment is made to the X/Y direction). The magic number is currently -12345 and is only applicable to player missiles.
- 12:10 Revision 437757b9 (github): Added missing auto-aim enabled check.
- 11:52 Revision a08798f6 (github): Reorganised P_SpawnMissile for clarity. Also updated to use player eye height when spawning player missiles and zero when player is a camera.
- 11:44 Revision e68ca4a2 (github): Reorganised P_SpawnMissile for clarity. Also updated to use player eye height when spawning player missiles and zero when player is a camera.
- 11:41 Revision fadd4173 (github): Fixed bug: the auto-aim toggle was inverted in jHexen.
- 11:40 Revision b5b3e9c1 (github): Fixed bug which led to the last selected weapon's ammo icon being displayed when the current weapon requires no ammo at all.
- 06:45 Revision 8887e2c1 (github): jHexen: Moved R_SetAllDoomsdayFlags() to jhexen/src/hrefresh.c
- 03:06 Feature #1422 (Closed): Double sided linedef will not tile more than 128 pixels high
- A double sided linedef will not tile more than 128
pixels in height on a middle texture.
http://img155.imageshac... - 02:58 Revision ca60e9e4 (github): Minor fix to enable jHexen to build until I finish the combined missile code work tomorrow.
- 02:45 Revision 1593d2f0 (github): Combined P_SpawnMissile() and P_SpawnPlayerMissile(), updated the new combined routine to automatically use auto-aim (if enabled) if the source mobj is a player. This means that enemy missile code pointers can now be used on player states correctly if wished in a mod.
- 02:11 Revision ff3d1b6c (github): Combined P_SpawnMissile() with P_SpawnPlayerMissile() and P_SpawnMissileAngle() with P_SPMAngle(). Updated the new combined routines to automatically use auto-aim (if enabled) if the source mobj is a player. This means that enemy missile code pointers can now be used on player states correctly if wished in a mod.
- 02:09 Revision d4b42962 (github): Only modify missiles after spawn if they haven't already been destroyed.
2006-09-15
- 22:58 Revision 26e6ceea (github): Combined P_SpawnMissile() and P_SpawnPlayerMissile(), updated the new combined routine to automatically use auto-aim (if enabled) if the source mobj is a player. This means that enemy missile code pointers can now be used on player states correctly if wished in a mod.
- 18:22 Revision c0f2ff8a (github): Ensure license text is correct and accurate
- 04:40 Feature #1421 (Closed): Heretic: Save state of inventory in saved games
- When you save a game, it saves everything, except which
inventory item you have selected. For example, you
select ... - 01:23 Revision 0663b92a (github): Fixed line attack trace origin z height when player is a camera. Also fixed an inconsistency between P_AimLineAttack() and P_LineAttack() with regard to player trace origin z height. The former did not consider player cfg.plrViewHeight.
2006-09-14
- 19:19 Revision 50cad287 (github): Remove obsolete docs
- 17:38 Revision 68784321 (github): Fixed some bugs with morphed players in jHeretic which must have crept in during the recent client-side player improvements.
- 13:08 Revision d4a1847d (github): Fixed crash when trying to exit through the secret exit to Cat and Mouse on level E1M01. Due to gameepisode being indexed from 1 instead of zero...
- 12:33 Revision 88cf4d0b (github): Fixed victory checks in Doom64TC.
- 12:22 Revision 56d2a0fc (github): Fixed bug which did not restore player flags when changing from a camera back into a regular player.
- 12:20 Revision e3f557f3 (github): Fixed finales in Doom64TC.
- 11:30 Revision 6ff06087 (github): Menu cursor patches were named and ordered back to front.
- 11:14 Revision 34301fdb (github): Adjusted menu cursor animation speed in Doom64TC as it was far too slow.
- 10:12 Revision 3499008b (github): Fixed BUG #1553129: Seg fault on load with hub teleport saves. I had assumed that Hexen would save full header info in these too (and thus a version byte), seems I was wrong.
- 07:34 Bug #358: Hexen segfault in recent SVN
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Yep, that fixed it. Thanks.
- 07:13 Bug #358: Hexen segfault in recent SVN
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Ah I see what the problem is.
I've commited changes to SVN. Let me know if this fi... - 03:53 Bug #358: Hexen segfault in recent SVN
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Well, part of the problem is this: at several points in
sv_save.c, there's a check ... - 02:56 Bug #358: Hexen segfault in recent SVN
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I'm personally not loading any save; that's the automatic
save Hexen makes when I l... - 02:02 Bug #358: Hexen segfault in recent SVN
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I noticed from your backtrace that you had just loaded a
save game. Can you try this... - 07:33 Revision a723bfaf (github): Minor tweak to ensure the default range is exactly the middle.
- 07:31 Revision 8ab5708a (github): Player light ranges and related values were not being initialized after map load. Wait until the first frame after load to make sure we don't init until all possible changes (save game, console commands etc etc) have been made.
- 05:53 Revision 14266237 (github): Rearranged the Doom64TC HUD to more closely resemble the original N64 version. Fixed various menu bugs.
- 02:25 Revision 921d8e20 (github): Fixed a couple of bugs which crept in during the update. Probably the cause of the seg fault ashridah reported when trying to access the secret level from E1M01.
- 02:23 Revision e9f4c995 (github): DMU was not checking if an object was dummy before attempting to determine its type in DMU_GetType().
- 00:33 Revision 459de0a0 (github): Fixed all problems with skies (including animated ones) in Doom64TC.
- 00:31 Revision 6699e31c (github): Fixed a problem in save games with Doom64TC.
- 00:24 Revision ce91dd7e (github): Cleanup.
- 00:23 Revision ed8bd898 (github): Removed a call to RespawnSpecials which looks totally out of place. Hopefully this does not break anything.
- 00:22 Revision dfc0bf1e (github): Removed check to prevent cheating on Hectic. If players wish to cheat and spoil their own enjoyment we should not prevent them from doing so.
- 00:20 Revision 35bd2e79 (github): Removed duplicate sky patch.
2006-09-13
- 23:35 Bug #358: Hexen segfault in recent SVN
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It's still happening for me in 3914, and I don't think it's
me this time. - 22:47 Feature #1420 (Closed): Method to control Run+Use behaviour in Heretic/Hexen
- Currently the only way to do so is via the
-(no)artiskip commandline options. See:
http://forums.newdoom.com/show...
2006-09-12
- 21:27 Revision 98e2a4f3 (github): Fixed compilation problems with jHeretic and jHexen.
- 20:51 Revision 184e8b66 (github): Fixed compilation problems with jHeretic and jHexen.
- 20:18 Revision e31866a4 (github): Convert to UTF-8 encoding. Ensure consistent line endings.
- 19:49 Revision 239b020d (github): Continued portage of Doom64TC. Part #2 completed: merge and clean up AI routines. Fix various problems including the slowdown apparent due to some badly designed XG line types.
- 19:48 Revision e85f8c8a (github): Continued portage of Doom64TC. Part #2 completed: merge and clean up AI routines. Fix various problems including the slowdown apparent due to some badly designed XG line types.
- 19:46 Revision 6d46bb5c (github): Various updates to game status cvars due to inconsistencies.
- 18:33 Revision bb3f3878 (github): Convert to CRLF line endings. This is temporary to fix a svn conflict
- 18:26 Revision 7e43438a (github): Removed fixed limit on the max number of textures in an animation group. Was previously 64. I would have thought that would have been more than enough but Doom64TC (for example) has animations with 150+ frames. Yikes!
- 18:23 Revision 88cdd7b2 (github): Only execute cvar callbacks when the value actually changes.
2006-09-10
- 21:39 Revision df0e0d2b (github): Ensure license text is correct and accurate
- 21:37 Revision 31d2005a (github): Ensure license text is correct and accurate
- 18:22 Revision 7811abe3 (github): Ensure license text is correct and accurate
- 17:11 Revision 89f8c27d (github): Doxygen updates
- 17:09 Revision 2ee824eb (github): Ensure license text is correct and accurate
- 15:26 Revision 4bdd8278 (github): Ensure license text is correct and accurate
- 10:22 Revision f4c0b7f6 (github): Copy/Paste error
- 10:09 Revision 95c55a74 (github): Doxygen updates. License online links. add auditscript magic strings
- 06:45 Revision 6cf20a6c (github): Put viewer_t->x,y,z into viewer_t->pos[VX,VY,VZ].
- 06:20 Revision c0d230c5 (github): Chasecam should not interfere with "real" cameras.
- 06:17 Revision e6dd45f9 (github): Added common/include/p_tick.h for common top level tick stuff.
- The message buffer should not be ticked when the game is paused.
- 05:37 Revision e000c441 (github): Restored sector delta generation to a working state.
- 02:09 Revision 3afb602e (github): Implemented an ultra basic third person camera. Despite how early this is I am surprised to find it somewhat playable (once you get used to aiming through the player's back at least). I will return to this soon. To enable this mode use the console command "viewmode n" where n is the player number you wish to change the view mode for.
- Plus numerous minor tweaks.
2006-09-09
- 22:17 Revision 7f07ce1d (github): Doxygen updates. License online links. add auditscript magic strings
- 21:29 Revision e522489a (github): Doxygen updates. License online links. add auditscript magic strings
- 21:25 Revision 46e81227 (github): Doxygen updates. License online links. add auditscript magic strings
- 20:43 Revision 8f3879f6 (github): Doxygen updates. License online links. add auditscript magic strings
- 20:37 Revision b1c6c787 (github): Unneeded directory
- 20:35 Revision d0d8134c (github): Doxygen updates. License online links. add auditscript magic strings
- 09:43 Revision bb6f9f8d (github): Doxygen updates. License online links. add auditscript magic strings
- 01:50 Revision 4de1f9b3 (github): Use pointer arrays for spritelumps and transsprites to reduce the amount of data being shovelled during init/reset.
2006-09-08
- 23:23 Revision 0cb9b818 (github): Use pointer arrays for spritelumps and transsprites to reduce the amount of data being shovelled during init/reset.
- 21:24 Revision e438d76d (github): Doxygen updates. License online links. add auditscript magic strings
- 21:14 Revision ea81ec43 (github): Unused directory
- 21:05 Revision 1685fd3b (github): Move template.
- 18:42 Revision bcde50fe (github): Doxygen updates. License online links. add auditscript magic strings
- 18:17 Revision b75186d1 (github): Fixed BUG #1553129 : Hexen segfault in recent SVN.
- 15:18 Bug #358: Hexen segfault in recent SVN
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Fixed in SVN. - 14:59 Revision 7c4a9397 (github): Doxygen updates. License online links. add auditscript magic strings
2006-09-07
- 21:21 Revision 578ad3f6 (github): Add Vermil's missing copyright header to wolftc
- 00:51 Revision da14fcad (github): Disabled SDF_MIDTEXUPPER hack emulation for now as it was preventing implementing surfaces as an object type in DMU. Once the work has been completed it will be reimplemented in a less intrusive manner (linked surfaces?). Also moved SUF_TEXFIX manipulations out of DMU as they don't belong there.
2006-09-06
- 23:07 Revision 593c4c05 (github): Now that we have DMU and access to map data objects is protected, there is no longer a reason to keep their comparative structures for refresh in global arrays. It is more convenient to attach them directly to the map data objects themselves.
- Part #2: plane and surface info structures.
- 21:28 Revision da0f9ff7 (github): Fix Cmake to build again
- 20:21 Bug #361: Possible fix for bug 1504116: Mac screenshot issues
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Crap, this should have went to the Patches section. Sorry.
- 20:19 Bug #361 (Closed): Possible fix for bug 1504116: Mac screenshot issues
- I haven't had a chance to test this on the Mac yet, but
it should work (famous last words.) I can confirm that
it w... - 19:11 Revision 1333a176 (github): Ensure license text is acurate and updated
- 19:10 Revision f18ed7c4 (github): Ensure license text is acurate and updated
- 18:55 Revision 9ca5cca1 (github): Ensure license text is acurate and updated
- 18:18 Revision 84df880c (github): Ensure license text is acurate and updated
- 18:13 Revision 68798a84 (github): Ensure license text is acurate and updated
- 17:24 Revision 057a6768 (github): Ensure license text is acurate and updated. Copy license text to each module
- 17:21 Revision f3a9aeed (github): Ensure license text is acurate and updated. Copy license text to each module
- 17:10 Revision d84cd0c7 (github): Ensure license text is acurate and updated. Copy license text to each module
- 16:56 Revision 455aacc6 (github): Copy license text to each module
- 16:43 Revision 48a74309 (github): Ensure license text is acurate and updated.
- 16:42 Bug #330: Crash bug in jdoom with 3d models enabled
- _(originally posted by anonymous SF.net user)_
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I get similar segfaults, those times ... - 15:50 Bug #360 (Closed): weapon autoswitch when ammo-pickup
- After you run out of ammo for a gun (lets call it gun
A), it gets autoswitched to another one. Fine so far,
but whe... - 09:41 Revision dfc1eb99 (github): Ensure license text is acurate and updated.
- 04:40 Bug #359: Recent LICENSE move broke cmake
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Thanks - will fix later tonight as I'm in the middle of an
audit - that's why it br... - 03:23 Bug #359: Recent LICENSE move broke cmake
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Er.. that should have all been one line. - 03:22 Bug #359 (Closed): Recent LICENSE move broke cmake
- Please update line 314 of CMakeLists.txt to:
SET(CPACK_RESOURCE_FILE_LICENSE
"${CMAKE_CURRENT_SOURCE_DIR}/engine/... - 03:21 Revision 63904a14 (github): Now that we have DMU and access to map data objects is protected, there is no longer a reason to keep their comparative structures for refresh in global arrays. It is more convenient to attach them directly to the map data objects themselves.
- 03:17 Bug #358: Hexen segfault in recent SVN
- doomsday.out
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/5dc6d0f5/aa67/attachment/doomsday.out
- 03:17 Bug #358 (Closed): Hexen segfault in recent SVN
- Not sure when this crept in but it's still happening as
of 3854.
Start a game, VISIT02 (or play through normally ... - 03:17 Bug #358: Hexen segfault in recent SVN
- GDB Backtrace
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/5dc6d0f5/1bdc/attachment/hexen-bt.... - 00:48 Revision 4df80911 (github): Added DMU_SURFACE. TODO: this is not implemented as an object in DMU yet!
- 00:46 Revision bf94f4d1 (github): Fixed some missing property initializations.
2006-09-05
- 22:05 Revision 981dd352 (github): Ensure license text is acurate and updated.
- 18:14 Revision 7c346e65 (github): Changed some unnecessary callocs to mallocs.
- 18:13 Revision 6f67c8a5 (github): Do some back face culling of fakeradio plane shadows. Based on surface normal and not plane height (thus future slope compatible).
- 17:40 Revision d9c07b18 (github): Copy license text to each module
- 17:38 Revision 43af0e06 (github): Remove unused directories
- 17:37 Revision 95da64ad (github): Ensure license text is acurate and updated.
- 16:59 Revision 293cd836 (github): Copy license text to each module
- 16:57 Revision 67dbb57b (github): Remove unused directories
- 16:55 Revision 9d164578 (github): Ensure license text is acurate and updated.
- 16:47 Revision 79c77d7a (github): Move license to correct location
- 16:45 Revision 85b5e335 (github): Copy license text to each module
- 16:40 Revision 5e31cf69 (github): Ensure license text is acurate and updated.
- 16:35 Revision c314d3ec (github): Ensure license text is acurate and updated.
- 15:49 Revision 814727e6 (github): Add correct license text to docs
- 15:45 Revision 25b07623 (github): Ensure license text is acurate and updated. Remove obsolete license text
- 15:44 Revision 801467d8 (github): We have no code left under this license in jDoom
- 15:42 Revision b01ff4a6 (github): Ensure license text is acurate and updated
- 15:13 Revision 1e5375ff (github): Ensure license text is acurate and updated
- 15:01 Revision f3756228 (github): Ensure license text is acurate and updated
- 11:37 Bug #335: in *nix MIDI hangs Doomsday
- _(originally posted by anonymous SF.net user)_
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Same problem here. I'm using an Audig... - 00:25 Revision 670941ad (github): Don't render object shadows if they are above the player's view height.
2006-09-04
- 18:44 Revision d31a4ef2 (github): Ensure license text is acurate and updated
- 17:03 Revision 01bbba09 (github): Hooray for Copy/Paste Errors (I wish I noticed them before commiting)
- 16:57 Revision e3a9965e (github): Add missing credits
- 16:51 Revision 46b85340 (github): Fix Copy/Paste errors, add missing credits
- 16:35 Revision 58e363b1 (github): Fix Copy/Paste errors
- 16:20 Revision 0643a764 (github): Ensure license text is acurate and updated
- 15:25 Revision 6fcd4261 (github): Ensure license text is acurate and updated
- 15:21 Revision 8d83af8d (github): Fixed up missing control panel help info. Added new info for some settings. Re jigged things slightly under Texture options.
- 15:07 Revision 4053d6a0 (github): Ensure license text is acurate and updated
- 15:02 Revision 105b6ee3 (github): Ensure license text is acurate and updated
- 13:29 Revision 7ac14e94 (github): Use the new on cvar change callback facility to remove the need to manually do a texreset when changing cvars affecting texture quality either via the console or the Doomsday Control Panel.
- 12:05 Revision 3068e0c4 (github): Fixed event responder in InFine. InFine was responding to non-key down events and the last event pump was broken. Due to recent changes in the handling input events.
- 09:08 Bug #357: Doomsday hangs at the end screen of games/episodes
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This wasn't the only problem in InFine. The event responder
was reacting to non keyb... - 03:51 Bug #357: Doomsday hangs at the end screen of games/episodes
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Change 1304 of common/src/f_infine.c from:
> last = FI_ExecuteNextCommand(... - 04:55 Revision 04bc4603 (github): Fixed bug where setting con-flat 0 resulted in Doomsday attempting to load F1_START as a flat for the console background. Instead we set no texture and return *width = *height = 0.
- 04:51 Bug #356: HEXEN - DKODC - Mage - Segment Violation in MAP08
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I don't have 1.9.0beta4 or earlier around to check if
they're broken, but as of rec... - 02:53 Bug #356: HEXEN - DKODC - Mage - Segment Violation in MAP08
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I can demonstrate a difference between DKoDC (original
version) and JHEXEN version... - 04:37 Revision ed7ef4c6 (github): Fix BUG #1542979 Mummy creatures hurt themselves with own skull attack. Well spotted zachkeene.
- 04:34 Revision 886e9fe0 (github): Allocate planes dynamically and preliminary work for sectors having an arbitrary number of planes. TODO: Implement mechanisms for creating/destroying planes at any time (this will require an overhaul of the sector net deltas as currently we are tied due to the fact that plane deltas are not sent in their own packet type).
- 01:40 Bug #340: Mummy creatures hurt themselves with own skull attack
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You ARE on a bit of a roll arn't you zachkeene :)
Fixed in SVN for 1.9.0-beta5
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