Activity
From 2006-09-18 to 2006-10-01
2006-10-01
- 23:59 Revision 028a75b8 (github): Cleanup (standardise global variable naming convention).
- 18:39 Revision 98b15a21 (github): HUD sprites are now lit similarly to world sprites.
- 15:42 Bug #163: HUD weapons not lit by glowing sectors
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Fixed in SVN for Doomsday 1.9.0-beta5.
HUD models are now affected by plane glows.... - 14:26 Revision e521ed4a (github): Fixed BUG #899948 HUD weapons not lit by glowing sectors (only models atm).
- 13:28 Revision d97fbe72 (github): Fixed plane glows not working on models.
- 02:19 Revision f794849e (github): Updated jHeretic and jHexen to use per-player inventory cursor vars (added to player_t). Done in preparation for multiple local player support.
2006-09-30
- 23:28 Revision 7b10e4e1 (github): Removed unreferenced local and relocated a comment.
- 23:16 Revision 86ca3ba8 (github): Added cvar "rend-sprite-alpha". 1=Enable variable translucency on sprites.
- 22:41 Revision bf7eb661 (github): Added cvar "rend-mobj-light-auto". 1=Enable automatically calculated lights for mobjs.
- This does not affect mobjs which have explicit light definitions.
- 20:17 Feature #1425: Disable auto dyn lights on sprites in command line/Snowberry
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Added cvar "rend-mobj-light-auto". 1=Enable automatically
calculated lights/halos fo... - 06:38 Feature #1425 (Closed): Disable auto dyn lights on sprites in command line/Snowberry
- Automatic dynamic lights are a boon to the normal Doom
iwads, but can be distracting in many total and partial
conv... - 19:52 Feature #1424: Snowberry: Center window on screen (Windows)
- Snowberry is to be phased out and replaced by internal/runtime configuration.
- 16:12 Bug #370: DOOM64TC: HOM in E1M01
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Closing as it doesn't appear to be a problem in Doomsday. - 08:14 Bug #374 (Closed): jDoom64: No monsters in E1M33, E1M35
- IIRC and judging by the screenshots on Doom Depot,
monsters are supposed to spawn-in in these maps, but
there's no ... - 08:12 Bug #373 (Closed): jDoom64: Broken behaviour in E1M12
- After killing the imps and the demons and entering the
first temple, lots of mancubi spawn in and you get
stuck in ... - 07:00 Feature #1429 (Closed): Support for Freedoom
- I feel it would be very much in the spirit of free
software for jDoom to be able to play the freedoom
iwad. At the... - 06:58 Feature #1428 (Closed): Support for Chex Quest
- I doubt this will be taken seriously, but here it is.
It shouldn't take many changes to jDoom to create a
jChex. ... - 06:52 Feature #1427 (Closed): Support for HACX
- Compatability with the HACX expansion for Doom II has
improved in recent versions of jDoom, but there are
still pro... - 06:42 Feature #1426 (Closed): Disable automatic translucency in command line/Snowberry
- Automatic translucency on sprites can have strange and
distracting effects in pwads that change Doom too
thoroughly... - 05:40 Revision a3ffea78 (github): Remove all traces of FMOD. The libary is not GPL compatible and based on the poll results here http://forums.newdoom.com/showthread.php?t=31200 indicate that it is unused. sdl_mixer supports .mp3, .ogg, .mid, .mod and plain sdl supports .wav. cd audio support is unknown, but no one claimed to use it.
- 00:52 Revision f7dc405b (github): Renamed ccmd "listmobjs" to "listmobjtypes" as this more accurately reflects its purpose.
- 00:51 Revision eb714c2e (github): Moved registration of ccmds and cvars not related to the console out of con_main.c and into the respective *_Register routine.
- Renamed ccmd "actions" to "listactions" for consistency.
2006-09-27
- 22:28 Revision 9d753e50 (github): Update deng to a svn snapshort to ease transition to 1.9.0.beta5. Removed shellscript doghouse. rework bug reporting scripts. Untested. It built, but very likely needs testing and refining - I'm not sure it even used the CFLAGS I specified.
- 01:05 Feature #1423: Obituary msg, set difficulty, and Hud face/menu filtering
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I don't recall this ever happening before. I know Zdoom says
stuff like this. If yo... - 00:59 Bug #347: getting stuck in walls (doom1)
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Seen it before. The thing about objects going over top or
below other objects seems... - 00:56 Feature #1422: Double sided linedef will not tile more than 128 pixels high
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Originator: NO
Duplicate
2006-09-26
- 13:57 Feature #1147: Windows NT4?
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Assigning to myself. NT4 support should be possible once we
move to common routines...
2006-09-25
- 17:30 Bug #335: in *nix MIDI hangs Doomsday
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I *do* have native MIDI (SB Live 5.1 Value), but did not
reproduce that error. mrda... - 15:25 Bug #335: in *nix MIDI hangs Doomsday
- _(originally posted by anonymous SF.net user)_
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I just wanted to say that mrdarka is ... - 14:42 Bug #335: in *nix MIDI hangs Doomsday
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Re: Not setting DENG_MIDI_CMD and allowing sdl_mixer to control
midi output does no... - 14:15 Bug #335: in *nix MIDI hangs Doomsday
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Not setting DENG_MIDI_CMD and allowing sdl_mixer to control
midi output does not ca... - 14:03 Bug #296: sky hall-of-mirrors
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Reported fixed in MESA svn. Closing bug as technically it is
not Doomsday at fault.... - 12:11 Feature #1147: Windows NT4?
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This can be possible again if we find out why SDL Input
didn't work on Win32. - 04:19 Revision 5016dbd7 (github): Various fixes for minor rendering glitches introduced inadvertently by improving DOOM rendering hack emulation.
2006-09-24
- 22:32 Revision 1839725b (github): Updated skyfix to consider self-referencing sector hacks. When a selfrefhackroot line is encountered the sky fix will spread both clockwise and anti-clockwise into neighbouring sectors around both vertexes of the root line. However, the spread will stop if when walking around a vertex a single sided line is encountered, AFTER it's sector is fixed.
- 16:23 Bug #296: sky hall-of-mirrors
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This was reported as bug here
https://bugs.freedesktop.org/show_bug.cgi?id=8410
... - 12:35 Revision 4f8e87f5 (github): Include <math.h> for tan().
- 04:18 Revision 25db65c7 (github): Finalized implementation for detection of anchored, self-referencing sector hacks. The completed algorithm should detect 99% of this variety of DOOM rendering hack.
- 00:18 Revision e12562fd (github): Fixed BUG #1564133 DOOM64TC: Crash on maps 14, 15, 20, 23, 24, 26.
- TODO: Fix Mother Demon fire attack.
2006-09-23
- 21:20 Bug #372: DOOM64TC: Crash on maps 14, 15, 20, 23, 24, 26
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Fixed in SVN. - 16:39 Bug #372 (Closed): DOOM64TC: Crash on maps 14, 15, 20, 23, 24, 26
- Doom64TC crashes when loading one of these maps: 14,
15, 20, 23, 24, 26. Backtrace attached.
*Labels:* jDoom64 - 16:39 Bug #372: DOOM64TC: Crash on maps 14, 15, 20, 23, 24, 26
- backtrace
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/6de919fc/6dad/attachment/backtrace2.txt
- 19:07 Revision 86158c67 (github): Fixed issue with not being able to aim with both mouselook and autoaim enabled.
- 18:12 Revision ea27236e (github): Edgy updates
- 17:51 Revision cc380fb1 (github): Removed legacy defines for the generator stage limit.
- 17:41 Revision 507e3f0c (github): Fix physics discrepancies between the server and the client.
- 17:40 Revision 947fd690 (github): Fix clientside jumping.
- 17:38 Revision 80e04d35 (github): Larger default value for client-pos-interval.
- 17:37 Revision 1daf4f7d (github): Updated.
- 17:24 Revision 3aaa31f6 (github): Fixed BUG #1564012 DOOM64TC: Outcast levels crash. This was caused by invalid texture/flat indices being passed to R_GraphicResourceFlags. Make sure indices are in range before attempting to use them.
- 17:06 Revision 7f8e7d13 (github): Fixed issue with particle generator stages. Although the fixed limit on stages has since been removed the type used for indexing these was a char. Changed to int.
- 16:57 Revision 8543f25a (github): Fixed Doom64TC Imp missile/melee attack mix up.
- 16:34 Revision 34dcedc2 (github): Fixed BUG #1564023 DOOM64TC: Interpic doesn't load.
- 16:06 Revision 8cde049f (github): Removed DOOMs archvile completely from Doom64TC. Updated DEDs and fixed skill names in the menu.
- 14:49 Bug #191: Random ocasional crashes on multiplayer.
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Closing as obsolete. Submit a new bug if problem persists in future releases. - 14:49 Bug #252: invisible monsters on clientside
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This should be fixed in 1.9.0-beta5. The problem was that some mobj deltas
could ge... - 14:43 Bug #370: DOOM64TC: HOM in E1M01
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Filed a bug:
http://sourceforge.net/tracker/index.php?func=detail&aid=1564102&group... - 13:28 Bug #370: DOOM64TC: HOM in E1M01
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This appears to be a bug in glBSP and not Doomsday. Please
forward this on to glBSP.... - 12:08 Bug #370 (Closed): DOOM64TC: HOM in E1M01
- A HOM appears in the room near the exit in E1M01.
Screenshot attached.
*Labels:* jDoom64 - 12:08 Bug #370: DOOM64TC: HOM in E1M01
- HOM in E1M01
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/2d5b911f/5c65/attachment/003.jpg
- 14:26 Bug #368: DOOM64TC: Outcast levels crash
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Fixed in SVN. - 13:56 Bug #368: DOOM64TC: Outcast levels crash
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/7303e7c2/ee23/attachment/backtrace.txt
- 13:56 Bug #368: DOOM64TC: Outcast levels crash
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attaching backtrace - 11:57 Bug #368 (Closed): DOOM64TC: Outcast levels crash
- When selecting Outcast Levels in DOOM64TC episode menu,
doomsday crashes with a segfault. Doomsday.out attached
bel... - 11:57 Bug #368: DOOM64TC: Outcast levels crash
- doomsday.out
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/7303e7c2/f515/attachment/doomsday.out
- 13:58 Bug #367: DOOM64TC: Imps fire only at very short range
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Fixed in SVN. - 11:54 Bug #367 (Closed): DOOM64TC: Imps fire only at very short range
- Normal DOOM64TC imps (on E1M2, for example) only fire
when you're standing VERY close to them. Nightmare imp
range ... - 13:36 Bug #371: DOOM64TC: Interpic doesn't load
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Fixed in SVN. - 12:10 Bug #371 (Closed): DOOM64TC: Interpic doesn't load
- After finishing a level, the DOOM64TC interpic does not
show up in the stats screen.
*Labels:* jDoom64 - 13:09 Bug #363: DOOM64TC: Wrong character in skill select menu
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Fixed in SVN.
The strings were incorrect anyway (they were from DOOM). - 11:45 Bug #363 (Closed): DOOM64TC: Wrong character in skill select menu
- In skill select menu, "HEY, NOT TOO ROUGH" appears as
"HEY% NOT TOO ROUGH".
*Labels:* jDoom64 - 12:18 Revision e6e90631 (github): Import my ia32-libs-universe helper package for running deng on Ubuntu amd64
- 12:16 Revision efc15ddd (github): Corrected comment.
- 12:05 Bug #369 (Closed): jDoom64: Monsters get stuck in doors
- Monsters sometimes get stuck in doors.
Can be easily reproduced by standing next to the exit
room (with pinkies) d... - 12:05 Bug #369: jDoom64: Monsters get stuck in doors
- pinky demon stuck in door
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/539f6607/f010/attachme... - 11:50 Bug #365: jDoom64: Save games crash
- doomsday.out
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/beaa7725/352c/attachment/doomsday.out
- 11:50 Bug #365: jDoom64: Save games crash
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attaching the right one now - 11:49 Bug #365: jDoom64: Save games crash
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wrong file attached :) - 11:48 Bug #365 (Closed): jDoom64: Save games crash
- DOOM64TC crashes when saving game. Doomsday.out attached.
*Labels:* jDoom64 - 11:49 Bug #366 (Closed): SIGSEGV - Doom2 MAP12 with Rain generator.
- When using the rain generator in jDoom DOOM2 MAP12 as
posted here:
http://dengine.net/dew/index.php?title=Particle_... - 11:49 Bug #366: SIGSEGV - Doom2 MAP12 with Rain generator.
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/5d14dc32/ff29/attachment/backtrace.txt
- 11:47 Bug #364 (Closed): SIGSEGV - Console "Reset" with Rain generator.
- When using the following rain generator in jDOOM as
posted here:
http://dengine.net/dew/index.php?title=Particle_ge... - 11:47 Bug #364: SIGSEGV - Console "Reset" with Rain generator.
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/4bea0741/fcde/attachment/backtrace.txt
- 11:44 Bug #362 (Closed): jDoom64: No music in some levels
- While music appears to play at main screen and, for
example, on E1M8, it doesn't play on E1M1 and many
other levels... - 07:21 Feature #1423: Obituary msg, set difficulty, and Hud face/menu filtering
- Addressed most of the texture filtering issues for 1.9.0-Beta6.10
- 01:18 Revision e68d74c1 (github): Introduced tagged sector lists, these allow us to iterate ONLY those sectors with a specified tag for improved speed in all instances where this task is done.
- Note: tagged list iterations cannot be nested as the iterators would modify the SAME list rovers. In the unlikely eve...
- 00:34 Feature #1424 (Closed): Snowberry: Center window on screen (Windows)
- The Kickstart window opens in the center of the screen,
but Snowberry opens in whatever position Windows
assigns to...
2006-09-22
- 20:47 Revision b4bab143 (github): Ensure license text is accurate and updated
- 20:03 Revision 85d64735 (github): Renamed p_linelist to p_iterlist to reflect recent changes in their application.
- 19:58 Revision 655fb6fa (github): Generalized linelist into an iterlist. This means they can now be used for iterating lists of any object.
- 19:36 Revision f4598130 (github): Fixed BUG, cameras should not be affected by sector wind.
- 18:15 Revision fbadbd63 (github): Commonized methods for tagged line and sector iteration.
- Introduced tagged line lists, these allow us to iterate ONLY those lines with a specified tag for improved speed in a...
- 18:11 Revision 392b3e3b (github): Commonized methods for tagged line and sector iteration.
- Introduced tagged line lists, these allow us to iterate ONLY those lines with a specified tag for improved speed in a...
2006-09-20
- 19:51 Revision 37866965 (github): Reworked all forms of P_FindSectorFromTag in all games to be used in the same manner. This is a precursory step to implementing common sector, line tag indexes to both improve performance and obsolete more Raven licensed code.
- 16:20 Revision d0cf6ca9 (github): Updated P_FindSectorFromLineTag to use ptrs for iteration rather than indices (jHexen).
- 02:41 Revision b8d2b67c (github): Checks for changing cvars marked CVF_READ_ONLY should not be sidestepped if the cvar is also flagged as CVF_PROTECTED and using force.
- 02:02 Revision b1cb11e9 (github): Finalized high level implementation for improved security on execution of console commands sent over the net. We now know where the command came from before executing (i.e. local or remote) and also the invocation method used (e.g. remote client console input, DED file etc). However, due to the fact that the remote invocation method MUST be sent over the net - any truly dangerous ccmds should be marked as
- CMDF_CLIENT.
In order to implement this a new PKT_COMMAND2 type has been added which obsoletes the old type. Due to t...
2006-09-19
- 20:48 Revision e3b76168 (github): Replaced with tables from the Doom GPL release
- 19:54 Revision ce75db16 (github): Ensure license text is correct and accurate
- 19:32 Revision 33cdaee9 (github): move template file
- 19:30 Revision 128a77dd (github): Script cleanups
- 19:13 Revision 04e38e13 (github): Fixed client rebirth bug. Now the client will correctly send a Use action request, and not try to be reborn itself. Additionally, the server will not try to fixangles on the dead player, as the client will control the angles after death on clientside.
- 18:54 Revision 350f1e5d (github): Script cleanups
- 18:39 Revision 235472e6 (github): Ensure license text is correct and accurate
- 17:53 Revision f1cecb43 (github): Revert files that were incorrectly processed by my utf-8 conversion script. Sorry about that :(
- 17:24 Bug #343: Cyberdemon infights
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My fault, didn't know where comments appeared. - 17:23 Bug #343: Cyberdemon infights
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In Barrels of Fun the arachnatrons wouldn't fight with the
Mastermind either. - 17:23 Revision 719ee942 (github): Convert to UTF-8 encoding.
- 17:21 Revision 2e9ee934 (github): Consistant line endings
- 17:19 Revision de76dab0 (github): Ensure license text is correct and accurate
- 15:30 Bug #337: Problem with dedicated host
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Closed for now. Reopen if the problem persists in future releases. - 02:23 Revision d7c2ccad (github): Added cvar "player-autoswitch-ammo" autoswitch weapon when after collecting ammo for a weapon which had previously ran out of ammo; 0= never 1= if better 2= always.
- 00:48 Revision 6d071ddf (github): Fixed BUG, chat widget responder is only supposed to react to key down events.
- 00:45 Revision ddc051d4 (github): Updated WolfTC with the $unifiedangles changes.
- 00:41 Revision 10c678a1 (github): Updated Doom64TC with the $unifiedangles changes.
- 00:35 Revision 054ec271 (github): Added missing MF_PICKUP flag which prevent players from picking up objects again after changing back from cameras.
- 00:33 Revision 230f5c78 (github): Updated P_FindSectorFromLineTag to use ptrs for iteration rather than indices.
2006-09-18
- 23:24 Bug #360: weapon autoswitch when ammo-pickup
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Added cvar "player-autoswitch-ammo" autoswitch weapon when
after collecting ammo for... - 22:37 Revision ac94e453 (github): Ensure license text is correct and accurate
- 20:02 Revision 06d3a316 (github): Ensure license text is correct and accurate
- 19:34 Revision 78933d2b (github): Yes - I made a typo o_O
- 19:21 Revision b309f1d7 (github): Ensure license text is correct and accurate
- 18:14 Revision 6e2e0f8a (github): Convert to UTF-8 encoding.
- 18:09 Revision d47cf469 (github): Changed file encoding to UTF-8.
- 17:37 Revision 16b61ce5 (github): Convert to UTF-8 encoding. (Yay - no more unprintable characters)
- 17:17 Revision 89f8cfcf (github): Consistant line endings
- 16:53 Feature #1423 (Closed): Obituary msg, set difficulty, and Hud face/menu filtering
- When you die in a single player game, it doesn't tell
you that you were Bruised by a Baron, burned by an imp,
or an... - 15:32 Revision bf7efea4 (github): Ensure license text is correct and accurate
- 14:55 Revision a758bea7 (github): Ensure license text is correct and accurate
- 13:15 Revision 96f16f34 (github): Ensure license text is correct and accurate
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