Activity
From 2006-12-14 to 2006-12-27
2006-12-27
- 19:44 Revision 57aea902 (github): Implemented jDoom's auto-hide HUD feature in jHeretic.
- 19:32 Revision cee6df1e (github): Updated Snowberry Xcode project.
- 19:32 Revision 94c57868 (github): Updated SB configuration files to allow command line options for components. These are needed for specifying the location of the game-specific PK3 in OS X.
- 19:31 Revision 9b3a1508 (github): Updated SB configuration files to allow command line options for components. These are needed for specifying the location of the game-specific PK3 in OS X.
- 19:30 Revision 28c3e963 (github): Updates to Snowberry packaging on OS X.
- 18:15 Revision 87d930b7 (github): Script for copying frameworks and resources to the Doomsday application bundle and the plugin bundles.
- 16:53 Revision ccfaf264 (github): Fixed FTBFS issue due to last commit.
- 15:49 Revision 7eccbce7 (github): Separated the enemy property "can be in-fought with" from the MF2_BOSS flag so that it can be attributed independently (implemented for WolfTC).
- Fixed bug #1545024 Cyberdemon infights.
- 14:57 Bug #385: Hexen Common CTD - Segmentation Violation
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Can you try disabling particle effects and re-test the problem. - 14:57 Revision 22da0a58 (github): Fixed bug in calculation of targets' distance for the purposes of determining whether to fire missile(s).
- 14:55 Bug #388: Missile speeds (steep vertical angles)
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Which version of Doomsday and jHexen have you noticed these problems w... - 14:48 Revision b772c0c5 (github): Updated style.
- 13:52 Bug #343: Cyberdemon infights
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Fixed in svn for 1.9.0-beta5.
In order to fix this properly I've ha...
2006-12-26
- 20:37 Revision bba901a9 (github): Updated to compile with Visual C++ Express Edition 2005 and the latest Platform SDK.
- _DECALLs needed in doomsday.h because drD3D assumed a different calling convention -- presumably all the exports in d...
- 20:34 Revision 4e4f01f3 (github): Updated drD3D to use Direct3D 9 instead of 8.1. I have no idea if it actually works, though, as I currently don't have a Windows computer that would support accelerated graphics.
- 18:29 Revision 488397a7 (github): Visual C++ Express edition seems to have its own vcbuild, so make sure the vcbuild.bat is called.
- Added a missing backslash to the doomsday_res.obj cvtres call.
- 18:13 Revision 334118f7 (github): Fixed the "res" target. Normal slashes were used for md, which confused things. Replaced with backslashes. Also, my new Platform SDK has afxres.h in an mfc subfolder, which as added to the include path for the rc invocation.
- Disabled the dsA3D target altogether. It will be removed as obsolete.
2006-12-24
- 18:14 Revision 1a473a91 (github): Use floating point for map node coords and bbox.
- 17:42 Revision 4dc52cab (github): Finished converting world plane heights and plane speed deltas to floating point.
- 16:14 Revision 84cd98cd (github): Options should be consistant
- 15:28 Revision 7b092939 (github): Add missing headers
- 14:03 Revision 7e79be08 (github): Finished converting world vertex coords and line deltas to floating point.
2006-12-23
- 22:11 Revision a03cbe43 (github): Some data of surfaces was not initialized properly. This caused a crash eventually when warping from map to map.
- Always remember to initialize all data!
- 22:09 Revision a7cf6197 (github): Do some bounds checking, with fatal errors.
- 22:08 Revision 3e897ed1 (github): Verbose2 debug messages due to the amount of lines printed.
- 14:58 Revision 230ef977 (github): Fixed jHeretic autoaiming.
- 14:44 Revision a9e92120 (github): Compiler warnings.
- 14:42 Revision c652e34c (github): What is the appropriate default value for the version number?
- 14:40 Revision 6d317cf3 (github): Compiler warning.
- 13:03 Bug #312: mouse problem
- _(originally posted by anonymous SF.net user)_
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I have noticed this b...
2006-12-22
- 23:05 Revision 61eb35df (github): Fixed client connecting to a server with a very long greeting message. Previously the client would get confused as the first TCP message received from the server would not contain the end marker "END\n", and the client would just stop reading the response.
- Network message reception was fixed (broken by revision 4170).
Network debugging messages. - 23:04 Revision 5e8706df (github): Quick fix for damage in multiplayer for Beta 5. This is not the right way, though (this is the old way, actually). Clients should request damage by sending special damage requests, but currently they don't know how to do that.
- Work continues in Beta 6 in relation to the Unified Networking model.
- 17:15 Revision 015e3fe1 (github): Doxygen comment updates.
- 17:14 Revision 2fb95436 (github): Doxygen comment updates.
- 17:13 Revision 4b5ca9c2 (github): Snowberry Xcode project file.
- 17:13 Revision 684e7c99 (github): Updated Doxyfile.
- 17:12 Revision f467bbcc (github): Working on multiplayer issues.
- 17:11 Revision e4454eed (github): More accurate copyright and license information.
- 17:10 Revision 09f8b918 (github): More accurate copyright and license information.
- 17:09 Revision f52c5116 (github): More accurate copyright and license information.
- 17:08 Revision a2e10256 (github): More accurate copyright and license information.
- 17:08 Revision 6100cc95 (github): Commented out the netexplayer stuff for now.
- 17:07 Revision af69f56d (github): Naming convention.
- 17:06 Revision c07ce24e (github): More accurate copyright and license information.
- 17:05 Revision faf3817e (github): "info" was not declared anywhere.
- 17:03 Revision 65ceea4e (github): Leave the netexplayer stuff commented out for now.
- Minor cleanup.
- 17:02 Revision f9db7ce9 (github): Appease gcc 4.0 by providing forward declarations of the map data structures. If this would be omitted, the compiler would not accept parametrers of type "struct seg_s*" in the function declarations.
- 16:55 Revision 414814df (github): Updated Xcode project file.
2006-12-18
- 01:32 Bug #388: Missile speeds (steep vertical angles)
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i should also mention that the problem with the Dark Bishops missile... - 00:25 Bug #388: Missile speeds (steep vertical angles)
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(by "very high or very low angle" i mean aiming straight up or down,... - 00:22 Bug #388 (New): Missile speeds (steep vertical angles)
- Couple problems with missile calculations in jHexen.
1 - Frost Shards. When aiming at a very high or very low angl...
2006-12-14
- 15:15 Bug #387 (Closed): 3D Sound problem
- when 3D sound is enabled, 3D positioned sound effects have their pitch warped from the players movements forward and ...
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