Activity
From 2007-01-29 to 2007-02-11
2007-02-11
- 17:43 Bug #414 (Closed): Snowberry can't start at FC 6 i386_x64
- Hello!
I compiled doomsday engine, but can't start snowberry.
Dependecies ok, comiling ok, settings done but i go... - 17:25 Bug #413 (Closed): Info file inside PK3 files
- Hello all, I got told from Dani J, that this is a bug.
So to make things short. I wanted to use a info file
inside... - 17:04 Bug #412 (Closed): Using diffrent weapon ammo bug
- Hello, I discovered a bug by developing a mod for Jdoom
In version 1.9.4 I had no problems by switching the exsistin... - 14:38 Feature #1436: Anisotropic Filtering controls
- An in-game control for adjusting the level of anisotropic filtering has been added for 1.9.0-beta6
- 06:16 Feature #1436 (Closed): Anisotropic Filtering controls
- Options to select the level of anisotropy would be nice.
*Labels:* Graphics - 06:20 Feature #1438 (Closed): GUI needs some transparency effects
- Transparency effects in the GUI might give the user interface more depth and dimension. Of course that's only if it i...
- 06:18 Feature #1437 (Closed): OpenAL support
- Seeing as how DirectSound is gone in Windows Vista, in order to maintain EAX in Doomsday, OpenAL seems like the light...
2007-02-10
- 04:04 Revision 453171dc (github): Renamed con_action.c to p_control.c, renamed routines appropriately.
- Changed a couple of files to UTF-8
- 03:40 Revision 9b170ebd (github): Renamed con_action.c to p_control.c
- 03:38 Revision 1143ae0f (github): Renamed con_action.h to p_control.h
- 03:18 Revision 7b90c6e8 (github): Added p_player.h
- 02:02 Revision 97a6da51 (github): Updated control actions to support multiple local players. Made turn speed a player class property.
- Preparatory steps to merging the engine-side player control handling from the old 1.8 experimental branch into the tr...
- 01:16 Bug #411: Game crashes when startig new game in TNT Evilution
- Logged In: YES
user_id=849456
Originator: NO
This isn't a crash. TNT uses sidedef packing which isn't currently sup... - 00:42 Bug #411 (Closed): Game crashes when startig new game in TNT Evilution
- And it happens in "clean" installation too. =/ With OpenGL driver it doesn't start at all. Ultimate Doom and Doom 2 w...
- 00:42 Bug #411: Game crashes when startig new game in TNT Evilution
- Doomsday.out
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/8cdc8206/0bed/attachment/Doomsday.o...
2007-02-09
- 19:07 Revision 8b8140c5 (github): Interpret the mouse X/Y sensitivity the same in all games (this increases the range available in jHeretic/jHexen).
- 17:44 Revision 4a5d46c0 (github): fix typo causing FTBFS on *nix
- 13:29 Bug #410: Various bugs with linux jHeretic
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Originator: NO
All of these bugs have already been fixed in Doomsday 1.9.0-beta5. - 04:04 Bug #410: Various bugs with linux jHeretic
- output for crash when loading game without starting a new game first
*Attachments:*
* http://sourceforge.net/p/deng/... - 04:04 Bug #410 (Closed): Various bugs with linux jHeretic
- A few bugs with jHeretic 1.9.0-beta4
(I got the latest source today for double checking, but no mention of these bug... - 03:12 Revision 99319b03 (github): Added a zip path mapping for /Sfx (mapped to data/game/sfx) as somehow I missed that one when implementing them.
- 01:17 Revision 1da849e0 (github): Added a zip path mapping for /Models (mapped to data/game/models) as somehow I missed that one when implementing them.
2007-02-08
- 17:23 Bug #409: MP3s do not clear cache
- Logged In: YES
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Originator: YES
Ok, here is the link to the topic with a more detailed description: ... - 13:54 Bug #409 (Closed): MP3s do not clear cache
- For a more detailed description, read this post on the NewDoom forums: Forums would not respond when I posted this bu...
- 01:05 Revision 3a2f399e (github): Updated cbuffer_t with a new means to retrieve lines. Con_BufferGetLines() returns an array of ptrs from the given buffer. This was added to eliminate the problem of meshing due to the fact that multiple threads can write to a cbuffer_t, meaning that their contents could (and often do) change while one thread is rendering and another is writing.
- This comes at a small price though; when drawing the console Con_BufferGetLines() is called each frame. Therefore, ea...
2007-02-07
- 21:09 Bug #408 (Closed): segmentation violation / "ran out of things"
- In Heretic E4M7, when I tried to enter the area with the yellow key, the game crashed with a message saying "ran out ...
- 02:16 Revision 426575bf (github): Updated with new, exported routines.
2007-02-06
- 23:39 Revision 17d7daa0 (github): Draw a rotating progress indicator. loading1.png and loading2.png must be real files in the base dir. Engine startup updates the progress.
- 23:13 Revision 6fb1387d (github): Minor adjustments to fix compilation errors.
- 23:00 Revision c69b2230 (github): Implemented a mutex for cbuffer_t's to protect for multi-threaded use. Hopefully, I got this right.
- 20:04 Revision 8c3b4a4b (github): Updated vcproj and vcbuild for Doomsday; new source files.
- 17:58 Revision 53007fa3 (github): Added a TODO about protecting console buffers with mutexes.
- 17:52 Revision 0ab4160b (github): Moved userdir_ok to a better place.
- 17:41 Revision edcc2416 (github): Reordered engine startup so that it can happen in busy mode. GL is inited very early on with GL_EarlyInit(). However, fonts and texture management are not available until GL_Init() can be called, and that can only be done after resources are available. In other words, most of engine startup busy drawing must be done manually with fonts loaded from real files at known locations (if any text is shown), and manually loaded graphics for a progress visualization.
- Con_Error() was modified to work better from the worker thread.
2007-02-05
- 20:33 Revision e224f4ee (github): New busy mode. The main engine thread loops in a drawer, which updates the screen. In the background, the worker thread does the actual task of loading a map, loading textures, starting up the engine (not quite yet, though), connects to a server, etc.
- Texture uploading was revised to make it possible for the worker thread to upload textures in a deferred mode, where ...
- 01:11 Revision 1aff7804 (github): Removed unneeded code added during debug.
- 01:01 Revision a1e76291 (github): LINE_NEIGHBOR macro is not needed now.
- 00:54 Revision 0d437963 (github): Revised R_InitLineNeighbors() to make use of vertex lineowners. In doing so, the majority of the visual fakeradio glitches when playing maps utilizing DOOM renderer hacks have been resolved (the old code was sometimes finding the wrong line neighbors). Is also noticeably quicker as we don't have to traverse all the lines in a sector for each vertex for each side, for each neighbor.
- Fixed a bug in R_RationalizeSectors() which could result in an infinite loop in complex maps (e.g. bludwrks.wad).
Beg...
2007-02-04
- 20:24 Bug #407: Crushing ceilings stall and won't restart
- Logged In: YES
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Originator: YES
Addendum: After playing through some more on the E2 levels of Ultim... - 06:22 Revision d72ee5f8 (github): Fixed bug where flying creatures would rise/fall, tracking the player when a camera.
- 04:45 Revision 29583e44 (github): Reordered checks in R_AddSprites() so we only call R_GetSpriteInfo() for things which have a chance of clipping into the sky.
- 04:42 Revision c4708be4 (github): Updated style. Added my name to the author list (was missing).
- 04:41 Revision cc395cb2 (github): Don't allocate memory from the zone for the temporary patch LUT in R_InitTextures().
- 04:39 Revision 3a0a9218 (github): Removed misleading comment, as in-valid.
- 04:38 Revision cf898134 (github): Changed the subsector and polyobj blockmaps to PU_LEVELSTATIC.
2007-02-03
- 22:05 Bug #407 (Closed): Crushing ceilings stall and won't restart
- The crushing ceilings in E2M2 will stall if you start them, then cross a linedef that stops them. They will not rest...
2007-02-02
- 16:44 Revision 20ce14c1 (github): Fixed incorrect DMU property.
- 08:59 Bug #406 (Closed): Snowberry initialization error - game doesn't boot
- After installing version 1.9.beta5, Snowberry exits with an error message instead of loading the game(s). Here are th...
2007-01-31
- 21:29 Feature #1435 (Closed): Old-style sound queing
- In Jdoom right now, multiple sounds created by a single entity all overlap when played. This can sound really bad wh...
2007-01-30
- 22:55 Bug #405 (Closed): Pitch changes do not work, can't change frequencies
- Random pitch variations do not work when using the DS8 built in driver. I tried this using Ultimate Doom. The sampl...
- 01:39 Revision 1c65ba79 (github): Changed subsector->firstline to a seg ptr. Renamed to subsector->firstseg and subsector->linecount to subsector->segcount to avoid confusion. Changed associated DMU constant names to suit.
- Fixed a bug in the calculation of reverb properties. Segs were being indexed from zero instead of subsector->firstseg.
- 01:34 Revision 781ed1eb (github): Added mapdata.hs to vcproj
2007-01-29
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