Activity
From 2007-02-04 to 2007-02-17
2007-02-17
- 20:23 Revision d4d62332 (github): Use consistent line endings and encode in UTF-8 (why does VC2k5 change the format on occasion?).
- 17:20 Bug #418 (Closed): Music Volum Bug with DirectSound 8
- Like Danij told me I report here a kind of bug I experinced.
The Music Volum in Heretic does not change by what e... - 03:51 Revision 99547e5e (github): Added x_event.h to jhexen.vcproj
- 03:49 Revision 49e688aa (github): Updated WolfTC with the new auto-hiding HUD implemented for jDoom.
- When changing the size of the statusbar automatically reshow the HUD if hidden, so the user can see the effect of the...
- 03:23 Revision c3293b46 (github): Updated WolfTC in line with the changes made to ticcmd_t. TODO: many of the controls (e.g. automap panning) are not currently implemented.
- Plus numerous other minor tweaks.
- 02:39 Revision b148bac0 (github): Updated Doom64TC in line with the changes made to ticcmd_t. TODO: many of the controls (e.g. automap panning) are not currently implemented.
- 02:16 Revision 1263c93a (github): Updated jHexen in line with the changes made to ticcmd_t. TODO: many of the controls (e.g. artefact hot-keys) are not currently implemented.
- 01:49 Revision 0d6c232e (github): Updated jHeretic in line with the changes made to ticcmd_t. TODO: many of the controls (e.g. artefact hot-keys) are not currently implemented.
- Changed various game-side text drawing routines so that their string parameters are (const) where appropriate.
Revert...
2007-02-16
- 22:52 Revision 539b184f (github): Renamed p_player.h and p_player.c to avoid confusion in Xcode.
- 22:45 Revision 51c465f5 (github): Renamed p_player.h to avoid confusion in Xcode.
- 22:44 Revision b4ddaa8e (github): Renamed p_player.c to avoid confusion in Xcode.
- 22:40 Revision 4cea97a0 (github): Merged in the engine-side input device axis handling from the old 1.8 experimental branch. Reworked the bindings mechanism to suit. This means that controls can be bound to either commands (including a different command for each state) and directly to a player control. Bindings are now grouped for each input device, then by the control type (key/button or axis) and then finally based on controlID (controlID is either a key/button code or a control axis index).
- Added and abstraction for input event_ts to allow us to ensure future back-compatibility. Internally, Doomsday genera...
- 05:56 Bug #417: Sprites Glitch
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File Added: lift_sprite.zip - 05:56 Bug #417: Sprites Glitch
- Suspended Sprites
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/e6b42dc9/0810/attachment/lift_... - 05:53 Bug #417 (Closed): Sprites Glitch
Look for MISC 84, MISC 85 and MISC 86 ( DoomED numbers 79, 80 and 81 respectively ) in Objects.ded
Make a ma...
2007-02-13
- 23:29 Revision a06d7151 (github): Starting implementing busy mode console output. Only a small number of centered lines in the bottom, to keep things clean.
- 23:21 Revision 82986b63 (github): Added Brazilian Portuguese. There appears to be some character conversion issues going on at least on the Mac, needs further investigation.
- 17:49 Revision 7af7f970 (github): Info can be spelled with a non-capital I.
2007-02-12
- 18:00 Revision 39209c27 (github): List what external files we are trying to play in verbose mode. After 16+ hours of smacking my head into a brick wall investigating why mp3 files do not play back I discovered the problem IS NOT in deng. The smpeg library used by sdl does not seem to like some of the id3 tags found in mp3 files. This may or may not be a regression in smpeg - in anycase, we should in future strip id3 tags from mp3 files on load - as mp3 files without tags play perfectly.
- 15:49 Bug #416: Switch fails, can't continue game
- Screenshot
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/4a3046c4/c600/attachment/bug_hexen.jpg
- 15:49 Bug #416 (Closed): Switch fails, can't continue game
- At the beginning of Guardian of Ice zone (2nd entrance) you press a switch to rise a pair of stairs. However, ceiling...
- 05:34 Bug #415: 1.9.5.1 has a very odd behaviour in loading Pwad levels
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I'm just adding this comment so that devs may read up on additional i... - 02:14 Bug #415 (Closed): 1.9.5.1 has a very odd behaviour in loading Pwad levels
- Hello, I don't know if this is a bug but it is something I noticed painfully.
I have a PWad level pack that makes ...
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
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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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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
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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
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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.
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