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From 2007-02-05 to 2007-02-18

2007-02-18

23:07 Revision bf1bd6d9 (github): Added texture content flag TXCF_UPLOAD_ARG_NOSMARTFILTER. Currently only used with the busy mode screen grab (was taking upwards of 3.4 seconds at 1920x1200 with smart filtering enabled).
danij
22:35 Revision 4e0c2fd1 (github): Implemented temporary ccmd "setaxis" for tweaking the input device axis settings during development.
Don't write empty commands to the console command history buffer.
Fixed some compilation problems.
danij
18:32 Revision 9a498d31 (github): Busy mode now takes a screen capture to use as a background for the busy mode (when engine up and running; not in the first startup). The performance of taking a screen shot and making it a texture is quite disappointing, though -- in the order of 400-500 ms.
Added some dark gradients to make console output and the progress bar visible on all backgrounds.
The screen capture...
skyjake
18:30 Revision b8e4ae58 (github): Fixed compilation problem.
skyjake
18:29 Revision 5e9cce51 (github): Fixed texture parameters when using the Easy Upload flag.
skyjake
18:28 Revision 4dcdf231 (github): Updated with file changes.
skyjake
18:10 Revision 56a686d2 (github): Added a note about the way lines are drawn in the automap. Lines must be grouped into as large a sequence of vertices as possible; the current implementation experiences significant FPS drops.
skyjake
16:12 Bug #419: E2M2 columns stop moving
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I'll attach a savegame.
If you load it the columns/patterns will mo...
jens17041982
15:03 Bug #419: E2M2 columns stop moving
These columns stop moving after a while
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/0f4e783e...
jens17041982
15:03 Bug #419: E2M2 columns stop moving
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File Added: columns.jpg
jens17041982
13:46 Bug #419: E2M2 columns stop moving
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Its about Ultimte Doom
jens17041982
13:18 Bug #419 (Closed): E2M2 columns stop moving
In E2M2 the columns near the red door stop moving after a while. since there is no way to get through then you cannot... jens17041982
15:02 Bug #420: Cleric Flechette does no damage
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Already fixed in svn for 1.9.0-beta6.
Thanks Jimi but do try to rem...
danij
14:44 Bug #420 (Closed): Cleric Flechette does no damage
The green poison cloud appears, but it does no damage to the monsters or players. Fighter and Mage flechettes work as... jimigrey
11:47 Revision 1ea8751c (github): Updated a few error messages.
danij
10:08 Revision 399b4043 (github): Overloaded ccmds are now in and working.
Split the "help" ccmd into two to test this functionality. ccmd "help""s" moved to con_data.c
However, the implementa...
danij
05:17 Revision 4529dbce (github): Removed the old game-side input device axis settings.
DD_Execute(f) should be declared with a const command string ptr.
Adjusted naming style for a few game_config_t membe...
danij
03:49 Revision f6705b5c (github): Added ccmd flag CMDF_NO_DEDICATED. If an attempt is made to execute a ccmd attributed with this flag when running in dedicated mode; the attempt is blocked before execution.
Trawled the engine looking for all potentially sensitive ccmds and made safe. danij
03:00 Revision dfc4cb74 (github): Added a new tab to the Doomsday Control Panel to be used for setting game controls.
danij
01:56 Bug #410: Various bugs with linux jHeretic
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Sorry about that.
Thanks for the game. [IMHO] It's better than D...
stevenaaus

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?).
danij
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...
reilsss
03:51 Revision 99547e5e (github): Added x_event.h to jhexen.vcproj
danij
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... danij
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. danij
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.
danij
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.
danij
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...
danij

2007-02-16

22:52 Revision 539b184f (github): Renamed p_player.h and p_player.c to avoid confusion in Xcode.
danij
22:45 Revision 51c465f5 (github): Renamed p_player.h to avoid confusion in Xcode.
danij
22:44 Revision b4ddaa8e (github): Renamed p_player.c to avoid confusion in Xcode.
danij
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... danij
05:56 Bug #417: Sprites Glitch
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File Added: lift_sprite.zip
hawkwind2
05:56 Bug #417: Sprites Glitch
Suspended Sprites
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/e6b42dc9/0810/attachment/lift_...
hawkwind2
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...
hawkwind2

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.
skyjake
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.
skyjake
17:49 Revision 7af7f970 (github): Info can be spelled with a non-capital I.
skyjake

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.
yagisan
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
shirokuroneko
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... shirokuroneko
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...
kresjah
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 ...
reilsss

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...
oleg17
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...
reilsss
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...
reilsss
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 danij
06:16 Feature #1436 (Closed): Anisotropic Filtering controls
Options to select the level of anisotropy would be nice.
*Labels:* Graphics
angelgraves13
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... angelgraves13
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... angelgraves13

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 danij
03:40 Revision 9b170ebd (github): Renamed con_action.c to p_control.c
danij
03:38 Revision 1143ae0f (github): Renamed con_action.h to p_control.h
danij
03:18 Revision 7b90c6e8 (github): Added p_player.h
danij
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... danij
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...
danij
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... descriptor_real
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...
descriptor_real

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).
danij
17:44 Revision 4a5d46c0 (github): fix typo causing FTBFS on *nix
yagisan
13:29 Bug #410: Various bugs with linux jHeretic
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user_id=849456
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All of these bugs have already been fixed in Doomsday 1.9.0-beta5.
danij
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/...
stevenaaus
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...
stevenaaus
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.
danij
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.
danij

2007-02-08

17:23 Bug #409: MP3s do not clear cache
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Originator: YES
Ok, here is the link to the topic with a more detailed description: ...
kresjah
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... kresjah
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... danij

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 ... jimflasch
02:16 Revision 426575bf (github): Updated with new, exported routines.
danij

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.
skyjake
23:13 Revision 6fb1387d (github): Minor adjustments to fix compilation errors.
danij
23:00 Revision c69b2230 (github): Implemented a mutex for cbuffer_t's to protect for multi-threaded use. Hopefully, I got this right.
danij
20:04 Revision 8c3b4a4b (github): Updated vcproj and vcbuild for Doomsday; new source files.
danij
17:58 Revision 53007fa3 (github): Added a TODO about protecting console buffers with mutexes.
skyjake
17:52 Revision 0ab4160b (github): Moved userdir_ok to a better place.
skyjake
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. skyjake

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 ... skyjake
01:11 Revision 1aff7804 (github): Removed unneeded code added during debug.
danij
01:01 Revision a1e76291 (github): LINE_NEIGHBOR macro is not needed now.
danij
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...
danij
 

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