Activity
From 2007-02-15 to 2007-02-28
2007-02-28
- 23:49 Revision 064c4f88 (github): Safety first: create a local copy of the index in DAM_SetProperty() just in case SetProperty() tries to do anything "funny" with it.
- 23:35 Revision c819c97a (github): DAM: Moved determination of which callback to use after reading a DAM property to the highest level possible. Changed how objects are selected so that DAM can be used to read map properties without having to have allocated the map object arrays or even a gamemap_t itself.
- TODO: Put this functionality to use by checking for packed sidedefs before map load. In doing so, compile a database ...
- 20:11 Revision 7aa5eaa3 (github): Fixed: reading node->children from the original DOOM node format.
- Fixed: attempting to load GL Node data when bsp-build == 0.
- 14:05 Bug #428 (Closed): Bug in stairs in MAP03:Guardian of Ice
- After warping to Guardian of Ice (map 03) (through one of the portals),
if you press a switch, the stairs are rais... - 14:05 Bug #428: Bug in stairs in MAP03:Guardian of Ice
- Screenshot
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/81dca944/48de/attachment/hexen-000.jpg
- 00:08 Revision e745627d (github): Continued development on DAM.
- Is now in a state where it can be integrated with DMU. During level setup, DMU should allow writing to ANY property v...
2007-02-26
- 17:11 Bug #415: 1.9.5.1 has a very odd behaviour in loading Pwad levels
- Logged In: YES
user_id=849456
Originator: NO
The second issue mentioned has been fixed in svn for beta6.
In orde... - 02:44 Revision c26fa3ff (github): Continued development on DAM.
- Split ReadMapProperty() into two subroutines A)read from the src buffer B)set the map property. Reorganised things ye...
2007-02-24
- 17:16 Bug #427 (Closed): Gamcrash by no ammo
- Hi i disscovered durring my modding JDoom(1) a kind of bug.
I did give the fisit the ammo type Shell (because my m... - 13:43 Revision 573a87fd (github): Fixed stack corruption when attempting to search for a control to execute with a string longer than MAX_DESCRIPTOR_LENGTH.
- Fixed a problem with shadow polys linked to linked subsector planes.
Fixed a problem with unpackSideDefs(). TODO: Unp... - 05:16 Bug #426 (Closed): Client can't do any damage with weapon, then crashes
- Client can join, walk around. Client fires or hits - but does no damage with various classes. Finally crashes with er...
- 05:12 Bug #425 (Closed): Crash on client - anytime trying to fire weapon
- Client can connect to server and join. Can also walk around but first time try to fire weapon, crashes with error bel...
- 00:37 Bug #424 (Closed): Cannot get past new game screen
- I cannot actually play Ultimate Doom, Doom 2 or Final Doom (Plutonia or TNT) I did a fresh install of the Doom Collec...
2007-02-23
- 06:34 Revision 5ee18ade (github): Implemented support for packed sidedefs.
- 01:16 Feature #1439 (New): XG: Spawn objects at player location
- Hi, i would like to request a possibility to spawn objects in the player posision, like the command "here"
Since i w...
2007-02-21
- 19:45 Bug #419: E2M2 columns stop moving
- Logged In: YES
user_id=1705964
Originator: NO
I already noted this bug in this thread:
http://sourceforge.net/trac...
2007-02-20
- 22:20 Bug #422: "chain-of-life" variates
- Logged In: YES
user_id=849456
Originator: NO
This is not a bug, it is intended behavior. - 07:56 Bug #422 (Closed): "chain-of-life" variates
- When you die in jHeretic, the "chain" at the bottom of screen goes a little way up and down at an irregular rate (spe...
- 22:19 Bug #423: More gameplay failures
- Logged In: YES
user_id=849456
Originator: NO
Both of these issues have already been reported here in the tracker (p... - 22:12 Bug #423 (Closed): More gameplay failures
- Cleric flechettes doesn't have any choking effect on the enemies (neither on you). Also, you can go through some turn...
- 07:52 Bug #421 (Closed): Heretic: "shivering" dropped items
- You know that sometimes Ironliches spawn an Item like Tome or Morph Ovum when they're dead. Well, IF this happens, th...
2007-02-19
- 01:20 Revision 6d69d57b (github): It would help if I remove the Z_Free() calls after changing where the buffers for Con_BufferGetLines() are allocated...
- 00:39 Revision db4716c2 (github): Implemented a persistent scratch buffer for use by texture manipulation routines e.g. scaleLine() to improve performance.
- 00:34 Revision b74a1c3e (github): Changed Con_BufferGetLines() to use a buffer provided by the caller. As they have better knowledge on when a buffer needs resizing they are better able to manage the memory more efficiently. Ensured Con_BufferGetLine() does not need to unnecessarily allocate memory.
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).
- 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. - 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... - 18:30 Revision b8e4ae58 (github): Fixed compilation problem.
- 18:29 Revision 5e9cce51 (github): Fixed texture parameters when using the Easy Upload flag.
- 18:28 Revision 4dcdf231 (github): Updated with file changes.
- 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.
- 16:12 Bug #419: E2M2 columns stop moving
- Logged In: YES
user_id=1722399
Originator: YES
I'll attach a savegame.
If you load it the columns/patterns will mo... - 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... - 15:03 Bug #419: E2M2 columns stop moving
- Logged In: YES
user_id=1722399
Originator: YES
File Added: columns.jpg - 13:46 Bug #419: E2M2 columns stop moving
- Logged In: YES
user_id=1722399
Originator: YES
Its about Ultimte Doom - 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...
- 15:02 Bug #420: Cleric Flechette does no damage
- Logged In: YES
user_id=849456
Originator: NO
Already fixed in svn for 1.9.0-beta6.
Thanks Jimi but do try to rem... - 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...
- 11:47 Revision 1ea8751c (github): Updated a few error messages.
- 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... - 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... - 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.
- 03:00 Revision dfc4cb74 (github): Added a new tab to the Doomsday Control Panel to be used for setting game controls.
- 01:56 Bug #410: Various bugs with linux jHeretic
- Logged In: YES
user_id=1043388
Originator: YES
Sorry about that.
Thanks for the game. [IMHO] It's better than D...
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
- Logged In: YES
user_id=1720788
Originator: YES
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...
Also available in: Atom