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From 2007-02-19 to 2007-03-04

2007-03-03

14:51 Revision f62a3ff1 (github): Removed old file names.
danij

2007-03-02

12:21 Revision 6ca815d8 (github): Use floats for vissprite_t->gx,gy,gz,gzt,floorclip.
Added an assert to bufferNewLine() to help debug a difficult to reproduce seg fault when trying to remove a buffer node. danij
10:49 Revision eab9ee31 (github): Updated style.
danij
10:30 Revision 0db9b6d4 (github): Updated style.
danij
10:00 Revision 917778f5 (github): Made the Doomsday project url string displayed in the control panel and outputted by the ccmd "version" use the macro "DOOMSDAY_PROJECTURL" defined in dd_version.h
danij
09:49 Revision 2b3ffef2 (github): Fixed menu fog mode 2 (was not restoring previous state).
danij
09:36 Revision ee4f3d8f (github): All rendpoly_ts are inited with the "unknown" texture by default. No need to set it again in Rend_PrepareTextureForPoly() if the required texture is unknown.
danij
09:29 Revision af64a049 (github): Added gltexture_t->texmasked, use that when setting the rendpoly texture's mask status instead of relying on the global var texmask to be in sync with curtex.
danij
09:24 Revision be3dfed9 (github): Use the memory management wrappers M_Malloc, M_Free etc.
danij
09:23 Revision 6fb3904c (github): Fixed a couple of minor rendering inaccuracies in the console.
danij
04:07 Bug #338: hard to reproduce segfault at map loading
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I've tried to replicate this numerous times in 1.9.0-beta5.1 under Win...
danij
03:29 Bug #424: Cannot get past new game screen
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You seem to be trying to use palleted textures (-paltex), try without ...
danij
03:26 Bug #430: Failed to run D3D renderer
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This has been fixed in the 1.9.0-beta5.1 release.
danij
03:25 Bug #433: JDRP 1.01 and PK3 loader
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In order to use jDRP1.01 with Snowberry you need to install the manife...
danij
03:16 Bug #416: Switch fails, can't continue game
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Duplicate
danij
03:14 Bug #419: E2M2 columns stop moving
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Duplicate
danij
03:11 Bug #432: JDRP 1.01: weapon starts to shoot while offscreen
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Duplicate
danij

2007-03-01

20:37 Bug #347: getting stuck in walls (doom1)
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I stuck at MAP06, in a small hiding-place behind the lift right after...
mercury13_kiev
20:31 Bug #433 (Closed): JDRP 1.01 and PK3 loader
jDOOM doesn't with JDRP 1.01. To run JDRP, I need to unpack all pk3s to appropriate directories.
*Labels:* Snowberry
mercury13_kiev
20:28 Bug #432 (Closed): JDRP 1.01: weapon starts to shoot while offscreen
With JDRP 1.01 I press 4 or 6 (with other weapons I was unable to rearoduce this bug), then quickly press fire. The w... mercury13_kiev
19:24 Bug #431 (Closed): Strange keys in the console
WinXP
PgUp = move to the very top
PgDn = move to the very bottom
Sh+PgUp = 2 lines upper
Sh+PgDn = 2 lines lowe...
mercury13_kiev
18:47 Bug #430 (Closed): Failed to run D3D renderer
DD_InitDGL: Loading of drD3D.dll failed (error 126)
Windows XP, DirectX 9.0c 4.09.0000.0904
*Labels:* Direct3D ...
mercury13_kiev
18:40 Bug #429: Poor fps after leaving menu
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Windows XP, OpenGL renderer, DirectX9c, GeForce4 Ti4200
mercury13_kiev
18:22 Bug #429 (Closed): Poor fps after leaving menu
When the menu effects are on, after you leave the menu, the game runs very slowly (about 3x-4x slowdown; my original ... mercury13_kiev
18:37 Feature #1439: XG: Spawn objects at player location
- **assigned_to**: Daniel Swanson --> nobody
- **milestone**: --> Eventually
danij
18:35 Feature #1441 (New): [MP] Option: weaponstay deathmatch
I want you to make weaponstay deathmatch (like DM3 in Doom Legacy). What I mean: weapons stay, like in DM1, ammo resp... mercury13_kiev
18:31 Feature #1440 (New): Vanilla Doom collision-checking mode
There is no original Doom collision-checking code, when you cannot walk above/below objects. game-zlip cvar seems to ... mercury13_kiev
01:44 Revision 727f946f (github): Implemented the facility for menu pages to feature a background. Added for WolfTC at Martin's request.
It is assumed that menu background patches will contain ZERO TRANSPARENT PIXELS.
To use, simply specifiy the name of ...
danij
00:05 Revision 341df314 (github): damsetargs_t->elmIdx is now unnecessary.
danij

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.
danij
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 ... danij
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. danij
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...
diz7
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
diz7
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... danij

2007-02-26

17:11 Bug #415: 1.9.5.1 has a very odd behaviour in loading Pwad levels
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The second issue mentioned has been fixed in svn for beta6.
In orde...
danij
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... danij

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...
reilsss
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...
danij
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... scrdennis
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... scrdennis
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... natedawg101

2007-02-23

06:34 Revision 5ee18ade (github): Implemented support for packed sidedefs.
danij
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...
batterymandark

2007-02-21

19:45 Bug #419: E2M2 columns stop moving
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I already noted this bug in this thread:
http://sourceforge.net/trac...
phoenix9000

2007-02-20

22:20 Bug #422: "chain-of-life" variates
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This is not a bug, it is intended behavior.
danij
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... cfxfnk
22:19 Bug #423: More gameplay failures
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Both of these issues have already been reported here in the tracker (p...
danij
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... shirokuroneko
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... cfxfnk

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...
danij
00:39 Revision db4716c2 (github): Implemented a persistent scratch buffer for use by texture manipulation routines e.g. scaleLine() to improve performance.
danij
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.
danij
 

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