Activity
From 2007-03-15 to 2007-03-28
2007-03-28
- 15:27 Bug #439: client connects->other client is kicked + seg fault
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Disabling particles didn't help. Do you know any other tricks? - 02:12 Revision cad2e11d (github): Make sure we only copy 8 characters to filelump_t->name when adding deh files loaded from PK3/ZIP (was corrupting stack around singleinfo in W_AddFile() ).
- 00:15 Revision 7ae21873 (github): Fixed console title bar text. Nobody was setting the title text strings until the control panel was opened, since the old Con_Startup stuff is no longer used during engine startup (and thus should be renamed to Con_UI or just UI_*).
2007-03-27
- 23:12 Revision 3568e86f (github): Updated with new common source file.
- 11:22 Bug #439: client connects->other client is kicked + seg fault
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One more question about this, what addons specificly are adding part... - 11:08 Bug #439: client connects->other client is kicked + seg fault
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Now I got it. I disable that option and we will try it later.
One m... - 10:40 Bug #439: client connects->other client is kicked + seg fault
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Sorry, I meant in game.
Press escape to get to the game's menu, go to... - 10:33 Bug #439: client connects->other client is kicked + seg fault
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Thank you for the answer. I can't find the option you are talking ab... - 09:47 Bug #439: client connects->other client is kicked + seg fault
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Does the crash still occur if you all disable the particle effects (cont... - 09:29 Bug #439: client connects->other client is kicked + seg fault
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Also I notoced, that when another client is joining the game, it oft... - 09:25 Bug #439 (Closed): client connects->other client is kicked + seg fault
- This great engine has two problems;
1. Segment violation. After some time playing coop or deathmatch, games crashe... - 09:25 Bug #439: client connects->other client is kicked + seg fault
- screencapture of an error
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/e4a04c0d/a2a6/attachme...
2007-03-26
- 01:46 Revision 5887f1d4 (github): Cleanup. Updated style.
- 00:15 Revision 0e6e0524 (github): Cleanup. Updated style.
2007-03-25
- 23:30 Revision e581d14f (github): Fixed: Fakeradio edge shadow polys were being rendered for the rotating "gears" in jHexen MAP14.
- 22:57 Revision 3ca303a4 (github): Fixed: In jHexen if a subsector which was made up partly by segs used to form a polyobject, was visible at the same time as that polyobject: the segs were rendered twice (once as part of the wall drawing and again when dealing with just the poly object's segs).
- Fixed: In jHexen, the movement of camera players was obstructed by polyobjects.
- 07:06 Revision 714f8772 (github): Fixed a problem which caused the sky to render as HOM if you are spawned into a new map as a camera (until you moved).
- 02:39 Revision d941464f (github): Fixed GL_CalcLuminance(). It would seem when I adapted this back in 2005 I managed to get the logic wrong. Its now working correctly.
- 02:36 Revision 7925f44b (github): Fixed GL_CalcLuminance(). It would seem when I adapted this back in 2005 I managed to get the logic wrong. Its now working correctly.
- 01:40 Revision 71445b7d (github): GL Fog settings cannot be manipulated during the level load worker.
2007-03-24
- 18:00 Revision 877e9567 (github): Fixed light and halo location on float-bobbing mobjs (were bobbing in the inverse direction).
- 17:34 Revision aa5f0c56 (github): Archiving mobj references to jHexen save files now uses the exact same mechanism used for the other supported games.
- 01:25 Revision 8aef0c24 (github): Un-archiving mobj references from jHexen save files now uses the exact same mechanism used for the other supported games.
- 00:45 Revision e8c86f9f (github): jHexen save ver4: Changed archived thing ids to base 1 so that a NULL mobj ptr can be represented by zero (in line with the other supported games). Ids from old versions are translated.
2007-03-23
- 20:47 Revision 46c97ebe (github): Removed MAX_TARGET_PLAYERS limit in jHexen save games. Previous limit was 512 active references. I'd say is pretty unlikely the old limit could be breached but it is theoretically possible, so now its gone.
- Changed XL_UnArchiveLines() so that it will work when XG is extended to jHexen (updating activators needs to happen a...
- 18:00 Revision 31b475ed (github): Began commonizing methods used to save references to mobjs/players in save games.
- Fixed the updating of mobj/player references when converting from older jHexen save formats which utilized mobj_t->sp...
- 15:52 Revision 89b6cce3 (github): Removed limitations which tied the order of the elements in the thinkerinfo array to the thinker class ids which are used to reference it. This will make maintenance and future development easier. A minor negative is that saving will take a little longer, though I don't think that is much of a concern.
- 14:49 Revision b6637f1b (github): jHexen ver4: Added type byte for line_t and sector_t.
- Added sector class sc_ploff to jHexen's save code (used to reduce the size of an archived sector if none of the floor...
- 14:11 Revision 5320c3c6 (github): Continued work on the common save code.
- jHexen now uses the same mechanisms for reading/writing thinkers as the other games.
jHexen now saves a player header... - 13:40 Revision 98d7175b (github): Fixed compilation error.
2007-03-22
- 21:47 Revision e96c4474 (github): Fixed compilation error.
- 00:44 Revision 5e2e2ecf (github): Fixed compilation problem with jHexen and p_doors.c in vc.
2007-03-21
- 23:59 Revision c635b1fb (github): Fixed missing mobjs after loading jHexen save games (thinkers were being removed after loading due to differences between the jDoom and jHexen save formats.
- TODO: Intergrate jHexen's mobj read/write handling with that used for the other games so we don't need a separate pro...
- 22:04 Revision a7f240d5 (github): Fixed inconsistencies between read/write in jHexen save games. Now, save and load works, however this is an issue with loading mobjs (read goes OK but there are none in the game world after load).
- 19:32 Revision 728b2bd6 (github): Fixed compilation error.
- 19:26 Revision 8e25e73f (github): More fixed>float conversions in the sector special handling.
2007-03-19
- 20:05 Revision 3a0cc347 (github): Removed fixed MAXCEILINGS limit in jHexen using the scheme employed in jDoom (which is based on that derived by Lee Killough for BOOM). Previous limit was 30 simultaneous moving ceilings.
- 19:16 Revision a5966049 (github): Removed fixed MAXPLATS limit in jHexen using the scheme employed in jDoom (which is based on that derived by Lee Killough for BOOM). Previous limit was 128 simultaneous moving platforms.
- 18:53 Revision dcf8b701 (github): Utilize xsector->specialdata in jHexen in the same way as the other games.
- 18:19 Revision f8452bde (github): Changed xsector_t orig plane heights: use a struct for each plane's properties (needed for $nplanes).
- 18:18 Revision 7648cce5 (github): Updated for (new) common/src/p_floors.c
- 17:37 Revision fe9530e2 (github): Copy xsector_t->xgsector properly in P_CopySector().
- 17:32 Revision 42ca62b6 (github): Removed xline->specialdata due to it being unused in all supported games.
- 15:37 Revision d9ab2f0f (github): Added notes about a kludge used in original Hexen to facilitate multiple special thinkers per sector in order to implement "lifts" (moving floor & ceiling).
- 15:21 Revision 5be29dfb (github): Fixed: After a mimic sector, it was not possible for that sector to then support a special thinker of any description (if the source of the mimic had a thinker at the time P_CopySector() is called). Basically, do NOT copy xsector->specialdata.
- This poses the question: when mimicking a sector, should any active special thinkers be copied also? Currently the en...
- 14:33 Revision a3773e1c (github): Moved jHexen's EV_FloorCrushStop() to common/src/p_floors.c
- As jHexen features stop-able, crushing floors we'll need to implement an instasis state for floormove_t.
- 14:20 Revision 656ce9e2 (github): Moved common code out of the games' p_floor.c into common/src/p_floors.c
- TODO: Cleanup.
- 02:07 Revision 43a161ba (github): Return true from EV_DoPlat() if reactivating a platform in stasis or when starting new platform(s).
- Renamed P_ActivateInStasis() to P_ActivateInStasisPlat() to eliminate any possible confusion.
- 01:44 Revision 80bd76d3 (github): Fixed BUG #1656495: I think I've found and fixed the cause of the "thing archive exhausted" issues. Basically, what was happening is that when moving platforms/ceilings were being put into stasis, the thinker's function ptr was set to -1 to indicate it was not a runable function. However, this happens to be the same value as Doomsday uses to indicate a thinker should be removed (NOPFUNC). When determining the number of things thinker_t->func was compared to P_MobjThinker() but when writing the thinkers in P_ArchiveThinkers() thinker_t->func was being compared to NOPFUNC.
- Fixed BUG #1651484: Due to active plats/ceilings using the NOPFUNC value, they were not restarting properly because D...
2007-03-18
- 23:27 Bug #407: Crushing ceilings stall and won't restart
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Fixed in SVN for 1.9.0-beta6. - 23:26 Bug #408: segmentation violation / "ran out of things"
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Fixed in SVN for 1.9.0-beta6. - 20:54 Revision 590c26cf (github): Began cleanup after commonization of p_plats.c
- 20:00 Revision 66ebc67f (github): Began cleanup after commonization of p_ceilings.c
- 19:35 Revision 54534aae (github): Fixed compilation error. Perhaps we should consider renaming ddfont_t->TextOut ?
- 16:51 Revision b9bac9cd (github): Trying to figure out what is wrong with font loading. Before the control panel is opened, the console title bar is empty. It appears to be a variable-width font loading problem, something to do with fonts being loaded in busy mode also.
- 16:50 Revision 82ff0e78 (github): Do not do GL-related setup during the mapsetup busy worker. Instead, free textures before the busy work mode, and setup the fog only afterwards, during DDSLM_AFTER_BUSY.
- jHeretic and jHexen work again.
- 16:47 Revision d94baf11 (github): Tweaks to busy mode drawing.
- 16:47 Revision 47701466 (github): Updated Xcode project with source file changes.
- 15:13 Revision 5c81b278 (github): Disabled texture compression for the busy-mode screengrab texture. It is low-res-enough as is :)
- 14:59 Bug #431: Strange keys in the console
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Actually I rather agree that PgUp should move a couple of lines up ins... - 14:51 Revision b6d3d3ff (github): Added a couple of asserts to aid in tracking down a rare sigsegv which I believe to be stemming from DL_GetSubSecPlaneLightLinks(). Take 2.
- 14:44 Revision a40c43b8 (github): Removed call to Z_CheckHeap() in the games' G_Ticker(). If we want to check the heap every tic in debug builds it should be called from the engine at the end of a tic (makes sense?).
- 14:40 Revision 76c17227 (github): Added a couple of asserts to aid in tracking down a rare sigsegv which I believe to be stemming from DL_GetSubSecPlaneLightLinks().
- 14:35 Revision 045761ca (github): Disabled texture compression for the UI textures as banding was very noticeable at high resolutions.
- 01:22 Revision 66533384 (github): Handling of the compatibility option, "neverhangoverledges" was inverted. This meant that the default behavior was that of BOOM and not DOOM. For example, the sergeants in E1M1, below the armor in the room with the twin tech pillars; were able to climb the stairs to get at the player.
- 00:20 Bug #342: Crashes to Desktop/"Segmentation Violation" in Multiplayer
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Closing as fixed. - 00:04 Bug #429: Poor fps after leaving menu
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Fixed in svn for 1.9.0-beta6.
2007-03-17
- 19:57 Revision d074b186 (github): Commonized p_ceilng.c Needs a bit of a clean up though (mostly trivial).
- 17:24 Revision c4a7da26 (github): Commonized p_plats.c Needs a bit of a clean up though (mostly trivial).
- 16:24 Revision 6337f52b (github): jHexen: Moved more sound sequence related stuff to sn_sonix.c
- 16:06 Revision f492e147 (github): Moved common code out of the games' p_switch.c into common/src/p_switches.c
- TODO: Cleanup.
- 02:16 Revision 48b281cb (github): Cleanup after commonization of p_doors.c More to do but its looking a lot better now.
2007-03-16
- 22:52 Revision 48666273 (github): Commonized p_doors.c Needs a bit of a clean up though (mostly trivial).
- 18:24 Revision 975d6f5f (github): Updated jHexen's thinker handling to use floating point when referring to plane heights or plane move speed.
- Updated xgmover_t handling to use floating point.
Changed xsector_t->origfloor and xsector->origceiling to float. - 14:23 Revision a065ba02 (github): Removed dependencies on the layout of the various thinker structs in jHexen when reading the old V4 save format.
- It is now safe to freely change these structs in all supported games, without having to worry about indirectly affect...
- 12:41 Revision 3aea6285 (github): jDoom: Added support for BOOM line special id 85: Scroll textures on this linedef to the right, one world unit per tic.
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