Activity
From 2007-03-19 to 2007-04-01
2007-04-01
- 17:32 Revision 7ca78c72 (github): Within the engine, sector light levels are now represented in floating point 0-1.
- Part #3
- 17:31 Revision a1f027c7 (github): Within the engine, sector light levels are now represented in floating point 0-1.
- Part #2
- 17:29 Revision 30c10da1 (github): Within the engine, sector light levels are now represented in floating point 0-1.
- Part #1
- 10:47 Bug #442: Final Doom, TNT hangs in level 8
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Sorry for the double message :( - 10:47 Bug #439: client connects->other client is kicked + seg fault
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Now we have learned, that this segmental violation appears after thi...
2007-03-31
- 20:58 Bug #442 (Closed): Final Doom, TNT hangs in level 8
- Final Doom, TNT hangs in level 8, where the red key is available (outside on the water). Game freezes totally when yo...
- 17:39 Feature #1441: [MP] Option: weaponstay deathmatch
- - **summary**: Weaponstay deathmatch --> [MP] Weaponstay deathmatch
- 16:38 Bug #441 (Closed): Final Doom, TNT hangs in level 8
- Final Doom, TNT hangs in level 8, where the red key is available (outside on the water). Game freezes totally when yo...
- 13:07 Feature #1442 (Rejected): PC Speaker Sounds/Emulation
- I'd like to have a possibility to enable the PC Speaker sounds. They could be played through the PC Speaker or they c...
- 09:46 Revision f74ee186 (github): Added missing line to end of file.
- 09:39 Revision 696a4434 (github): Fixed FPS issues in the automap drawing caused by drawing lines individually. Implemented concept of pre-collected lists of rendering primitives.
- Started cleaning up the automap code.
2007-03-30
- 19:48 Revision 4ddce599 (github): jDoom: Show level exits on the automap when using the reveal cheat (green = exit, cyan = secret exit).
- 16:49 Bug #440: Doom 2 secret exit #1 not working
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Works for me in 1.9.0-beta5.1
2007-03-29
- 21:57 Bug #440 (Closed): Doom 2 secret exit #1 not working
- When I enter the secret exit in Doom 2 level 15, the game takes me to level 16 instead of 31.
*Labels:* jDoom
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...
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