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From 2007-03-21 to 2007-04-03

2007-04-03

19:15 Revision 78e983ec (github): Fixed various compiler warnings thrown in gcc (cheers yagisan).
danij
18:16 Revision 2929ea32 (github): Fixed some more issues with the status bar rendering.
danij
11:39 Revision 22229d98 (github): Continued cleaning up the common automap code.
Now uses floating point throughout. Reduced the DMU usage in renderWalls() to the bare minimum number of calls for th... danij
08:02 Revision dadf6637 (github): Removed call to G_SetGlowing left behind after recent changes.
danij
07:34 Revision 1acffcb2 (github): Now that we have a proper system in place for handling translated sprites and we are revising the API/ABI for 1.9.0; I've removed the old DD_TRANSLATED_SPRITE_TEXTURE stuff and exported GL_SetTranslatedSprite() via the Doomsday public API.
danij
07:02 Revision 486d05a2 (github): Replaced the old RENDER_GLOWFLATS text string kludge with Decoration->Glow definitions. The old method is now unsupported in the 1.9.x series.
Currently there are no parameters for the glows but we can look at that later on in 1.9.x series (e.g. lightmap). danij
03:55 Revision 22fb2bd7 (github): Revised R_AddToAnimGroup() to use texture/flat names instead of texture indices/lumpnumbers respectively. In the case of flats; the lump name.
Done as part of the work towards unified abstract texture/flat management (i.e. don't use lump indices as identifiers). danij
02:43 Revision 70ad2117 (github): Moved GL_SetFlat() to gl_texmanager.c where it belongs.
danij
02:25 Revision 7e3d4520 (github): Cleanup, updated style.
danij

2007-04-02

20:25 Bug #444 (Closed): demo writing writes strange "vibrations"
when playing recorded demo instead of normal rotations (use mouselook) we can see strange chaos... as if every ~3rd f... zerro_crash
20:04 Bug #443: md2, CPU Affinity & FPS (multithread-bug)
Logged In: YES
user_id=849456
Originator: NO
Yes, we've been aware of this issue for some now. Unfortunately, I've ...
danij
16:42 Bug #443 (Closed): md2, CPU Affinity & FPS (multithread-bug)
Hi )
I have GeForce 7900GS, Athlon X2 4200+ & WinXP x64 Pro, DX9c feb;
There is a problem when using OpenGL rende...
zerro_crash
16:42 Bug #443: md2, CPU Affinity & FPS (multithread-bug)
DxDaig info report
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/272ad290/148a/attachment/DxDi...
zerro_crash
05:07 Revision 7f1ccac3 (github): Updated jHeretic's v13 Heretic save game loading code so as not to depend on the layout of the various structs used for specials (e.g. floormove_t).
danij
00:38 Revision 9076a7c4 (github): Updated all games to use floating point 0-1 when dealing with sector light levels.
Part #3 danij
00:36 Revision 1f1586b6 (github): Updated all games to use floating point 0-1 when dealing with sector light levels.
Part #2 danij
00:35 Revision 070a740c (github): Updated all games to use floating point 0-1 when dealing with sector light levels.
Part #1 danij

2007-04-01

17:32 Revision 7ca78c72 (github): Within the engine, sector light levels are now represented in floating point 0-1.
Part #3 danij
17:31 Revision a1f027c7 (github): Within the engine, sector light levels are now represented in floating point 0-1.
Part #2 danij
17:29 Revision 30c10da1 (github): Within the engine, sector light levels are now represented in floating point 0-1.
Part #1 danij
10:47 Bug #442: Final Doom, TNT hangs in level 8
Logged In: YES
user_id=1754088
Originator: YES
Sorry for the double message :(
yannara
10:47 Bug #439: client connects->other client is kicked + seg fault
Logged In: YES
user_id=1754088
Originator: YES
Now we have learned, that this segmental violation appears after thi...
yannara

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... yannara
17:39 Feature #1441: [MP] Option: weaponstay deathmatch
- **summary**: Weaponstay deathmatch --> [MP] Weaponstay deathmatch
skyjake
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... yannara
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... jimigrey
09:46 Revision f74ee186 (github): Added missing line to end of file.
danij
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. danij

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).
danij
16:49 Bug #440: Doom 2 secret exit #1 not working
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user_id=849456
Originator: NO
Works for me in 1.9.0-beta5.1
danij

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
qsxdrgbhu

2007-03-28

15:27 Bug #439: client connects->other client is kicked + seg fault
Logged In: YES
user_id=1754088
Originator: YES
Disabling particles didn't help. Do you know any other tricks?
yannara
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() ).
danij
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_*).
skyjake

2007-03-27

23:12 Revision 3568e86f (github): Updated with new common source file.
skyjake
11:22 Bug #439: client connects->other client is kicked + seg fault
Logged In: YES
user_id=1754088
Originator: YES
One more question about this, what addons specificly are adding part...
yannara
11:08 Bug #439: client connects->other client is kicked + seg fault
Logged In: YES
user_id=1754088
Originator: YES
Now I got it. I disable that option and we will try it later.
One m...
yannara
10:40 Bug #439: client connects->other client is kicked + seg fault
Logged In: YES
user_id=2918
Originator: NO
Sorry, I meant in game.
Press escape to get to the game's menu, go to...
ashridah
10:33 Bug #439: client connects->other client is kicked + seg fault
Logged In: YES
user_id=1754088
Originator: YES
Thank you for the answer. I can't find the option you are talking ab...
yannara
09:47 Bug #439: client connects->other client is kicked + seg fault
Logged In: YES
user_id=2918
Originator: NO
Does the crash still occur if you all disable the particle effects (cont...
ashridah
09:29 Bug #439: client connects->other client is kicked + seg fault
Logged In: YES
user_id=1754088
Originator: YES
Also I notoced, that when another client is joining the game, it oft...
yannara
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...
yannara
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...
yannara

2007-03-26

01:46 Revision 5887f1d4 (github): Cleanup. Updated style.
danij
00:15 Revision 0e6e0524 (github): Cleanup. Updated style.
danij

2007-03-25

23:30 Revision e581d14f (github): Fixed: Fakeradio edge shadow polys were being rendered for the rotating "gears" in jHexen MAP14.
danij
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. danij
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).
danij
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.
danij
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.
danij
01:40 Revision 71445b7d (github): GL Fog settings cannot be manipulated during the level load worker.
danij

2007-03-24

18:00 Revision 877e9567 (github): Fixed light and halo location on float-bobbing mobjs (were bobbing in the inverse direction).
danij
17:34 Revision aa5f0c56 (github): Archiving mobj references to jHexen save files now uses the exact same mechanism used for the other supported games.
danij
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.
danij
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.
danij

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... danij
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... danij
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.
danij
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... danij
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...
danij
13:40 Revision 98d7175b (github): Fixed compilation error.
danij

2007-03-22

21:47 Revision e96c4474 (github): Fixed compilation error.
danij
00:44 Revision 5e2e2ecf (github): Fixed compilation problem with jHexen and p_doors.c in vc.
danij

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... danij
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).
danij
19:32 Revision 728b2bd6 (github): Fixed compilation error.
danij
19:26 Revision 8e25e73f (github): More fixed>float conversions in the sector special handling.
danij
 

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