Activity
From 2007-03-22 to 2007-04-04
2007-04-03
- 19:15 Revision 78e983ec (github): Fixed various compiler warnings thrown in gcc (cheers yagisan).
- 18:16 Revision 2929ea32 (github): Fixed some more issues with the status bar rendering.
- 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...
- 08:02 Revision dadf6637 (github): Removed call to G_SetGlowing left behind after recent changes.
- 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.
- 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).
- 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).
- 02:43 Revision 70ad2117 (github): Moved GL_SetFlat() to gl_texmanager.c where it belongs.
- 02:25 Revision 7e3d4520 (github): Cleanup, updated style.
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...
- 20:04 Bug #443: md2, CPU Affinity & FPS (multithread-bug)
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Yes, we've been aware of this issue for some now. Unfortunately, I've ... - 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... - 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... - 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).
- 00:38 Revision 9076a7c4 (github): Updated all games to use floating point 0-1 when dealing with sector light levels.
- Part #3
- 00:36 Revision 1f1586b6 (github): Updated all games to use floating point 0-1 when dealing with sector light levels.
- Part #2
- 00:35 Revision 070a740c (github): Updated all games to use floating point 0-1 when dealing with sector light levels.
- Part #1
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
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