Activity
From 2007-03-24 to 2007-04-06
2007-04-05
- 14:14 Revision bf6b750e (github): Moved all code relating to automap render lists to am_rendlist.c and am_rendlist.h
- 02:04 Revision 6746898c (github): Fixed numerous compilation warnings/errors reported with /W4
- Fixed an issue with releasing input devices on Win32 which sometimes led to a segfault on shutdown.
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.
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