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From 2007-05-10 to 2007-05-23

2007-05-23

14:38 Revision 0a10126a (github): Exposed MultiTexCoord2f and MultiTexCoord2fv via the gamedgl_t interface.
danij
11:16 Revision 9bd44a95 (github): Kill typo gremlin
yagisan
11:15 Revision 482a7250 (github): When making documentation - we are only interested in C/C++/Obj-C
yagisan
00:57 Revision ad8e0ee7 (github): Implemented per-primitive blending mode support in the automap render lists and automap object info database.
Is there a feasible way to provide a public interface to the engine-side render list code? It seems somewhat needless... danij
00:51 Revision 383a13d1 (github): Exported GL_BlendMode() via the Doomsday public API.
danij

2007-05-22

22:48 Revision 377e1f18 (github): Added a new multitexturing environment for a simple modulation of two textures.
skyjake
22:13 Revision 2c323a34 (github): Fix segfault in allocateMapData().
danij
21:55 Revision 312b45c7 (github): Attempt at replicating the effect seen the original Heretic/Hexen automap where map pixels fade out as they near the edges of the window.
Adjusted the parallax layer speed. danij
18:04 Feature #1418: Melting Screen effect
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Granted it has no negative impact, though i believe it's
jaako's goal to keep the v...
papercut2
18:00 Feature #1445: Player Max Ammo Values in Heretic
- **Milestone**: Next Release --> Eventually
danij
17:56 Feature #1361: Rotation of objects away from walls during map load
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Apologies for the double-post. I hit the Refresh button at an inoppo...
flamepanther
17:42 Feature #1442: PC Speaker Sounds/Emulation
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Some more description...
The sound volume should affect the emula...
jimigrey
03:42 Revision 51f38139 (github): When drawing the automap background when set as a texture; draw it onto a parallax scrolling layer like in the original Hexen.
danij

2007-05-21

17:46 Revision 1f4b0254 (github): Implemented a basic clipping method in the automap. Points & vectors vs a (map rotation-independent) bounding box.
danij
13:15 Revision 7b95be55 (github): Changed: Output the ddkey name instead of the ASCII key code in CP_KeyGrabDrawer().
danij
12:46 Revision 282743a2 (github): Fixed: Rendering of blockmap grid was unaware that the map rotated, the blockmap grid lines were clipped to the un-rotated window frame. Instead, expand the frame to the next power of two larger than the longest window dimension within renderGrid().
danij
04:22 Revision ec3cd6d0 (github): Partitioned the members of surface_t related to the surface texture into a new struct material_t. Once the unified texture management model is implemented, we should then refer to a texture in abstract usinf material_t ptrs.
dynlight_t and lumobj_t lists are now linked sequentially using a holding, parent structure (dynnode_t and lumnode_t ... danij

2007-05-20

03:30 Feature #1429: Support for Freedoom
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Actually, I would prefer for Freedom to become Doom II compatible. ...
flamepanther
00:35 Feature #1429: Support for Freedoom
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Well, that's FreeDoom should become Doom2-compatible!
mercury13_kiev
01:33 Revision b08ef0aa (github): Fixed some minor compilation warnings about type conversions with explicit casts.
danij
01:14 Feature #1446 (Closed): Separate saved games for game profiles and users
How feasible would it be for user created profiles (TCs etc.) to have their own saves instead of taking up slots in D... flamepanther
01:09 Feature #1361: Rotation of objects away from walls during map load
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Has this become any more feasible since 2004? I'd like to see such a...
flamepanther
01:02 Feature #1361: Rotation of objects away from walls during map load
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Has this become any more feasible since 2004? I'd like to see such a...
flamepanther
01:02 Feature #1361: Rotation of objects away from walls during map load
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I seem to recall seeing some regular THINGs with a non-zero
angle. (Maybe only in H...
skyjake
00:49 Feature #1428: Support for Chex Quest
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It is my understanding that the official release version of Chex Quest...
danij
00:27 Feature #1427: Support for HACX
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The majority of these should be considered bugs rather than being grou...
danij

2007-05-19

20:43 Revision bbc91d02 (github): Fixed issue with plane glows on twosided middle texture wall segs (lighting was inconsistent with single sided segs).
danij

2007-05-18

04:29 Feature #1429: Support for Freedoom
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FreeDoom is Boom compatible. It will work once all Boom features are ...
yagisan

2007-05-17

20:57 Bug #415: 1.9.5.1 has a very odd behaviour in loading Pwad levels
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I really do need more info on this in order to investigate.
danij
20:45 Feature #1177: Autohide + Floating statusbar options
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Sort of under this heading - I would like an additional setting
for the status bar ...
aemitchell
20:44 Feature #1182: Titlescreen demo sequences using InFine
_(originally posted by anonymous SF.net user)_
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I presume this functionality would include determinat...
skyjake
20:43 Feature #1200: Non-Rectangular Resolutions
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Yes, the sprites are currently not correctly scaled compared
to the display aspect r...
skyjake
20:41 Feature #1223: 16:9 widescreen mode
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A 16:9 wide-screen mode is not a bad idea in itself.
skyjake
20:40 Feature #1228: Damage from nukage splats
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I believe this brings us back to the damaging particles topic.
papercut2
20:37 Feature #1268: Individual sounds for Creatures.
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You can do that with .deds I believe.
I dont think the weapon firing sounds can b...
papercut2
20:35 Feature #1301: Redesigned DED Reader
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I don't intend to update the DED Manager any more. Editing DEDs in a
text editor is ...
skyjake
20:28 Bug #154: Masked texture lines
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Moving to bugs (although, not so in the strictest sense).
danij
20:23 Feature #1367: Ambient Light Level
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hmm, the old gamma correction (F11) still works in Doomsday,
surely, set to 1 is da...
ben2k9
20:20 Feature #1421: Heretic: Save state of inventory in saved games
_(originally posted by anonymous SF.net user)_
This Tracker item was closed automatically by the system. It was
prev...
skyjake
20:19 Feature #1427: Support for HACX
- **status**: open --> closed
- **milestone**: --> Version 1.9
danij
20:13 Feature #1427: Support for HACX
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Issues I've found so far:
-Messages and some menus revert to the Doom font instead ...
flamepanther
20:07 Feature #1434: No vsync option anywhere
- **status**: open --> closed
- **milestone**: --> Version 1.9
danij
20:06 Feature #1435: Old-style sound queing
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It is possible to make this optional if it is not already.
danij
20:04 Feature #1437: OpenAL support
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openal is supported - oddly not working for me right now - but we hav...
yagisan
19:47 Bug #445: WAD Loading/using problem
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All issues resulting in fatal errors with this PWAD have been resolved...
danij
10:43 Revision d788e81d (github): Numerous improvements to the map loading code in order to handle common map structure errors (e.g. no longer crashes when trying to load STARGATE.wad). In practice this means that we don't rely on the subsector seg relationship read directly from a map when building the subsectors in sector tables. Instead we determine the relationships manually.
Linedef->Vertex indices are no longer read from the LINEDEFS lump(s). Instead, we determine the segs used for each si... danij
10:42 Revision 4b309ce4 (github): Numerous improvements to the map loading code in order to handle common map structure errors (e.g. no longer crashes when trying to load STARGATE.wad). In practice this means that we don't rely on the subsector seg relationship read directly from a map when building the subsectors in sector tables. Instead we determine the relationships manually.
Linedef->Vertex indices are no longer read from the LINEDEFS lump(s). Instead, we determine the segs used for each si... danij

2007-05-14

19:10 Bug #445: WAD Loading/using problem
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I've had a quick look at this and the problems are caused by the WAD i...
danij
19:05 Bug #446: Can not walk along walls - gets stuck - beta5
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Please leave it for the deng team to assign priority to tracker items.
danij

2007-05-13

21:22 Bug #446 (Closed): Can not walk along walls - gets stuck - beta5
When upgrading to to doomsday1.9 beta5, I can not walk along walls anymore. the player just stops, until I angle away... kajer
20:09 Revision 0a2dd97d (github): Made GL node data a requirement, removed cvar "bsp-build" and all code relating to manual polygonization from the standard node structure.
danij
16:32 Revision 91ddd656 (github): Adjusted the map data object structures to remove some redundancies.
When the automap "show subsectors" cheat is enabled; draw "minisegs" too (note, these are only present in GL node dat... danij
 

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