Activity
From 2007-05-13 to 2007-05-26
2007-05-26
- 18:48 Bug #448 (Closed): FloorAndCeiling special actions only moves floor
- Special actions 95 and 96 (FloorAndCeiling_LowerByValue and FloorAndCeiling_RaiseByValue) are broken, only moving the...
- 18:44 Bug #447 (Closed): Polyobjects become nonsolid, unusable
- In some levels, polyobjects enter a state in which it is possible to walk through them and it is not possible to USE ...
2007-05-25
- 00:22 Revision c9a1d5d6 (github): Slightly reorganised the view drawing order so that when the player view is completely hidden (e.g. if the automap is fullscreen an opaque) the view border is still drawn. Also fixed a very minor issue with the view border not being drawn during the first few frames in a net game.
- The automap now considers it's parent window to be the player view window and not the viewport.
2007-05-24
- 20:47 Revision d7e099e5 (github): Translate the automap mask and background texture matrices in response to the automap window position.
- 17:44 Revision f6130dc0 (github): Fixed automap render path when number of texture units < 2 (Voodoo2?).
- 16:16 Revision 5d1fb7e9 (github): Fixed the panning issue with the automap mask. We are working in fixed screen space so translation is not necessary.
- 14:20 Revision 76bacfca (github): Replicate the edge fade effect seen in the original games' automap using multitexturing.
- TODO: Still needs a bit of tweaking. Either I'm doing something wrong or DGL_MODULATE_TEXTURE=12 doesn't work as I ex...
- 07:44 Feature #1447 (New): Co-op player actions (giving, healing)
- One thing I think Doomsday needs is the ability to drop items like Ammo and Weapons in CO-OP games to share with othe...
2007-05-23
- 14:38 Revision 0a10126a (github): Exposed MultiTexCoord2f and MultiTexCoord2fv via the gamedgl_t interface.
- 11:16 Revision 9bd44a95 (github): Kill typo gremlin
- 11:15 Revision 482a7250 (github): When making documentation - we are only interested in C/C++/Obj-C
- 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...
- 00:51 Revision 383a13d1 (github): Exported GL_BlendMode() via the Doomsday public API.
2007-05-22
- 22:48 Revision 377e1f18 (github): Added a new multitexturing environment for a simple modulation of two textures.
- 22:13 Revision 2c323a34 (github): Fix segfault in allocateMapData().
- 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.
- 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... - 18:00 Feature #1445: Player Max Ammo Values in Heretic
- - **Milestone**: Next Release --> Eventually
- 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... - 17:42 Feature #1442: PC Speaker Sounds/Emulation
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Some more description...
The sound volume should affect the emula... - 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.
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.
- 13:15 Revision 7b95be55 (github): Changed: Output the ddkey name instead of the ASCII key code in CP_KeyGrabDrawer().
- 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().
- 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 ...
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. ... - 00:35 Feature #1429: Support for Freedoom
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Well, that's FreeDoom should become Doom2-compatible! - 01:33 Revision b08ef0aa (github): Fixed some minor compilation warnings about type conversions with explicit casts.
- 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...
- 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... - 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... - 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... - 00:49 Feature #1428: Support for Chex Quest
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It is my understanding that the official release version of Chex Quest... - 00:27 Feature #1427: Support for HACX
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The majority of these should be considered bugs rather than being grou...
2007-05-19
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 ...
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. - 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 ... - 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... - 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... - 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. - 20:40 Feature #1228: Damage from nukage splats
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I believe this brings us back to the damaging particles topic. - 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... - 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 ... - 20:28 Bug #154: Masked texture lines
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Moving to bugs (although, not so in the strictest sense). - 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... - 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... - 20:19 Feature #1427: Support for HACX
- - **status**: open --> closed
- **milestone**: --> Version 1.9
- 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 ... - 20:07 Feature #1434: No vsync option anywhere
- - **status**: open --> closed
- **milestone**: --> Version 1.9
- 20:06 Feature #1435: Old-style sound queing
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It is possible to make this optional if it is not already. - 20:04 Feature #1437: OpenAL support
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openal is supported - oddly not working for me right now - but we hav... - 19:47 Bug #445: WAD Loading/using problem
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All issues resulting in fatal errors with this PWAD have been resolved... - 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...
- 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...
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... - 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.
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...
- 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.
- 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...
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