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From 2007-05-14 to 2007-05-27

2007-05-27

23:21 Bug #449: Segmentation Violation
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this also happens when hosting from inside the game, the host player...
kajer
21:02 Bug #449 (Closed): Segmentation Violation
NetCl_UpdatePlayerInfo: pl=2 color=0
Segmentation Violation
When I run a dedicated server, out of the box, stan...
kajer
21:02 Bug #446: Can not walk along walls - gets stuck - beta5
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When running dedicated server, this is no longer a problem, just whe...
kajer
18:38 Revision 6267cd1c (github): re-run makedmt.py to ensure generated files are up to date
yagisan
16:45 Revision 65e3d00a (github): give some doxygen love
yagisan
16:28 Revision 2d1487ee (github): may as well commit my mass replace script
yagisan
15:42 Revision 8b294362 (github): give some doxygen love
yagisan
15:41 Revision 48d19e05 (github): give some doxygen love
yagisan
15:41 Revision 0facba20 (github): give some doxygen love
yagisan
15:40 Revision a22379a5 (github): give some doxygen love
yagisan
15:28 Revision 195e083c (github): give some doxygen love
yagisan
15:20 Revision b73094f6 (github): give some doxygen love
yagisan
15:16 Revision dc47596c (github): give some doxygen love
yagisan
14:56 Revision a13f8668 (github): give some doxygen love
yagisan
14:36 Revision 5ebf46b4 (github): I like nice Doxygen output - after all - it seems I'm the only one that reads it ;)
yagisan
12:17 Revision 87717ab2 (github): dos2unix is my friend
yagisan
12:10 Revision d5c35fe2 (github): dos2unix is my friend
yagisan
11:58 Revision 4faf2c8b (github): Only generate documentation on code we use - not convience headers in external
yagisan

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... quietust
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 ... quietust

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. danij

2007-05-24

20:47 Revision d7e099e5 (github): Translate the automap mask and background texture matrices in response to the automap window position.
danij
17:44 Revision f6130dc0 (github): Fixed automap render path when number of texture units < 2 (Voodoo2?).
danij
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.
danij
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... danij
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... smoke_tetsu

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
 

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