Activity
From 2007-05-18 to 2007-05-31
2007-05-31
- 19:33 Revision a8dc3a0c (github): doxygen cleanup
- 19:11 Revision fdc2994c (github): doxygen cleanup
- 18:58 Revision 5886f05d (github): doxygen cleanup
- 17:43 Revision 90d2beca (github): I'd like a warning log please
- 17:36 Revision 19bb6486 (github): actually - those defines were not that good - try these instead - take 3
- 17:27 Revision 7aa50377 (github): actually - those defines were not that good - try these instead
- 17:13 Revision 6255d624 (github): actually - those defines were not that good - try these instead
- 16:16 Revision 3e51d8ee (github): and lo, verily unto you I give these defines - and the masses looked - and saw that these were good defines
- 11:10 Bug #388: Missile speeds (steep vertical angles)
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The Heretic crossbow's side shots need this too. - 08:13 Revision e8608c61 (github): list my future opengl plans
- 05:00 Bug #443: md2, CPU Affinity & FPS (multithread-bug)
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I'm not convinced this is *our* bug. I rewrote the threading code to ...
2007-05-30
- 17:33 Revision b04498c1 (github): Freedoom to be recognised as a valid 'doom 2' style IWAD. It is a mature alternative that I think we _really_ should offer as service to our users. doomu.wad as an alternative for ultimate doom. New command line options -udoom and -freedoom
- 16:23 Revision a1430728 (github): I think I got all the fixmes now
- 16:20 Revision 30bd2c06 (github): more doxygen markup
- 16:15 Revision 9254384a (github): more doxygen markup
- 16:06 Revision 307e686a (github): more doxygen markup
- 16:00 Revision 1e1361d3 (github): I really should get a trained monkey to do this
- 15:49 Revision 6770049e (github): its the neverending story ;)
- 15:45 Revision e0b4ab0a (github): and yet more doxygen markup
- 15:35 Revision 11e04300 (github): flag the fixmes
- 14:30 Revision ce18de4a (github): more doxygen love
- 14:18 Revision 92d09c3e (github): Oh My God. SHould I just alias the word kaiser to automatically genetrate a \fixme block - when I do get to Doom64TC - will I need to gouge my eyes out with a fork ? Does anyone read my commit messages ? stay tuned for all this and more.
- 14:08 Revision a8d083a8 (github): more doxygen love
- 14:04 Revision 4b7cb1cf (github): more doxygen love
- 13:56 Revision aa57ffac (github): doxygenate fixmes too
- 13:35 Revision 55bb4e1f (github): Flag up kludges
- 10:03 Revision 166acab7 (github): doxylove - because we care
- 10:00 Revision 610e7b7c (github): new doxygen tag - \fixme (man - thats means it will take at least a week now to mark up all of those fixmes)
- 09:57 Revision 8ba30201 (github): new doxygen tag - \kludge
- 09:47 Revision 568dc43b (github): Flag some more bugs
- 08:49 Revision 9c3257e1 (github): More doxygen love than you can shake a stick - run doxygen today and see what you've been missing
- 05:36 Bug #449: Segmentation Violation
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i am hosting a game, straight up doom2 ep1 map01... player 1 joins, ...
2007-05-29
- 12:36 Bug #62: Halo clipping vs. masked walls
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This is an interesting problem. If we really want to handle this prope... - 12:27 Bug #52: [Render hack] Fake/see-through bridges
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See my comments here: http://sourceforge.net/tracker/index.php?func=de... - 12:23 Bug #376: [Hexen MP] Weapons for all player classes
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Basically this requires that all weapons are spawned on the map for al... - 12:19 Bug #412: Using diffrent weapon ammo bug
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I have been rewriting the player weapon management so that it can hand... - 12:13 Bug #110: [Render hack] TNT map09: Transparent window is not transparent
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We are almost ready to begin supporting these tricks.
I've been in ... - 12:02 Bug #317: PO_TranslateToStartSpot: Multiple polyobjs in a single ssec
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We plan to change polyobject handling to use an origin mobj and there... - 11:56 Bug #365: jDoom64: Save games crash
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I'm not sure (haven't looked into this yet) but it is likely to be rel... - 11:53 Bug #388: Missile speeds (steep vertical angles)
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To fix this, the calculations need to use an equation which takes into... - 11:51 Bug #405: Pitch changes do not work, can't change frequencies
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My system uses the same on-board sound chipset as mentioned in this re... - 11:48 Bug #426: Client can't do any damage with weapon, then crashes
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Yes it is. We are currently in the process of changing how firing is h...
2007-05-28
- 18:54 Revision e5f5f9f4 (github): doxygen love
- 06:50 Bug #329: [Heretic|Hexen] Afrit/Gargoyle death, endless frame loop
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bump - whats happening here ? - 06:49 Bug #321: wrong texture used
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bump - whats happening here ? - 06:49 Feature #1406: Record particles and other effects in demos
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I have added a note into the beta6 release plan that clients should record local
ef... - 06:48 Bug #302: Cacodemons getting stuck.
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bump - whats happening here ? - 06:46 Bug #230: Particle Generator bug with sunken floors
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bump - whats happening here ? - 06:45 Bug #216: Wrong model rendered (Model Selector/DED reader)
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bump - whats happening here ? - 06:43 Bug #214: Models not rendered if the sector they are in isn't vissible
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bump - whats happening here ? - 06:43 Feature #1314: Particle spawn rate affected by mobj visibility
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Yes that would be a much better sollution (assign more
particles to objects nearby)... - 06:40 Bug #144: Multiple Overlapping Items
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bump - whats happening here ? - 06:40 Bug #62: Halo clipping vs. masked walls
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bump - whats happening here ? - 06:39 Bug #52: [Render hack] Fake/see-through bridges
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bump - whats happening here ? - 06:36 Feature #1171: Center HUD weapon position when firing
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I guess the following bug is somewhat related to this but a
bit more of a problem.
... - 06:34 Bug #376: [Hexen MP] Weapons for all player classes
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bump - whats happening here ? - 06:31 Bug #412: Using diffrent weapon ammo bug
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bump - whats happening here ? - 06:26 Bug #444: demo writing writes strange "vibrations"
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yeach - the very well known demo playback is buggered. Oh skyjake ...... - 06:24 Bug #110: [Render hack] TNT map09: Transparent window is not transparent
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bump - whats happening here ? - 06:23 Bug #174: Particles sticking to sky walls
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bump - whats happening here ? - 06:20 Bug #317: PO_TranslateToStartSpot: Multiple polyobjs in a single ssec
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bump - whats happening here ? - 06:19 Bug #362: jDoom64: No music in some levels
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bump - whats happening here ? - 06:19 Bug #365: jDoom64: Save games crash
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bump - whats happening here ? - 06:18 Bug #385: Hexen Common CTD - Segmentation Violation
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closing - fixed in svn - 06:17 Bug #388: Missile speeds (steep vertical angles)
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bump - whats happening here ? - 06:16 Bug #405: Pitch changes do not work, can't change frequencies
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bump - whats happening here ? - 06:14 Bug #408: segmentation violation / "ran out of things"
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closing - fixed in svn - 06:12 Bug #442: Final Doom, TNT hangs in level 8
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Closing - fixed in svn - 06:07 Bug #426: Client can't do any damage with weapon, then crashes
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is this still happening in 1.9.0beta5.1 ? - 06:05 Bug #94: Wrong flat textures on clientside
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bump - whats happening here ? - 06:03 Bug #115: Player anims broken on client
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bump - whats happening here ? - 06:02 Bug #407: Crushing ceilings stall and won't restart
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Closing - Fixed in svn - 05:50 Bug #411: Game crashes when startig new game in TNT Evilution
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Closing - it is fixed in svn
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... - 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... - 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... - 18:38 Revision 6267cd1c (github): re-run makedmt.py to ensure generated files are up to date
- 16:45 Revision 65e3d00a (github): give some doxygen love
- 16:28 Revision 2d1487ee (github): may as well commit my mass replace script
- 15:42 Revision 8b294362 (github): give some doxygen love
- 15:41 Revision 48d19e05 (github): give some doxygen love
- 15:41 Revision 0facba20 (github): give some doxygen love
- 15:40 Revision a22379a5 (github): give some doxygen love
- 15:28 Revision 195e083c (github): give some doxygen love
- 15:20 Revision b73094f6 (github): give some doxygen love
- 15:16 Revision dc47596c (github): give some doxygen love
- 14:56 Revision a13f8668 (github): give some doxygen love
- 14:36 Revision 5ebf46b4 (github): I like nice Doxygen output - after all - it seems I'm the only one that reads it ;)
- 12:17 Revision 87717ab2 (github): dos2unix is my friend
- 12:10 Revision d5c35fe2 (github): dos2unix is my friend
- 11:58 Revision 4faf2c8b (github): Only generate documentation on code we use - not convience headers in external
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 ...
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