Activity
From 2007-07-24 to 2007-08-06
2007-08-06
- 23:50 Revision e564670e (github): And here we go with the contrast enhancement. I think it improves the readability quite nicely, in Doom, too.
- 23:35 Revision cafc49f8 (github): Fixed HQ2x scaling to work on big-endian processors.
- Magic tricks to improve readability of the original font lumps. When the font lumps are being uploaded, the DD_UPSCAL...
- 19:59 Bug #466: MUS Music skips on loop
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Sorry for my confusing report. The bug occurs in Doomsday 1.9.0-beta... - 19:43 Bug #466 (Closed): MUS Music skips on loop
- * When a MUS file reaches the end of the song and loops back to the beginning there is a slight pause. (as if it is r...
- 19:40 Revision 8d770da6 (github): Fixed loading of detail textures. The correct level of gray mipmap contrast is saved as flags in the texturecontent_t, to be applied when the texture is really uploaded.
- 18:53 Revision 2e9caafd (github): Map titles aren't supposed to be typed in, and the type-in that was there didn't work (was not animating).
- 12:21 Revision ab0e2a5d (github): Rewrote Rend_WallHeightDivision() to use vertex line owners instead of sector owners and so that it works with an unlimited number of planes per sector. Also, the sector owners have now been removed (nothing remains that uses them).
- Todo: By utilizing the line owners we know that floor/ceiling heights in the next (anti)clockwise sector can be clipp...
- 06:24 Revision 907d2e85 (github): Further optimized renderWalls() to reduce the number of DMU calls. This includes using P_SubsectorBoxIterator() to reduce the number of subsectors in the set that must be drawn to those (possibly) within the map's view frame (instead of attempting to draw the lot).
- Still, the greatest cause of slowdown when drawing the automap is due to the number of DMU calls and the associated p...
- 03:26 Revision 27cce3e4 (github): Exported Doomsday's P_SubsectorBoxIterator().
- 02:51 Revision e0333cbb (github): Fixed sector blockbox determination during map load.
- 00:34 Revision d87c71fb (github): Added V2_Rotate() as an exported function in doomsday.def
2007-08-05
- 21:40 Revision 76131616 (github): Tuning & fixing of the automap:
- * Scale factor simplified and zoom speed fixed to be constant (always multiply/divide scaling factors...). If the map...
- 19:18 Revision d9991cba (github): Default chat bindings. It would now appear that all the default bindings are present.
- Commented out old GBC_* enums.
- 18:01 Revision b9d42940 (github): The jump control is now working as an impulse.
- Better handling of player controls while paused. When pause ends, the ccmd "resetctlaccum" is called, which clears al...
- 16:16 Revision c9bf896a (github): DD_Execute() and DD_Executef() had the 'silent' parameter confusingly in different places in the arguments list, now consistently (silent, cmd, ...).
- Automap controls and the map binding classes are now working. However, map zooming and panning seems broken: zooming ...
2007-08-04
- 22:57 Revision c2cb83d4 (github): Artifact controls and default bindings.
- 18:04 Revision fceef12b (github): Tying up some loose ends:
- * Hexen menu colors (and Heretic, too, probably) were all black because the monochrome conversion produced only black...
- 16:26 Revision 853d4e77 (github): Fixed problem with key press duplication in curses-based console.
2007-08-03
- 19:02 Bug #465 (Closed): Couldn't open dmg file
- I downloaded the latest version of Doomsday (Doomsday 1.9 beta-5), for MacOS X. But the dmg file simply won't open. M...
- 02:58 Bug #464: Strafe button MB2
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I found a fix in the console "ctl-use-dclick 1"
- 01:42 Bug #464 (Closed): Strafe button MB2
- In the original DOOM's I use Mouse Button 2 to Strafe, and double clicking Strafe (Mouse Button 2) would open doors a...
2007-08-02
- 00:25 Revision c175f183 (github): Re-enabled mouse filtering by pretty much restoring the old implementation. Filtering has to be done at the source of the data to be effective. Modified old implementation so that now we use floats.
- Witness the silky smooth mousing!
2007-08-01
- 23:14 Revision 910ca7c1 (github): When using SDL input for mouse, ignore the first nonzero XY offset, as it appears it's a large jump from whatever SDL is using as its initial mouse position. Fixes the problem of the odd warp in the view angles the first time the mouse is touched.
- Some cleanup in p_user.c.
- 18:03 Revision 4146a331 (github): its always the little things that trip you up - part deux
- 17:46 Revision 525f5ad6 (github): its always the little things that trip you up
- 17:37 Revision 8714e136 (github): add cmake checks for directinput and directsound on win32
- 17:17 Revision f1dd9a14 (github): remove macro _T - causes gcc for FTBFS
- 16:42 Revision 0f4223cf (github): add eax to the includes list
- 16:27 Revision eb03a9b7 (github): O_O fix typo, remove diagnostics
- 16:17 Revision cd5bde3b (github): fix typos
- 16:15 Revision 84a5dbc4 (github): add some diagnostics
- 16:02 Revision bd326fcd (github): FindEAX take 3
- 15:57 Revision cf2b7f1d (github): FindEAX take 2
- 15:35 Revision 8dddaa83 (github): um yes- path names would help
- 15:25 Revision 46c5abf1 (github): Create a FindEAX module for Win32
- 12:24 Revision bef34667 (github): Fixed problem with writing incorrect WAD header when copying map data lumps to the cached data file (the first sizeof(header) - 8 * numcopied lumps was written too which was scrambling the beginning of the THINGS lump).
- 00:19 Revision 3fe13250 (github): Fixed an issue with curses crashing due to winText not being created in dedicated mode. The dedicated mode is now checked and initialized as the very first thing.
- Got rid of the old BT_ATTACK and BT_USE flags, which now tap directly into the brain, as one might say.
2007-07-31
- 22:22 Bug #463 (Closed): Netgame moving walls stop upon death
- During a netgame if a player dies near moving walls,platforms and such occasionally these will stop functioning somet...
- 22:20 Bug #462 (Closed): Netgame crash on respawn
- Sometimes upon a player respawn in a co-op or Deathmatch netgame the game will crash displaying segmentation violatio...
- 18:27 Revision 99460da6 (github): Introducing the playerbrain_t, which will replace ticcmd. (At the moment, ticcmd hasn't still been removed and is used in many places.) It serves much the same purpose, but is not constrained by having to be compatible with the engine or needing to be compact. The PlayerThink does what the brain tells it to do, if possible.
- Added some weapon impulses.
- 13:46 Revision 9361c298 (github): Added a log message to dpMapLoad making it explicit when we build and when we load from cache including time taken.
- 13:44 Revision 574fbd05 (github): Added Sys_SetActiveWindow() to change the currently active window. Other win32 fixes.
- 12:43 Revision 336dec67 (github): Begun re-factoring the way we load map data by requiring a full node build. This code *should* work and will copy the required lumps into a wad in the bspcache folder, then generate the entire bsp afresh into the same file before being loaded in Doomsday via the auxiliary lump list.
- 10:42 Revision 0db6b314 (github): Jaakko's crusade for Usability of APIs continues: I made the (IMO) exceedingly cumbersome Sys_GetWindowDimensions() function unnecessary with a global pointer to the current ddwindow_t. To access the details of the window where drawing is currently being done, just use e.g., "theWindow->width", or "theWindow->bpp".
- The requirement to call a 5-parameter function, which may on top of that fail for reasons unknown, necessitating erro...
- 09:27 Revision 7a605492 (github): add newlines to makee gcc quiet
- 04:03 Revision 049014fa (github): Updated our DirectX-based input to work with the new ddevent_t design. Mouse and joystick should now be working again.
- 03:07 Revision 72166b3d (github): Updated exports.
- 03:06 Revision e8b036bb (github): Fixed camera movement. When player is a camera momentum should be lost almost instantly when not moving (in order to position precisely).
- 03:03 Revision a586461d (github): Added missing new line characters to some busy mode messages.
- 00:03 Revision 7783df97 (github): Pause-related improvements: there is now a common "pause" ccmd. When the game is paused, PlayerThink is still called but only to poll the controls and throw away the accumulated data.
- Added some default menu and UI bindings.
2007-07-30
- 18:51 Revision 19f21b59 (github): Do smooth scrolling of the busy text messages. Could be cleaned up a little.
- 16:39 Revision ed8570a0 (github): Added the "console" class, which gets activated upon opening of the console.
- Binding classes can be marked for acquisition of the entire keyboard device. The "console" class uses this to prevent...
- 15:58 Revision 4252cefc (github): Saving the bindings automatically to (game)-bindings.cfg, and reading them during startup. Now custom bindings are saved and restored properly.
- 15:06 Revision d8b5bb05 (github): Use, Attack, and Strafe controls are now working, too.
- Also tested the use of state conditions to implement strafing, works fine.
- 11:46 Revision 5bbcb61c (github): Why was danij's commit undone....?
- 11:41 Revision 5a62f4df (github): Fixed movement stuttering, which was due to unsynchronized fixed triggering of players. Renamed M_CheckTrigger to M_RunTrigger, and created a new M_CheckTrigger for const trigger_t* usage. This will allow sharing a single trigger for many users.
- Fixed compiler warnings in drOpenGL on UNIX builds.
Renamed P_AddPlayerControl to P_NewPlayerControl.
Updated Xco... - 02:39 Revision da1ffe80 (github): Updated input captured via a dedicated console to work with the new ddevent_t design.
- 02:37 Revision 27f78a8c (github): Changes to doomsday.def for M_CheckTrigger() and to temporarily reintroduce obsolete player input functions to allow build to work. Other minor fixes.
- 00:01 Revision 354ac965 (github): Exported the new Doomsday public API routines for controls. Fixed various compilation errors/warnings under win32.
2007-07-29
- 18:05 Revision 3b25fcd4 (github): Default bindings for basic player movement. Turning, walking, sidestep, and lookdir working correctly.
- Attempting to get the player movement working as it used to. Ticcmd_t will be removed, but for now we can put the new...
- 12:46 Revision 67f4156c (github): Conversion of command bindings to text.
- Clearing all bindings and binding classes.
Deleting a specific binding based on identifier.
Inverse flag must affect ... - 00:36 Revision c36d6f7d (github): Continued working on the bindings. Translation of the bindings back to textual format is halfway done (works for device bindings). The "bindevent" and "bindcontrol" commands are now available in the console, as are "listbindings" and "listbclasses".
- Command bindings cause associated device state to be marked with the highest binding class also, as they can also sha...
2007-07-28
- 23:23 Revision a842ec0f (github): Here the writebuf is not null-termined, so using strlen() leads to big problems.
- 21:35 Revision c57c4eb8 (github): Slight tweak to handling of console command recognition when executing commands. The user is automatically provided with help text if there is a command of the provided name, but the arguments don't match.
- 21:03 Revision 3fb0bfc4 (github): Updated with new source files.
- 18:46 Revision 14455e33 (github): Obsolete. Causing FTBFS
- 18:25 Revision 963cbd29 (github): Misc:
- + verbosity conflict (global "verbose") -- ArgExists() counts instances
Input Improvements:
+ sys_input: button clic... - 15:18 Revision 31ed9f50 (github): add LZSSEXPORT to all functions in lzss/win32/src/main.c to fix FTBFS witn MinGW
- 15:14 Revision 44ebf484 (github): renamed lzss find.c/find.h functions names that conflict with win32/src/sys_find_file.c (head was done in previous commit)
- 15:06 Revision 4bc5eb92 (github): missing newline
2007-07-27
- 19:03 Revision bb82ab62 (github): the win32api headers indicate using _T is not such a good idea, and removing the last lot fixed a FTBFS, so remove another one
- 18:53 Revision f7b59a76 (github): yet another untested commit. glad we have buildbots for that sort of thing
- 18:46 Revision 9297a4f3 (github): this should match the msdn docs, and work now. if not I'll revert it
- 18:31 Revision 5758e623 (github): add missing newline to shut up gcc, so I can find more important errors
- 18:27 Revision b3ab1818 (github): Shouldn't these be pointers ?
- 16:56 Revision e5809c32 (github): Add R_InitLinks timing code from danij
- 15:22 Revision b7efb555 (github): We don't support ZDBSP compressed nodes. Comment it out unless some masochist wants to play with it
- 14:29 Revision 2ff117d5 (github): Merge in glbsp 2.24 (svn 453)
- 09:46 Revision 7e321f23 (github): hands DaniJ a coffee
- 09:42 Revision 9caa27ce (github): lowercase DaniJ ;)
- 00:13 Revision 528e218a (github): Updated style and cleaned up.
- 00:06 Revision 419de1e3 (github): Updated style and cleaned up.
- 00:03 Revision d7ede85c (github): Updated style and cleaned up.
- 00:03 Revision b281f181 (github): Updated style and cleaned up.
2007-07-26
- 23:56 Revision 9cd2a512 (github): Moved old sfx code using DirectSound3D + EAX into the attic (found in driver_sndcmp.cpp).
- 14:27 Revision 4905d8a3 (github): Added Doom64TC to the Xcode project so that I can see whether it breaks when I make changes. Introduced also the fractional game ticker.
- 14:18 Revision 9836ebbe (github): Added WolfTC to the Xcode project so that I can see whether it breaks when I make changes.
- The WolfTC sources should be made to use the wolftc.h convenience header so that Xcode is not confused about headers ...
- 12:48 Revision 7a547727 (github): Change my email address to the "eternal" iki.fi one.
- 12:31 Revision 5bdb0a90 (github): Big-ass commit with Jaakko's copyright year update to all files, but also the beginnings of the new player controls code. A bit of cleanup and fixes have been done to the joystick handling in dd_input.c and sys_input.c (any number of axes supported; deadzone and scaling fixed).
- Added P_PlayerThinkLookAround(), which will, after P_GetControlState() materializes, be handling the player view angles.
2007-07-24
- 13:49 Revision 499105f1 (github): Updated with new files.
- 13:49 Revision 8b2980ff (github): Fixed return value of initTimingSystem(). SDL_Init() returns zero on success, which was interpreted as an error code.
- Now I can run the game again, yay! :)
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