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From 2007-11-12 to 2007-11-25

2007-11-25

20:35 Revision 88ee0650 (github): Updated the Visual C++ solution to work with Visual C++ 2008 Express Edition.
danij

2007-11-24

02:13 Revision cd59361e (github): Improvements to the blockmap visualizer. Can now show both blocklinked linedefs and subsectors.
danij

2007-11-23

22:15 Revision 00a3f01a (github): Fixed missing function P_GetXSectorOfSubsector in jDoom.
danij
02:52 Revision 5dc77729 (github): Fix a FTBFS on Linux
yagisan
02:49 Revision 491433ee (github): Polyobjects were missing from the automap in jHexen.
danij
02:31 Revision 3e027594 (github): Removed P_BlockPolyobjsIterator from the Doomsday public API, as it has been superseded by the more versatile P_PolyobjsBoxIterator.
danij
01:11 Revision 461c3ebe (github): Fixed the problem of being able to walk through polyobjects depending on their current state. A linkpolyobj ring issue.
danij

2007-11-22

20:40 Revision 7e099e4a (github): Massive update of the playsim to floating point math.
Part 31 (last) danij
19:42 Revision 0ff2e91c (github): Massive update of the playsim to floating point math.
Part 30 danij
19:39 Revision 6faa97d3 (github): Massive update of the playsim to floating point math.
Part 29 danij
19:36 Revision 4acc6b5d (github): Massive update of the playsim to floating point math.
Part 28 danij
19:31 Revision 471adca8 (github): Massive update of the playsim to floating point math.
Part 27 danij
19:25 Revision 6f13ea69 (github): Massive update of the playsim to floating point math.
Part 26 danij
19:21 Revision bb101363 (github): Updated jhexen.vcproj with new source files.
danij
19:19 Revision 8a14e2ea (github): Massive update of the playsim to floating point math.
Part 25 danij
19:18 Revision 91181654 (github): Massive update of the playsim to floating point math.
Part 24 danij
19:16 Revision af1b2e50 (github): Massive update of the playsim to floating point math.
Part 23 danij
19:13 Revision ad09fa97 (github): Massive update of the playsim to floating point math. Started splitting up h2def.h into separate, subsystem/object scope files.
Part 22 danij
19:10 Revision a1b97133 (github): Massive update of the playsim to floating point math.
Part 21 danij
19:07 Revision 9dbbf357 (github): Massive update of the playsim to floating point math.
Part 20 danij
19:05 Revision 67a29ff2 (github): Massive update of the playsim to floating point math.
Part 19 danij
19:03 Revision 62bd7587 (github): Massive update of the playsim to floating point math.
Part 18 danij
19:01 Revision bc3f9ccb (github): Massive update of the playsim to floating point math.
Part 17 danij
18:56 Revision 5791356b (github): Massive update of the playsim to floating point math.
Part 16 danij
18:54 Revision 335c1a97 (github): Massive update of the playsim to floating point math.
Part 15 danij
18:51 Revision 81d04dad (github): Updated jdoom.vcproj
danij
18:50 Revision 373ec2d2 (github): Updated style, cleaned up.
danij
18:48 Revision 5847aae9 (github): Wall glow definitions were missing for DOOM.
danij
18:47 Revision fe2674cf (github): The blockmap grid can no longer be viewed in the automap. It was of little use to players (only those hardcore enough to use DOOMs blockmap LOS related issues to their advantage) and we now have a new engine-side blockmap visualizer.
danij
18:43 Revision e980ce3e (github): Massive update of the playsim to floating point math.
Part 14 danij
18:39 Revision f4e29bd0 (github): Massive update of the playsim to floating point math.
Part 13 danij
18:38 Revision f7457b58 (github): Massive update of the playsim to floating point math.
Part 12 danij
18:36 Revision 0bb362fd (github): Massive update of the playsim to floating point math.
Part 11 danij
18:31 Revision e7a337f1 (github): Massive update of the playsim to floating point math.
Part 10 danij
18:28 Revision 2888a385 (github): Massive update of the playsim to floating point math.
Part 9 danij
18:25 Revision 4a8b282a (github): Massive update of the playsim to floating point math.
Part 8 danij
18:21 Revision c4eec1c7 (github): Massive update of the playsim to floating point math.
Part 7 danij
18:12 Revision 267b7acf (github): Massive update of the playsim to floating point math.
Part 7 danij
18:10 Revision 151b7e25 (github): Added new source files to Doomsday.sln and updated vcbuild.
danij
18:08 Revision 2931b416 (github): Massive update of the playsim to floating point math.
Part 6 danij
18:04 Revision a814a9d6 (github): Massive update of the playsim to floating point math. Further updates to the new blockmap handling. Merged all routines for wall seg section drawing, we now use one parametrized routine for all types of wall seg.
Part 5 danij
17:56 Revision aea84bd0 (github): Massive update of the playsim to floating point math. Further updates to the new blockmap handling. Implemented a new visualizer to aid with debugging blockmap issues.
Part 4 danij
17:53 Revision 4e83b39c (github): Massive update of the playsim to floating point math. Further updates to the new blockmap handling.
Part 3 danij
17:44 Revision 6a176b94 (github): Massive update of the playsim to floating point math. Further updates to the new blockmap handling.
Part 2 danij
17:41 Revision d9fa9a3b (github): Massive update of the playsim to floating point math. Further updates to the new blockmap handling.
Part 1 danij
17:37 Revision 79a819a9 (github): Texture offsets in rendpoly_t are now in a vector.
danij
17:36 Revision 8abcfa46 (github): Fixed file encoding.
danij
17:35 Revision d5420443 (github): PSprite offset coordinates are now floats. Fixed a lighting problem with masked middle textures.
danij
17:33 Revision 0d4e1f84 (github): Added a further mode to the fullscreen console toggle, now goes from one line > half height > fullheight.
danij
17:20 Revision f55fe042 (github): Updated style, cleaned up.
danij
16:51 Revision 06785b2b (github): Split the code for the concepts of A) luminous object in the world (lumobj_t) and B) Projected light on a surface (dynlight_t) into separate source files in preparation for further work.
Enhanced the dynlight linked with an option to link into a surface light list so as they are sorted by brightness at ... danij
16:44 Revision 11101eff (github): Split the CD-DA/Rebook audio playback in the Doomsday default WIN32 sound driver into its own source file in preparation for future development. Updated style, cleaned up.
danij
16:43 Revision 09f20019 (github): Updated style.
danij
16:42 Revision eef25534 (github): Updated style, cleaned up.
danij
09:52 Revision c4a79694 (github): back out my current projects
yagisan
09:51 Revision 5810e54a (github): back out my current projects
yagisan
09:47 Revision 8d078b97 (github): back out my current projects
yagisan
09:45 Revision 28992919 (github): back out my current projects
yagisan
09:43 Revision bb1bef92 (github): back out my current projects
yagisan
09:41 Revision 728502bf (github): back out my current projects
yagisan
09:36 Revision 6d46e3fd (github): back out my current projects
yagisan
08:42 Feature #1457: [MP] Option to choose items/weapons/ammo on spawn
Sounds like a good idea to me. Won't happen until after the unified client/server restructuring for single and multip... danij
08:41 Feature #1147: Windows NT4?
_(originally posted by anonymous SF.net user)_
Logged In: YES
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Thank you for taking my request into ...
skyjake
07:41 Bug #452: doomsday will not start on solaris
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Originator: NO
removing from self
yagisan
07:40 Bug #473: Multiple Vulnerabilities - buffer overflow, DoS
Logged In: YES
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Originator: NO
removing from self
yagisan
07:39 Bug #482: Controls and weapon switching.
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Originator: NO
removing from self
yagisan

2007-11-21

13:55 Revision e11d20d7 (github): de-verboseify this - it's actually useful to see so I can diagnose why certain files won't play.
yagisan

2007-11-19

07:37 Revision 670b46a3 (github): Expose the coop items respawn toggle for jdoom because I'm sick of running out of ammo. Of course those rocket boxes and plasma cells should magically appear out of nowhere - it adds to the realism - really ...
yagisan

2007-11-16

16:50 Revision bc05c3fc (github): Removed some garbage code that would lead to a GL stack overflow after the UI was opened enough times. Cheers to yagisan for spotting it.
danij
10:48 Revision 2d36e03e (github): Commit DaniJs dyn lights bugfix
yagisan
09:39 Revision 9bead20d (github): Fixed an off by one in the menu fog layer iteration. Added the correct WolfTC menu sounds.
danij
08:11 Revision c02bc751 (github): Fixed heap corruption caused by a logic change in Con_UpdateKnownWords(). Cheers to yagisan for finding it.
danij
07:20 Revision 94640a1c (github): Rangechecking on by default - SDLsound off by default
yagisan
00:10 Bug #493 (Closed): Plane move issue
ltc_plane_move commands don't seem to work if in a chain script.
As for the basic description. Dani said it was cl...
vermil

2007-11-15

23:48 Bug #492 (Closed): ltc_wall_texture doesn't work
As the summary suggest's, "ltc_wall_texture" doesn't seem to work at tall in 1.9 beta 5.x
*Labels:* XG
vermil
23:35 Bug #491 (Closed): Tiny blood splat editing bug
By default the blood splat's spawn state is "Blood1".
But if the attack does more than a certain ammount of damage...
vermil

2007-11-14

22:38 Bug #490 (Closed): "Too many objects" errors using Final Doom wads.
Hello! It seems that when playing through the Final Doom wads, the game will kick out with an error stating somethin... airacobra
22:33 Bug #489 (Closed): Supercharge has incorrect value!
Hello! Erm, I've been playing through jDoom and I've noticed that supercharges only give +50 health (to +200 absolut... airacobra
21:01 Bug #488 (Closed): end level xg class bug
It appears that the "end level" xg class in Beta 5.1 always takes the user back to Map01 if a specific map isn't spec... vermil
03:27 Bug #467: Segmentation Violation
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Originator: NO
I also get that segmentation violation error... in Plutonia, every ti...
airacobra

2007-11-13

06:58 Revision 48e6448f (github): Yagisan found another Con_BufferGetLines() usage issue.
danij
06:25 Revision 06a3c0bc (github): Attempt to fix the issues with the usage of Con_BufferGetLines().
danij
05:11 Revision e5073cd5 (github): apparently these modify global data so multi-threading them isn't a good idea.
yagisan
 

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