Activity
From 2007-11-25 to 2007-12-08
2007-12-06
- 12:18 Bug #484: Controls stick, continuous fire
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OK, looking forward to it :) - 11:47 Bug #484: Controls stick, continuous fire
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If all goes to plan, 1.9.0-beta6 should be released sometime around Ch... - 10:40 Bug #484: Controls stick, continuous fire
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Can you say when beta6 is going to be released? The package maintainer... - 09:25 Bug #484: Controls stick, continuous fire
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This issue appears to only affect the 1.9.0-beta5.2 release specifical... - 10:36 Feature #1443: Fog options should be available in UI
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If you don't want fog then the best thing to do is to disable whatever... - 09:33 Feature #1443: Fog options should be available in UI
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Forgive my petulance for reopening this bug, but the fog is till both... - 09:23 Bug #495: Unable to change weapons
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This seems to be a duplicate of #1809223.
2007-12-05
- 14:58 Feature #1443: Fog options should be available in UI
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Then what can one do when he doesn't want fog, because it causes too ... - 14:53 Bug #484: Controls stick, continuous fire
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I have a similar problem. When pressing certain keys, the game is paus...
2007-12-03
- 17:42 Revision ea9d7357 (github): Due to the fact that we skip drawing the first few frames of the level and we don't clear the color buffer if not drawing a player view, we end up with HOM.
- This isn't a fix. Just make it less noticeable by hiding the other HUDs for those first few tics.
- 06:37 Revision 7a2f6fca (github): Fixed bug: Missiles would not hit upper/lower linedef sections and would move through them and be warped to the height of the ceiling on the other side before exploding.
- 06:35 Revision 7ff80d93 (github): Fixed problem of lines being coloured incorrectly in the automap (we were getting the back sector of a seg instead of the linedef).
- 06:34 Revision c7107eea (github): Fixed missing return value for the "give" console cmmd.
- 06:33 Revision fb0493d4 (github): Began separating the map loading code into two phases:
- * Read and transform the map data from WAD into an intermediate format.
* Send the transformed map data through an AP... - 06:28 Revision e4cb6261 (github): Began separating the map loading code into two phases:
- * Read and transform the map data from WAD into an intermediate format.
* Send the transformed map data through an AP... - 06:27 Revision be76a846 (github): Began separating the map loading code into two phases:
- * Read and transform the map data from WAD into an intermediate format.
* Send the transformed map data through an AP... - 06:25 Revision 7405c450 (github): Began separating the map loading code into two phases:
- * Read and transform the map data from WAD into an intermediate format.
* Send the transformed map data through an AP...
2007-12-01
- 17:42 Revision 9843c22c (github): Fixed bug#1786091 - Crash when using the "give" cheat when not in-game.
- 16:59 Revision 31dce514 (github): Fixed bug: If texture gamma is changed from the default; during startup GL_DoUpdateTexGamma is called before the file manager has loaded PLAYPAL and thus LoadPalette will fail. Check whether the texture manager is online before attempting to do any updating (if its not, we don't need to do an update anyway).
- 15:51 Bug #415: 1.9.5.1 has a very odd behaviour in loading Pwad levels
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I'm assuming that this issue is no longer relevant in 1.9.0-beta6 so, ... - 15:47 Bug #447: Polyobjects become nonsolid, unusable
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Fixed in svn for 1.9.0-beta6 - 15:45 Bug #467: Segmentation Violation
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This isn't a bug. The map you are trying to play uses a feature not cu... - 15:42 Bug #469: Give command crash
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Fixed in svn for 1.9.0-beta6 - 15:34 Bug #470: Door Illusions
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Fixed in svn for 1.9.0-beta6 - 15:22 Bug #479: Co-Op Dedicated Server
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I'll implement both a time out and a means for clients to advance the ... - 15:17 Bug #486: moving objects in E2M2 not functioning
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This issue has been fixed in svn for 1.9.0-beta6 - 15:14 Bug #492: ltc_wall_texture doesn't work
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I've just checked and it seems to work for me. Perhaps you are using i... - 15:12 Bug #495: Unable to change weapons
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This issue has been fixed in svn for 1.9.0-beta6 - 08:31 Bug #495: Unable to change weapons
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This has nothing to do with Eternal Doom. I tried plain Doom2, and e... - 15:10 Bug #490: "Too many objects" errors using Final Doom wads.
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This problem has been fixed in svn for 1.9.0-beta6 - 15:09 Bug #487: particle problem
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This happens when the particle textures have not been loaded for the p... - 15:03 Bug #496: DG_PushMatrix: Stack overflow.
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This problem has been fixed in svn for the upcoming 1.9.0-beta6 - 14:28 Bug #496 (Closed): DG_PushMatrix: Stack overflow.
- When starting Doom2 from Snowberry, I see the console appear, and text run in it. After that, the display goes light ...
- 14:32 Bug #494: Win2k, Snowberry: gdiplus.dll not found
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Simply installing 2.0 framework didn't do it. It placed the dgiplus....
2007-11-30
- 16:10 Revision c23fc671 (github): Moved P_SetMobjPosition and P_UnsetMobjPosition into plugins/common/src/p_map.c
- 15:17 Revision 55ceb89d (github): Further reorganizing of the thing spawn process. Now done ASAP after the engine has finished loaded the map.
- Removed fixed MAX_MACE_SPOTS limit in jHeretic (was 8).
Removed fixed MAX_BOSS_SPOTS limit in jHeretic (was 8). - 13:49 Revision 5f139163 (github): Moved polyobj creation/spawn earlier on in the map load process and alongside mobjs in P_SpawnMapThing. Fixed a bug in the logic which could result in accessing free'd memory.
- 03:39 Revision 9d521ae6 (github): Redesigned the way polyobjs are created/spawned into the map (in preparation for extracting them completely from the world geometry). The engine now has full control over the construction process whilst the game provides the blueprint.
- 01:07 Revision bfe3160b (github): Be consistent with our c-string use. We currently use ANSI strings throughout, so thats what we'll pass to WIN32 funcs.
2007-11-29
- 23:22 Revision f8b23e86 (github): On second thoughts, we are far too near the beta6 release to begin the messy job of changing our internal c-string representation(s). I'll return to this post beta6. For now, make sure to build with multibyte c-strings set as the default instead.
- 17:47 Revision aee687d2 (github): Updated c-style string use to work correctly regardless whether _UNICODE is defined or not by utilizing the "smart" names for the various wchar/char functions.
- 15:58 Revision 425566f9 (github): Previously, Doomsday would automatically put any textures with the prefix SW1 with a SW2 texture of the same name into a "precache group". This was fine if you assume that all the games use the same naming convention. However this is not the case. Instead, these "precache groups" are now defined explicitly in DED Group definitions to remove any ambiguity.
- 15:54 Revision 1bbb3ec0 (github): Begun implementing material_t which is an abstract interface to textures/flats/sprites/etc so that they can be referenced through one continuous database. Currently though, only flats, textures and ddtextures are interfaced through materials. Once all the various graphic resource types can be interfaced through material_t I'll fold the indices into one continuous range so that materialtype parameter can be removed.
- Fixed issues with renderer warm resets, we were not updating ptrs to translations, materials etc after realloc'ing.
F... - 15:53 Revision 358f0dcf (github): Begun implementing material_t which is an abstract interface to textures/flats/sprites/etc so that they can be referenced through one continuous database. Currently though, only flats, textures and ddtextures are interfaced through materials. Once all the various graphic resource types can be interfaced through material_t I'll fold the indices into one continuous range so that materialtype parameter can be removed.
- Fixed issues with renderer warm resets, we were not updating ptrs to translations, materials etc after realloc'ing.
F... - 15:51 Revision 4e57a5f5 (github): Begun implementing material_t which is an abstract interface to textures/flats/sprites/etc so that they can be referenced through one continuous database. Currently though, only flats, textures and ddtextures are interfaced through materials. Once all the various graphic resource types can be interfaced through material_t I'll fold the indices into one continuous range so that materialtype parameter can be removed.
- Fixed issues with renderer warm resets, we were not updating ptrs to translations, materials etc after realloc'ing.
F... - 15:49 Revision 9e4d5999 (github): Begun implementing material_t which is an abstract interface to textures/flats/sprites/etc so that they can be referenced through one continuous database. Currently though, only flats, textures and ddtextures are interfaced through materials. Once all the various graphic resource types can be interfaced through material_t I'll fold the indices into one continuous range so that materialtype parameter can be removed.
- Fixed issues with renderer warm resets, we were not updating ptrs to translations, materials etc after realloc'ing.
F... - 15:38 Revision 572c7af9 (github): Begun implementing material_t which is an abstract interface to textures/flats/sprites/etc so that they can be referenced through one continuous database. Currently though, only flats, textures and ddtextures are interfaced through materials. Once all the various graphic resource types can be interfaced through material_t I'll fold the indices into one continuous range so that materialtype parameter can be removed.
- Fixed issues with renderer warm resets, we were not updating ptrs to translations, materials etc after realloc'ing.
F... - 15:37 Revision 9b5943f6 (github): Import from deng-ng svn revision 206 - In the interest of portablity - begin emulating ANSI style variants of the TCHAR macros on Linux, and OSX
- 15:36 Revision 64b35671 (github): Begun implementing material_t which is an abstract interface to textures/flats/sprites/etc so that they can be referenced through one continuous database. Currently though, only flats, textures and ddtextures are interfaced through materials. Once all the various graphic resource types can be interfaced through material_t I'll fold the indices into one continuous range so that materialtype parameter can be removed.
- Fixed issues with renderer warm resets, we were not updating ptrs to translations, materials etc after realloc'ing.
F... - 15:31 Revision 05a4f78b (github): Begun implementing material_t which is an abstract interface to textures/flats/sprites/etc so that they can be referenced through one continuous database. Currently though, only flats, textures and ddtextures are interfaced through materials. Once all the various graphic resource types can be interfaced through material_t I'll fold the indices into one continuous range so that materialtype parameter can be removed.
- Fixed issues with renderer warm resets, we were not updating ptrs to translations, materials etc after realloc'ing.
F... - 15:30 Revision b9c407a3 (github): Begun implementing material_t which is an abstract interface to textures/flats/sprites/etc so that they can be referenced through one continuous database. Currently though, only flats, textures and ddtextures are interfaced through materials. Once all the various graphic resource types can be interfaced through material_t I'll fold the indices into one continuous range so that materialtype parameter can be removed.
- Fixed issues with renderer warm resets, we were not updating ptrs to translations, materials etc after realloc'ing.
F... - 15:29 Revision 33ebb4e2 (github): Begun implementing material_t which is an abstract interface to textures/flats/sprites/etc so that they can be referenced through one continuous database. Currently though, only flats, textures and ddtextures are interfaced through materials. Once all the various graphic resource types can be interfaced through material_t I'll fold the indices into one continuous range so that materialtype parameter can be removed.
- Fixed issues with renderer warm resets, we were not updating ptrs to translations, materials etc after realloc'ing.
F... - 15:11 Revision e73074e0 (github): Changed default charset for all the VC++2008 project files to unicode (was Multi-byte).
- Added new source file engine/portable/src/r_materials.c to the Doomsday project and vcbuild source include script.
- 13:47 Bug #494: Win2k, Snowberry: gdiplus.dll not found
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Install the Microsoft DOT.NET 1.1 or 2.x framework. Both of those sup... - 13:17 Bug #494 (Closed): Win2k, Snowberry: gdiplus.dll not found
- Trying to run Snowberry in a fresh Windows 2000 Professional, with SP4 and all updates from Windows Update installed....
- 13:43 Bug #495 (Closed): Unable to change weapons
- linux, Ubuntu Feisty, a self-compiled 1.9.0beta5.2
Playing the first level of Eternal Doom, I am unable to switch ...
2007-11-25
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