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From 2007-11-29 to 2007-12-12

2007-12-11

12:18 Revision 215f1403 (github): Fixed: Flat lumps should replace earlier ones of the same name.
danij
12:17 Bug #497 (Closed): Ltf_missile_hit seems fairly unreliable
By request of Dani :p
"Ltf_missile_hit_X" seems fairly unreliable. It often doesn't register regardless of the spe...
vermil

2007-12-06

12:18 Bug #484: Controls stick, continuous fire
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OK, looking forward to it :)
halfgaar
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...
danij
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...
halfgaar
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...
danij
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...
danij
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...
halfgaar
09:23 Bug #495: Unable to change weapons
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This seems to be a duplicate of #1809223.
danij

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 ...
halfgaar
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...
halfgaar

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. danij
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.
danij
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).
danij
06:34 Revision c7107eea (github): Fixed missing return value for the "give" console cmmd.
danij
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...
danij
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...
danij
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...
danij
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...
danij

2007-12-01

17:42 Revision 9843c22c (github): Fixed bug#1786091 - Crash when using the "give" cheat when not in-game.
danij
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).
danij
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, ...
danij
15:47 Bug #447: Polyobjects become nonsolid, unusable
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Fixed in svn for 1.9.0-beta6
danij
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...
danij
15:42 Bug #469: Give command crash
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Fixed in svn for 1.9.0-beta6
danij
15:34 Bug #470: Door Illusions
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Fixed in svn for 1.9.0-beta6
danij
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 ...
danij
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
danij
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...
danij
15:12 Bug #495: Unable to change weapons
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This issue has been fixed in svn for 1.9.0-beta6
danij
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...
ratmestic
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
danij
15:09 Bug #487: particle problem
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This happens when the particle textures have not been loaded for the p...
danij
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
danij
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 ... ratmestic
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....
ratmestic

2007-11-30

16:10 Revision c23fc671 (github): Moved P_SetMobjPosition and P_UnsetMobjPosition into plugins/common/src/p_map.c
danij
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).
danij
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.
danij
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.
danij
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.
danij

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.
danij
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.
danij
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.
danij
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...
danij
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...
danij
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...
danij
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...
danij
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...
danij
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
yagisan
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...
danij
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...
danij
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...
danij
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...
danij
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. danij
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...
yagisan
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.... ratmestic
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 ...
ratmestic
 

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