Activity
From 2008-06-12 to 2008-06-25
2008-06-25
- 23:55 Revision f5341017 (github): All Games: Revised WI_DrawPatch to take a ptr to dpatch_t rather than a lump num. This has the knock on effect that to use this routine, a patch must have been R_CachePatch'd first.
- Also fixed the issue with the HUD text type in timer not being updated when the menu is closed/inactive.
- 23:44 Revision 5be1284c (github): Temporary fix for an API issue which used NetPlayerEvent to read/write the ticcmd buffer. This is being replaced soon anyway...
- 23:33 Revision 7473b129 (github): jDoom64: Fixed an alignment issue with the keys in the HUD. Also updated sprite names.
- 23:31 Revision 28058b9d (github): All Games: Moved the macro INRANGEOF into doomdef.h/h2def.h
- 23:20 Revision 46b3e361 (github): jDoom64: Updated P_TouchSpecialMobj with the new sprite names. Also, fixed the throw back trust when a mobj is damaged by P_DamageMobj2
- 23:19 Revision 756b782b (github): jDoom64: Renamed the state PLASMAFLASH1 to PLASMASHOCK1.
- 23:17 Revision 23ae7502 (github): jDoom64: Minor improvements to the way the animated pulse on the plasma rifle psprites are handled.
- 23:13 Revision 4abe52d4 (github): jDoom64: Various AI changes due to new knowledge gained through reverse-engineering a DOOM64 ROM dump. Also added a few stub actions for actions which I'm still researching.
- 23:07 Revision 6dbe9940 (github): jDoom64: Fixed the (very) buggy fade spawn. Now works predictably. Note that there now seems to be a few different mechanisms for changing the translucency of things which should be merged at some point.
- 23:03 Revision 74918d68 (github): jDoom64: Continued clean up and reorganisation of the state, sprite and mobjtype tables. Various things also renamed in line with the names used in the original game.
- 22:56 Revision ae5067e1 (github): jDoom64: Big update to the IWAD (doom64.wad) renaming and reorganizing resources to match the data embedded in a DOOM64 ROM dump.
- 22:49 Revision c801329d (github): jDoom64: Big update to objects.ded recreating most things using new knowledge gained from reverse-engineering a DOOM64 ROM dump.
- 22:47 Revision 0024c344 (github): jDoom64: Tweaked the spinning light used in MAP01 to look more like the original. Needs to be redesigned really but it looks a bit better than it did.
- 22:45 Revision 3544486c (github): jDoom64: Updated the boss spawn XG line type for map 28 as BITCH has been renamed RECT (to match the original game).
- 22:44 Revision f8ff7bf1 (github): jDoom64: Various tweaks to the default particle generators.
- 22:42 Revision 99dc5662 (github): jDoom64: Removed the light definitions for the blue potion (it didn't look right glowing).
- 21:05 Bug #522: flat changing sky issue
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This is due to the way the sky fix has been implemented (it is only ch... - 20:14 Bug #522 (Closed): flat changing sky issue
- If you try to change a sky flat with XG, it renders the new flat partially suspended above where it should be.
In ...
2008-06-24
- 19:49 Bug #521 (Closed): Small player cross and key required xg bug
- A small oversight probably.
If you have a player_cross XG line that also requires a key(s) to activate, you'll hea...
2008-06-23
- 14:44 Bug #520 (Closed): D'sparil teleport crash
- If D'sparil teleports and then tries to teleport again before he has left the sector that contained the teleport spot...
2008-06-22
- 17:18 Bug #514: Light decoration placement on planes if origin is incident with a sector boundary
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You misunderstand, I meant that the logical outcome is that there shou... - 17:16 Bug #512: XG scrolling animated texture issue
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Closing as duplicate.
2008-06-20
- 13:42 Revision 8b6ee0db (github): Fixed: Mix up in XL_ValidateMap() which didn't select the episode correctly (should always be episode zero for DOOM2 and DOOM-shareware).
- 13:40 Revision d4a6efce (github): jDoom64: Fixed a problem with the spawnmobj ccmd which could not only lead to a segfault if the spawn was not possible (in the void for example) but also the fade-in wasn't initialized correctly.
- 13:32 Revision bb28b3ce (github): Fixed: jDoom default values for the amount of health given by the Soulsphere and the Megasphere were mixed up.
- 11:35 Bug #515: old ded syntax issue
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Ah, so it's been fixed since Beta5 then. That's good :) - 09:17 Bug #515: old ded syntax issue
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I've checked the DED parser in current svn #rev5723 and both of the ab... - 11:34 Bug #512: XG scrolling animated texture issue
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Indeed, this is the same bug as #1977583. I must have forgotten that... - 09:53 Bug #512: XG scrolling animated texture issue
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Is this issue the same as reported in bug #1977583? - 11:33 Bug #514: Light decoration placement on planes if origin is incident with a sector boundary
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How is it the logical outcome that flat based dynamic lights aren't ... - 09:50 Bug #514: Light decoration placement on planes if origin is incident with a sector boundary
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The only issue here that I have been able to reproduce is that of the ... - 10:33 Bug #489: Supercharge has incorrect value!
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Fixed in svn for 1.9.0-beta6 - 10:24 Bug #510: Menu colours cfg/values def conflict
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Works for me in latest svn #rev5723. Closing. - 08:46 Bug #517: Cleric's Fletchettes Have No Effect
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Closing as duplicate. - 08:46 Bug #519: HUD Weapon Model Position (non 4:3 aspects)
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This is actually referring to the position of HUD models when the aspe... - 08:23 Bug #519 (Closed): HUD Weapon Model Position (non 4:3 aspects)
- All 16:10 resolutions don't display properly on higher FOV angles, possibly a Vista issue but somebody should check t...
2008-06-15
- 21:39 Revision c2756aa7 (github): Renamed engine's (double) levelTime to ddLevelTime, because it was getting confused with the game's (int) levelTime. This resulted in problems, e.g., with view bobbing being very very fast.
- 21:35 Revision a1e366dd (github): Updated project contents.
- 21:34 Revision fe818e7c (github): Debug flags.
- 03:38 Revision e7879b08 (github): jDoom64: Removed the Nightmare skill level as it is not in the original DOOM64.
- 00:01 Revision 4f9b7ab5 (github): jDoom64: Yet more work to objects.ded:
- * Removed all raise states as since there is no Archvile, they will never be needed/used.
* Removed more unused state...
2008-06-14
- 23:56 Revision 96d1b29a (github): Fixed: jDoom64 - Refire was not working with the Unmaker.
- 20:55 Revision 5afa4502 (github): jDoom64: Removed the unused S_CPOS_* states from statenum_t enum.
- 20:54 Revision b7b4ae71 (github): jDoom64: Removed the unused P_BounceMissile and the MF_FLOATER mobj flag.
- 20:52 Revision 2137619d (github): jDoom64: Removed unused code to do with the unused helltime artifact.
- 20:51 Revision cbe6b621 (github): Fixed: When teleporting in jDoom64, always set the mobj's z position to floor height.
- 20:49 Revision 6cd79caf (github): Fixed: jDoom64 - Now that objects.ded has been sorted out, there is no need for workarounds in code (setting state when mobjs are crushed).
- 20:46 Revision e62a8a35 (github): jDoom64: More work to objects.ded:
- * Removed more unused states.
* Updated flag syntax.
* Removed the fullbright flag from all states that shouldn't be,... - 20:41 Revision a2fe3114 (github): Fixed: Switch texture changes not working in jDoom64 due to incorrect names in switchinfo.
- 06:12 Revision 444783c0 (github): Fixed a couple of bugs in jDoom64's mobjtype and state tables.
- 05:15 Revision ce8df807 (github): Stripped out a bunch more stuff from jDoom64 that had never been fully implemented in Doom64TC (destined for Outcast?). Stripped out the Chaingun Guy, a few decorations and items that are not in DOOM64.
- 03:14 Revision 37718f4e (github): Stripped out everything to do with DOOM2's IOS boss from jDoom64, as it isn't in the game.
- 02:40 Revision 2d7c8748 (github): Stripped out KEEN from jDoom64 as it isn't in the game.
- 01:46 Revision f27b9177 (github): Removed WOLFSS and Spider Mastermind from jDoom64 as they are not part of the game.
- 01:18 Revision f347831c (github): Re-indexed jDoom64's spritetype_e enum matching indices to those I ripped from the ROM. Clearly, the DOOM64TC had a lot of surplus sprites defined, need to do some clean up.
2008-06-13
- 06:28 Bug #518 (Closed): Characters Have No Sound When Jumping
- all three classes of character have no sound when jumping.
*Labels:* jHexen Gameplay - 05:50 Bug #517 (Closed): Cleric's Fletchettes Have No Effect
- cleric's fletchettes have no effect in game on self or enemies, changed difficulty levels with no effect.
*Labels:...
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