Activity
From 2008-06-28 to 2008-07-11
2008-07-11
-
20:33 Bug #523: lightref_original doesn't work for coloured lighting
- Logged In: YES
user_id=1420350
Originator: YES
Well, as we discussed via PM at New Doom very recently, resulting in... -
19:56 Bug #523: lightref_original doesn't work for coloured lighting
- Logged In: YES
user_id=849456
Originator: NO
Can you give me a step by step (or better yet, an example) to allow me... -
19:38 Bug #523 (Closed): lightref_original doesn't work for coloured lighting
- Seems referencing a sectors original colored lighting doesn't work (Dday's documentation and the Src state/show it sh...
-
17:57 Feature #1467: [XG] Incorporate vanilla line/sector types
- Logged In: YES
user_id=849456
Originator: NO
Rather than do that I think it would make more sense to add to XG the ... -
16:17 Feature #1467 (New): [XG] Incorporate vanilla line/sector types
- Ability to use Line/Sector_type to change the function of a line or sector action to one of the original games types....
-
16:51 Feature #1465: [XG] "Player needs object X" message
- Logged In: YES
user_id=849456
Originator: NO
The problem with this is where do you draw the line? We could easily g... -
16:22 Revision 7b537965 (github): Commonized P_CheckAmmo.
-
15:46 Feature #1464: Stereo sound support
- Closing as duplicate.
-
15:23 Feature #1466 (Rejected): Multiplayer map select limitation
- The level select option in the multiplayer map select option is always 1-32, regardless of whether there is actually ...
-
15:15 Revision f226a90d (github): Fixed (all games): If weapon ammo requirements are edited in values.ded so that all weapons require ammo; When all ammo had been expended P_MaybeChangeWeapon correctly concluded that no change would produce a fire-able weapon and thus player_t->pendingWeapon == WT_NOCHANGE. However, P_CheckAmmo was then changing the psprite to the downstate regardless of the fact that no weapon would subsequently be raised afterwards (leaving the player running around with no weapon in view and no means to change weapon again even after collecting more ammo).
-
14:03 Revision c41a293c (github): Removed the benign sector reports as they are no longer needed/sent as we now prune out sectors with no linedefs during map loading.
-
13:44 Revision 1ba9a4bf (github): Removed the benign sector reports as they are no longer needed/sent as we now prune out sectors with no linedefs during map loading.
-
11:46 Bug #427: Gamcrash by no ammo
- Logged In: YES
user_id=849456
Originator: NO
This has since been fixed, in svn for 1.9.0-beta6.
However, there r... -
11:12 Bug #428: Bug in stairs in MAP03:Guardian of Ice
- Logged In: YES
user_id=849456
Originator: NO
Fixed in svn for 1.9.0-beta6
2008-07-09
-
01:49 Revision 66ecf463 (github): Fixed bug in jHexen which prevented clerics from taking damage from their own throwing bombs.
-
00:00 Revision e346dd8f (github): Replaced jHexen's terraintype stuff with new common, GPL code. I took the opportunity to redesign completely to allow them to work with any type of material (was just flats) and to reduce their memory requirement.
- Removed the game-side interpolation of scrolling plane materials in jHexen (as this was interfering with the interpol...
2008-07-08
-
21:09 Revision 25516f56 (github): Minor tweaks to m_ctrl.c to allow me to build with msvc.
-
21:02 Revision 47c3e5c5 (github): Added some artifact bindings, with item texts read from the Text definitions. The horizontal spacing needs to be adjusted, though, as some of the items are too long currently.
-
21:01 Revision 61b5fefc (github): Added B_BindingsForCommand and B_BindingsForControl to doomsday.def
-
20:56 Revision ee08a02c (github): Added new source files to the VS8 proj, the Code::Blocks proj and to the vcbuild include lists.
-
12:24 Revision b902d171 (github): Utilize menu scaling to show menu items at a time.
- In Heretic and Hexen, key bindings have a colored background rectangle.
Added some more controls to the menu. Still ... -
10:48 Revision 6b5122af (github): Replacement for strnstr.
-
01:31 Revision e86da755 (github): Started with the retrofitting of the old controls menu so we can have something functional for Beta 6.
- Right now only the current bindings are being shown, and there isn't yet a way to edit them. Also, game-specific bind...
-
01:27 Revision 113b1c21 (github): The Doomsday.app bundle was missing the loading1 and 2 pics.
2008-07-07
-
12:36 Revision 64322cda (github): Minor tweak to P_GetNextSector to potentially eliminate an additional call to P_GetPtrp.
-
08:04 Bug #473: Multiple Vulnerabilities - buffer overflow, DoS
- Logged In: YES
user_id=1248824
Originator: NO
Changes From 1.9.0beta5.1 to 1.9.0beta5.2 and SVN trunk.
* Att...
2008-07-06
-
18:30 Revision ad308305 (github): Before hardening the editable map, prune linedefs with neither front not back sidedefs.
-
03:53 Revision 57380da6 (github): Fixed: BUG #1732097 - 3D Model angle not set after "spawnmobj".
- This bug only occurred when smoothed actor rotation was enabled. The reason being that when enabled, the angle of the...
-
03:41 Revision 64b85524 (github): Fixed bug in the conversion of mobj angle/visangle to model yaw which resulted in models always being drawn facing east.
-
00:53 Bug #451: 3D Model angle not set after "spawnmobj"
- Logged In: YES
user_id=849456
Originator: YES
Fixed in svn for 1.9.0-beta6
2008-07-05
-
23:17 Revision f98515d3 (github): Fixed typos in last commit and added missing include for string.h
-
22:45 Revision d44da598 (github): Do the keyname paramater substitution into the "You need <keyname> to activate this object." strings also.
-
22:33 Revision a00921bf (github): Fixed: Bug #2001999 - Use sound played when an XG line activation requires a key and the trigger event type is not XLE_USE.
- Added (jDoom/jheretic/jDoom64/WolfTC): Paramater substitution of keyname into the various "This object requires <keyn...
-
20:27 Bug #466: MUS Music skips on loop
- Logged In: YES
user_id=849456
Originator: NO
You are absolutely correct in that the pause is caused by the fact tha... -
20:25 Bug #473: Multiple Vulnerabilities - buffer overflow, DoS
- Logged In: YES
user_id=849456
Originator: NO
Which (if any) of these issues remain outstanding? -
20:15 Revision 99bc9cad (github): Fixed SIGSEGV in R_GetMaterialByNum on load reported by Yagisan.
-
20:00 Feature #1465 (New): [XG] "Player needs object X" message
- If the player needs more than one object to activate an xg line, how’s about the option to tell them they need more t...
-
19:56 Bug #521: Small player cross and key required xg bug
- Logged In: YES
user_id=1420350
Originator: YES
Well, I never made a request to optionally disable the message telli... -
19:37 Bug #521: Small player cross and key required xg bug
- Logged In: YES
user_id=849456
Originator: NO
I have fixed the issue of the use wall sound being played in this inst... -
00:34 Revision 0596ee2a (github): Worked on ironing out the remaining bugs with the fakeradio shadow poly generation. Next step is to re-introduce the overlap resolution logic.
-
00:29 Revision 37543f2f (github): Added a sub-pixel offset to the halo/flare origin in GL_CalcLuminace so that they are centered to the middle of the brightest pixel.
2008-07-04
-
08:46 Revision 829807d1 (github): Added missing include for de_play.h in b_command.c
-
08:40 Revision fee0995d (github): Seems I forgot to commit my changes to mapdata.hs along with my last bunch of changes.
2008-07-03
-
22:27 Revision 41c4ab63 (github): Added symbolic events and parameter substitution in event binding commands.
- Control doubleclicks are tracked and produce a corresponding symbolic event. A command can be bound to this symbolic ...
-
22:22 Revision 7b91a20c (github): Something strange with the Mac Hexen Demo IWAD. Some characters have the high bit set in the first character of the lump names. Maybe it has some significance?
- Clearing the bit at least results in a successful startup.
-
16:53 Feature #1464 (Closed): Stereo sound support
- As the summary suggests.
I know it is probably a big thing to code in and the original games sound effects wouldn'...
2008-07-02
-
23:05 Revision 20b8e218 (github): Continued finishing up the MPE interface; re-instated unused sidedef pruning.
-
22:48 Revision 2c84c73d (github): Continued finishing up the MPE interface; re-instated unused sector and equivalent vertex merging/pruning.
-
21:01 Revision 3feae080 (github): Fixed some compilation issues.
- In sys_sdl_window.c, there appeared to be a mixup between the win pointer and the idx.
-
09:33 Revision 6839eddf (github): Began finishing up the MPE interface, adding additional map error handling etc:
- * Re-instated the unused and duplicate vertex pruning.
* Disallow zero length linedefs.
* Disallow linedefs from bein... -
09:29 Revision cae5d7ab (github): Added back DD_GAME_EXPORTS as I need it for something I'm tinkering at.
2008-06-30
-
10:22 Revision 879cfc89 (github): Fixed issue where surfaces with missing materials not being drawn using the "missing" material.
- Fixed issue with smooth texture animation not working on segs.
-
10:19 Revision 7ee9a6ec (github): Changed the debug messages in GL_CalcLuminance to only output when verbose.
-
10:18 Revision 7037bfca (github): Replaced the global var allowMouseMod with a static uiMouseMode in dd_input.c and added I_SetUIMouseMode to change it.
2008-06-29
2008-06-28
-
22:32 Revision c1f1db3b (github): Added an optional task name parameter to Con_Busy to be shown when displaying the progress bar. Note this should be a simple, high-level explanation of what task is being carried out e.g. "Loading map..."
-
20:48 Revision 5e399b84 (github): Optimize: Reworked XG_Ticker so that thinking for extended lines and sectors is handled in thinkers rather than iterating every linedef and sector in the map, every frame.
-
18:37 Revision 1d15884a (github): Generalized the watchedsurfacelist into a reusable surfacelist component for use when there is need to collect surface links for any reason.
- Use a surfacelist for decorated world surfaces rather than iterating every world surface when projecting decorations.
-
15:53 Revision c10cce52 (github): Separated the update and projection stages of Rend_InitDecorationsForFrame Next step is do the former only when needed and implement additional logic to reduce surface traversal so that only surfaces with decorations are considered every frame (rather than traversing every linedef and every plane, every frame).
-
15:48 Revision b8bab3b6 (github): Cleaned up con_busy.c
-
15:44 Revision 31a3631e (github): Changed most messages in dpmaploader to only output when verbose.
Also available in: Atom