Activity
From 2008-07-05 to 2008-07-18
2008-07-16
- 22:38 Feature #1469 (Rejected): Changing the blood sprite's color
- Being able to change the color of the actual blood sprite instead of just the particles that splat to the walls.
- 22:38 Feature #1468: Sky layers seperate vertical offset
- I have implemented most of the requests in this RFE in the beta6-with-mapcache branch for potential inclusion into 1....
2008-07-14
- 13:53 Bug #524 (Closed): utf8 problem
- Runtime Error
An unexpected error occured during the processing of event tab-selected. Please report this incident t... - 12:01 Feature #1467: [XG] Incorporate vanilla line/sector types
- Original comment as posted by vermil in a similar RFE on this subject:
"The result of a conversation with Dani about... - 11:51 Feature #1468 (Closed): Sky layers seperate vertical offset
- With sky layers you can set a separate horizontal offset for each layer. But for vertical offsetting, there is only a...
- 11:48 Bug #522: flat changing sky issue
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Interestingly, this bug doesn't seem to occur if the sky has a 2nd l... - 03:35 Revision aeb4dc89 (github): Combined player_t->maxAmmo and player->ammo arrays into one array of structs in player_t.
- Changed player_t->weaponOwned to an array of structs.
Fixed various size assumptions in the old savegame code to do w... - 00:41 Revision ba15dbec (github): Continued working on the controls and bindings.
- A special mode was added to the engine called "symbolic echo", which will cause input events to be converted to textu...
2008-07-13
2008-07-11
- 20:33 Bug #523: lightref_original doesn't work for coloured lighting
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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
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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
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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
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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
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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
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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
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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"
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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
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You are absolutely correct in that the pause is caused by the fact tha... - 20:25 Bug #473: Multiple Vulnerabilities - buffer overflow, DoS
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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
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Well, I never made a request to optionally disable the message telli... - 19:37 Bug #521: Small player cross and key required xg bug
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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.
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