Activity
From 2008-09-20 to 2008-10-03
2008-10-03
- 19:03 Revision f98c28a7 (github): Fixed various errors when trying to compile Doomsday.
- 17:58 Revision ddf9e9a3 (github): Win32: Always update the viewport(s) after change to the window dimensions.
- 17:48 Revision fca6d64c (github): Began refactoring the player inventory so as to separate the management from the effects of the artifacts themselves. Also redesigned the interface somewhat to make it easier to use and eliminated some of the unnecessary members of player_t used with the inventory.
- I'll continue with this post 1.9.0-beta6
2008-10-02
- 21:43 Bug #531 (Closed): Doom2/Final Doom incorrect screen border flat
- A tiny tiny thing.
In 1.9 Beta5.x, Doom2 and Final Doom are using the same screen border flat as Doom1 (DEMI1_5), ... - 10:56 Feature #1474 (Rejected): Customization options for object shadows
- Ability to control the "simple shadow" effect that Dday places under all things when they aren't in a full bright sta...
- 10:29 Bug #513: Infine control oversights
- A follow up on this. Player movement by mouse isn't disabled while they are in interactive mode.
2008-09-30
- 20:34 Feature #1472: Dedicated Command-Line Server
- A dedicated text mode server is already implemented. Run Doomsday with the command line option "-dedicated".
- 20:19 Feature #1473 (Closed): Multiple Dedicated Server Manager
- It would be very good to have a multiple dedicated server manager so admins can spawn and manage more than 1 dedicate...
- 15:26 Feature #1471: Standard definitions should conform to vanilla
- How so?
Currently, the model packs, music packs, hi-res texture packs are all completely separate entities from th...
2008-09-29
- 23:31 Revision 9f349f40 (github): Clean up.
- 22:24 Feature #1472 (Closed): Dedicated Command-Line Server
- The Setting up Doomsday for Multiplayer
(http://forums.newdoom.com/showthread.php?t=27578)
is not enough as a d...
2008-09-28
- 17:02 Revision c5bfd412 (github): Cleaned up and updated style of the music and sfx subsystems.
- 13:16 Bug #530: Extreme HOM Effects in Final DOOM
- These errors are the result of feature of the original DOOM engine that was not known to us devs until just after thi...
- 06:55 Bug #530: Extreme HOM Effects in Final DOOM
- File Added: finaldoom_twomorelevelerrors.zip
- 06:55 Bug #530: Extreme HOM Effects in Final DOOM
- Two more level errors found (levels 6 & 7)
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/98a33...
2008-09-27
- 20:49 Bug #530 (Closed): Extreme HOM Effects in Final DOOM
- I haven't checked this on DOOM II or the original DOOM on the newest DOOMSDAY (beta 5) that is out, but when I loaded...
- 20:49 Bug #530: Extreme HOM Effects in Final DOOM
- Errors I've Encountered Trying to Play Final Doom Through Doomsday Beta 5
*Attachments:*
* http://sourceforge.net/p/... - 10:06 Feature #1458: Handling obsolete IWADs
- What are your thoughts on this skyjake? I can see plenty of advantages in requiring the latest IWADs but do we really...
2008-09-26
- 21:12 Bug #529 (Closed): Segfault if thing pain chance > 0 but no pain state
- Currently a segfault will occur when a thing attempts to enter it's pain state, as it's pain chance is greater than z...
- 17:50 Bug #467: Segmentation Violation
- Ultimate Doom Segmentation Violation 1.9.0-beta5.1
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thre... - 17:50 Bug #467: Segmentation Violation
- I'm getting a segmentation violation with vanilla Ultimate Doom in V 1.9.0-beta5.1
Anyone help??
File Added: Ultimat...
2008-09-25
- 15:47 Feature #1471: Standard definitions should conform to vanilla
- Making the additional effect DED(s) optional would still not fix the issue you outlined.
That issue is one that af...
2008-09-24
- 17:20 Feature #1471: Standard definitions should conform to vanilla
- To follow up on my own comment :p
I'm obviously not talking about things like models, and hi-res textures etc, but... - 16:13 Feature #1471: Standard definitions should conform to vanilla
- To be honest, with additional effects, I think the default Dday setup should have either none or go all the way so to...
- 15:54 Feature #1471: Standard definitions should conform to vanilla
- I agree that some of these additional states should now be removed since we now have newer features within the engine...
- 10:02 Feature #1471 (New): Standard definitions should conform to vanilla
- Update the deds that come with Dday...
There is no need for the "rocket explosion state hack" (the "explode0" stat... - 15:13 Revision a21e8fbf (github): Removed the remains of the Aureal3D stuff (in the audio driver plugin loader).
- 13:17 Bug #214: Models not rendered if the sector they are in isn't vissible
- Fixed in svn for 1.9.0-beta6
- 13:05 Bug #482: Controls and weapon switching.
- This has been addressed for 1.9.0-beta6
- 13:05 Bug #484: Controls stick, continuous fire
- This has been addressed for 1.9.0-beta6
- 13:02 Bug #504: USE key not functioning
- This has been addressed for 1.9.0-beta6
- 11:53 Feature #1468: Sky layers seperate vertical offset
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I'm just mentioning this because I thought I might as well throw it ... - 11:47 Feature #1145: ATI TRUFORM for models
- _(originally posted by anonymous SF.net user)_
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This is a great idea! I have a Radeon... - 11:44 Feature #1215: State action console commands
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Action = "cmd:startinf some-script"; - 11:42 Feature #1238: 2 Features
- _(originally posted by anonymous SF.net user)_
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Oh yes and add monster respawn times
And make that I... - 11:41 Feature #1255: Support for DirectX Texture Compression
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Incidentally, DXTC == S3TC. Support for the
GL_EXT_texture_compression_s3tc extensi... - 11:37 Feature #1269: WAD Prioritized music over external
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No, I have nothing against it, I just have to rename one of
my custom audio.ded's, ... - 11:35 Feature #1279: Decoration -> Glow Definition
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The new data reference system in XG could handle setting the
glow parameters to eg t... - 11:27 Feature #1463: Voodoo dolls not supported in JHeretic
- Implemented for 1.9.0-Beta6.9
- 11:26 Feature #1310: Specular maps
- Closing as duplicate.
- 11:21 Feature #1340: Easier way to load detail textures
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As of Doomsday 1.8.6 it is now possible to load detail
textures as external resource... - 11:16 Feature #1342: Alpha/Beta/Prerelease support?
- This would be quite difficult because the source code of those pre-release versions is not available.
- 11:14 Feature #1363: Update notifier
- - **status**: open --> closed
- **milestone**: --> Version 1.9
- 11:09 Feature #1408: Map Name CWILVxx Images
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This functionality is already implemented as of
Doomsday1.9.0-beta4. - 11:07 Feature #1409: [DOOM/HERETIC/HEXEN] Automap - font scaling for Map names
- The size of the map name displayed in the automap is now dependent upon the HUD scale. Implemented in svn for 1.9.0-b...
- 10:58 Feature #1470: Functionality of original Doom sector/line types vs XG
- Closing as duplicate.
- 10:50 Feature #1436: Anisotropic Filtering controls
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As would controls for other useful controls such as anti-aliasing, vsy... - 10:45 Feature #1456: Working multiplayer + options
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Both of the these features are already implemented. Enable cheats on t... - 10:43 Feature #1458: Handling obsolete IWADs
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removing from self
2008-09-23
- 23:04 Revision c2d57623 (github): Removed the choice of renderer completely from Snowberry. Hopefully I didn't break anything.
- 22:49 Revision 3ab3736f (github): Removed a3d as a choice of sound driver under Windows in Snowberry.
- 22:44 Revision 791fcb34 (github): Added some basic error checking to the exported routines of driver_openal.c and did some clean up.
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