Activity
From 2008-09-24 to 2008-10-07
2008-10-07
- 18:19 Revision e4a637e7 (github): Fixed typo in R_MaterialNumForName that would always return zero regardless of whether the material was found (doh!).
- 16:17 Revision 5f75ed01 (github): Fixed incorrect memory allocation error in R_PrecacheLevel, thanks to Yagisan for the heads up.
- 15:52 Revision a0b816f6 (github): Fixed only log in R_MaterialNumForName when the name being searched for is not found.
- 15:48 Revision 0f49c60b (github): Fixed R_MaterialCheckNumForName and R_MaterialNumForName could not handle NULL name ptr.
- 15:46 Revision 0bd1aa47 (github): Removed unused members from vissprite_t
- 15:33 Revision 89969488 (github): Fixed potential segfault in dpWADMapConverter::IsSupportedFormat under nix where as Thomas Lübking points out; the libc implementation of strncmp cannot handle a NULL string ptr.
- 15:18 Revision 7a8f35b9 (github): Fixed segfault in M_InitControlsMenu under nix as pointed out by Thomas Lübking and Yagisan.
- 15:10 Bug #532: Compiler Errors
- Fixed in svn.
- 15:09 Bug #533: Deng often crashes on startup
- Fixed in svn.
- 13:21 Bug #533: Deng often crashes on startup
- Forgot to say this is runnning on linux.
It has been happening for a long time with the svn builds. - 13:20 Bug #533 (Closed): Deng often crashes on startup
- Many times when trying to start deng svn build post beta5 It segfaults.
Here Is a backtrace I did
---------------... - 14:00 Revision 3d3740c3 (github): Fixed player turn rate in P_PlayerThinkLookAround, turnSpeed is fixed point, not float.
2008-10-06
- 17:17 Revision 408c2363 (github): Applied the CMAKE_BUILD_TYPE patch.
- 03:04 Revision 0b540487 (github): Fixed issue of mobj shadows not being drawn correctly (couldn't be seen at all).
2008-10-05
- 21:07 Revision a7b47b6a (github): Fixed all FTBFS issues with r_things.c due to recent work that had been left incomplete due to my accident.
- Note there remains an issue in that currently the max number of vertex lights per model is ignored, I'll address this...
- 12:52 Feature #1473: Multiple Dedicated Server Manager
- This is unnecessary as multiple instances of Doomsday can be run at once on the server. In this scenario remember to ...
- 12:39 Bug #532: Compiler Errors
- This is a known issue that will be resolved imminently.
2008-10-04
- 02:34 Bug #532 (Closed): Compiler Errors
- I'm compiling using Visual Studio 9. I'm running Windows XP x86 Professional. I did a checkout of trunk r5905.
Bel...
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
- Logged In: YES
user_id=1420350
Originator: YES
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)_
Logged In: YES
user_id=731015
This is a great idea! I have a Radeon... - 11:44 Feature #1215: State action console commands
- Logged In: YES
user_id=717323
Action = "cmd:startinf some-script"; - 11:42 Feature #1238: 2 Features
- _(originally posted by anonymous SF.net user)_
Logged In: NO
Oh yes and add monster respawn times
And make that I... - 11:41 Feature #1255: Support for DirectX Texture Compression
- Logged In: YES
user_id=717323
Incidentally, DXTC == S3TC. Support for the
GL_EXT_texture_compression_s3tc extensi... - 11:37 Feature #1269: WAD Prioritized music over external
- Logged In: YES
user_id=763563
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
- Logged In: YES
user_id=849456
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
- Logged In: YES
user_id=849456
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
- Logged In: YES
user_id=849456
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
- Logged In: YES
user_id=849456
Originator: NO
As would controls for other useful controls such as anti-aliasing, vsy... - 10:45 Feature #1456: Working multiplayer + options
- Logged In: YES
user_id=849456
Originator: NO
Both of the these features are already implemented. Enable cheats on t... - 10:43 Feature #1458: Handling obsolete IWADs
- Logged In: YES
user_id=1248824
Originator: NO
removing from self
Also available in: Atom