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From 2008-09-25 to 2008-10-08

2008-10-08

16:23 Revision 368644c3 (github): Always do a full tex reset on change to the mipmapping mode.
danij
14:27 Revision 1c3c636d (github): Changed pClassInfo->turnSpeed to int.
danij

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!).
danij
16:17 Revision 5f75ed01 (github): Fixed incorrect memory allocation error in R_PrecacheLevel, thanks to Yagisan for the heads up.
danij
15:52 Revision a0b816f6 (github): Fixed only log in R_MaterialNumForName when the name being searched for is not found.
danij
15:48 Revision 0f49c60b (github): Fixed R_MaterialCheckNumForName and R_MaterialNumForName could not handle NULL name ptr.
danij
15:46 Revision 0bd1aa47 (github): Removed unused members from vissprite_t
danij
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.
danij
15:18 Revision 7a8f35b9 (github): Fixed segfault in M_InitControlsMenu under nix as pointed out by Thomas Lübking and Yagisan.
danij
15:10 Bug #532: Compiler Errors
Fixed in svn. danij
15:09 Bug #533: Deng often crashes on startup
Fixed in svn. danij
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.
eunbolt
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
---------------...
eunbolt
14:00 Revision 3d3740c3 (github): Fixed player turn rate in P_PlayerThinkLookAround, turnSpeed is fixed point, not float.
danij

2008-10-06

17:17 Revision 408c2363 (github): Applied the CMAKE_BUILD_TYPE patch.
skyjake
03:04 Revision 0b540487 (github): Fixed issue of mobj shadows not being drawn correctly (couldn't be seen at all).
danij

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... danij
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 ... danij
12:39 Bug #532: Compiler Errors
This is a known issue that will be resolved imminently. danij

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...
mrdoommaster

2008-10-03

19:03 Revision f98c28a7 (github): Fixed various errors when trying to compile Doomsday.
danij
17:58 Revision ddf9e9a3 (github): Win32: Always update the viewport(s) after change to the window dimensions.
danij
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 danij

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), ...
vermil
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... vermil
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. vermil

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". danij
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... andrewwan1980
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...
vermil

2008-09-29

23:31 Revision 9f349f40 (github): Clean up.
danij
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...
andrewwan1980

2008-09-28

17:02 Revision c5bfd412 (github): Cleaned up and updated style of the music and sfx subsystems.
danij
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... danij
06:55 Bug #530: Extreme HOM Effects in Final DOOM
File Added: finaldoom_twomorelevelerrors.zip brunoxi
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...
brunoxi

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... brunoxi
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/...
brunoxi
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... danij

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... danij
17:50 Bug #467: Segmentation Violation
Ultimate Doom Segmentation Violation 1.9.0-beta5.1
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thre...
technowolf
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...
technowolf

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...
danij
 

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