Activity
From 2008-10-05 to 2008-10-18
2008-10-18
- 20:39 Revision 48580fe6 (github): jHexen-changed; ANIMDEFS and SNDINFO lumps are no longer required.
- jHexen: SC_OpenLump now takes a lumpnum_t rather than lump name string to force the caller to implement the required ...
- 20:26 Revision 4038f61d (github): Fixed a couple of messages output during map load which reported incorrect linedef and sector indices (off by one errors). Updated file author details.
- 20:26 Revision 423b3ded (github): Resolved OS X Intel compilation issues.
- 20:04 Revision ad45883f (github): No need to resolve an xlinedef in XL_Thinker if this is a client (shouldn't reach here anyway).
- 20:04 Revision f4325a74 (github): Handle NULL sector ptr in XS_Gravity
- 19:13 Revision 63c91a95 (github): Resolving OS X compilation issues.
- 19:10 Revision b7003dca (github): Switched to CMake 2.6 to resolve OS X compilation issues.
- 16:55 Bug #523: lightref_original doesn't work for coloured lighting
- Fixed in svn for 1.9.0-beta6
- 16:13 Bug #528: A possible resource loading bug in Beta5
- Fixed in svn for 1.9.0-beta6
- 04:55 Revision 63aabacd (github): Fixed bug in the DED reader which failed to read the iparams of XG Line Type definitions correctly due to the flag prefix name strings (part of the game-side xgClassLinks array) being defined as zero-length strings rather than NULL ptrs.
- 04:46 Revision edc0505e (github): Swapped the dest and src paramaters of P_CopyLine and P_CopySector to match convention.
- 04:41 Revision 186b7475 (github): Protected the pointer based, public DMU interface from passed NULL pointers.
- 03:21 Revision 120510ae (github): Fixed bug #1832045; If a map number is not set in an XG end_level line type the exit would take the player to the first map (instead of the next as defined by the map progression).
- 02:17 Revision eb9c6607 (github): Fixed problem in the vs build options. Rather than generate a manifest every time, use the one in engine/win32/res
- 01:20 Bug #493: Plane move issue
- This and a lot of the other current issues with XG since the switch to DMU is due to the fact that the dummy linedef ...
- 00:22 Bug #488: end level xg class bug
- Fixed in svn for 1.9.0-beta6
- 00:00 Revision d790a438 (github): Moved the (unused) overlapping linedef detection algorithm out of the bsp generation and into edit_map.c Moved the remnants of bsp_analyze.c into more appropriate locations. Deleted the now empty bsp_analyze.c/h
2008-10-17
- 19:29 Revision ecb6f9a2 (github): Continued work on the map loader and BSP generation:
- * Revised the algorithm used to detect "one-way windows" to remove use of the glbsp concept of edgetips and instead u...
2008-10-16
- 21:17 Bug #545: Skymodels coords are wrong
- ok, nevermind, forget about the last followup/comment I added. fixed positioning was my fault.
The offset order is... - 03:03 Bug #545: Skymodels coords are wrong
- I think the whole offset part is broken.
It offset's the model from the camera and not the 0,0,0 map coords
-----... - 19:02 Revision 342e7171 (github): These seem unnecessary at the moment. Assuming that the portable sys_sdl_window.c should be used instead.
- 03:27 Bug #536: Escape key has no effect.
- "You can bring up the menu when you first start the game..."
should be:
"You can bring up the menu when you fir... - 03:26 Bug #536: Escape key has no effect.
- When I said pause, I meant how in single player it would pause the game and bring up the menu. You can bring up the m...
2008-10-15
- 19:32 Revision 20a0413c (github): Fixed a handful of rendering glitches that would occur with segs on twosided linedefs when the back sector floor height was higher than the back sector ceiling height. In this instance we now lower the high floor to the ceiling.
- 19:27 Revision aa9bea6c (github): Now that we arn't culling sectors with no linedefs during map load, protect P_Iterate from trying to walk the sector object lists as they might not be present.
- 03:45 Revision 89be26da (github): Pruning of redundant map data objects cannot yet be done, due to the problem of their original indices being used as references to them in several ways, which have not been updated accordingly. As this is quite a lot of work I've simply disabled the pruning for now.
- 03:40 Revision 84ee19f3 (github): Fixed blue locked doors not showing in the automap in jDoom, jDoom64 and WolfTC.
2008-10-14
- 03:41 Bug #546: Spider Boss shoots too high
- I can verify this, though the spider mastermind does not aim high, but has a problem with aiming in general.
In th... - 00:08 Bug #546 (Closed): Spider Boss shoots too high
- When playing against the Spider "mastermind", it shoots too high. This can be seen by going into the plutonia wad, 1...
- 00:01 Bug #544: jDRP models facing wrong direction?
- I have seen this too. Linux/SDL. Last version tried (from svn) was a month or two ago.
2008-10-13
- 11:14 Bug #543: Polyobjs completely missing
- DaniJ - I can confirm this bug on Linux -amd64, 64bit build, svn revision 5924
- 09:26 Bug #543: Polyobjs completely missing
- SVN Head is working fine for me under Vista. The map loads fine and all polyobjs are present with no warnings.
I s... - 09:52 Bug #542: Microphone volume keeps on MUTING!
- Doomsday does not use a microphone for any purpose, nor are the settings for which altered.
I would guess this is ...
2008-10-12
- 23:37 Bug #545 (Closed): Skymodels coords are wrong
- When adding skymodels by position deng reads the ded incorrectly: using the info from here http://sjke.org/dew/index....
- 11:28 Bug #534: Unable to change resolution
- Further investigation shows that during AM_LoadData() (called from G_UpdateState during reset), GL_UploadTextureConte...
2008-10-11
- 20:17 Bug #544 (Closed): jDRP models facing wrong direction?
- The jDRP models seem to face wrong directions - e.g. zombiemen walking backwards, imps walking sideways, enemies poin...
- 15:29 Bug #543 (Closed): Polyobjs completely missing
- When starting jHexen and MAP01 all the polyobj doors are completely missing. There are warnings in the console:
P_... - 15:22 Bug #534: Unable to change resolution
- To make it crash, I use Ultimate Doom, start E1M1 and then "setres" to a different resolution (windowed mode).
- 15:16 Bug #534: Unable to change resolution
- I'm seeing this problem in OS X. Seems related to decorations and materials?
Process: Doomsday [25669]
Path:... - 09:42 Bug #542 (Closed): Microphone volume keeps on MUTING!
- when ever i play heretic or doom using ANY version of the doomsday engine, when i exit, and i go to sound settings, a...
- 01:08 Revision 0741c969 (github): Quick fix to the vertical offset problem in the conversion of lumobjs to vlights.
- 01:06 Revision 3ca211b8 (github): Fixed decoration origin offsets on pegged top and unpegged bottom surfaces.
2008-10-10
- 22:19 Bug #541 (Closed): Jittery view bobbing
- Currently there is a problem with the view bobbing being especially jittery.
*Labels:* Graphics - 22:18 Bug #540 (Closed): Alt+Tab disables mouse turning
- When the mouse-x axis is used to turn the player, pressing Alt+Tab when in-game to switch between applications will d...
- 22:12 Bug #539 (Closed): Missing plane glow after material change
- If a surface changes from a non-glowing to a glowing material, the surface is updated and will glow as expected. Howe...
- 19:45 Revision 1c580768 (github): Fixed various issues in the conversion from lumobj to vlight for the purposes of sprite and model lighting.
- TODO: The debug display I added to draw the light vectors affecting a given sprite indicate that there are a few rema...
- 18:11 Revision 20e3c91c (github): Reinstated the soft limits for max number of vlights affecting sprites and models.
- 16:17 Revision e65b021e (github): Fixed bug #2143145 - DOOM2/Final DOOM incorrect screen border flat.
- 15:46 Revision d007928d (github): Fixed svn head bug #2156065 - Rckt and Cell ammo switched in the statusbar.
- 13:45 Bug #518: Characters Have No Sound When Jumping
- Is this a bug? Does original Hexen make sounds when the player jumps (other than the landing "umph")?
- 13:41 Bug #534: Unable to change resolution
- I have no problems at all with changing resolution or even going from fullscreen to windowed mode using the current s...
- 13:39 Bug #536: Escape key has no effect.
- Esc works just fine for me, for both entering and exiting the menu. It isn't set to pause the game by default.
Mor... - 13:17 Bug #531: Doom2/Final Doom incorrect screen border flat
- Fixed in svn rev #5920
- 12:47 Bug #537: Rocket and cell ammo switched.
- Fixed in svn rev #5919
- 00:13 Bug #537: Rocket and cell ammo switched.
- Screenshot shows the incorrect listing of ammo.
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/... - 00:13 Bug #537 (Closed): Rocket and cell ammo switched.
- The numbers displayed in the original Doom HUD for rocket and cell ammo report wrong amount (RCKT displays cell ammo,...
- 12:41 Bug #538: FPS counter stops working.
- This is related to the changes to the management of the console font. Displaying the console will reselect the font a...
- 00:17 Bug #538: FPS counter stops working.
- Screenshot shows inactive FPS counter.
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/192e0b8c/... - 00:17 Bug #538 (Closed): FPS counter stops working.
- After loading the next level in play, the FPS counter stops working and displays a blank blue box - see picture.
U...
2008-10-09
- 22:38 Bug #536 (Closed): Escape key has no effect.
- While you can bring up the menu with it once Doomsday starts, any other use of esc has no effect - e.g. esc does not ...
- 22:31 Bug #535 (Closed): Unable to change mouse settings.
- When you attempt to change mouse settings in svn 5018 you are instead greeted with a difficulty selection that begins...
- 22:30 Bug #534 (Closed): Unable to change resolution
- In svn 5018 you are unable to change to resolution higher than 640x480 without a crash or the screen being extremely ...
2008-10-08
- 16:23 Revision 368644c3 (github): Always do a full tex reset on change to the mipmapping mode.
- 14:27 Revision 1c3c636d (github): Changed pClassInfo->turnSpeed to int.
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.
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