Activity
From 2008-10-13 to 2008-10-26
2008-10-26
- 21:41 Bug #554: Line_active xg not checking correct line(s)?
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/3c2142a5/4e48/attachment/Test.wad
- 21:41 Bug #554 (Closed): Line_active xg not checking correct line(s)?
- Tested under 1.8.6 and Beta5.x and consulted with Dani who deemed it something worthy of posting here.
Attached is... - 14:39 Revision eb0cf66c (github): Fixed potential segfault if R_MarkDependantSurfacesForDecorationUpdate is called for a plane of a sector with no linedefs.
- 14:34 Revision feb141e8 (github): Fixed problem of not being able to hit the lower section of twosided linedefs if the ceiling in either the front or back sector is sky.
- 00:17 Revision 9ef057df (github): Fixed: Return the materialnum_t rather than ofTypeID for the skymask material when queried via DD_GetVariable.
2008-10-25
- 22:37 Revision c514873c (github): Fixed All Games: Due to the different approach taken by Doomsday and DOOM.exe in defining texture/flat animations and the numerous PWADS which exist that exploit DOOM.exe behaviour; it is not possible to use Group definitions to externalize the IWAD animations. All default Group definitions have been removed and instead the default animations are registered by each game during startup (and engine reset) in P_InitPicAnims. This fixes the long-standing problem of PWADS which abused the DOOM.exe behaviour not working correctly when played with jDoom/jHeretic.
- Note: This fix depends upon an assumption that will need to be resolved; Materials for textures defined in TEXTURE(1)...
- 00:20 Bug #374: jDoom64: No monsters in E1M33, E1M35
- Closing as out of date. Far too many changes have occurred within both the engine and jDoom64 to follow this up. Plea...
- 00:19 Bug #373: jDoom64: Broken behaviour in E1M12
- Closing as out of date. Far too many changes have occurred within both the engine and jDoom64 to follow this up. Plea...
- 00:15 Bug #436: JHeretic: Hellstaff fire effect
- Fixed in svn for 1.9.0-beta6
- 00:11 Bug #551: TNT.wad MAP 07
- Closing as duplicate. This problem has since been fixed for 1.9.0-beta6
2008-10-24
- 19:24 Revision fa34c3fe (github): Fixed All Games: A kludge in P_MobjMoveXY prevented missiles from exploding against skyhack ceilings but they would still explode if they crossed a skyhack floor.
- Handful of minor optimizations in p_map.c to avoid unnecessary DMU calls.
Clean up. - 15:59 Revision 45b13d12 (github): Fixed compilation error with jDoom64.
- 15:55 Revision 8d9e1164 (github): Fixed All Games: PTR_ShootTraverse would check for sky hack ceilings but not sky hack floors when looking to suppress hits.
- 15:52 Revision bbbf010d (github): Fixed problem in calcSSecReverb which always considered flat #0 as an unknown material.
- 15:51 Revision cc215191 (github): Fixed fakeradio bug which failed to determine that a side should be considered fully open if the neighbor linedef is twosided with a middle texture that fills the gap between floor and ceiling.
- 15:48 Revision 235ada09 (github): Fixed bug in Rend_DoesMidTextureFillGap which used the surface material X offset in place of the Y offset.
- Fixed problem of wall surfaces using flat #0 always being marked as potentially visible in Rend_MarkSegSectionsPVisible.
- 15:43 Revision b1654ef2 (github): Fixed problem of surfaces textured with flat #0 being misinterpreted as glowing surfaces (and thus fakeradio was disabled and other glitches).
- 15:41 Revision e268e422 (github): Fixed problem of glowing wall surfaces not working.
- 15:39 Revision b116dca9 (github): Fixed problem of rockets exploding and bullet puffs being spawned when a sky surface is hit. Caused by Doomsday returning of the material ofTypeID rather than the material num when querying DD_SKYMASKMATERIAL_NUM.
- 14:00 Revision d5c0a4de (github): Fixed problem of the first flat being given the MATF_NO_DRAW flag. This flag was implemented to support the DOOM.exe bug where the first texture is never drawn. However the same problem is not present with flats.
- 13:22 Feature #553 (Closed): Performance of many scrolling surface materials
- Since the introduction of DMU, many scrolling surface materials on a map are currently causing significant slowdown. ...
- 11:52 Bug #552 (New): Ambient occlusion on middle surfaces of 2-sided lines
- How best to handle this; Multitexture, split the poly into a 3x3 quadstrips (at most) and use vertex lighting?
*La... - 04:53 Revision df9598f8 (github): Fixed jHexen problem of frozen things not dying either by timeout or when hit with a non-icedamage weapon.
- 04:51 Revision 15f465ec (github): Fixed jHexen: HUD icons like the spinning Wings of Wrath are offset to the right to avoid overlaying the mana icons in the fullscreen HUD. However they were also offset when the view mode was statusbar-overlay.
- 04:29 Bug #551 (Closed): TNT.wad MAP 07
- Missing textures on lower linedefs in a few levels, especially MAP 07 in the first room. Usually around lifts / floo...
- 03:10 Revision 61f4f1ca (github): Renamed jHexen's SB_ChangePlayerClass to P_PlayerChangeClass and moved to plugins/common/src/p_player.c
- Removed jHeretic's SB_ChangePlayerClass as it is currently unused.
Changed jHexen's version cheat to simply call the ... - 00:17 Revision adcc9cdb (github): Fixed jHexen: Numerous problems with weapon piece display on the statusbar when semi-translucent.
- Fixed jHexen: In deathmatch, the statusbar Kills label patch was not drawn if the statusbar was NOT semi-translucent....
- 00:09 Revision 33a8e42a (github): Fixed jHeretic: When the statusbar is completely transparent the health marker chain would disappear.
2008-10-23
- 20:52 Revision 069ebaa4 (github): Fixed problems with the incorrect lifegem being use with the jHexen statusbar when the player class was not fighter.
- 17:48 Bug #550: Mana icon's not displayed in full screen hud
- Fixed in svn for 1.9.0-beta6
- 16:23 Bug #550 (Closed): Mana icon's not displayed in full screen hud
- The Mana icon's in the full screen hud aren't displayed in the top left corner in 1.9 Beta5.x.
You just see the nu... - 00:30 Revision 43129f70 (github): Changed jHeretic: Revised method for drawing the chain on the jHeretic statusbar; now drawn in two sections when needed (left and right of the gem) so as to maintain a uniform alpha value for the whole chain.
- Fixed jHeretic: The colour of the glowing gem on the statusbar did not change to match the player's colour (as the ge...
2008-10-22
- 23:33 Bug #549 (Closed): Sound causes Deng to freeze on linux
- revision 5954.
Music does not play at all.
If music is disabled and sound is not, it does not freeze.
If sound i... - 23:33 Bug #549: Sound causes Deng to freeze on linux
- backtrace log from earlier svn version
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/e532fc7f/... - 18:52 Revision 2b9b91e2 (github): Fixed bug #1673770: Problems with bouncing mobjs (flag2 MF2_FLOORBOUNCE) their Z momentum was being reduced to zero on first impact with the floor. In jHeretic this caused the firemace projectiles to explode instantly.
- Also fixed a problem in jHeretic's P_SpawnMissile which wasn't determining the angle correctly if the source of the s...
- 15:58 Bug #548 (Closed): Jittery object Z position smoothing
- When object position smoothing is enabled their currently seems to be a problem resulting in jittery Z movement. This...
- 15:52 Bug #435: JHeretic: Firemace problems
- Fixed in svn for 1.9.0-beta6
- 07:08 Revision e0e2ef3d (github): Fixed jHexen: The statusbar graphic features a copy of the fighter's chain which was visible behind the animated chain. Fixed by way of a kludge that cuts out that section of the statusbar and draws a near-black solid rectangle to fill the hole.
- Fixed jHexen: The colour of the glowing gem on the statusbar did not change to match the player's colour (as the gem ...
- 05:08 Bug #547 (Closed): Tiny flats thrashing the materials/texture systems
- Currently there is a problem where tiny flats cause constant thrashing of the material/texture systems due to the fac...
2008-10-20
- 17:00 Revision 805c1271 (github): jHexen: All patches used by both the statusbar and fullscreen HUD are now precached at startup and during an engine reset in ST_loadGraphics.
- 16:54 Revision 3fb100cf (github): jHexen: Fixed bug in the inventory which led to the wrong artifact use function being called if P_InventoryUse was passed a artitype_e id greater than AFT_SUPERHEALTH.
- 16:50 Revision 64b3d8ef (github): All games: Added the following default control bindings
- * key-e = fly up
* key-q = fly down
* key-f = fall down
jHexen: Changed the default bindings for inventory left/right... - 16:44 Revision d09937be (github): Changed dpatch_t->lump to lumpnum_t (was int).
2008-10-19
- 19:24 Revision d7922977 (github): This seems to fix the view bobbing issues. The interpolation was not done between consecutive sharp views, leading to stuttering back and forth (i.e., up and down).
- Pro Tip: This kind of issues are easiest to spot and debug with a low value for "settics" (in other words, in slow mo...
- 19:22 Revision 706bcc9e (github): IDE settings.
- 16:37 Revision 2bd44e55 (github): Update.
- 16:37 Revision a94e1668 (github): Fixed memory zone corruption due to out-of-bounds access of content->buffer. This occurred when texture content was being uploaded without deferring. GL_UploadTextureContent() assumed that content->buffer was modifiable, which is only the case when the content has been deferred and copied to a separate buffer. Non-deferred content is still in the zone.
- 13:39 Bug #534: Unable to change resolution
- Revision 5944: Fixed memory zone corruption due to out-of-bounds access of content->buffer. This occurred when textur...
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 ...
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