Activity
From 2008-11-02 to 2008-11-15
2008-11-15
- 19:29 Revision e83ec57e (github): Removed the overlaid slot numbers from the save/load file menus. Due to the way the menu currently works doing this the "right way" isn't really practical.
- 18:06 Revision 764771b7 (github): Fixed various problems with the draw routine for the text entry backgrounds seen in the menu (e.g., for save/load menus).
- Close the menu fast when replying to a message that was asked while not actually in the menu (previously it would app...
- 16:29 Revision 4d294838 (github): Fixed various issues in the menu:
- Attempting to view to the mouse/joystick options page in the menu would result in a seg fault in DOOM2/TNT/Plutonia o...
- 15:50 Revision 8cb00682 (github): Fixed problem of the shortcut keys (quicksave, help etc...) not working from the title screen unless the menu was active. Resolved by creating a new bclass called "shortcut" which sits above "menu" in the stack. Also relocated the actioning of the "any key; show menu" to the fallback responder. However this now shows that we need another binding class that contains the in-game controls (movement, show automap etc...) which sits above the default "game" bclass and is only active when in a map (otherwise events which are bound to impulses/ccmds will never reach the fallback responder and thus not all keys will show the menu when in the title loop).
- 14:17 Revision 14aa37c5 (github): Fixed ST_ARMS positioning issues with the statusbar draw in jDoom with the HACX mod.
- 14:14 Revision 3ca79c5f (github): Fixed jDoom: Missing skull cursor in the ReadThis screens.
2008-11-14
- 23:06 Bug #570 (Closed): "Upscale and Sharpen" + "Smart Texture Filtering" on fonts
- Currently both "Upscale and Sharpen" and the "Smart Texture Filtering" are used concurrently in menu font patches if ...
- 13:51 Bug #569 (Closed): Controls non-functional in multiplayer for clients
- A short initial trial of the current state of multiplayer revealed that there is quite a few issues at the moment:
... - 13:40 Bug #568 (Closed): Broken MIDI playback
- Playback of MIDI lumps appears to be broken. MUS playback continues to work.
PWAD - Alien Vendetta contains MIDI m... - 03:00 Revision 8624af89 (github): Implemented new game menu command MCMD_CLOSEFAST for when we want the menu to close instantly rather than smoothly disappear as normal (e.g., when a new game is started or a save game loaded).
2008-11-12
- 05:03 Bug #567 (Closed): Resolution always resets to 640x480
- I normally play Doomsday in 2048x1536. When using recent SVN builds (current 6034) I have the default resolution set ...
2008-11-08
- 01:18 Feature #1476 (New): Support for the features of the Playpal and Colormap lumps
- The Playal lump, as well as containing the games palette, also contains additional palettes for the various screen ti...
2008-11-07
- 14:02 Bug #565: Post level Infine seg fault
- There is not much we can do to look into this without the data you are using and having problems with. Please attach ...
- 12:05 Bug #565: Post level Infine seg fault
- Well, as I said, it seems that, sometimes ,after editing some part of my multi map wad, that one or more of my infine...
2008-11-06
- 22:29 Bug #565: Post level Infine seg fault
- Please can you attach the Infine scripts you are using to this tracker item. We will also need a step-by-step of how ...
- 21:11 Bug #565 (Closed): Post level Infine seg fault
- If a map exits while running an infine def (i.e a fade out) and the map also has an infine def set to run after it. T...
- 21:24 Feature #1475 (New): Spawnmobj "deaf" things
- Spawnmobj can set the facing angle/height (position) of a thing and the actual def it is attached to can be set to on...
- 21:14 Bug #566 (Progressed): [Resampler] Low quality sound samples play distorted
- I know this is technically not a bug because sounds of such quality are not officially supported by Dday...
Dday c... - 16:28 Bug #541: Jittery view bobbing
- Re-opened as there does still seem to be a problem.
To replicate:
Enable auto-run.
Use the default view bobbing sett...
2008-11-05
- 08:44 Bug #563: Use of uninitialised value of size 8
- After an extended debugging session with Yagisan, we have reached the conclusion that this isn't a Doomsday issue. I'...
- 02:59 Bug #563 (Closed): Use of uninitialised value of size 8
- SVN 6033 is causing valgrind to halt when starting jhexen. It halts at this point
Failed to locate high resolution... - 05:05 Revision 112ba1a7 (github): Fixed: Bug #2223434, the player viewdata was not being initialized at all. R_NewSharpWorld is always called every tic regardless whether there is a map loaded or not and because there are no player mobjs at this time, this would result in memcpy'ing uninitialized garbage around.
- 03:03 Bug #564 (Closed): Conditional jump or move depends on uninitialised value(s)
- SVN 6033 is causing valgrind to halt when starting jhexen. It halts at this point.
GL_NewTexture: Uploading (469:1... - 02:34 Bug #562 (Closed): Conditional jump or move depends on uninitialised value(s)
- SVN 6033 is causing valgrind to halt when starting jhexen. It halts at this point
==2562== Conditional jump or mov... - 02:27 Bug #561 (Closed): Conditional jump or move depends on uninitialised value(s)
- SVN 6033 is causing valgrind to halt when starting jhexen. It halts at this point.
==2562== Conditional jump or mo... - 02:18 Bug #559: jDRP: Chaingun invisible on autoswitch while firing
- Its a duplicate item #746738: https://sourceforge.net/tracker2/?func=detail&aid=746738&group_id=74815&atid=542099
Th... - 00:49 Bug #559: jDRP: Chaingun invisible on autoswitch while firing
- I'm sorry, duplicate of what? I searched for this bug before filing it, but didn't manage to find anything.
- 01:02 Revision 5746ae53 (github): Fixed potential segfault in XG which could attempt to dereference a NULL xline_t ptr in an XGTrav_* routine if passed a NULL linedef_t ptr OR if the ptr was to a dummy line (P_ToXLine would fail, returning NULL).
- Cleaned up.
2008-11-04
- 22:51 Bug #554: Line_active xg not checking correct line(s)?
- There were numerous problems in your XG Line Type definitions in the DD_DEFNS lump in Test.wad. After fixing the prob...
- 22:48 Bug #554: Line_active xg not checking correct line(s)?
- Fixed version of your Test.wad
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/3c2142a5/b5ca/att... - 19:45 Bug #560: jDRP: Weapons point too far to the left
- It is not the weapon models at fault here as they are positioned to match the original HUD sprites. The real issue he...
- 13:10 Bug #560 (Closed): jDRP: Weapons point too far to the left
- If crosshairs are enabled, the weapon models all point a bit left of the crosshair. This becomes apparent when holdin...
- 19:41 Bug #559: jDRP: Chaingun invisible on autoswitch while firing
- Closing as duplicate.
- 13:03 Bug #559 (Closed): jDRP: Chaingun invisible on autoswitch while firing
- If you're engaging a bunch of enemies, it may happen that you hold down the fire button and keep it pressed. When you...
- 12:56 Revision 7b179649 (github): Seems I've been doing too much PHP lately.
- 12:30 Revision ddc60b28 (github): Use a more robust method of formatting material names prior to hashing.
- 12:09 Revision cc4c4345 (github): Fixed same silly bug but this time in R_MaterialCreate. Must have used a "replace all instances of term" or something...
- 12:01 Bug #558: Segfaults when compiled with -O3
- I forgot to mention, I'm using Yagisan's Launchpad sources on AMD64
- 12:00 Bug #558 (Closed): Segfaults when compiled with -O3
- When Doomsday is compiled with CFLAGS containing -O3, it will become much more prone to segfaults. For instance, Hexe...
- 11:51 Bug #544: jDRP models facing wrong direction?
- Projectiles are also affected by this, like the fireballs of the baron of hell. They move in the proper direction, bu...
- 11:43 Bug #544: jDRP models facing wrong direction?
- I can confirm this, using the AMD64 version I compiled from Yagisan's Launchpad sources.
- 11:30 Bug #557 (Closed): Conditional jump or move depends on uninitialised value(s)
- SVN 6031 is causing valgrind to halt when roaming around on doom2 map1. It halts at this point.
==27647== Thread 1... - 08:53 Revision cdff8e86 (github): Fixed a really silly bug in R_MaterialCheckNumForName.
- 01:40 Revision c8ca51ef (github): Optimized sprite precaching in R_PrecacheLevel. Now only caches the materials of sprites used by states of mobjs actually present on the map. This is more conservative than the previous implementation which would attempt to precache every last sprite. Precaching of sprites is now enabled by default.
- This still not ideal as sprites for mobjs created dynamically which weren't on the map at load time will not be preca...
2008-11-03
- 11:19 Revision 913402de (github): Fixed bug in LO_AddLuminousMobjs which could lead to a seg fault when trying to process segs of a degenerate subsector.
- Added debug error message if a material for a given sprite frame can not be determined in LO_AddLuminous (trying to c...
- 11:00 Revision 0e00122b (github): Allocate new material texture instances only when needed and store in lists local to materialtex_t.
- 07:40 Revision 227204c3 (github): Moved definition of materialtexinst_t to r_data.h temporarily to fix FTBFS issues with the new materials system with more standards compliant compilers (than msvc).
- 07:25 Revision 4f4233ea (github): Materials system 2.0 (Part 6 of 6)
- 07:24 Revision 6e81632e (github): Materials system 2.0 (Part 5 of 6)
- 07:24 Revision 467287ca (github): Materials system 2.0 (Part 4 of 6)
- 07:23 Revision 4961cb5a (github): Materials system 2.0 (Part 3 of 6)
- 07:23 Revision 3f69e5a3 (github): Materials system 2.0 (Part 2 of 6)
- 07:22 Revision acba5556 (github): Materials system 2.0 (Part 1 of 6)
- Upon getting the initial implementation working well "enough" for a release I began about working on a revised versio...
- 06:48 Revision f71e8c95 (github): Added \fixme notes about the possibility that client/server materialnum_t identifiers might differ in the material change delta interpretation in cl_world.c. Todo: either send the client a material identifier dictionary or send material definitions to the client (which will then construct local materials).
- 06:42 Revision 9e10f217 (github): Fixed broken interpretation of texture/flat change deltas in PSV_FRAME packets in cl_oldworld.c.
- 06:40 Revision a6d02404 (github): Changed DD_SetConfigFile and DD_SetDefsFile to accept a filename_t and added bounds checking and limited character copys where needed to prevent potential overflows.
- Todo: Remove 256 character limit in file paths!
- 06:36 Revision fb22c46d (github): Cleaned up dd_wad.c somewhat.
- 06:36 Revision 35c28c62 (github): Removed unreferenced local variable in createDummyWindow.
- 06:35 Revision e47b1b2f (github): Fixed a minor type mismatch in FR_PrepareGDIFont. Do we even use/need these still?
- 06:33 Revision 1877c422 (github): Cleaned up GL_UploadTextureContent.
- 06:32 Revision 1cb49ad9 (github): Removed a test in P_CheckPtcPlanes which would only allow particle generators to be used with flat textures.
- 06:30 Revision 83c8723f (github): Fixed a potential segfault in P_Iteratep if traversal of the segs of degenerate subsector was attempted.
- 06:28 Revision 941fddf1 (github): Changed a while(true) infinite loop to for(;;) in Huff_QueueExtract. Couldn't see an easy way to have it self-terminate.
- 06:12 Revision 5a151e84 (github): Fixed bug in MPE_End where the map error reporting was being (attempted) after the sectors had been hardened (the error reports contain links to editable sectors).
- 06:09 Revision 805ebf4c (github): Restructured jDoom's P_MobjMoveZ. It *should* be functionally equivalent but now much easier to follow.
- Clean up.
- 05:34 Revision c3260073 (github): Added a typedef for the lump grouping tags enum (lumpgrouptag_t).
- 05:33 Revision bf91debb (github): Added define DOOMSDAY_VERSION_NUMBER for use under win32 as the product number in the metadata of Doomsday.exe.
- 05:29 Revision 85fc4f8e (github): Removed the old Splint for inconsistent size_t type.
- Added a define for the max length of a filename_t.
- 05:24 Revision 113d2a5c (github): Removed unreferenced local variable in R_BeginWorldFrame.
- 05:23 Revision 220ddaf0 (github): Removed unreferenced local variable in R_CornerNormalPoint.
- 05:21 Revision 21077300 (github): Fixed incomplete initialization of a plane's surface_t in R_NewPlaneForSector.
- 05:16 Revision 271c42e4 (github): Fixed a bug in SB_BeginFrame which could result in a segfault if a degenerate subsector is encountered.
- 05:12 Revision a6e82f7a (github): Adding missing braces from my last commit (doh).
- 04:58 Revision 376e5834 (github): Fixed an indirection issue in D_NetWorldEvent when dealing with DDWE_HANDSHAKEs.
- 04:51 Revision 07d4456b (github): Fixed a debug log message in N_SendDataBufferReliably which was trying to print a size_t directly as an unsigned long without a cast.
- 04:38 Revision 0916c8f2 (github): Fixed a subtle type mismatch in the WIN32 window manager.
- 04:29 Revision a41a91e8 (github): All games: Removed the CLAMP macro as gcc was reporting it could lead to undefined behaviour. Use MINMAX_OF instead.
- 02:06 Revision 3d28c33e (github): Fixed upper/lower case mix ups in vcproj file names in the doomsday.sln
- 02:05 Revision ce69115b (github): Removed old addition include directories from the doomsday.vcproj
- 01:59 Revision 831b4213 (github): Renamed remotely
2008-11-02
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