Activity
From 2008-11-14 to 2008-11-27
2008-11-27
- 01:07 Revision f742e406 (github): Fixed a type in wadmapconverter/src/load.c which caused the vertexes of DOOM format maps to be scrambled during load.c
- A few minor changes in the handling of DOOM64 LIGHTS lumps.
- 00:49 Revision 44ba80af (github): Added a working algorithm for decompressing DOOM64 format, compressed data. This is still somewhat early and requires a lot more study so it can be documented fully.
- Has been tested and proven to work with all texture and map data lumps in the original DOOM64 ROM-embedded IWAD on bo...
2008-11-21
- 10:37 Revision edaca130 (github): Clean up.
- 10:26 Revision 45d621d7 (github): Fixed problem in FH_Clear() which would attempt to dereference a NULL ptr if the file name hash table hadn't already been initialized.
- 10:24 Revision 5e5e9ba6 (github): Made the endian swapping routines available on little endian architectures. We'll need these when dealing with DOOM64 lumps (which are big endian).
2008-11-19
2008-11-18
- 06:15 Revision 7f799f88 (github): Implemented support in dpWADMapConverter for reading DOOM64 format maps. Caution: this is entirely untested as yet and is a literal interpretation of the ROM disassembly. We cannot yet read the ROM-IWAD correctly. None of the new map element properties are yet implemented in jDoom64 so even if we could load the IWAD and this code does work and, and... the maps still wouldn't look right.
- 06:04 Revision 15a285af (github): Added a new method of material look up using the original texture/flat/sprite/etc index plus a material group.
- 06:01 Revision a03f59bf (github): Added missing newline at end of warning message in R_ReadTexureDefs.
- 03:19 Bug #571 (Closed): -fast option is broken
- In doom, ultimate doom, and doom 2, using deng 190b5.1 with no addons, the pistol, shotgun, and double shotgun all la...
2008-11-17
- 10:21 Revision 5a26885b (github): DD_GAMETIC, DD_OPENRANGE, DD_OPENTOP, DD_OPENBOTTOM and DD_LOWFLOOR are now special values not integers so moved into the correct place in DD_GetVariable.
- 03:05 Revision 822fcd02 (github): Redesigned the automap to alleviate slowdown evident on large maps. Rather than traverse the world each render frame, allocate space to store a copy of the map and only update when necessary (e.g., a new linedef is seen for the first time). Take advantage of OpenGL display lists.
- Todo:
* Currently, there is no fall back for when display lists are not available (just the Rage chip-set?).
* Glowin... - 02:49 Revision 680c4d86 (github): Began refactoring the interface to the rend lists (i.e. RL_AddPoly) with the following goals:
- * Currently only our domain-specific primitives quad/divquad/flat can be added to the rend lists. Instead we should b...
- 02:08 Revision 6c2e06b4 (github): Moved blockmap dimension macros to p_bmap.h as these are no longer needed publicly.
- 02:07 Revision 53f71e3b (github): Added new routines to handle the determination of whether detail textures or reflections are to be used with a particular material (is it from an PWAD? Does the definition allow this? etc...).
- 01:52 Revision e3beed5a (github): Extended the rendpoly allocation so that rtexcoords can be allocated dynamically also. This is just a temporary measure until the interface to the rend lists is revised.
- 01:44 Revision 51e9161e (github): Don't bother precaching DDTEX textures as under normal use (and with well built maps) we won't need them.
- Move GL_SelectTexUnits to gl_texmanager.c temporarily.
- 00:12 Revision ebe016eb (github): Redesigned algorithms for reading PNAME patch definitions and TEXTURE1/2 texture definitions.
- Unfortunately, due to the DOOM engine only using the last found TEXTURE1/2 lumps in order to add new texture definiti...
- 00:00 Feature #1452: [Hexen] Monster respawn rate
- - **Milestone**: Pre 2.0 --> Eventually
2008-11-16
- 23:45 Revision 9aa9870c (github): Added flags for Detail and Reflection definitions to govern when the definitions will be used (with IWAD, with PWAD etc), analogous to those for Detail textures.
- 23:38 Revision 763a82a0 (github): Moved constant defines for DD_GAMETIC, DD_OPENRANGE, DD_OPENTOP, DD_OPENBOTTOM and DD_LOWFLOOR out of the section listing integer values for use with Set/Get (they are no longer integers).
- Added new DMU property name DMU_DXY which returns both X and Y deltas, as a convenience instead of requiring two DMU ...
- 23:34 Revision 9d190c29 (github): DD_GAMETIC is now queried via DD_GetVariable rather than DD_GetInteger but returned as timespan_t in fractional seconds.
- 23:31 Revision 61f02df9 (github): Fixed issue of polyobjs not being lit with dynamic lights.
- 23:29 Revision aeae8a26 (github): Clean up.
- 23:28 Revision 7bbf1231 (github): Consistent use of the terms "map" and "level". Numerous routines, constants and variables updated accordingly. Part 6 of 6.
- 19:02 Revision 464a6fcd (github): Numerous minor tweaks to the jHexen text defs. Mainly capitalization tweaks and removing redundant spaces before newlines.
- 18:48 Revision 8250719e (github): Numerous minor tweaks to the jHeretic text defs. Mainly capitalization tweaks and removing redundant spaces before newlines.
- 17:52 Revision cdfaa593 (github): Removed __WOLFTC__ logic branches from common code.
- 17:23 Revision 4f58142e (github): Moved the build win32 snapshot scripts into the attic as they are very outdated.
- 17:18 Revision 3664762a (github): Moved WolfTC into the attic as it would seem this project is (unfortunately) effectively dead. I haven't touched the XCode stuff as I don't want to break it.
- 16:58 Revision 77736cc4 (github): Consistent use of the terms "map" and "level". Numerous routines, constants and variables updated accordingly. Part 5 of 6.
- 16:54 Revision f891b331 (github): Consistent use of the terms "map" and "level". Numerous routines, constants and variables updated accordingly. Part 4 of 6.
- 16:51 Revision 967e55d7 (github): Consistent use of the terms "map" and "level". Numerous routines, constants and variables updated accordingly. Part 3 of 6.
- 16:45 Revision 13eabf05 (github): Consistent use of the terms "map" and "level". Numerous routines, constants and variables updated accordingly. Part 2 of 6.
- 16:40 Revision a57d2efb (github): Consistent use of the terms "map" and "level". Numerous routines, constants and variables updated accordingly. Part 1 of 6.
- 15:45 Revision 97ee1c66 (github): Numerous minor tweaks to the jDoom64 text defs. Mainly capitalization tweaks and removing redundant spaces before newlines.
- Removed the text string for the Heavy Weapon Dude as it isn't in DOOM64.
- 15:32 Revision e7f9bec6 (github): Fixed a comment.
- 15:30 Revision 33df028d (github): Minor tweaks to various cvar and ccmd help strings. Mainly changing "level" to "map" where appropriate.
- 14:56 Revision e2c3dca2 (github): Removed obsolete constants to do with the old modem, IPX etc networking stuff and GL_TextureFilterMode from the Doomsday public API.
- 14:33 Revision 614a626f (github): Clean up.
- 14:30 Revision fedace80 (github): Added a few things to DGL for use in the new automap drawer I've been working on:
- * Basic interface for accessing OpenGL's display list functionality. List names can either be requested or allocated ...
- 14:07 Revision 93002d2e (github): Fixed polyobj surface normals were not being updated after rotation and translation.
- 14:05 Revision da391618 (github): Clean up.
- 13:57 Revision fce85920 (github): Renamed bsp_level.c/h to bsp_map.c/h
- 13:53 Revision 8715e254 (github): Added aliases for a few XG flags so that "material" can be used in place of "texture/flat" where appropriate.
- 13:46 Revision 1a2c8f28 (github): Numerous minor tweaks to the jDoom text defs. Mainly capitalization tweaks and removing redundant spaces before newlines.
- 13:00 Revision 5fd210bc (github): Fixed a comment.
- 12:53 Revision 53fab8dc (github): Fixed a comment.
- 12:50 Revision 3f3e90ae (github): Fixed a comment.
- 12:49 Revision 8dfebff3 (github): Fixed a comment.
- 12:48 Revision 4867df92 (github): Fixed a comment.
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).
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