Activity
From 2008-11-17 to 2008-11-30
2008-11-29
- 23:02 Bug #572 (Closed): IDMUSxx cheat ded oversights
- I'd imagine this is an oversight more than anything else and not a big thing really (especially given Dday's playmusi...
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
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