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From 2008-11-25 to 2008-12-08

2008-12-08

21:05 Bug #543: Polyobjs completely missing
Ok, I'll see if I can find the problem. Most likely its something small. danij
16:30 Bug #543: Polyobjs completely missing
Yeah it's still a problem. The svn head is behaving as before - polyobjs are not present at all. skyjake

2008-12-06

07:17 Revision fe9f3a14 (github): Added jHexen: Random class selection via the menu when starting a new game.
Enhanced menu initialization to build the player class and episode selection menus dynamically.
Created text definiti...
danij
07:03 Revision a145c110 (github): Fixed incorrect quit message in jHeretic and jHexen.
danij
07:00 Revision 1c9f9891 (github): Fixed problem of non-animating water flat in jHeretic due to a typo.
danij
06:59 Revision c2a9230b (github): Removed fixed limit on max message length in hu_msg.c::drawMessage, now that we take a copy of the message, we don't need to do this. Also fixed a problem with multi-line messages.
danij
01:12 Revision 550b5a3b (github): Changed jHeretic: When the "extended" version of the IWAD is player, allow the sixth episode to be loaded in singleplayer mode via the menu. However, also display a warning message that this episode isn't designed for that game mode. I didn't even about know these maps until I "bumped into them" while doing other stuff.
Added Text definitions for a bunch more HUD/UI strings that shouldn't be hard-coded.
Fixed problem of missing "Quit G...
danij

2008-12-05

23:10 Revision 82f486f1 (github): Added a couple of missing semicolons in jheretic's maps.ded
danij
22:51 Bug #574: Duplicate key hud messages
Vermil informs me that he is in fact referring to the case of e.g., picking up a red skullkey after a red keycard and... danij
21:51 Bug #574: Duplicate key hud messages
Is there really any need to inform the player about picking up a duplicate key? danij
21:20 Bug #574 (Closed): Duplicate key hud messages
A little oversight bug in the original Doom that is carried over to Doomsday.
If you pick up a duplicate of a key ...
vermil
22:44 Feature #1474: Customization options for object shadows
There already exist a flag to disable the shadow for a particular mobj state and the size can be adjusted also.
I ...
danij
22:12 Revision 7dbed689 (github): Changed jDoom/jHeretic: Moved the definitions for which music track to play on each map into the external (default) Map Info definitions.
Changed jDoom: Removed hardcoded limit on track numbers playable via the IDMUS cheat. Now all music tracks can be pla... danij
22:06 Revision 88c06411 (github): Clean up of the audio header files, all games.
danij
16:08 Revision 144c11ce (github): Made the default Decoration definitions for glowing materials usable with external textures/flats.
danij
15:20 Bug #572: IDMUSxx cheat ded oversights
Not a bug. This cheat plays a music track, without any care to what map(s) it might be used on by selecting the music... danij
03:42 Revision 659bd9b5 (github): Fixed: Hires textures, flats, patches and model skins were not affected by rend-tex-gamma.
danij
03:12 Revision 70f17b13 (github): Fixed blending problem with HUD fog effect #4.
danij
03:10 Revision e67a35a7 (github): Fixed rendlist state problem with multi-textured dynamic lights. Multi-textured for dynamic lights is now working once again.
danij
02:20 Revision eb4b43f1 (github): Reinstated the fading of the HUD fog effect and fixed a problem with the menu not being closed after starting a new game in Nightmare! difficulty.
danij
01:06 Revision 55e3e8f0 (github): Utilize the HUD type-in effect with messages.
danij
00:46 Revision cca94f86 (github): Clean up.
danij
00:32 Revision 28f7bdcc (github): Take a copy of the message to be displayed in Hu_MsgStart().
danij

2008-12-04

23:31 Revision 376b63ce (github): Numerous changes and fixes to get the menu and messages (not the log or chat widgets) working reliably again. Plus a other minor changes:
* Separated message drawing from the menu.
* Separated background fog effect the menu.
* Reordered the fallback respo...
danij
23:12 Revision 135b793b (github): Fixed problem in SV_ReadSector which wasn't correctly interpreting archived materialnums.
danij
23:10 Revision 42509c0f (github): Fixed potential segfault in renderWorldPoly due to an oversight.
danij
21:49 Bug #536: Escape key has no effect.
Is this still a problem with the current svn version? danij
21:48 Bug #543: Polyobjs completely missing
Is this still a problem? danij
21:38 Bug #571: -fast option is broken
The fast monsters issue I can replicate.
I've not noticed any real latency with the input of those weapons specifica...
danij
06:38 Revision 1e9fb85f (github): Renamed hu_msg.c/h to hu_log.c/h
danij
06:04 Revision 4ae29cb7 (github): Close the menu fast after saving.
danij
05:50 Revision f47f9620 (github): Fixed (all games): When attempting to save the game whilst not in a map (e.g., during an intermission), the user would be told they can't save because they are dead. Instead, inform them that they can only save their progress whilst in a map.
danij
05:46 Revision 622532e2 (github): References to the flags of a plane via DMU are actually references to the surface flags.
danij
04:34 Revision fd58b3f9 (github): Implemented a simple protection mechanism to prevent the console bind context from being inadvertently deactivated by the user, via the console (heh). The result would otherwise be no way to quit Doomsday.
Added a few usage restriction flags to the various binding system console commands to prevent mods from messing with ... danij
03:52 Revision 1174a506 (github): Removed the old interfaces to the engine's binding and bind context management (obsolete).
danij
03:37 Revision 47710abc (github): Moved the default event binding for opening/closing the menu to the "shortcut" context so that the menu can still be opened when the "game" context is inactive.
danij
03:29 Revision 5cf5b271 (github): Re-termed "bind class" to "bind context" as this is far more descriptive of their purpose.
Renamed b_class.c/h to b_context.c/h accordingly. danij
03:21 Revision 6da75366 (github): Re-termed "bind class" to "bind context" as this is far more descriptive of their purpose.
danij
02:24 Revision 845231d7 (github): Added missing defines for the (temporary) flags to flip materials horizontally/vertically, per-surface. These will disappear once per-surface material scaling is exposed via DMU.
SVN head should now be playable again. danij
01:44 Revision 4ad26d52 (github): Added: New sidedef flag "sdf_middle_stretch". Normally, height of the middle surface on twosided linedefs is clipped to that of the material used on it. If this flag is set, this behaviour is disabled (instead, the surface will stretch from floor to ceiling). This flag can be set via DMU and subsequently XG, using the ltc_wall_texture/ltc_wall_material class.
Implemented for jDoom64. When loading a DOOM64 format map, this flag will be set for all sidedefs automatically in li... danij
01:32 Revision 7d78858d (github): Continued work on revising the interface to RL_AddPoly. Everything is once again working other than the case of surfaces drawn with a modulation texture (first light on surface). For now, disable multi-textured lights "rend-light-multitex 0" until the problem is resolved.
* Revised world texture coordinate generation. Now uses the OpenGL texture matrix for the translation and scaling of ... danij
01:19 Revision e10e1017 (github): Changed: Removed requirement of one (or more) texture definitions during engine start up (PNAMES and TEXTURE1/2 lumps are no longer required).
danij
01:03 Revision e139c32f (github): Changed global variable 'useModels' to byte (was int).
danij
01:01 Revision 1665c643 (github): Split surface flags into public and engine-internal flag sets. The public per-surface flags can now be accessed via DMU and are included in game saves.
danij
00:53 Revision 3790f48b (github): Moved sidedef blending flag definitions from xg.ded to flags.ded (they can be set using DMU).
danij
00:47 Revision c538baba (github): Moved sidedef flag definitions from p_xgline.h to dd_share.h
danij
00:43 Revision df0fe3ce (github): Added: Cvar "rend-dev-nosprite" 1= Display drawing of sprites and masked walls. Not archived.
danij
00:38 Revision 5fec1e6f (github): Moved the automap display list update back to AM_Drawer and implemented a short delay timer to prevent overly frequent updates.
danij
00:36 Revision 21714758 (github): Register all the various DOOM64 map format properties in jDoom64. Rudimentary implementation for converting the sector LIGHT definitions to Doomsday's surface colors.
danij

2008-12-03

23:49 Revision 00957ea2 (github): Changed: Any material can now be flagged as "sky-masking" resolving the previous limitation which allowed only one material and it had to be a flat. Needed for jDoom64 which has no flats and has multiple sky mask textures.
danij

2008-12-01

21:14 Bug #573 (Closed): Thing Dynamic lights: Y Offset +/- wrong way around
Thing Dynamic lights: Y Offset +/- wrong way around
As the summary suggests.
It seems that the +/- values for the...
vermil
01:51 Revision ef0f477a (github): Added ROM-IWAD switch texture name pairs to switchInfo.
danij
01:48 Revision f5ff5765 (github): Removed includes for obsolete deds in jDoom64.
danij
01:48 Revision 5a8c08b0 (github): Updated the jDoom64 Map Info definitions with correct author, map name and texture name strings.
danij
01:46 Revision 3714409f (github): Use the ROM-IWAD names for textures in the jDoom64 decoration definitions.
danij
01:45 Revision c05c2ec1 (github): Removed the anim group definitions for jDoom64 texture animations. Use a similar method to jDoom to build the default set of animations at run time. Added precache groups for the switch texture pairs.
danij
01:43 Revision 21544447 (github): Removed the background flat from the jDoom64 InFine scripts used before/after maps.
danij
01:42 Revision 0933abd6 (github): Deleted the DOOM64TC XG definitions. jDoom64 won't be needing them.
danij
01:41 Revision 4f08b986 (github): Deleted the DOOM64TC XG definitions. jDoom64 won't be needing them.
danij
01:39 Revision 7cca7c9b (github): Added jDoom64: Cvar "hud-title-nomidway" hide the map author string shown at level start if it is "Midway".
danij
01:34 Revision c93d268f (github): Display the floor and ceiling material name rather than the materialnum in the "where" debug cheat info.
danij

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... vermil

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. danij
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... danij
 

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