Activity
From 2009-01-03 to 2009-01-16
2009-01-15
- 18:39 Revision 03802c63 (github): Minor tweaks to the positioning of a couple of the menu patches and the menu cursor.
- 17:46 Revision fb488bed (github): Fixed include branches in jDoom's anim.ded somehow I forgot to update them along with definitions themselves. Run packres.
- 12:05 Revision 7f32f8a6 (github): Fixed build error reported by gcc under *nix. Interesting that msvc is happy about this, maybe I've pragma'd something I shouldn't have.
- 12:05 Bug #585: Access violation in dpdehread when playing pl2.zip
- Try as I might, I've been unable to subsequently reproduce this problem. I'm going to close this artifact and put it ...
- 11:58 Revision 1c31a75b (github): Fixed problem of renderer resets sometimes leading to garbled textures. The gl texture names reserved in the new deferred upload system were not being released during the reset and consequently, once OpenGL had been "shutdown" they were no longer valid; yet we were attempting to use those names anyway.
- Todo: This is currently not a very elegant solution as it exposes GL_Reserve/ReleaseNames publically as unfortunately...
- 11:38 Revision 6e50f5f0 (github): Cleaned up Rend_Console() somewhat.
- 11:24 Revision cd985bfb (github): Fixed console history buffer navigation. After using Home to jump to the start of the log, subsequent attempts to scroll down would fail. Now uses a sliding "inview" range. Also changed, the algorithm which draws the console to a bottom up version, to make it easier to follow.
- 10:05 Bug #591: linux build error def_red.c line 1016
- Fixed in svn rev #6238.
- 09:53 Bug #591 (Closed): linux build error def_red.c line 1016
- /home/dave/Svn/deng/engine/portable/src/def_read.c: In function ‘DED_ReadData’:
/home/dave/Svn/deng/engine/portable/... - 09:26 Revision 5d2664e9 (github): Fixed bug all games: #2501751 - method of circumventing logic to prevent abuse of the automap cheats in multiplayer games.
- 09:11 Revision 38f6cbad (github): Fixed bug jHeretic/jHexen: #2488388 crash during startup if missing AUTOPAGE lump (Blasphemer IWAD). Revert to drawing the automap background as a solid colour. Note; will automatically change automap background colour so as to look similar to the original game.
- 08:47 Revision 3efdfdba (github): Renamed "Client.ID" and "Doomsday.out" to all lower-case. All other files in the Doomsday install directory are lower case and for some reason, this was bugging me. We'll likely need a clean install for beta6 anyway so hopefully this won't be an issue?
- 08:41 Revision 50bec061 (github): Fixed bug #2498597: Reversed look up and down controls.
- 08:26 Revision 4d69e1f9 (github): Fixed file encoding. Surely its about time Microsoft managed to fix this in Visual C? :(
- 08:24 Revision 3695bac2 (github): Added a few more default control bindings for the WASD setup:
- * Menu navigation, WASD = menu up/left/down/right respectively.
* mouse-left-down = menuselect
* mouse-right-down = m... - 07:27 Bug #589: Map cheat not reset in MP game
- Fixed in svn rev #6234 for 1.9.0-beta6
- 07:12 Bug #586: Automap crash in jHeretic/jHexen (if missing AUTOPAGE)
- Fixed in svn rev #6233 for 1.9.0-beta6.
- 06:42 Bug #588: Reversed look up and down controls
- Fixed in svn rev #6231
- 06:04 Bug #590 (Closed): [Controls menu] Delete not possible if key-delete bound
- When using the in-game Controls menu to customize the controls, if you deliberately (or even accidentally) change the...
2009-01-14
- 04:13 Feature #1481 (Rejected): Command to change to last weapon used
- A key command to draw the last weapon used. Like the counter-strike "lastinv" command that is usually bound to q. Thi...
- 02:20 Feature #1402: Vertically Tiled Masked Textures
- Logged In: YES
user_id=849456
Needs:
New sidedef flag.
Modified handling of decor lights (maybe fakeradio?). - 02:20 Feature #1419: Map Rotates with player
- Logged In: YES
user_id=1566636
Now that I think of it, that is correct, though I did manage
to find some interesti...
2009-01-12
- 16:33 Bug #589 (Closed): Map cheat not reset in MP game
- A long time oversight likely since the day Doomsday's in game multiplayer setup was implemented.
In Doomsday, as i...
2009-01-11
- 04:47 Revision 66570428 (github): Added entries for the "conbg" ccmd to the games' conhelp.txt
- 04:46 Revision 26b7a9a2 (github): Fixed: When drawing the console if a background material is set, it would also be used on both the border and the shadow.
- 00:12 Bug #588 (Closed): Reversed look up and down controls
- The Look up and down control options appear reversed. As in what you enter in look up makes you look down and what yo...
2009-01-08
- 20:33 Bug #587: [Render hack] Plutonia 2 map11: 3D bridge does not construct
- Forgot to add. Tested in both 1.8.6 and Beta5.
- 20:27 Bug #587 (Closed): [Render hack] Plutonia 2 map11: 3D bridge does not construct
- On Map11, the fake 3D bridge just around the corner from the blue key pillar/door doesn't construct into its raised p...
2009-01-06
- 11:13 Feature #1480 (New): Include screenshot in savegames
- It would be a nice addition to the interface if a small screenshot would be saved along with the savegame which then ...
- 10:55 Feature #1479 (Closed): Savegame: autosuggest name for savegames
- Can the savegame system be enhanced to have it suggest a name for empty savegame slots, where the name is composed of...
- 10:39 Feature #1478 (Closed): Automap: show the map number
- Please add an option to also display the map number (or episode/level for Doom) in the automap. The jHeretic port alr...
2009-01-05
- 19:29 Revision 8afaff4b (github): Standardized method for referencing materials in the DED reader. Fixed a couple of minor issues which only allowed textures in the MG_TEXTURES group to be used as XG line type, (de)act materials. Updated game definitions (run packres).
- 17:54 Revision 8432376d (github): When reading Texture Environment definitions, don't split the entries into lists by their materialtextype. Instead, simply use one list.
- Allow specifying the Texture Environment for all materials (was just textures/flats).
- 17:41 Bug #586 (Closed): Automap crash in jHeretic/jHexen (if missing AUTOPAGE)
- If the AUTOPAGE lump is missing, both jHeretic and jHexen will crash when attempting to display the automap since the...
- 17:07 Revision f7946ed7 (github): Fixed various bugs with the "setaxis" console command due to off-by-one errors when dealing with device axis ids (they are 1-based).
- 03:27 Revision 6c27e81b (github): Removed unnecessary (duplicate) Material definitions from doom2-plutlights.ded and doom2-tntlights.ded
- 03:25 Revision ac53683e (github): Deleted jDoom's details.ded as it is unused. We now have the DEW for documentation.
- 03:06 Revision 8d40da83 (github): Removed R_MaterialSetSkyMask(). Now that we have Material definitions this is unnecessary.
- Moved the Material patch definitions for each game into a seperate DED file.
Created Material patch definitions for e... - 02:25 Revision 75de6751 (github): Fixed bug #2158261: Missing glow on the neighbouring walls of a sector after one of it's plane surface materials change from a non-glowing to glowing material.
- * When resolving references in a DMU Set call, only drill down as far the surface owner then take a ptr to it. Then c...
- 00:32 Bug #539: Missing plane glow after material change
- Fixed in svn as of rev #6220.
2009-01-04
- 23:57 Revision f235d674 (github): Added a sanity check to R_MaterialCreate() to ensure we aren't creating materials without a texture.
- 23:41 Revision da4ba76f (github): Continued work on the materials system. Don't forget to rebuild resources (packres) as the games' DED files have changed:
- * Material definitions are now read in release builds.
* Enhanced Material definitions so they can be used to patch a... - 21:32 Revision 61b32699 (github): Added missing prototype for R_UpdateTexturesAndFlats() to r_data.h
- 21:09 Revision 3c528c83 (github): Fixed music playback on Mac OS X. The problem was that SDL_Mixer was being used instead of QuickTime, and evidently MIDI playback on SDL_Mixer is broken.
- Also, when converting from MUS to MIDI, the temporary file uses the ".mid" extension so that QuickTime knows what to ...
- 20:21 Bug #584: Wrong instruments in MUS music
- That sounds reasonable. Currently it's just hardcoded to use the QuickTime music interface always on OS X, but a plug...
- 19:24 Bug #584: Wrong instruments in MUS music
- Shouldn't music playback via Quicktime be moved into a seperate audio driver plugin?
I was thinking that it would ... - 19:09 Bug #584: Wrong instruments in MUS music
- Solution: don't use SDL_Mixer for MIDI playback.
- 18:22 Bug #584: Wrong instruments in MUS music
- The good news is that the generated MIDI file seems OK: on Quicktime Player it sounds correct. The problem seems to b...
- 16:26 Bug #584: Wrong instruments in MUS music
- MUS to MIDI conversion is now handled by the engine so other than playback differences between the various audio driv...
- 15:35 Bug #584 (Closed): Wrong instruments in MUS music
- At least in OS X (Quicktime), MUS music has become broken at some point (has worked in the past). Now some of the ins...
- 19:28 Revision 9af8ab28 (github): Continued work on the materials system as some of the bugs reported with the unofficial svn rev #6160 release will be fixed in the process:
- * Get the materials manager up and running as early as possible, just before the definitions are read in Def_Read().
... - 19:26 Bug #223: Unix: Tilde expansion issues
- Absolutely, I wouldn't dream of touching this now that we are so close to releasing beta6.
- 19:15 Bug #223: Unix: Tilde expansion issues
- Replacing filename_t with a ddstring-based implementation would be great, although such a big change that it should w...
- 16:57 Bug #223: Unix: Tilde expansion issues
- After some initial investigation it would appear that the problem mentioned in this report is merely the tip of the i...
- 19:05 Revision 067c03f0 (github): Only update gameState (and announce in _DEBUG builds) when the state actually changes.
- 19:04 Revision 35298521 (github): Fixed minor alignment issue when drawing the m_doom patch in the menu.
- 18:01 Revision 0d17ce05 (github): Fixed all games: During the transition between the GS_INTERMISSION and GS_INFINE game states there is a single gametic where neither the player's view is drawn (gamestate != GS_MAP) or the (de)briefing is visible (an fi script command hasn't yet executed yet the gamestate has already changed to GS_INFINE. The result of which is a visible viewborder and HOM for a split second. We now catch this and clear the screen to black.
- Todo: This is not the best solution. Perhaps we should delay changing the gamestate until the first fi command is exe...
- 17:24 Bug #582: P_InitPicAnims: bad cycle for X to Y
- Step one of the solution to this has been fixed in svn rev #6215.
Next step; let user-created Group animation sequ... - 16:51 Bug #466: MUS Music skips on loop
- Now that the conversion is handled within the engine and only occurs when the current song changes this should now be...
- 16:41 Bug #585: Access violation in dpdehread when playing pl2.zip
- Plutonia 2 can be downloaded from the official site: http://www.freewebs.com/plutonia2/
- 16:40 Bug #585 (Closed): Access violation in dpdehread when playing pl2.zip
- When attempting to play the new Plutonia 2 mega WAD with svn trunk (IWAD must be plutonia.wad) dpdehreader currently ...
2009-01-03
- 00:22 Bug #582: P_InitPicAnims: bad cycle for X to Y
- After some initial investigation the problem here is that this mod has been packaged in a way that depends upon the o...
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