Activity
From 2009-01-05 to 2009-01-18
2009-01-18
- 23:55 Bug #593: Sky Glow oversights
- Not a bug, this is by design, though, I do agree that the spreading of the sky colour into sectors which do not have ...
- 23:13 Bug #593: Sky Glow oversights
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/86a601f4/208b/attachment/doom2-plut-007.jpg
- 23:12 Bug #593 (Closed): Sky Glow oversights
- The attached screenshots do a better job than words could.
*Labels:* OpenGL Renderer - 23:12 Bug #593: Sky Glow oversights
- Oversight 1
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/86a601f4/2007/attachment/doom1-ultim... - 23:33 Revision 837fdaa7 (github): Allow newer Sky definitions to override earlier ones.
- 20:40 Revision af25fcba (github): Added: Sky definitions. Rather than define the sky properties for every map, each time in the Map Info definition, instead; use a Sky definition giving it a unique ID which is then used in the Map Info definition to link the two. This allows mod authors to patch just the Sky definitions without needing to touch/create Map Infos.
- * Added Sky definitions and updated the Map Info definitions of all games.
* Support for the old approach is retained... - 17:43 Revision 5ba33b8a (github): Updated copyright year to 2009.
- 17:25 Revision 624b67ad (github): Renamed r_materials.c/h to p_materialmanager.c/h
- 17:16 Revision 7955c50e (github): Changed jDoom: Improved precaching - inform the engine of many of the objects that we will be spawning dynamically once the map has loaded that it won't have known to precache as a result of loading the map itself.
- 17:14 Revision 04ef2378 (github): Part 3 of 3.
- 17:13 Revision 63012499 (github): Part 2 of 3.
- 17:11 Revision c0375eda (github): Redesigned sky fix logic. There are now two world-wide sky fix heights (floor/ceiling) rather than seperate offsets for each sector. It was found that the old approach was unnecessary and made dynamic updates of the sky fix very costly. Also, implemented support for a DOOM.exe rendering trick; non-clipping of middle textures on two sided linedefs by sky surface planes.
- Continued work on the materials system and refined related systems in the process:
* Materials are now accessible via... - 16:01 Revision caea4be0 (github): Made materials accessible via the DMU interface. Part 4 of 5.
- 16:00 Revision 27c33e42 (github): Made materials accessible via the DMU interface. Part 3 of 5.
- 15:59 Revision d4e57656 (github): Made materials accessible via the DMU interface. Part 2 of 5.
- 15:58 Revision 9e5b8776 (github): Made materials accessible via the DMU interface and removed (most) of the old interface to them. Part 1 of 5.
- 15:32 Revision 3c30aa50 (github): Changed All games: CCmd "conbg" now supports the paramaters "off" and (alias) "none" - remove the current background.
- 11:51 Bug #522: flat changing sky issue
- I have reworked the sky fix logic to fix in order to support a DOOM.exe rendering trick that to date, Doomsday has no...
- 11:39 Bug #546: Spider Boss shoots too high
- Probably related to this; PTR_ShootTraverse() is not hitting upper sidedef sections when their ceiling is a sky surface.
2009-01-17
- 21:27 Bug #592: Reset look angle/dir when closing the control panel
- Nice work, though, I've just noticed the same issue occurs when closing the game menu.
- 14:38 Bug #592: Reset look angle/dir when closing the control panel
- Fixed in revision 6241. Adding a new binding context wasn't enough, though, since the relative accumulation is only c...
- 12:20 Bug #592: Reset look angle/dir when closing the control panel
- Just a thought but wouldn't implementing a bind context for use within the control panel that grabs the devices have ...
- 11:42 Bug #592: Reset look angle/dir when closing the control panel
- The issue is that the input code is updating the relative position of the mouse (and other) axes while the user is in...
- 09:55 Bug #592 (Closed): Reset look angle/dir when closing the control panel
- Currently, the console player's look angle and direction will warp once they leave the control panel. It would be nic...
- 16:37 Revision 7549616a (github): Fixed a problem with game controls being active while in the control panel.
- The following changes were made:
- A "deui" binding context was added as the topmost one, with a new flag (Acquire A... - 12:27 Bug #513: Infine control oversights
- I've got another small thing here, for which I've changed the report title to represent.
With "before map" infine ... - 09:40 Bug #546: Spider Boss shoots too high
- Scratch that. The line opening range is being calculated correctly. Perhaps its the aimSlope that is off?
- 09:30 Bug #546: Spider Boss shoots too high
- After some initial investigation it would seem the problem lies in the line opening calculation. Will investigate fur...
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.
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