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From 2009-01-20 to 2009-02-02

2009-02-02

22:18 Revision 916e3650 (github): Removed graphic file format IO routines from the public API. Currently unnecessary but if such functionality is required in future the engine should arbitrate the process via a generic interface.
danij
20:02 Bug #209: MacOS X SDLMixer: Error
Ah I see. The issue is that we don't know what file extension to give the data lump even if we do dump it to disk. danij
20:00 Bug #209: MacOS X SDLMixer: Error
Perhaps then if passed a file buffer rather than a file path, our QuickTime playback wrapper should dump the data to ... danij
18:07 Bug #209: MacOS X SDLMixer: Error
The status is that on OS X all music is played through QuickTime. However, there is a slight problem in the system: i... skyjake
16:31 Bug #209: MacOS X SDLMixer: Error
Whats the status on this? Are we now using QuickTime for non-MIDI music? danij
15:59 Bug #387: 3D Sound problem
I don't know whether this has subsequently been fixed but it appears to work correctly for me with current svn trunk.... danij
15:53 Bug #424: Cannot get past new game screen
I think I may have noticed a trend among similar crash reports from users using Intel graphics chipsets. All of which... danij
15:41 Feature #1440: Vanilla Doom collision-checking mode
Logged In: YES
user_id=1732664
Originator: YES
1. Sorry for a typo. "game-zclip" cvar seems to do nothing.
2. Plea...
mercury13_kiev
15:31 Bug #549: Sound causes Deng to freeze on linux
Kurikai informs me this issue has subsequently been fixed. danij

2009-02-01

22:47 Revision ab02ea06 (github): Fixed (dsdirectsound): Linear to logarithmic sound effect volume translation which resulted in no audible sound if both 3D sound positioning was enabled and the Doomsday sound effects volume control was lower than maximum volume.
danij
21:38 Bug #154: Masked texture lines
Time to bump the priority on this I think. These rendering artefacts are starting to annoy me. danij
21:34 Bug #335: in *nix MIDI hangs Doomsday
According to Kurikai this problem is now fixed in current svn trunk. danij
02:20 Revision 165cf97a (github): No light would probably be a better choice than fullbright.
danij
02:14 Revision 09bb8d6c (github): Fixed use of uninitialized color in LG_Evaluate when a given block has no sector.
Todo: This doesn't fix the core of the problem though. The issue is that the sector coverage determination done durin... danij
00:21 Revision 4d62dda3 (github): Fixed intermittent failure of: radius attacks, checks to determine whether attempting to spawn a lost soul inside a wall, archvile corpse search and mobj search used in jHexen for the Cleric's ghosts (among other things). Caused by failure to always increment validcount before doing search via the blockmap.
Todo: This remnant of the public blockmap interface should be removed. The engine should not depend upon the game to ... danij

2009-01-31

18:39 Revision 8fc40e25 (github): Added missing include for string.h in rend_automap.c
danij
18:22 Revision e50ed03f (github): Added missing include for stdlib.h in rend_automap.c
danij
02:37 Revision 38780bb2 (github): Fixed momentary disappearing of the static world geometry visible in the automap. Defer deletion of the outdated automap display lists until just before we compile replacements. Using the outdated copies until then won't hurt at all. Also reinstated the rotation-aware calculation of the view frame clip box.
danij

2009-01-30

23:16 Revision 2e1d9d0c (github): Continued with the clean up of the automap.
danij
22:59 Revision b6a0000f (github): Fixed (all games): Don't ask the player to confirm their suicide request if they are in fact already dead.
danij
15:40 Revision 17e44fa2 (github): Changed the message bind context to acquire all devices as these messages should be responded to before any further events are processed.
danij
14:47 Revision 9f7f9c8d (github): Fixed plane movers which also changed material when the target is reached were not actually doing the the material change due to a DMU type mix up.
danij

2009-01-29

23:32 Revision 4556e918 (github): Began cleaning up the automap. Now that we are using GL display lists for the static map geometry there is no need for manual primitive management. Also reinstated drawing of glowing line specials.
danij
05:27 Revision 204e3c79 (github): Changed: Only maximize the screen and hide the HUD displays if there is currently a demo being played and the player being followed is a camera.
danij
02:17 Revision b95372ce (github): Fixed menu color box alpha not multiplied with menuAlpha.
danij
00:11 Revision 4ff1613d (github): Fixed: Bug #2430153 - default automap colours not taken from PLAYPAL.
Added: cvar "map-customcolors" controls the behaviour of when to use the custom automap colors; 0=Never, 1=Automatica... danij

2009-01-28

22:17 Bug #329: [Heretic|Hexen] Afrit/Gargoyle death, endless frame loop
This is due to a bug in original Heretic and Hexen where flying creatures can get stuck in a loop whereby they repeat... danij
22:12 Bug #576: Automap colours
Both issues have now been fixed in svn for 1.9.0-beta6, the changelog will detail changes to the default behaviour an... danij
20:03 Bug #599: Speed field ignored for certain missiles
Correct. The issue here is the implementation of "fast mode". Ideally this should be redesigned as a server-side modi... danij
18:37 Bug #599: Speed field ignored for certain missiles
Through further discussion with Danij, I have learnt that the speeds for Troopshot, Headshot and Bruisershot are hard... vermil
17:06 Bug #599: Speed field ignored for certain missiles
The speeds of Mancubus, Revenant (I made a mistake listing this one originally) and Arachnotron missiles are controll... vermil
14:55 Bug #599: Speed field ignored for certain missiles
Not a bug. The speed of missiles is governed by whatever shoots it, not the definition of the Thing itself. The only ... danij
11:47 Bug #599 (Closed): Speed field ignored for certain missiles
A difficult one to explain.
The speed field in a mobj's thing definition appears to be ignored for missiles that a...
vermil

2009-01-27

23:18 Revision e20b1250 (github): Construct display lists for the automap line characters.
Fixed bug in getKeyColorForMobjType which failed to end iteration immediately when the list of mobj types had been ch... danij
21:23 Bug #595: Automap Zoom Resets
Fixed in svn for 1.9.0-beta6. danij
13:37 Revision 17d5fe7b (github): Added m_stack.h to doomsday.vcproj
danij

2009-01-26

21:30 Revision 1fe4d792 (github): Control panel widgets for mouse X/Y sensitivity, invert, and disable.
skyjake
20:09 Revision 8873657d (github): Project file update.
skyjake
20:09 Revision cc0017b9 (github): Fixed a problem with dynamic console variable registration. Now static copies are made of the names so that the source can change after registration.
skyjake
20:08 Revision 0c275f33 (github): Matters of constness. Fixed warnings.
skyjake
20:07 Revision d1904a1c (github): Register a bunch of console variables for axis settings, to allow saving their values.
Disabled the setaxis command, as it crashes at the moment
listinputdevices will now print the full config of every e...
skyjake
19:32 Revision 7fbf1e4c (github): Had to rename stack_t due a symbol with the same name in the OS X system framework.
skyjake
12:58 Revision 75326a76 (github): Fixed: HUD/menu type-in effect skipped drawing the flash for the first character in each string.
danij
11:52 Revision 420ddf04 (github): Fixed positioning of the map name in the automap if set to automatically show the statusbar if the current screen mode is actually fullscreen.
danij
11:16 Revision ca4ad39e (github): Fixed centering of the automap so the origin is always in the center of the automap window. Fixed alignment of the mask texture so that it always stretches to fit the automap window dimensions.
danij
11:13 Revision ca88c5e6 (github): Ensure crosshair lines are always drawn at a constant width, irrespective of the screen resolution (always 1 pixel).
danij
10:31 Revision b9c3c07e (github): Fixed missing skill level strings in the jHeretic menu.
danij
09:04 Revision c5b26978 (github): Fixed typo in last commit.
danij
08:54 Revision fbaa4518 (github): Revised how crosshairs are drawn; they are now scaled uniformly.
Changed: Removed ccmd "crosshair" as it was unnecessary. Simply use the cvars instead. danij
08:25 Revision e8d7b5cc (github): Changed: Removed the /shinemaps shortcut mapping in pk3/zip archives, to avoid a possible issue in the future. Use /lightmaps instead.
danij
07:19 Revision 99fa4832 (github): Stop gcc complaining "boolean != int" even though we typedef int boolean. Yeah, I know, standards compliant, blah blah.
danij
07:01 Bug #598 (Closed): External resource loader - File names with extensions
Currently, file names specified in DED definitions must not include an extension otherwise the resource loader will n... danij
06:08 Revision 00e84918 (github): Added (all games): Crosshair vitality. Colour the crosshair according to how near the player is to death.
danij
02:17 Revision f3d95cd9 (github): Continued cleaning up rend_main.c
danij
02:16 Revision 06afb58b (github): Fixed: ColourOutlines was being called twice on masked sky textures.
Prefer CL_CLAMP_TO_EDGE over than GL_CLAMP. danij

2009-01-25

22:50 Bug #597 (Closed): [Mac] Missing error dialog
Evidentially no error message dialog is presented as a result of a Con_Error under OS X.
*Labels:* System
danij
18:10 Bug #596: Armour bug
I agree that expanding ltc_power to include optional field(s) a mod maker can use to set a certain armour type would ... vermil

2009-01-24

15:12 Revision a18fab27 (github): Continued with the clean up and refactoring of the engine's DGL interface.
danij
00:59 Revision c486f6f8 (github): Moved the DGL API and OpenGL system-level stuff into their final(?) resting places. Added an API header for DGL.
Don't negotiate the DGL interface within the engine, instead, call OpenGL directly. danij

2009-01-23

14:00 Bug #596: Armour bug
This is due to the rather bizarre handling of armour in DOOM. In P_DamageMobj it can be seen that a player is only co... danij
12:06 Bug #596 (Closed): Armour bug
A bug with armour that is revealed through use of the LTC_Power XG type.
If the players armour is 0% and you use L...
vermil

2009-01-22

16:29 Revision ccc446d8 (github): Don't negotiate the DGL interface when drawing the rend list gl command arrays and don't bother using glDrawElements (ultimately, we want to be freezing down the world geometry to display lists).
danij
16:23 Revision 63f9898c (github): Only check for overflow/underflow in _DEBUG builds when pushing/popping OpenGL matrices.
danij
16:21 Revision f9b7cc57 (github): Clean up.
danij
14:17 Bug #595 (Closed): Automap Zoom Resets
I found that I like to keep the map zoomed out as far as it goes, but everytime I go to a new level, the automap rese... jimigrey
10:29 Bug #594: Full screen HUD sprites / Incorrect scaling of HUD items

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/929c799a/7ebe/attachment/doom2-016.jpg
vermil
10:29 Bug #594 (Closed): Full screen HUD sprites / Incorrect scaling of HUD items
I wasn't sure whether this could be classed as a bug or not.
Dday uses specific sprite names for the full screen h...
vermil

2009-01-20

20:12 Revision 81c18455 (github): Fixed: Bounding box axis shadow test in ssecBlockIterator; the top/bottom points were swapped.
danij
17:01 Revision c80bb630 (github): Continued renderer clean up:
* Revised dynlight projection interface, DL_ProjectOnSurface is now used for all lumobj-lit world surfaces.
* Removed...
danij
13:12 Revision df56f672 (github): Removed TU_SHINY and TU_SHINY_MASK idents from gltexunit. Now that shiny polys are (once again) handled seperately they are back in their original slots; TU_PRIMARY and TU_INTER for the shiny texture and the shiny mask texture respectively. The virtualized texture unit stuff is now done at material-level.
danij
13:01 Revision 93b534e9 (github): Adjusted the menu cursor offsets in jHeretic and jHexen; moved down one 320x200 pixel.
danij
03:12 Revision ccab18a0 (github): Continued clean up of rend_main.c and the render lists interface. Shiny polys are now added to the render lists using RL_AddPoly().
danij
 

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