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From 2009-01-28 to 2009-02-10

2009-02-10

21:38 Bug #607 (Closed): Menu cursor position on entry to/exit from the color widget
Currently, in the menu, moving the cursor in the color widget changes the position of the cursor in the parent menu o... danij
06:39 Revision b0b9282d (github): Added conversion of mouse button states in DD_ConvertEvent.
danij
06:36 Bug #606 (Closed): Shiny texture coordinate issues
Projecting shiny texture coordinates on quads isn't working particularly well currently as two adjoining surfaces wit... danij
05:58 Revision 36f8dfba (github): Revised handling of view filters such as that seen when the player is damaged or when a bonus is picked up.
Filters are now stored as a vector of floats and remain in this representation until they must be transmitted to clie... danij
04:42 Bug #604: Menu navigation using the WASD defaults for up/down
Fixed issue with mouse buttons not opening the menu during the title loop. danij

2009-02-09

23:11 Revision 87c7d2eb (github): Hopefully, save games should now be working again.
Fixed off-by-one error in P_GetMaterialName which resulted in an incorrect name being returned for a given material.
...
danij
21:44 Bug #605 (Closed): Fog vs Fakeradio plane shadow primitives
Currently I am experiencing rendering glitches with Fakeradio plane shadow primitives flickering around if I enable f... danij
20:20 Bug #409: MP3s do not clear cache
It would seem that this isn't a problem in Doomsday per-say. The various "jdep" addons are missing music bindings whi... danij
09:51 Revision 3b58f8ee (github): Fixed save issue in jHeretic, due to a typo in a precompiler define for a __JHERETIC__ logic branch.
danij
05:58 Revision 482c1671 (github): Further menu tweaks and fixes:
* menuleft and menuright no longer navigate up/down respectively if the current item is not ITT_LRFUNC.
* Added a men...
danij
05:30 Feature #1483 (Closed): Shine maps and mask (greyscale or palleted)
Allow shinemaps and masks? to be greyscale or palleted so that much room can be saved in texture packs used in doomsd... eunbolt
05:26 Feature #1482 (Closed): Indication of scrolling menus
with the new scrolling menu's people will not know that it gos further down that you can actually see on the screen. ... eunbolt
05:06 Revision 0038bf15 (github): Fixed problem of hotkeys overriding menu control bindings for the same keys. Moved the menu triggering on any input to G_UIResponder which no longer calls Hu_MenuResponder. Instead, use Hu_MenuResponder as the fallback responder for the "menu" bind context.
danij
04:09 Revision 3bbad8e8 (github): Added (all games): CVar "menu-hotkeys" 1= Enable hotkey navigation in the menu. Enabled by default.
danij
03:28 Revision c378a13e (github): Changed (all games): A dead player can now instigate the "reborn" process by using the attack controls (formerly only "use" would do this). Changed to aid all those DOOM newbies out there. Note, a brief (one second) wait has been added to stop players from accidentally beginning the reborn process (e.g., they died trying to open a door whilst fleeing from impending doom).
danij
03:09 Bug #604: Menu navigation using the WASD defaults for up/down
The issue detailed in the original artifact should now be fixed as of svn rev #6336.
Triggering the menu using eit...
danij
00:33 Bug #604: Menu navigation using the WASD defaults for up/down
In addition, it is not possible to open the menu during the title loop by pressing a mouse or joystick button as the ... danij
00:01 Bug #604 (Closed): Menu navigation using the WASD defaults for up/down
As of svn rev #6330 navigation of the menu using the default WASD bindings for up/left/down/right respectively no lon... danij
02:10 Revision d6581e40 (github): Fixed item selection via hotkey in the menu.
danij
02:06 Revision b4084ea0 (github): Added B_SetContextFallback to doomsday.def
danij
00:02 Revision 815b8bdd (github): Copyright year update.
skyjake

2009-02-08

19:17 Revision c3873de1 (github): Improved event handling in non-game states. Paged menus now scroll item-by-item, rather than by page.
The "gameui" binding context was added. Contexts may now specify a fallback responder, which gets to process the even... skyjake
14:42 Revision 0442ef08 (github): Don't write entries for NULL materials to the save game material archive.
danij
11:43 Revision 0312069d (github): After a side-by-side comparison with Beta5.1, I decided to remove the staging for walk and sidestep controls to retain similar behavior.
skyjake
11:06 Bug #603: snowberry version column problem
No, the UI just isn't laid out with that long version numbers in mind. skyjake
11:04 Bug #603: snowberry version column problem
Is there any real reason snowberry can not handle the unambiguous version format of YYYYMMDD ? yagisan
08:15 Bug #603: snowberry version column problem
The version numbers in SB are intended to be in the format "x.y", and the dates are tracked separately (as listed in ... skyjake
04:41 Bug #603 (Closed): snowberry version column problem
The "version" column is too narrow.
With the addon packs I maintain, I se a date instead of a version number. and w...
eunbolt

2009-02-07

22:23 Revision 124da4b1 (github): Fixed typo in jDoom's objects.ded
danij
22:11 Revision bccfd41c (github): Fixed a problem with player view turning. There were actually two separate issues, one that prevented turning left, and one that prevented over/underflow.
skyjake
21:43 Bug #602 (Closed): Changed chainsaw behaviour
In DOOM, the chainsaw would "drag" the player towards whatever was being attacked when within a certain range, rather... danij
20:34 Bug #300: Mac - screenshots have wrong resolution in .tga header
Fixed in svn for 1.9.0-beta6 danij
18:14 Revision 18c6cfaa (github): Applied patch 2558810 ("Patch for endian issues in TGA file reader/writer").
skyjake
17:56 Revision 6f9aee0f (github): Changed release name to "beta6". Change this back to "-svn-trunk-devel" when the beta6 branch has been created (after release has been made).
skyjake
17:20 Revision 44177fc2 (github): Must set appDir path before changing to the user dir. Otherwise the game bundles can't be located.
skyjake
17:19 Revision f922a6b0 (github): Updated readme with Beta 6 version number.
skyjake
17:19 Revision 6296fd78 (github): OS X: Build both archs.
skyjake

2009-02-06

23:31 Bug #601 (Rejected): [Doom] jDRP + Intel Graphics chipset = Instant shutdown
There appears to be something going wrong with our multitexturing use on systems running Intel Graphics chipsets as u... danij
09:03 Revision dd8eb8a5 (github): Replaced missing DMT_ type for sector_t->reverb which was accidentally removed in the last commit.
danij
09:00 Revision 0c01a955 (github): Revised memory management for bias lighting. Tracker, affection and vertexillum data is now contained within new struct biassurface_t. biassurface_t structs are allocated separately to the world map surfaces and links to them are stored in seg_t and subsector_t instead. A linked list of biassurface_ts are managed in rend_bias.c which allows for faster traversal in SB_BeginFrame.
Todo: Now that this data is seperate from the world map data it would be possible to not allocate them at all for ded... danij
08:49 Revision e2bc1164 (github): Fixed seg fault in Rend_RenderSprite if renderTextures == 0.
danij
02:19 Revision c9c1d621 (github): Draw the viewplayer's position in the lightgrid debug display, even if there is no sector attributed to the block at their current position.
danij

2009-02-04

00:41 Revision 41bf5908 (github): Updated syntax in jDoom's objects.ded
danij
00:17 Revision b0b94ec9 (github): Added (all games): Menu controls for configuring the HUD auto-hide options.
danij

2009-02-03

22:54 Revision 728fe70b (github): Fixed: Ignore attempts to use gwa files as IWADs. For whatever reason, some nodebuilders will mark them as IWAD in the header. Not terribly robust, decision is based on file name extension.
danij
22:30 Revision 4734d151 (github): Changed: Ignore .gwa files in the WAD manager/loader as we no longer need (or want) to use them.
danij
22:24 Revision caed306a (github): Revised method of drawing menu color box preview widgets so they are sized relatively to the size of the menu item they are linked to.
danij
21:00 Bug #600 (Closed): Win32: No IWAD => startup hangs
Since the change to startup so that all work is done in DD_StartupWorker Doomsday will no longer produce a critical s... danij
12:40 Revision 457b4648 (github): Fixed (all games): Position/size issue with the animated player preview in the player setup menu when using custom sprites with very different dimensions and/or offsets. Scale the preview display so that it is always draw at a fixed size.
danij
12:35 Revision 93ac0c40 (github): Added sentient macro to jhexen's p_local.h
danij
10:53 Revision da26283a (github): Optimize: We can early out of LOIT_ClipLumObjBySight as soon as we determine the lumobj is clipped.
danij
09:43 Revision 68493976 (github): Changed (all games): Do not use the Thing COUNTKILL flag to determine whether it can be killed via "kill" ccmd. Instead, kill it if it is shootable, has a see state and is alive (health > 0).
danij
09:39 Revision 8d45f3db (github): Fixed all sidedef middle surfaces on two sided linedefs were being treated as if they had the SDF_MIDDLE_STRETCH flag.
danij
01:52 Revision 6d6853d2 (github): Fixed: When drawing Models whose skin is determined by cycling through a range would continue animating even when the client is paused. Now uses ddMapTime rather than gameTime as the former only advances when the client is not paused.
danij

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
 

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