Activity
From 2009-02-08 to 2009-02-21
2009-02-21
- 23:28 Revision 03a82673 (github): Fix clientside controls and do viewport update. Calling "setcon" from cl_main.c is a major hack, though...
- 23:11 Revision b9ef5e9a (github): These changes fix the functionality of "makelocp" and "setcon", which makes it possible to have multiple local players and switch the consoleplayer. However, this doesn't yet fix the clientside console issue (apparently).
- 17:48 Revision 4534a738 (github): Fixed (jDoom) even when flying the player should loose all momentum eventually.
- 16:10 Bug #602: Changed chainsaw behaviour
- The cause of this is that P_PlayerThinkAttackLunge is still updating ddplayer_t::cmd directly, rather than player_t::...
- 14:11 Revision e177ac7e (github): Fixed bug #2582804 - Fog vs Fakeradio plane shadow primitives. We were not selecting gltexture 0 when configuring the GL state for drawing plane shadows.
- 13:12 Revision e6cd4a6e (github): Removed typo in last commit.
- 13:09 Revision 17b9149d (github): Fixed logic in jHexen's P_TouchSpecialMobj, the special should be executed when the item is used (i.e., given to a player) not when the item is taken (removed/hidden from the world).
- Fixed shutdown in jHexen with "getAutomapCFG: Invalid map id 0." when the player dies.
Made the sprite identifier to ... - 12:48 Revision 5b669aa2 (github): Fixed (jhexen): Bug #2620256, DDVT Inconsistency (Fatal Error).
- 12:32 Revision d433b7ca (github): Don't align translationTables on a 256 byte boundary in R_InitTranslationTables.
- 12:12 Bug #605: Fog vs Fakeradio plane shadow primitives
- Fixed as of svn rev #6391.
- 11:44 Bug #605: Fog vs Fakeradio plane shadow primitives
- The edge shadows don't use texture coordinates, they are drawn untextured using the vertex colours for shadowing.
- 11:15 Bug #608: jHexen: DDVT Inconsistency (Fatal Error)
- Fixed as of svn #6388
- 02:42 Revision 41a05e67 (github): Updated the Windows, Doomsday installer script, broke installation up into components.
- 02:38 Revision 276e7de5 (github): Minor changes to snowberry's build.bat
- 02:22 Revision b5b52112 (github): Created a background for the (Windows) Doomsday installer.
2009-02-20
- 23:25 Revision a4604c31 (github): Fixed: Ensure that when building the game plugins via vcbuild.bat, that the resultant binaries are stamped with appropriate vendor details.
- Todo: We should consider Side-by-side Assemblies under Windows.
- 23:10 Revision 2a0392cc (github): Updated copyright year in the game plugin, Windows resource scripts.
- 18:52 Revision 3cc7c424 (github): Updated vcbuild script, always use back slashes as directory separators in file paths rather than forward slashes, as some Windows shell commands cannot cope otherwise. Clean up.
- 15:58 Bug #605: Fog vs Fakeradio plane shadow primitives
- OK, I see it now. Looks somewhat random? Maybe something with the texture coordinates?
- 15:46 Bug #605: Fog vs Fakeradio plane shadow primitives
- I think it has something to do with the dynamic lights. Load up DOOM E1M1. Enable fog. Fire the DOOM plasma rifle aga...
- 15:16 Bug #605: Fog vs Fakeradio plane shadow primitives
- I'm not seeing any Fakeradio flickering with fog. Does it happen everywhere or can you specify some example of a place?
- 15:21 Bug #608: jHexen: DDVT Inconsistency (Fatal Error)
- Oh yeah, the second set of
convertMap: Successful.
R_InitLinks: Initializing
PO_InitForMap: Initializing polyob... - 15:19 Bug #608 (Closed): jHexen: DDVT Inconsistency (Fatal Error)
- I'm getting the following output when I start a new game in jHexen and immediately do "warp 8". The map loads fine bu...
2009-02-19
- 19:08 Revision 4c34934c (github): Added eax.dll to the list of dlls to moved via the copydll target in vcbuild.bat
- 18:54 Revision 5d939978 (github): Simplify the font handling.
- Now all the fonts are kept in memory all the time. The shuffling of the fixed and normal variable fonts was causing m...
- 18:51 Revision 6e9a55db (github): Removed the obsolete startup window on OS X.
- 18:30 Revision 8cc16292 (github): Updated vcbuild.bat, dpWadMapConverter can once again be built successfully.
- 18:21 Revision c028cca8 (github): Updated vcbuild.bat so that dsWinMM can now be built successfully.
- 18:15 Revision 91bee667 (github): Created a src file include list for dsopenal and updated vcbuild.bat so that dsOpenAL can once again be built successfully.
- 18:03 Revision 83261925 (github): Removed duplicate path to /plugins/common/src/g_update.c from jhexen_cl.rsp
- 18:01 Revision d33e5661 (github): Added plugins/common/src/m_ctrl.c to the src file include lists for all games. All game plugins can once again be built successfully via vcbuild.
- 17:55 Revision 6d81fed5 (github): Fixed various issues in vcbuild.bat; Doomsday.exe can once again be built successfully.
- 17:53 Revision 5e1cecc1 (github): Added engine/win32/src/sys_window.c to doomsday_cl.rsp (was missing).
- 17:39 Revision 22eb8be1 (github): Assume a 32bit Windows OS rather than Vista x64 in the default file paths in vcconfig-example.bat
- 17:29 Revision c5ca1851 (github): Fixed file path for p_polyob.c in doomsday_cl.rsp
- 17:28 Revision 0180bd3d (github): Updated vcconfig-example.bat use default install paths for most SDKs.
- 16:47 Revision eab86a91 (github): Don't attempt to compile resources for drd3d in vcbuild.bat
- 16:30 Revision 925c66b6 (github): Updated dswinmm vcproj so that it can be built in Release configuration.
- 15:20 Bug #603: snowberry version column problem
- It depends slightly on the platform, but the default window size is around 750 x 550.
- 13:30 Bug #603: snowberry version column problem
- what is the default window size for snowberry?
800x600? - 13:26 Bug #549: Sound causes Deng to freeze on linux
- Fixed, as does not crash anymore
2009-02-18
- 21:41 Revision 04dd5c69 (github): Changed -notexnonpow2 to -texnonpow2, disabling NPOT textures by default.
- This should be enough?
- 18:40 Revision e477138a (github): Don't destroy the busy mode font when leaving busy mode. We don't know if it was prepared for "just for us" so don't assume we can destroy it.
- 16:48 Revision 3f353223 (github): Moved jHexen's flag definitions into /jhexen/defs/flags.ded (new).
- 16:46 Revision 7037784e (github): Moved jHeretic's flag definitions into /jheretic/defs/flags.ded (new).
- 16:43 Revision e439f8de (github): Moved jDoom64's flag definitions into /jdoom64/defs/flags.ded (new).
- 16:42 Bug #538: FPS counter stops working.
- Fixed in svn rev #6364.
- 16:41 Revision e809b9f5 (github): Moved jDoom's flag definitions into /jdoom/defs/flags.ded (new).
2009-02-16
- 18:55 Revision 04175ef4 (github): Revert some inadvertent whitespace changes in the previous commit.
- 18:14 Revision c61c041e (github): Moved statenames in mobjfinfo_t into an array and implemented a utility routine, P_GetState, to simplify adding new statenames (and potentially allow for custom state names in Thing definitions).
- 17:04 Bug #424: Cannot get past new game screen
- It would seem my assertion in the previous comment was correct. We now have a tracker item for that specific problem ...
- 14:45 Revision aba33600 (github): Fixed (all games): Bug #2131013 - Segfault if thing pain chance > 0 but no pain state. If the specified pain state cannot be found (or none specified) respond by attacking back but not attempting a mobj state change.
- 02:26 Revision ba4b16a0 (github): Fixed a couple of issues in the font manager and did a bit of cleaning up:
- * Calling FR_DestroyFont with an invalid id would move memory out of bounds.
* Calling FR_PrepareFont would prepare t... - 01:42 Revision a4ff9603 (github): Fixed bug in the DED file parser which prevented Line Type definitions from being read (at all).
2009-02-15
- 22:51 Bug #578: line_type act sound
- Seems to work just fine for me.
Try this:
Create a new jDoom test map with a few sectors and a player start.
Pic... - 19:44 Revision 4a4e9c66 (github): Fixed (all games): Bug #2431808 Unknown pickup items leading to a "P_SpecialThing:
- Unknown gettable thing" critical error. Rather than terminate, handle this gracefully by treating the item as inert (...
- 17:45 Bug #577: Idiosyncrasy of pickup code
- Fixed in svn for 1.9.0-beta6
- 17:44 Bug #596: Armour bug
- Fixed in svn for 1.9.0-beta6
2009-02-13
- 19:03 Revision a1a01f4d (github): Reorganised refresh and GL init somewhat. Engine updates are now done in busy mode.
- 17:53 Revision 0af859c6 (github): Fixed: Do update surfaces of polyobjs along with the rest of the world surfaces, post engine reset.
- 16:37 Revision 493fb7f0 (github): Optimize: Make use of the materialbind_t namespace hash tables in P_DeleteMaterialTextures and printMaterials.
- 15:48 Revision e10b5923 (github): Optimize: Use seperate hash tables for each materialbind_t namespace.
- 15:45 Revision 7d766444 (github): Use an epsilon when testing height equality PTR_ShootTraverse; I experienced an infinite loop in the inner algorithm for determining the approximate hitpoint whilst testing AliensTC::E2M5 (far from the only problem I noticed with this mod though) due to this controlling test incorrectly determining that two candidate z coordinates were not equal.
- 02:30 Revision b0a629a7 (github): Clean up.
2009-02-12
- 16:55 Revision c96c726d (github): Revised interface to P_GiveArmor so that both type and amount of armour points are specified by the caller.
- 13:02 Revision 64ea36f0 (github): Fixed bug #2586599 "Menu cursor position on entry to/exit from the color widget".
- 12:33 Revision d40263d0 (github): Changed the "menu" console binding context to one which acquires all devices. So that when it is disabled the accumulated axis deltas are dropped and as a result, the viewplayer's look angle and direction remain the same as when the menu was opened.
- 10:36 Bug #592: Reset look angle/dir when closing the control panel
- The aforementioned issue with the relative axis positions changing whilst the menu is open has since been fixed.
2009-02-11
- 02:24 Revision 25aca2c8 (github): Fixed Automap_Open state change check.
- 01:45 Revision fff2ca18 (github): Added (all games): cvar "map-open-timer", number of seconds taken to open/close the automap. Set the default as 0.3 seconds (slightly quicker than previously).
- 00:05 Revision b59b04ec (github): Advise the game not to draw any HUD displays whilst the user is in the control panel, as we may decide to fade it away.
- Fade away the UI when adjusting the FOV slider.
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...
- 06:39 Revision b0b9282d (github): Added conversion of mouse button states in DD_ConvertEvent.
- 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...
- 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...
- 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.
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.
... - 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...
- 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...
- 09:51 Revision 3b58f8ee (github): Fixed save issue in jHeretic, due to a typo in a precompiler define for a __JHERETIC__ logic branch.
- 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... - 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...
- 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. ...
- 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.
- 04:09 Revision 3bbad8e8 (github): Added (all games): CVar "menu-hotkeys" 1= Enable hotkey navigation in the menu. Enabled by default.
- 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).
- 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... - 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 ...
- 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...
- 02:10 Revision d6581e40 (github): Fixed item selection via hotkey in the menu.
- 02:06 Revision b4084ea0 (github): Added B_SetContextFallback to doomsday.def
- 00:02 Revision 815b8bdd (github): Copyright year update.
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...
- 14:42 Revision 0442ef08 (github): Don't write entries for NULL materials to the save game material archive.
- 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.
- 11:06 Bug #603: snowberry version column problem
- No, the UI just isn't laid out with that long version numbers in mind.
- 11:04 Bug #603: snowberry version column problem
- Is there any real reason snowberry can not handle the unambiguous version format of YYYYMMDD ?
- 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 ...
- 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...
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