Project

General

Profile

Activity

From 2009-04-19 to 2009-05-02

2009-05-02

21:22 Revision 0e8b1759 (github): Peppered the main loop with profile timers enabled when DD_PROFILE is defined.
I had a feeling something was going awry and performance was gradually degrading. I made a 15min run of the starting ... danij
21:12 Revision 0389bb4f (github): Reordered the console output from the PRINT_PROF macro to be more easily readable.
danij
19:07 Revision cb30f1fe (github): Fixed compilation error in r_lumobjs.c if DD_PROFILE is defined.
danij
19:05 Revision 2c9930d6 (github): Variable texDefs in readDoomTextureDefLump() was left uninitialized if ALL textures in the currently processed TEXTURE1/2 lump were invalid (highly unlikely...).
danij
18:43 Revision d16cf425 (github): Fixed: Logic error in p_objlink.c::processSeg which resulted in mobjs hidden behind onesided walls being visible from the other side when they should not be.
danij
17:29 Revision f3981ed2 (github): Fixed: Things not visible in the automap after resolution change.
danij
17:03 Revision 648e9f93 (github): Correct NUM_WEAPON_SLOTS value in all games.
danij
16:51 Revision d78be072 (github): Fixed: "Weapon controls wrong selection" (see here http://sourceforge.net/tracker/?func=detail&aid=2774442&group_id=74815&atid=542099).
danij
14:36 Bug #565: Post level Infine seg fault
How is this in Doomsday 1.9.0-beta6.1 Vermil? danij
13:51 Bug #675: Weapon controls wrong selection
Fixed in svn for 1.9.0-beta6.2 danij
12:23 Revision 9f5723b7 (github): Added b_util.h to doomsday.vcproj (was missing).
danij
10:32 Bug #678: Automap: Rotation angle smoothing
That is kind of what is happening atm when the angle wraps.
In fact, I'm actually wondering whether we should be e...
danij
10:01 Bug #678: Automap: Rotation angle smoothing
I'm guessing the map angle is trying to follow the player mobj angle, and when the 0xffffffff <-> 0 jump occurs, it c... skyjake
09:37 Bug #678: Automap: Rotation angle smoothing
I'm not entirely sure which type of interpolation should be used for this, any suggestions skyjake? danij
08:59 Revision f8195e62 (github): Updated version to beta6.2
skyjake
03:54 Revision ce85e3de (github): Fixed: "Artefact key's not checking that player actually has item" (see here http://sourceforge.net/tracker/?func=detail&aid=2724935&group_id=74815&atid=542099).
danij
03:41 Revision e19b7686 (github): Fixed: "New armour bug: blue and green armour add" (see here http://sourceforge.net/tracker/?func=detail&aid=2734790&group_id=74815&atid=542099).
danij
03:16 Revision 27bfc2d4 (github): Fixed: "HeXen inventory not saved between maps" (see here http://sourceforge.net/tracker/?func=detail&aid=2774651&group_id=74815&atid=542099).
danij
02:40 Revision 0f136317 (github): Fixed: [jDoom] Menu items disappear after engine reset (see here http://sourceforge.net/tracker/?func=detail&aid=2784031&group_id=74815&atid=542099).
danij
02:25 Revision c54a1512 (github): Optimize: Improved load time with large maps (memory allocation of vertexillums).
danij
02:22 Revision e5e0f5f8 (github): Fixed: Only process the default WAD list during startup if it has been populated.
danij
02:21 Revision ff9403d2 (github): Fixed a comment.
danij
02:20 Revision 385a3f7b (github): Renamed global variable classInfo in r_extres.c to resClasses.
danij
00:54 Bug #655: Artefact key's not checking that player actually has item
Fixed in svn for 1.9.0-beta6.2 danij
00:41 Bug #661: New armour bug: blue and green armour add
Fixed in svn for 1.9.0-beta6.2 danij
00:16 Bug #676: HeXen inventory not saved between maps
Fixed in svn for 1.9.0-beta6.2 danij

2009-05-01

23:40 Bug #679: [jDoom] Menu items disappear after engine reset
Fixed in svn for 1.9.0-beta6.2 danij

2009-04-29

23:12 Bug #679 (Closed): [jDoom] Menu items disappear after engine reset
Each time the engine is reset, a menu item from the DOOM2 menu disappears.
*Labels:* jDoom
danij
11:58 Feature #1491 (New): Variable damage for the pmf_crush plane move flag
Variable damage for the pmf_crush plane move flag.
Currently the flag will make the plane do hardcoded 10 damage a...
vermil

2009-04-20

19:39 Feature #1490 (Closed): Can the "secret found" sounds be given their own defs?
A very small feature request. Can Dday's "secret found" sound's in all games be given their own sound definition rath... vermil

2009-04-19

21:03 Bug #655: Artefact key's not checking that player actually has item
In Beta6.1, all the artefact key binds use an artefact regardless of wheter the player actually has it.
For insta...
vermil
20:40 Bug #678 (Closed): Automap: Rotation angle smoothing
Beta6.1.
If you do a 360 spin on the map, the map will very often suddenly quickly rotate back to zero degrees the...
vermil
20:11 Bug #677: HeXen Quietus flames spawning way off where they should

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/f861faa3/e397/attachment/hexen-003.jpg
vermil
20:11 Bug #677: HeXen Quietus flames spawning way off where they should

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/f861faa3/53c5/attachment/hexen-002.jpg
vermil
20:10 Bug #677 (Closed): HeXen Quietus flames spawning way off where they should
In Beta6.1, the flames spawned by exploding Quietus (Fighter weapon 4) missiles are spawning across the opposite side... vermil
17:39 Bug #676 (Closed): HeXen inventory not saved between maps
The contents of the player’s finite inventory (i.e. Quartz Flasks, puzzle items etc) is not being saved when entering... vermil
15:11 Bug #675 (Closed): Weapon controls wrong selection
In Beta6.1, with all controls that switch between two weapons (i.e. the shotgun/db shotgun binding), the game is curr... vermil
15:05 Bug #602: Changed chainsaw behaviour
I'll throw in that Heretic's Gauntlet’s are also affected by this, likely given the Gauntlet’s similar behaviour to D... vermil
13:06 Bug #674: Segmentation violation: semi-transparent wall texture (bars)

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/5418ba2f/4eaf/attachment/doomsday.out
mittens
13:06 Bug #674 (Closed): Segmentation violation: semi-transparent wall texture (bars)
Hi,
I have recently been testing a new PWAD that I designed (http://www.starfighter.acornarcade....doom.htm#rienzi...
mittens
 

Also available in: Atom