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 ...
- 21:12 Revision 0389bb4f (github): Reordered the console output from the PRINT_PROF macro to be more easily readable.
- 19:07 Revision cb30f1fe (github): Fixed compilation error in r_lumobjs.c if DD_PROFILE is defined.
- 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...).
- 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.
- 17:29 Revision f3981ed2 (github): Fixed: Things not visible in the automap after resolution change.
- 17:03 Revision 648e9f93 (github): Correct NUM_WEAPON_SLOTS value in all games.
- 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).
- 14:36 Bug #565: Post level Infine seg fault
- How is this in Doomsday 1.9.0-beta6.1 Vermil?
- 13:51 Bug #675: Weapon controls wrong selection
- Fixed in svn for 1.9.0-beta6.2
- 12:23 Revision 9f5723b7 (github): Added b_util.h to doomsday.vcproj (was missing).
- 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... - 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...
- 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?
- 08:59 Revision f8195e62 (github): Updated version to beta6.2
- 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).
- 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).
- 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).
- 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).
- 02:25 Revision c54a1512 (github): Optimize: Improved load time with large maps (memory allocation of vertexillums).
- 02:22 Revision e5e0f5f8 (github): Fixed: Only process the default WAD list during startup if it has been populated.
- 02:21 Revision ff9403d2 (github): Fixed a comment.
- 02:20 Revision 385a3f7b (github): Renamed global variable classInfo in r_extres.c to resClasses.
- 00:54 Bug #655: Artefact key's not checking that player actually has item
- Fixed in svn for 1.9.0-beta6.2
- 00:41 Bug #661: New armour bug: blue and green armour add
- Fixed in svn for 1.9.0-beta6.2
- 00:16 Bug #676: HeXen inventory not saved between maps
- Fixed in svn for 1.9.0-beta6.2
2009-05-01
- 23:40 Bug #679: [jDoom] Menu items disappear after engine reset
- Fixed in svn for 1.9.0-beta6.2
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 - 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...
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...
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... - 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... - 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
- 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
- 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...
- 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...
- 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...
- 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...
- 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
- 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...
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