Activity
From 2009-06-03 to 2009-06-16
2009-06-16
- 00:23 Bug #693: Keybord and mouse controlls delayed
- Newer versions of Doomsday simply "play nicer" with the underlying operating system and by that I mean; Doomsday will...
2009-06-14
- 13:43 Bug #691: on screen text error
- Fixed in svn for 1.9.0-beta6.4
- 13:04 Bug #691: on screen text error
- > I have one comment about your commit... ...Since vsnprintf() returns the number of characters without the null, if ...
- 13:02 Bug #691: on screen text error
- Oh, and you should be able to see the HUD log message last character truncation problem now on Windows as well.
- 13:00 Bug #691: on screen text error
- An exported public implementation of dd_vsprintf() sounds fine.
I have one comment about your commit:
#ifdef WI... - 12:51 Bug #691: on screen text error
- There is one final decision to make regarding these; do we want an engine-side, exported, public implementation of dd...
- 12:21 Bug #691: on screen text error
- Ok, will do.
- 12:16 Bug #691: on screen text error
- I think we should go the dd_vsnprintf() route because otherwise the return value thing is a bit ugly and error prone ...
- 12:14 Bug #691: on screen text error
- I think that is going to be our best option. Either that or sort out our headers...
- 12:12 Bug #691: on screen text error
- Well, one option is to make it something like dd_vsnprintf() and use find/replace on all the instances of where it's ...
- 12:08 Bug #691: on screen text error
- That is what I've been trying to do but I'm hitting a brick wall because of the way our headers are setup (there are ...
- 12:04 Bug #691: on screen text error
- How about that earlier suggestion about naming it win32_vsnprintf() and using a #define from vsnprintf to that?
- 11:51 Bug #691: on screen text error
- That sounds OK to me though we will naturally have to ensure we don't use the return value or where we do, we account...
- 11:13 Bug #691: on screen text error
- On the bright side, I don't think the return value is used anywhere in the engine. It is vastly more important that t...
- 11:05 Bug #691: on screen text error
- Clearly I need another coffee. On re-reading the definitions again, yes I agree that the Windows varient is indeed be...
- 10:51 Bug #691: on screen text error
- I disagree. The difference is that the Windows version will return -1 if truncation occurs. The C99 returns -1 only i...
- 10:46 Bug #691: on screen text error
- Here is the definition for vsnprintf from MSDN:
"vsnprintf, _vsnprintf, and _vsnwprintf return the number of chara... - 10:42 Bug #691: on screen text error
- Here's the definition from the C99 (draft) for vsnprintf(): [n is the size of the output buffer]
"The vsnprintf fu... - 10:34 Bug #691: on screen text error
- Well, from that man page I interpret that the C99 standard defines the behavior like that: the return value is the nu...
- 10:19 Bug #691: on screen text error
- Looking at the function header comments you've added for snprintf and vsnprintf in dd_share.h I would like to clarify...
2009-06-13
- 21:37 Bug #691: on screen text error
- Yeah I can finish this (I expect I'll be commiting tomorrow as I don't feel much like coding right now).
- 10:18 Bug #691: on screen text error
- I committed the functions in rev 6668. Danij, I trust you can finish the implementation on Windows?
However, if vs... - 08:55 Bug #691: on screen text error
- Agreed. That sounds like the best course of action to me.
- 08:39 Bug #691: on screen text error
- The problem seems to be that the (nonstandard) snprintf() function is defined a bit differently in Windows and Unix. ...
2009-06-11
- 06:09 Bug #719 (Closed): Windowed resolutions wider than primary monitor do not work
- If Doomsday is launched in windowed mode with a resolution larger than that of the primary monitor, the window shrink...
2009-06-10
- 12:04 Bug #718 (Closed): Heretic: Chicken auto movement
- When the player is turned into a chicken, Dday seems to lack the random movement that occurs when you are stationary....
- 10:14 Bug #717 (Closed): Heretic/HeXen: MF_Ripper Blood
- In the original Heretic and HeXen (i.e powered the up Dragon Claw or Mages wand) individual blood splats caused by mi...
- 09:23 Bug #491: Tiny blood splat editing bug
- I'll also throw in that the Doom players punch and chainsaw actions are similarly affected by this behaviour, except ...
- 00:11 Bug #674: Segmentation violation: semi-transparent wall texture (bars)
- I'm sorry to say this problem persists in version 1.9.0-beta6.3 Jun 8 2009 (DGL).
- 00:10 Bug #674: Segmentation violation: semi-transparent wall texture (bars)
- Output from version 1.9.0-beta6.3 Jun 8 2009 (DGL).
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/th...
2009-06-08
- 15:31 Bug #716: Compatible Dehacked file not loading
- The problem here is the completely bizarre way in which DeHackED choose to represent Text in its patch format. Rather...
- 14:37 Bug #716 (Closed): Compatible Dehacked file not loading
- I was doing some more testing of Doomsday beta 6.3, and decided to load Alien Vendetta, along with its dehacked file ...
- 01:34 Feature #1496 (Closed): Aspect correct scaling of UI and HUD elements/interfaces
- Game HUDs stretch to the same aspect ratio as the current resolution, resulting in horizontally stretched HUD graphic...
- 01:31 Feature #1495 (Closed): FOV cannot be set higher than 179
- The FOV in Doomsday cannot be set higher than 179, making a proper FOV impossible to obtain on very wide aspect ratio...
2009-06-05
- 14:57 Bug #710: [Heretic/Hexen] Savegame menu boxes offset too far left
- If you are referring to the position of the menu cursor then yes, it is overlapping the save/load file box. This will...
- 12:16 Bug #710: [Heretic/Hexen] Savegame menu boxes offset too far left
- They are centered horizontally, to the middle of the screen.
2009-06-04
- 21:43 Bug #715 (Closed): HeXen: Corrupted save games
- In Beta6.3, saving a game on the Guardian of Ice while either of the ice moving scripts in the Steel Key area are act...
- 17:41 Bug #714 (Closed): HeXen: Incorrect Menu sounds
- In HeXen in Beta6.3, all the menu sounds are incorrect, though many are simply the wrong way around rather than compl...
- 16:19 Bug #713 (Closed): Bad guys slow to wake up
- In Beta6.3 a fix was made to the bad guy sight code to stop the very fair occurrence of one activating when it couldn...
- 16:10 Bug #712 (Closed): Load menu skull cursor initial position
- If you haven't ever saved a game and open the load menu, the skull cursor is placed below the bottom save slot instea...
- 14:03 Bug #711 (Closed): Heretic: Intermission counter offsets
- The slashes on the intermission screen need to be shifted about 10 unit's leftward to avoid overlapping the numbers t...
- 11:09 Bug #710 (Closed): [Heretic/Hexen] Savegame menu boxes offset too far left
- Nuff said.
*Labels:* Graphics - 11:04 Bug #709 (Closed): HeXen: No quick save confirmation
- In Beta6.3 HeXen doesn't have a confirmation when the original game and earlier versions of Dday do.
*Labels:* jHexen - 10:52 Bug #708 (Closed): HeXen: Melee weapons not drawing blood
- In Beta6.3, no melee HeXen weapon occasionally draws blood when you land a successful hit.
In the original game, y... - 10:31 Bug #664: Heretic Maulotaur attack behaviour incorrect
- Following on from this. Since the destruction of the Maulotaurs floor fire became done by code rather than by an inte...
- 10:22 Bug #707 (Closed): HeXen: Telefog has no Z offset
- The telefog in Hexen appears on the floor when it should have a vertical offset of about 32 unit's.
*Labels:* jHexen - 02:43 Bug #706 (Closed): Heretic: Linetype 100
- It seems that using Linetype 100 which is a walk over trigger that opens tagged sectors like a turbo door and then cl...
- 02:29 Bug #705 (Closed): Heretic/HeXen: Minor inventory glitches
- Emptying your supply of any item in HeXen leaves a blank spot in the left most panel in your inventory when you next ...
- 02:22 Bug #704 (Closed): HeXen: Centaur two shields
- Gibbed Centaur currently spawn two shields instead of a sword and shield. Probably just a typo.
*Labels:* jHexen - 02:21 Bug #703 (Closed): HeXen: Maulotaur charge attack
- When a Maulotaur finishes it's charge attack in HeXen it re-fades in sans smoke cloud, as if it has just been summone...
- 02:19 Bug #702 (Closed): HeXen: Cleric Poison clouds move
- Cleric Poison clouds move eastward at a fairly fast speed when they are spawned. They should remain completely statio...
- 02:17 Bug #701 (Closed): Heretic: Incorrect menu and door sounds
- Heretic's menu's should be playing "dorcls" when you select something or close the main menu. Currently they play "ch...
- 02:13 Bug #700 (Closed): Heretic: No teleporter sparkles
- The summary says all. The red or blue sparkles mobjs that are placed on every teleporter don't seem to be working.
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