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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... danij

2009-06-14

13:43 Bug #691: on screen text error
Fixed in svn for 1.9.0-beta6.4 danij
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 ... danij
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. skyjake
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...
skyjake
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... danij
12:21 Bug #691: on screen text error
Ok, will do. danij
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 ... skyjake
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... danij
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 ... skyjake
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 ... danij
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? skyjake
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... danij
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... skyjake
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... danij
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... skyjake
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...
danij
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...
skyjake
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... skyjake
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... danij

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). danij
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...
skyjake
08:55 Bug #691: on screen text error
Agreed. That sounds like the best course of action to me. danij
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. ... skyjake

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... leapo

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.... vermil
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... vermil
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 ... vermil
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). mittens
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...
mittens

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... danij
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 ... sonicdoommario
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... leapo
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... leapo

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... danij
12:16 Bug #710: [Heretic/Hexen] Savegame menu boxes offset too far left
They are centered horizontally, to the middle of the screen. danij

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... vermil
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... vermil
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... vermil
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... vermil
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... vermil
11:09 Bug #710 (Closed): [Heretic/Hexen] Savegame menu boxes offset too far left
Nuff said.
*Labels:* Graphics
vermil
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
vermil
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...
vermil
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... vermil
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
vermil
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... vermil
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 ... vermil
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
vermil
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... vermil
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... vermil
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... vermil
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. vermil
 

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