Activity
From 2009-06-08 to 2009-06-21
2009-06-21
- 20:25 Revision fac87b66 (github): Fixed (all games): Mobj types from game modes where they should not be present could be spawned dynamically once the map had started (for example, attempting to spawn an Archvile while playing Ultimate DOOM via XG or the ccmd "spawnmobj").
- 14:31 Revision ea4de6f7 (github): Continued working towards a common, game-side mobj spawn supersystem.
- * Ambient sound (sequence) origins and Heretic's boss and mace spots generated in P_LoadMapObjs.
* jDoom/jDoom64: the... - 13:28 Revision 48392d00 (github): Changed: Enhanced ccmd "spawnmobj"; when specifying the z coordinate use the keyword "random" to indicate that a random value between the floor and ceiling heights (minus height of the mobj being spawned) at the specified x/y location should be chosen.
- 10:55 Feature #1484: [MP] Bindings for group chat
- Converting to RFE (see previous comment).
2009-06-19
- 13:16 Revision 0648a713 (github): Various fixes due to the change in behaviour between dd_snprintf and snprintf on the Windows platform.
- 13:15 Revision 3a9e75e7 (github): Fixed: "Paused game while opened menu bug" (see here http://sourceforge.net/tracker/index.php?func=detail&aid=2808684&group_id=74815&atid=542099).
- 12:54 Revision c003277c (github): Various changes working towards a common, game-side mobj spawn supersystem.
- * Big clean up of player spawn routines in p_start.c (fewer logic paths, more code reuse and more flexible API(s)).
*... - 12:22 Revision fc9246e0 (github): Changed my mind about how to fix the ripper spawned blood momentum issue in jHeretic/jHeretic. Implemented a kludge in PIT_CheckThing to always treat things of type MT_BLOOD as solid. Removed the mf_solid flag from thing BLOOD definitions.
- I'm not particularly happy with either solution but for now, the kludge appears preferable.
- 11:37 Revision 6da975d5 (github): Various fixes due to the change in behaviour between dd_snprintf and snprintf on the Windows platform.
2009-06-18
- 21:54 Bug #721 (Closed): Paused game while opened menu bug
- If the player is standing on a floor with a height of -40 and you press Escape to get into the menu the game won't pa...
- 21:54 Bug #721: Paused game while opened menu bug
- Doomsday out of Heretic and Doom
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/c4e1a73e/3e23/a... - 08:45 Bug #720: HEXEN 32BIT Savegames not stored in linux
- did'nt read your first comment.
This is definitely a 32bit build, with the
described problem. - 06:42 Bug #720: HEXEN 32BIT Savegames not stored in linux
- dont know who and why someone changed the "hexen" tag to "64bit"?
its 32bit. - 03:57 Revision 2034f67a (github): Fixed translation tables not loading correctly (dd_snprintf behaviour).
2009-06-17
- 21:44 Revision af1c8b76 (github): Various changes working towards a common, game-side mobj spawn supersystem.
- * Commonized P_SpawnMapThing, moved to p_start.c and renamed spawnMapThing.
* Relocated translation logic applied to ... - 19:21 Revision d94d6b5c (github): Optimize memory management in the deferred mobj spawn system. Allocate spawn queue nodes in batches of 32. Maintain a list of unused nodes to be recycled later.
- 18:47 Revision d174d450 (github): Don't use mapspot_t as the representation of mobj-to-be-spawned in spawnqueuenode_t as this creates an unnecessary dependency.
- 18:39 Revision 5de5081e (github): Added a void* context paramater to the deferred spawn callback.
- 18:19 Revision 21ed3fe5 (github): Moved spawning of the item respawn fog and the accompanying sound out of the deferred mobj spawn system and into a caller-defined callback (thus making a P_DeferSpawnMobj* identical to to a P_SpawnMobj* other than the fact it may occur at some later point in time).
- 14:49 Revision 95181052 (github): Fixed a couple of compilation warnings.
- 14:37 Revision 16ee248a (github): Fixed paramater order in call in M_TranslatePath in G_LoadGame (VS8's "intellisense" db was out of date...).
- Fixed save game log message.
- 14:17 Revision 708d1b9f (github): Implemented a new subsystem for deferred mobj spawns. Currently only used by jDoom to replace the item (re)spawn queue in deathmatch mode 2.
- Changed (jDoom): Removed fixed limit ITEMQUESIZE (previous limit was 128).
Also added some more verbose status messa... - 12:14 Bug #720: HEXEN 32BIT Savegames not stored in linux
- This problem is looking likely to be limited to 64bit builds (not currently supported). In order to progress with thi...
- 07:19 Bug #720 (Closed): HEXEN 32BIT Savegames not stored in linux
- seems like the game is "doing" something but no savegames are stored.
and the offset of the selector arrow is wrong....
2009-06-16
- 08:31 Revision 52f64455 (github): Updated jDoom64 in line with the other plugins (re changes since 1.9.0-beta6.2).
- 08:10 Revision d80edbdc (github): Fixed jDoom: Mobjs of type MT_PUFF and MT_ROCKETPUFF spawned with too much z momentum.
- 07:52 Revision 426eb003 (github): Fixed jDoom: At Nightmare skill, enemies respawned where they died (rather than where they were first spawned).
- 05:57 Revision e39d97e0 (github): Fixed jHeretic/jHexen: "Heretic/HeXen: MF_Ripper Blood".
- Changed jHeretic/jHexen: Gave MT_BLOOD the MF_SOLID flag. The original Heretic/Hexen collision detection logic did no...
- 05:41 Revision eb7cb3b9 (github): Removed code introduced for debug purposes that was included accidentally in the previous commit.
- 05:34 Revision 8e8a7e20 (github): Commonized P_RipperBlood (moved to p_actor.c).
- 03:57 Revision 4a1584a3 (github): Added missing include for stdarg.h to dd_share.h
- 02:00 Revision c266de1e (github): Fixed jHeretic: "Heretic Maulotaur attack behaviour incorrect" (see here http://sourceforge.net/tracker/?func=detail&aid=2759673&group_id=74815&atid=542099).
- 00:57 Revision 7bdb14d0 (github): Fixed jHeretic/jHexen: Minotaur floor fire moving too fast.
- 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
- 22:45 Revision e2be2056 (github): Further fix to the player message log (messages truncated one character short).
- 22:17 Revision 23ecab92 (github): Fixed jDoom: "A_SkelMissile not taking vertical offset into account" (see here http://sourceforge.net/tracker/?func=detail&aid=2796729&group_id=74815&atid=542099).
- 22:02 Revision ee3e0d8f (github): Fixed: "Position of particles spawned using the spherical method" (see here http://sourceforge.net/tracker/?func=detail&aid=2480726&group_id=74815&atid=542099).
- Fixed: Inaccuracy in particle bounce vector calculation.
- 16:42 Revision b27f6279 (github): Fixed: "on screen text error" (see here http://sourceforge.net/tracker/?func=detail&aid=2794337&group_id=74815&atid=542099).
- 16:13 Revision 0254b8f2 (github): Increment highest ordinal in doomsday.def
- 16:11 Revision 9b9561da (github): Implemented dd_snprintf to standardize the differences between the MSVC and C99 implementations. The output buffer is always terminated. Return value is as per the MSVC specification: Number of characters written to the output buffer if lower than or equal to the size of the output buffer (minus the terminating NULL), else -1.
- Replaced all instances of snprintf with dd_snprintf.
Exported both dd_vsnprintf and dd_snprintf via the public API.
A... - 15:30 Revision 1e92cf8c (github): Implemented dd_vsnprintf to standardize the differences between the MSVC and C99 implementations. The output buffer is always terminated. Return value is as per the MSVC specification: Number of characters written to the output buffer if lower than or equal to the size of the output buffer, else -1.
- Replaced all instances of vsnprintf with dd_vsnprintf.
- 14:25 Revision 5d5344a2 (github): Use an appropriate release name for the trunk.
- 14:17 Revision 63b8483e (github): Allow configuring CPU archs with CMake variables.
- 14:05 Revision e961d6b2 (github): Replacing the current trunk with the 1.9.0-beta6 branch.
- 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...
- 02:23 Revision 1e2e79b0 (github): Fixed jDoom: Graphic patch for five character '5' drawn instead of that for a six '6' when using FONTB.
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. ...
- 13:15 Revision e780e38a (github): Wrappers for (v)snprintf() on Windows.
- Since I don't have a win32 build environment set up, I can't really implement this fully. Currently vsnprintf() just ...
- 13:11 Revision cb6403ae (github): Encoding issues.
- 12:02 Revision 7a0633ca (github): Cleaned up s_cache.c
- 08:16 Revision 256eb5a5 (github): Fixed a couple of comments.
- 08:10 Revision 889d3e44 (github): Various interwoven fixes:
- * Fixed several instances of lump cache abuse (writing back to cached lump memory).
* Fixed 64bit portability issues ... - 07:36 Revision 107a7276 (github): Fixed: Particle generators not being spawned even if the maximum number of active generators had not been reached.
2009-06-12
- 07:47 Revision e41e76a2 (github): Further clean up of r_extres.c Also, don't prepend a redundant delimiter at the end of the class data path in initClassDataPaths.
- 06:39 Revision 97104bcb (github): Allow using the resource locator to finger files in the base path without returning their name.
- 06:31 Revision ffe7e2d8 (github): Reworked tryLocateResource to represent paths with ddstring rather than filename_t.
- 06:03 Revision e5e9f100 (github): Cleaned up redundant, garbage code in R_PrependDataPath.
- 05:54 Revision 44ecd379 (github): Optimize: Pruned redundant code in R_RegisterSkin; we now use the resource locator for searching a model's local directory and will also handle trying each supported graphic file format in said location.
- 04:31 Revision f75854e9 (github): Fixed: SIGSEGV when attempting to draw surface reflections if the textures for which had not been located.
- 03:38 Revision 062300af (github): Further improved M_FindFileExtension to not be fooled by paths with trailing directory seperators or file names that end with a period '.' character.
- 02:45 Revision 8b3d1cf9 (github): Various changes to the resource locator:
- * Fixed: Resource locator unable to find the shinemaps and associated masks when using the mod "jDRP Reflections v1.2...
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...
2009-06-09
- 09:14 Revision 0fa4141e (github): Continued work on cleaning up the texture manager.
- Redesigned management of color palettes for use with textures:
* DGL is no longer dependant upon a color palette (onl...
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 ...
- 03:21 Revision 7ccccf2c (github): Fixed: Model loading issues.
- 03:13 Revision 6e9388fa (github): Fixed serious issue in FileHash_Create which could potentially result in heap corruption.
- 02:34 Revision 70c87f13 (github): Ensure paths passed to R_AddClassDataPath are formed correctly (don't add empty paths or paths containing nothing but a directory separator character to the path list).
- 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...
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