Project

General

Profile

Activity

From 2009-06-13 to 2009-06-26

2009-06-26

03:31 Revision 7cd60937 (github): Continued clean up of player spawning for all game types.
danij

2009-06-25

19:15 Revision 9d0a47c7 (github): Merged new-order-phase1 back to the trunk.
skyjake
07:13 Bug #697: Mouse Strafing Extremely Slow
This issue is caused by the (relatively) new input device code that handles device axes. The core of the issue is tha... skyjake

2009-06-24

00:50 Revision 1ab78216 (github): Fixed (all games): "Map crash when you reload after death" (see here http://sourceforge.net/tracker/index.php?func=detail&aid=2810953&group_id=74815&atid=542099).
danij

2009-06-23

21:02 Bug #722: Map crash when you reload after death
This problem has since been fixed in the beta6 branch and will be included in the next release. danij
20:29 Bug #722: Map crash when you reload after death

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/b4a5a769/40d8/attachment/doomsday.out
vermil
20:27 Bug #722: Map crash when you reload after death
I've attached a verbose out file showing where it crashes. It always crashes at this point during reloading if you di... vermil
15:47 Bug #722 (Closed): Map crash when you reload after death
As requested by DaniJ. This map seems to crash Beta6.3 if you die and try to reload.
The map is too big to post as...
vermil
20:10 Bug #723 (Closed): "rend-info-tris" broken
"rend-info-tris" appears to be broken in that the values output to the console are always zero.
*Labels:* OpenGL R...
danij

2009-06-22

01:14 Revision 34fd5d4b (github): Continued work on the commonization of map spot handling and auto-spawning of mobjs relative to them when loading a map. Clean up.
danij

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").
danij
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...
danij
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.
danij
10:55 Feature #1484: [MP] Bindings for group chat
Converting to RFE (see previous comment). danij

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.
danij
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).
danij
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)).
*...
danij
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. danij
11:37 Revision 6da975d5 (github): Various fixes due to the change in behaviour between dd_snprintf and snprintf on the Windows platform.
danij

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... xxmiltenxx
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...
xxmiltenxx
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.
cteg
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.
cteg
03:57 Revision 2034f67a (github): Fixed translation tables not loading correctly (dd_snprintf behaviour).
danij

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 ...
danij
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.
danij
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.
danij
18:39 Revision 5de5081e (github): Added a void* context paramater to the deferred spawn callback.
danij
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).
danij
14:49 Revision 95181052 (github): Fixed a couple of compilation warnings.
danij
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. danij
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...
danij
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... danij
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....
cteg

2009-06-16

08:31 Revision 52f64455 (github): Updated jDoom64 in line with the other plugins (re changes since 1.9.0-beta6.2).
danij
08:10 Revision d80edbdc (github): Fixed jDoom: Mobjs of type MT_PUFF and MT_ROCKETPUFF spawned with too much z momentum.
danij
07:52 Revision 426eb003 (github): Fixed jDoom: At Nightmare skill, enemies respawned where they died (rather than where they were first spawned).
danij
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... danij
05:41 Revision eb7cb3b9 (github): Removed code introduced for debug purposes that was included accidentally in the previous commit.
danij
05:34 Revision 8e8a7e20 (github): Commonized P_RipperBlood (moved to p_actor.c).
danij
03:57 Revision 4a1584a3 (github): Added missing include for stdarg.h to dd_share.h
danij
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).
danij
00:57 Revision 7bdb14d0 (github): Fixed jHeretic/jHexen: Minotaur floor fire moving too fast.
danij
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

22:45 Revision e2be2056 (github): Further fix to the player message log (messages truncated one character short).
danij
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).
danij
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. danij
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).
danij
16:13 Revision 0254b8f2 (github): Increment highest ordinal in doomsday.def
danij
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...
danij
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. danij
14:25 Revision 5d5344a2 (github): Use an appropriate release name for the trunk.
skyjake
14:17 Revision 63b8483e (github): Allow configuring CPU archs with CMake variables.
skyjake
14:05 Revision e961d6b2 (github): Replacing the current trunk with the 1.9.0-beta6 branch.
skyjake
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
02:23 Revision 1e2e79b0 (github): Fixed jDoom: Graphic patch for five character '5' drawn instead of that for a six '6' when using FONTB.
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
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 ... skyjake
13:11 Revision cb6403ae (github): Encoding issues.
skyjake
12:02 Revision 7a0633ca (github): Cleaned up s_cache.c
danij
08:16 Revision 256eb5a5 (github): Fixed a couple of comments.
danij
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 ...
danij
07:36 Revision 107a7276 (github): Fixed: Particle generators not being spawned even if the maximum number of active generators had not been reached.
danij
 

Also available in: Atom