Activity
From 2009-06-16 to 2009-06-29
2009-06-29
2009-06-28
- 14:54 Revision 8b235062 (github): Fixed bug 2799274. Used the same offset sensitivity factor for strafing
- that is used for looking around.
- 14:48 Revision 8ded4850 (github): Fixed a problem with the map being invisible in windowed mode.
- The code doesn't do what I assumed.
- 12:14 Revision 742b6f6f (github): Fixed bug 2807551. Hexen savegames were written using lowercase filenames, but read with a capital first letter. Since *nix filenames are case sensitive, the savegames were not found.
- 11:58 Revision 4cc723c8 (github): Fixed the indexing of filename_t past its end in DD_SetConfigFile.
- Also, fixed dangerous misplaced parentheses in the same function.
Danij: I am officially worried about the usage of ...
2009-06-27
- 20:00 Revision ae22a1f0 (github): Changed: Map Info definition, map name field can now specify a Text definition id to be used as the map name. If no Text definition id by the given name is found, the name will be used as-is.
- \todo when implementing DED reader 2.0 perhaps we could rethink how text definitions are handled so that substitution...
2009-06-26
2009-06-25
2009-06-24
2009-06-22
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.
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
- 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...
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.
Also available in: Atom