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From 2009-06-19 to 2009-07-02

2009-07-02

23:32 Revision dd431e7a (github): Fixed: "Lift texture does not scroll down / up" (see here http://sourceforge.net/tracker/?func=detail&aid=2646965&group_id=74815&atid=542099).
danij
23:05 Revision 0211e580 (github): Fixed jHeretic: "Heretic: Linetype 100" (see here http://sourceforge.net/tracker/index.php?func=detail&aid=2800853&group_id=74815&atid=542099).
danij
20:32 Bug #631: Lift texture does not scroll down / up
Fixed in svn for 1.9.0-beta6.4 danij
20:03 Bug #706: Heretic: Linetype 100
Fixed in svn for 1.9.0-beta6.4 danij
14:02 Revision a9d9b608 (github): Fixed bug 2815530. Grayscale PNG images were assumed to be paletted images.
The code tried to access the palette, which was just a NULL pointer. skyjake
11:02 Bug #724: PNG texture makes jHeretic crashes starting episode 1
Fixed for 1.9.0-beta6.4. PNG_Load() didn't treat grayscale PNGs correctly -- it assumed they were paletted images ins... skyjake
10:53 Bug #724: PNG texture makes jHeretic crashes starting episode 1
Upon first examination it seems that it crashes because PNG_Load() does not have the palette information from the att... skyjake
01:30 Bug #724: PNG texture makes jHeretic crashes starting episode 1
The file containing the PNG texture.
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/f3673c6c/13...
flaviok
01:30 Bug #724 (Closed): PNG texture makes jHeretic crashes starting episode 1
I have a file named 'data.zip' that contains a PNG texture. I load it as the only add-on in Snowberry and start Heret... flaviok
05:59 Bug #697: Mouse Strafing Extremely Slow
It is just a fix for beta6.4. Nothing has changed except how the movement of the mouse axes (x/y) is treated for play... skyjake

2009-07-01

20:26 Bug #616: Map Cheat Resets from Map to Map
The original behavior is that which will be emulated by default in a single player configuration.
However, this wi...
danij
20:14 Bug #616: Map Cheat Resets from Map to Map
Thanks for the info. And when you say special case, do you mean that as an option or just built into the engine? sonicdoommario
20:08 Bug #616: Map Cheat Resets from Map to Map
The problem with the original behavior is that it could be exploited in a client server, network play environment, i.... danij
19:21 Bug #616: Map Cheat Resets from Map to Map
Hey, I was wondering, is this going to stay the way it is or will it change to copy Doom.exe behavior?
I also want...
sonicdoommario
20:20 Bug #697: Mouse Strafing Extremely Slow
So is this a new feature that we'll see in beta6.4 or just an overall fix? I forgot to mention that this didn't just ... sonicdoommario
16:41 Revision 8a6efeca (github): Fixed dpDehRead: "Compatible Dehacked file not loading" (see here http://sourceforge.net/tracker/?func=detail&aid=2802979&group_id=74815&atid=542099).
Fixed dpDehRead: If multiple Text definitions with the same id are found (i.e., "patched" by a later definition), pat... danij
13:43 Bug #716: Compatible Dehacked file not loading
Fixed in svn for 1.9.0-beta6.4 danij

2009-06-30

14:11 Revision 752bcb42 (github): Increment version number for Beta6.4.
skyjake
10:45 Revision 04570199 (github): Increment version numbers for Beta6.4.
skyjake

2009-06-29

09:57 Revision b315cd6f (github): Adjusted default build settings for CMake: now makes a Release build without range checking (i.e., a proper release build).
skyjake

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. skyjake
14:48 Revision 8ded4850 (github): Fixed a problem with the map being invisible in windowed mode.
The code doesn't do what I assumed. skyjake
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.
skyjake
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 ...
skyjake
11:55 Bug #697: Mouse Strafing Extremely Slow
Fixed for 1.9.0-beta6.4 using a constant sensitivity factor for relative strafing/forward movement. skyjake
09:16 Bug #720: HEXEN 32BIT Savegames not stored in linux
It was a matter of file name lowercase/uppercase mixup. They were written in lower case, but read with a capital firs... skyjake

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... danij

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
 

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