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From 2010-02-21 to 2010-03-06

2010-03-06

20:41 Revision 1fd0c0a6 (github): After a map load, call R_SetAllDoomsdayFlags on server-side.
danij
20:37 Revision 8bea7894 (github): Removed incorrect misleading comment.
danij
19:35 Revision fd050f11 (github): Fixed Hexen: On map start statusbar counters are initially hidden.
Fixed Hexen: On map start statusbar health chain only animates up to your actual health level once per game session, ... danij
03:41 Revision 08c3ac0a (github): Continued work on implementing map to intermission transition. DOOM and Heretic completed.
danij
03:20 Revision cb0a7ba8 (github): Fixed Heretic: On map start the statusbar health chain only animates up to your actual health level once per game session instead of every time.
danij
02:45 Revision 01433f73 (github): Fixed Heretic: On map start statusbar counters are initially hidden.
danij
02:15 Revision 0c48ab91 (github): Began work on refactoring the game-side map intermissions so that resource loading and other initialization is done in busy mode (no progress bar) with a transition effect to follow.
Fixed DOOM/DOOM64: If the intermission is allowed to play though automatically the Time display is incorrect. danij

2010-03-05

15:42 Revision a016e1e7 (github): When in a transition is in progress do not call the play tickers (in DD_Ticker).
Whilst in busy mode the deui bindcontext is now active. This prevents game-context input events from accumulating whi... danij
05:00 Revision 240400ef (github): Added: Screen transitions. When busy mode ends a transition effect may be drawn to blend between the screen shown whilst busy and the destination frame. Implemented three effects: 1) basic crossfade 2) Smoothed DOOM screenwipe 3) DOOM screenwipe. jDoom uses the smoothed DOOM screenwipe by default. Other games use crossfade. Added: cvar "con-transition" Transition effect used when leaving busy mode: 0=Crossfade, 1=DOOM (smooth), 2=DOOM Added: cvar "con-transition-tics" Duration of transition effect in tics. 0= Disabled.
Todo: Currently while the transition is played the game will continue to tic and the engine will post input events - ... danij

2010-03-04

20:32 Bug #869: [Doom] E1M7 Comp Station column stuck
Clearly when I attempted to replicate this last time around I must have been killing all monsters beforehand.
The ...
danij
10:45 Bug #869: [Doom] E1M7 Comp Station column stuck
I have produced this all 3 times I have tested this out (twice on my desktop and once on my laptop) to confirm this too. sonicdoommario
20:06 Revision 8c6533a4 (github): Added missing include for hu_pspr.h in jhexen/src/hrefresh.c
danij
14:02 Revision 615a40c5 (github): Fixed: "Possible index-out-of-bounds (dgl_texture.c)" (see here http://sourceforge.net/tracker/?func=detail&aid=2962963&group_id=74815&atid=542099)
danij
12:03 Bug #872: Auto map drawing lines the player can't see at map start up

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/190b6945/2e75/attachment/doom2-000.jpg
vermil

2010-03-03

23:36 Bug #870 (Closed): possible index-out-of-bounds? (dgl_texture.c)
From line 399:
void GL_GetColorPaletteRGB(DGLuint id, DGLubyte rgb[3], ushort idx)
{
if(id != 0 && id - 1 < nu...
arclore
19:48 Bug #869 (Closed): [Doom] E1M7 Comp Station column stuck
There is a column that is supposed to raise/lower when you cross the sector threshold from the stairs. It's in a room... mfnickster
00:57 Revision 95f17127 (github): Psprite raising bug fix take #2
danij

2010-03-02

19:38 Revision a76713f9 (github): Fixed (All games): "Incorrect blast damage calculation". (see here http://sourceforge.net/tracker/?func=detail&aid=2929822&group_id=74815&atid=542099)
danij
19:11 Revision db163915 (github): Fixed (All games): On entering a map after having left a previous one, the player's HUD weapon would be visible briefly before raising from the lowered position as expected.
danij
17:37 Bug #852: [Hexen] Firing wand down large z-depth causes segfault
jHexen log file (-v -v)
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/de10f4ee/49fb/attachment...
arclore
12:40 Revision 187d3eb1 (github): Added: Smoothing of per-linedef lightlevel angle deltas. Approximated rounded surfaces are lit more realistically when using the DOOM lighting model. Added: CVar "rend-light-wall-angle-smooth" 1= Enable wall angle lightlevel delta smoothing (enabled by default). Changed: Default value for "rend-light-wall-angle" is now 1.2f as the new smoothing makes this less noticeable.
Whilst this smoothing algorithm catches 90% of cases where it should occur there is one case that it does not. The ca... danij

2010-03-01

11:06 Bug #868 (Closed): Console min height after resolution change
After changing the resolution the console min height is not updated. If the console is set to display one line, after... danij
01:19 Revision e5eb6014 (github): Fixed: Crash when attempting to autostart as a camera.
danij

2010-02-28

20:03 Revision b73de6b8 (github): Added (All games): Darken the screen after the users quits from the menu.
A quick new feature to distract from the monotony of the current work in mapcache2. Interestingly this has revealed a... danij
17:15 Revision 181e1c2c (github): Fixed: When autostarting (e.g., using the -warp -loadgame command line options) the screen was not cleared between before beginning the load sequence, resulting in "color smearing".
Todo: Replace the basic screen clear during autostart with something more interesting for the player to look at. It w... danij
16:02 Revision e716f3b3 (github): Fixed: "Monsters see through wall/floor/ceil". (see here http://sourceforge.net/tracker/?func=detail&aid=2873820&group_id=74815&atid=542099)
danij
14:00 Bug #804: Secret credit for non-secret areas - Heretic E3M4
The problem occurs in the FT_LOWERANDCHANGE logic branch of EV_DoFloor.
This is not a trivial problem to fix as th...
danij
03:39 Revision 166afe59 (github): Fixed: "TNT Map30 Cannot be Finished (Stairs)". (see here http://sourceforge.net/tracker/?func=detail&aid=2908023&group_id=74815&atid=542099)
danij
01:46 Revision 5fc85387 (github): Fixed (Heretic): Secret levels fail to load (see here http://sourceforge.net/tracker/?func=detail&aid=2926459&group_id=74815&atid=542099)
danij
01:40 Bug #831: Delayed Messages At Start of Map
Not a bug. The HUD messages are deliberately hidden while the map title is displayed as drawing on over the other loo... danij
01:24 Revision 891d6c57 (github): Fixed: Non-working ambient sounds in Heretic (see here http://sourceforge.net/tracker/?func=detail&aid=2909719&group_id=74815&atid=542099)
danij

2010-02-27

23:47 Bug #846: [Heretic] Some projectiles curve over water
current pushes some projectiles.
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/d8bbe15c/d8cf/a...
arclore
23:37 Bug #841: Music Slows, Stalls, then Crash
- **status**: pending --> closed
Closing this as obsolete. Might be related to the old memory zone bug.
skyjake
23:27 Revision c2568ad9 (github): Fixed: Crash when attempting to use the -warp command line option
Fixed: Crash when attempting to load saved game before having started a new game (see here http://sourceforge.net/tra... danij
23:23 Bug #835: [Hexen] Death Wryn issue
I have been unable to recreate either issue in the current 1.9.0-Beta6.8 release. danij
21:23 Bug #843: no music in level 1 if I'm using jdep-all pack
This bug concern doom1 and doom evolution.
My config:
Ubuntu karmic
NVIDIA
doomsday 1.9.0-beta6.8
legluondunet
21:22 Bug #851: Incorrect blast damage calculation
Which version of Doomsday are you using? danij
 

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