Activity
From 2010-02-22 to 2010-03-07
2010-03-07
- 19:05 Revision edf39c8a (github): Reordered G_DoCompleted; the current music track is changed and instantly paused, just before entering busy mode to prepare the intermission. The music is then unpaused when the intermission starts.
- The idea is to reposition the very noticeable system locking which occurs under Windows when a music track is changed...
- 18:41 Revision b5081592 (github): Fixed Doom: Fixed typo in the first TNT briefing "Ahead, you see and outpost of Hell..."
- 18:35 Revision c8658aac (github): Fix typo in commit c0d8f3f4bec5241ea7e259bc1df04c5d08ad568b
- 17:15 Revision 08a6c268 (github): Fixed (All games): Climbing a step into a teleporter results in the player squating briefly after teleportation.
- 16:45 Revision c0d8f3f4 (github): Reordered G_DoLoadMap so that if a briefing is not present; the current music track is changed and instantly paused, just before entering busy mode to load the map. The music is then unpaused when the map starts.
- The idea is to reposition the very noticeable system locking which occurs under Windows when a music track is changed...
2010-03-06
- 20:41 Revision 1fd0c0a6 (github): After a map load, call R_SetAllDoomsdayFlags on server-side.
- 20:37 Revision 8bea7894 (github): Removed incorrect misleading comment.
- 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, ...
- 03:41 Revision 08c3ac0a (github): Continued work on implementing map to intermission transition. DOOM and Heretic completed.
- 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.
- 02:45 Revision 01433f73 (github): Fixed Heretic: On map start statusbar counters are initially hidden.
- 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.
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...
- 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 - ...
2010-03-04
- 20:06 Revision 8c6533a4 (github): Added missing include for hu_pspr.h in jhexen/src/hrefresh.c
- 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)
2010-03-03
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)
- 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.
- 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...
2010-03-01
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...
- 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...
- 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)
- 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)
- 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)
- 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)
2010-02-27
- 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...
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