Activity
From 2010-03-04 to 2010-03-17
2010-03-11
- 21:01 Revision 7c3df87a (github): Back out change made in another branch which was mistakenly included in the previous commit.
- 20:45 Revision 4cfd1e67 (github): Standardized on map and episode indices in all games. All now use zero based indices represented with unsigned integers thoughout(*) other than when specified by the user (e.g., console commands, linedef special arguments) or when presented to them (e.g., log/error messages).
- * Base one indicies are still used in map change network packets (intermissions were base zero already) and save game...
2010-03-08
- 15:52 Revision 21973321 (github): It is no longer necessary to attempt to start a before map briefing in Hexen's G_DoTeleportNewMap - this is now handled elsewhere as a consequence of the call to SV_MapTeleport.
- 15:17 Revision afd497c4 (github): Merge branch '1.9.0-beta6' of ssh://deng.git.sourceforge.net/gitroot/deng/deng into 1.9.0-beta6
- 15:13 Revision 300fe480 (github): Fix map music track change in Hexen.
- 15:09 Revision 8ecc81dc (github): Due to the way music is managed with Hexen, unless we explicitly stop the current playing track the engine will not change tracks. This is due to the use of the runtime-updated "currentmap" definition (the engine thinks music has not changed because the current Music definition is the same).
- The only reason it worked previously was because the waiting-for-map-load song was started prior to load.
Todo: Reth... - 04:26 Revision 5e7b86cb (github): Fixed linedef collision box dimensions in P_CheckPosition. The box being used was that which is specially enlarged by MAXRADIUS for use with the mobj blockmap.
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
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