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From 2010-03-05 to 2010-03-18

2010-03-18

19:23 Bug #876 (Closed): No comprehension of poly objects with see through parts
Dday assumes polyobjs are never see through and hence doesn't render anything behind them.
As shown by this vanill...
vermil
18:41 Bug #875 (Closed): Rend-Dev-Nosprite conflicts with certain HeXen mobj actions
The "rend-dev-nosprite" console cvar conflicts with the HeXen mobj action's "A_UnHideThing" and presumably the assoc... vermil

2010-03-14

23:40 Bug #874 (Closed): [Hexen] Stalker gib levitates
In 1.9 Beta6.8 the Stalker incorrectly plays its melee swiping sound along with its raising sound when it rears up ou... vermil

2010-03-12

13:14 Bug #874: [Hexen] Stalker gib levitates
I have cross referenced the play sound actions of the Stalker/Serpent against the original Hexen source and jHexen is... danij

2010-03-11

22:30 Bug #873 (Closed): Missing Texture in Doom II MAP 25
The water block above the exit teleporter in Doom II MAP 25: Bloodfalls is missing its textures. Running 1.9.0-b6.8 o... rolandoftheeld
21:42 Bug #872: Auto map drawing lines the player can't see at map start up
Fixed for 1.9.0-beta6.9 danij
21:16 Bug #872: Auto map drawing lines the player can't see at map start up
This indicates that engine is drawing surfaces that are not visible unnecessarily. danij
21:14 Bug #872 (Closed): Auto map drawing lines the player can't see at map start up
A long standing bug (i.e it's in 1.8.6 as well as 1.9 beta 6.8).
It seems that Dday draws a couple of lines on the...
vermil
21:01 Revision 7c3df87a (github): Back out change made in another branch which was mistakenly included in the previous commit.
danij
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... danij

2010-03-10

17:44 Bug #871 (Closed): Significant CPU cache misses with fakeradio enabled
When fakeradio is enabled Doomsday is currently suffering significant CPU cache misses when doing the setup needed to... danij

2010-03-09

17:53 Bug #869: [Doom] E1M7 Comp Station column stuck
_(originally posted by anonymous SF.net user)_
The result of P_BoxOnLineSide() is pretty much up to chance (i.e. rou...
skyjake

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.
danij
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
danij
15:13 Revision 300fe480 (github): Fix map music track change in Hexen.
danij
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...
danij
13:20 Bug #867: Can't adjust midi music volume in WINDOWS XP
- **status**: pending --> wont-fix
skyjake
12:11 Bug #866: HeXen: Automap scroll when changing maps
Fixed for 1.9.0-beta6.9 danij
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.
danij
02:44 Bug #869: [Doom] E1M7 Comp Station column stuck
This bug also occurs in E4M4: Unruly Evil. There is a lowering wall with three Pinky Demons atop it that does not low... rolandoftheeld

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... danij
18:41 Revision b5081592 (github): Fixed Doom: Fixed typo in the first TNT briefing "Ahead, you see and outpost of Hell..."
danij
18:35 Revision c8658aac (github): Fix typo in commit c0d8f3f4bec5241ea7e259bc1df04c5d08ad568b
danij
17:15 Revision 08a6c268 (github): Fixed (All games): Climbing a step into a teleporter results in the player squating briefly after teleportation.
danij
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... danij

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
 

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