Project

General

Profile

Activity

From 2010-04-17 to 2010-04-30

2010-04-30

16:06 Revision 14bbae83 (github): Brought Heretic statusbar drawing up to par with DOOM.
danij
15:16 Revision f51654af (github): Intergrated most of the existing HUD features into the new uiwidget based drawing of the HUD: statusbarSize, statusbarAlpha, statusbarCounterAlpha, statusbarSlide, hudAlpha, hudIconAlpha and hudAutohide.
danij
02:39 Feature #1517 (Closed): Autoselect missing interfaces from other audio plugins
Don't know if it's a bug or limitation, but MIDI won't play with any other sound drivers here. Happens in v1.9.0 beta... filipetolhuizen
00:41 Revision c8434fa3 (github): Began reimplementing the DOOM statusbar as a group of uiwidgets.
danij

2010-04-29

17:08 Revision 79c2bdd2 (github): Fix HUD menu display order in Heretic/Hexen as a result of the last commit.
danij
17:04 Revision 66f5a337 (github): Added All games: Fullscreen HUD "wide offset" scaling. When using ultra wide/tall window dimensions the fullscreen head-up displays would be positioned at the very edge of the window (often into the user's peripheral vision range). Wide-offset allows the user to specify how far these displays will be offset from their position at the original 4:3 aspect ratio. New menu item in HUD options. New cvar "hud-wideoffset".
danij
15:57 Bug #903 (Closed): MP menu "player skin" graphics
As requested by DaniJ
The player graphics in the MP menu are currently hardcoded to specific sprite names, such as...
vermil
15:52 Bug #902 (Closed): Ammo taken in weapon fire action
Ammo should only be taken by firing actions when they are called in a weapons attack states.
Currently, ammo will ...
vermil
15:04 Revision 28fe6ec1 (github): Reworked the inset border so that the animated power icons are correctly positioned with the statusbar visible.
All head-up-displays are now positioned and scaled as they were in previous releases.
Next step: Rework per-uiwidget...
danij
14:37 Revision c6893cde (github): The animated power icons now scaled correctly by hud-scale.
Next step: Rework the inset border offset so that the animated power icons are positioned with this offset when the s... danij
14:04 Revision 85865009 (github): Changed All games: cvar hud-status-size is now defined as floating point.
danij
13:18 Revision f833d890 (github): Statusbar size no longer affects the animated power icons.
Statusbar widgets are positioned relative to the statusbar rather than x0 y0 in the fixed 320x200 coordinate space.
...
danij
10:36 Revision b36d651c (github): UI_DrawWidgets now calculates the visible dimensions of a group of widgets which can be used by the caller for relative positioning purposes.
All head-up-displays are now positioned as they were in previous releases.
Next step: Rework per-uiwidget scaling as...
danij
04:56 Bug #887: [x64 Ubuntu] Crash when loading a level
At kurikai's request I'm having a look into this bug. Currently basing my testing on branch 1.9.0-beta6 with a head o... yagisan
04:49 Bug #887: [x64 Ubuntu] Crash when loading a level
_(originally posted by anonymous SF.net user)_
Installing Kees lucid(10.04) 32bit build on my lucid(10.04) 64bit ins...
skyjake

2010-04-28

14:06 Revision 5e6e3de7 (github): Calculate uiwidget dimensions and use them to align groups of uiwidgets.
danij
08:57 Revision 08c59da5 (github): Made the fullscreen HUD frags display into a uiwidget_t
danij
07:48 Revision 63e2e633 (github): Completed next step in the HUD rewrite for aspect correct scaling: use the same projection for the statusbar and the fullscreen HUD.
danij
02:25 Revision e524fdf9 (github): Initial steps towards commonizing the fullscreen HUD widget stuff.
danij
01:42 Revision ef79b3e4 (github): Brought the fullscreen HUD in Hexen up to par with DOOM and Heretic.
Next step: commonization. danij

2010-04-27

14:50 Bug #735: [ATI] OpenGL crash upon starting map (Catalyst AI)
As per query from danij, I tried the latest deng-1.9.0-beta6.9. There is no change. I did, however, notice more in... codone
14:13 Revision e84ff759 (github): Fixed animated HUD icons "jumping" when they are about to time out.
danij
14:09 Revision 09156880 (github): Began cleaning up the Hexen fullscreen HUD in preparation for further changes needed for aspect correct drawing.
danij
11:44 Revision 91d22a2a (github): Brought the Heretic fullscreen HUD up to par with DOOM.
danij
09:52 Revision 9d2d1c8f (github): Began cleaning up the Heretic fullscreen HUD in preparation for further changes needed for aspect correct drawning.
danij
07:05 Revision afe449c8 (github): Fixed Heretic & Hexen: The fullscreen HUD current item display cannot be enabled/disabled from the menu.
danij
04:00 Revision 4b2876d1 (github): Next step in cleaning up the fullscreen HUD widgets. DOOM only thus far.
danij
00:29 Revision 89a76b64 (github): Began cleaning up the DOOM fullscreen HUD in preparation for further changes needed for aspect correct drawing.
danij

2010-04-26

22:24 Revision 3ae6823c (github): Changed All games: Aspect correct drawing of the map title display.
danij
12:15 Revision 11780803 (github): Changed All games: New approach to drawing the statusbar which aims to preserve the original aspect ratio. If the window dimension aspect ratio is equal or near to the original ratio, the statusbar will be stretched to fill the available width. If not, the statusbar will be centralized and scaled to fit while maintaining the original aspect ratio. This means that by default anything between 4:3 and 16:10 will be stretched while anything else will be scaled to fit. This behavior can be overridden with the new cvar "rend-hud-nostretch".
Changed All games: Removed ccmd sbsize as its now unnecessary as the cvar hud-status-size can be changed directly fro... danij
04:44 Bug #890: [Windows] Crash caused by SDL_mixer
If you don't want to limit Doomsday to a single core, you can write a plugin which plays non-MIDI sounds through nati... gobhuo

2010-04-25

23:15 Revision 10c8623c (github): Changed API: Viewwindow is now specified in viewport coordinates (formerly fixed 320x200). Note that game-side we still use the fixed coordinate space for convenience and scale up when calling R_SetViewWindow.
Changed API: Before calling game-side drawing routines the engine now configures the orthographic projection in the v... danij
12:41 Revision 6a538248 (github): Fixed InFine: Menu trigger not enabled by default (as specified in the documentation).
danij
04:01 Revision 0fb625a0 (github): Fix merge conflicts(?) Perhaps I'm hitting a Tortoise GIT bug...
danij
03:58 Revision 505886f5 (github): Fix InFine script command 'notrigger' take 2.
danij
03:57 Revision c2724316 (github): Fix InFine script command 'notrigger' take 2.
danij
03:45 Revision acaaa50e (github): Fixed Common code library: The InFine script command 'notrigger' does not work, allowing the menu to be opened.
danij
02:20 Bug #901: [Ultimate Doom] Missing HUD/GUI fonts & textures
_(originally posted by anonymous SF.net user)_
Confirming on gentoo linux with 1.9.0-beta6.9.
skyjake
00:41 Bug #750: sdl_mixer + external sound files getting cut short
I'm currently working on this issue and should have a fix ready shortly. danij

2010-04-24

22:36 Revision 96de7e28 (github): Added All games: The Help screens shown when selecting "ReadThis" for the menu or using the (default) F1 shortcut are now defined as InFine scripts for customization in mods.
danij
14:38 Revision 2e2b3581 (github): Changed All games: Reordered items in the HUD menu grouping together player message options.
danij
14:17 Revision 31b901f0 (github): Changed All games: Created a separate menu item for crosshair opacity and removed the alpha slider from the color selection widget. It was not immediately obvious that when vitality color was enabled that the opacity could be set independently.
danij
09:37 Revision ef817ce0 (github): Changed: Resolution independent aspect-correct drawing of the view border/background.
danij
06:40 Bug #269: Minor border graphic glitch
Fixed for 1.9.0-Beta6.10 danij
05:10 Revision fe2a817e (github): Changed: New approach to drawing player weapon sprites which aims to preserve the original aspect ratio. If the window dimension aspect ratio is equal or near to the original ratio, psprites will be stretched to fill the screen. If not, psprites will be centralized and scaled to fit while maintaining the original aspect ratio. This means that by default anything between 4:3 and 16:10 will be stretched while anything else will be scaled to fit. This behavior can be overridden with the new cvar "rend-hud-nostretch".
danij

2010-04-23

09:34 Revision 7303e711 (github): Fix line endings.
danij
08:31 Revision 81430b80 (github): Fixed: Buffer overflow using ccmd viewgrid when numColumns * numRows is greater than the max number of players (16).
danij
07:23 Revision 0418b5a4 (github): Changed drawing of the PAUSE graphic to always position it aligned to the top of the window.
danij
05:58 Revision 043b8c0c (github): Use the same projection for the important game messages and the PAUSE graphic.
danij
04:39 Revision 8715ac54 (github): Changed All games: New approach to drawing the menu which aims to preserve the original aspect ratio. If the window dimension aspect ratio is equal or near to the original ratio, the menu will be stretched to fill the screen. If not, the menu will be centralized and scaled to fit while maintaining the original aspect ratio. This means that by default anything between 4:3 and 16:10 will be stretched while anything else will be scaled to fit. This behavior can be overridden with the new cvar "menu-nostretch".
Todo: Move the "help screens" out of the menu and replace with InFine scripts. danij
01:21 Bug #901: [Ultimate Doom] Missing HUD/GUI fonts & textures
Do you have any ideas how I might troubleshoot this? I'm on XP.
One thing I tried was dropping a Con_Message into F_O...
arclore

2010-04-22

21:53 Bug #901: [Ultimate Doom] Missing HUD/GUI fonts & textures
All of the above appear to be working just fine for me in Windows7 and I presume on Mac OS also (as skyjake clearly b... danij
21:52 Bug #901: [Ultimate Doom] Missing HUD/GUI fonts & textures
Inter
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/7ef55fb0/d215/attachment/doom1-ultimate-00...
arclore
21:51 Bug #901: [Ultimate Doom] Missing HUD/GUI fonts & textures
HUD
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/7ef55fb0/b780/attachment/doom1-ultimate-003....
arclore
21:50 Bug #901: [Ultimate Doom] Missing HUD/GUI fonts & textures
missing NIGHTMARE
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/7ef55fb0/47bf/attachment/doom1...
arclore
21:17 Bug #901: [Ultimate Doom] Missing HUD/GUI fonts & textures
missing text
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/7ef55fb0/4316/attachment/doom1-ulti...
arclore
21:17 Bug #901 (Closed): [Ultimate Doom] Missing HUD/GUI fonts & textures
- small menu text (subheadings under options, in-game pick-up notices, \"Go back to your boring programs\" etc.). Lar... arclore
20:26 Bug #850: Crash when loading saved game
hexen save file (i think)
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/d0c28170/003e/attachme...
arclore
01:31 Bug #900: deprecated png members in gl_png.c
Fixed in 1.9.7. skyjake
01:31 Bug #900 (Closed): deprecated png members in gl_png.c
The PNG_Load() function accesses members of png_info directly (png_info->bit_depth etc.). The libpng guys would rath... arclore

2010-04-21

22:23 Revision 674626b1 (github): Changed: Replaced 3D projection/field of view calculation and shortened the near clip plane for better support of ultra-wide/multi-monitor setups.
danij
19:30 Feature #1494: InFine script for "MapTitle" display
Actually, no need to have any internal display. If we move the current display out to an InFine script, a mod author ... danij
07:25 Revision 6fc5f6e8 (github): Fix merge conflict in last commit (again!?).
danij
07:22 Revision 214a1948 (github): Fix merge conflict in last commit.
danij
07:20 Revision 6fd836b2 (github): Fix merge conflict in last commit.
danij
07:18 Revision 6006e50f (github): Revert previous change to crosshair drawing. Turns out that the changes I made only improved the look of axis-aligned lines and actually made other shapes such the angles > < look worse.
danij
07:17 Revision a2f8c67c (github): Revert previous change to crosshair drawing. Turns out that the changes I made only improved the look of axis-aligned lines and actually made other shapes such the angles > < look worse.
danij
04:35 Revision c2c95800 (github): Changed: Tweaked crosshair drawing to improve quality at lower resolutions (800x600 or lower).
danij
03:56 Revision 1121ca3a (github): Use the vector graphic routines in r_vectorgraphic.c for crosshairs.
danij

2010-04-20

23:40 Revision e869c994 (github): Clean up.
danij
22:26 Revision 5eb818a5 (github): Split the vector graphic stuff currently used only in the automap into its own source files.
danij
18:30 Revision eee9b175 (github): Merge branch '1.9.0-beta6' of ssh://deng.git.sourceforge.net/gitroot/deng/deng into 1.9.0-beta6
danij
18:29 Revision a3ba04a3 (github): Fixed All games: The automap display was being drawn behind the "ReadThis" helpscreens even though it could not be seen.
danij
18:12 Revision 4e0d2899 (github): Changed All games: The map title display is now drawn for each viewport instead of over all viewports.
Fixed All games: Other HUD displays were being drawn behind the "ReadThis" helpscreens even though they could not be ... danij
16:39 Bug #899 (Closed): XG stops working when loading a save game
With this wad, the XG seems to stop working on the current map 1.9 Beta6.9 if one loads a save game.
For instance ...
vermil
10:03 Revision 66533808 (github): Misc cean up.
danij
09:37 Revision aa831464 (github): Cleaned up the auto-spawn of mobjs during map load somewhat.
danij
06:44 Revision bd216f24 (github): Removed comparison check at map load time which would result in a fatal error if the number of players was greater than the number of deathmatch spots. At this point in time, there will only ever be one player at most in the map (the server player).
danij
06:38 Revision 7c127655 (github): Moved the global brain targets array an associated vars into braindata_t for neatness.
danij
03:32 Revision 9cba651c (github): Fixed DOOM: At easy skill modes, the boss brain will only spit a BOSSCUBE every other time A_BrainSpit is called. However the value used to keep track of this was not stored in saved games.
danij
03:02 Revision a8dafdc4 (github): Fixed DOOM: Dynamically spawned BOSSTARGETs (e.g., using the spawnmobj ccmd) only worked as expected if the player saved the game and then loaded it (at which point the target would be added to list of known boss brain targets).
Fixed DOOM: Upon loading a saved game duplicate BOSSTARGETs would be spawned. Note that this would have no visible ef... danij
01:52 Revision 877643e4 (github): Changed playerstart_t, removing the information duplicated from the associated mapspot_t and instead referencing it in the mapSpots array.
danij
01:05 Revision e6a5e48e (github): Changed Heretic boss and mace spots to indices into the main mapSpots array.
danij

2010-04-19

22:16 Revision 56af5d4d (github): Moved interpretation of archived map linedef flags into the map converter plugin thus making it responsible.
Revised method of handling the ML_MAPPED flag to work at player spawn time rather than on map start. I'm pretty sure ... danij
19:22 Bug #616: Map Cheat Resets from Map to Map
Fixed for 1.9.0-Beta6.10 danij
05:54 Revision f382a7db (github): Fixed All Games: When using lookspring the view pitch would not center when sidestepping left.
danij
03:29 Revision 14708490 (github): Fixed issues with non-power-of-two textures. It would appear that in order to load them, glTexImage2D requires the source data to have an alpha channel regardless whether you specify the load format as GL_RGB. Either this is a bug in my driver or *something* is wrong somewhere as this just don't make much logical sense to me.
Anyway, I've changed the texture uploading as necessary in order to get this working and have now enabled use of nonp... danij

2010-04-18

15:05 Revision 187332cd (github): Fixed console shadow alpha.
danij
10:07 Revision d819ddcd (github): Fixed All Games: Do not do the text glitter/shadow effect for the space character.
danij
10:00 Revision 037e3af4 (github): Fixed DOOM: Flickering of the Tower of Babel on the episode two intermission (present in the original game).
danij
08:53 Revision 2a3e0858 (github): Fixed DOOM: Both the idclip and idspispopd cheats worked in all variants of DOOM.
danij
07:50 Bug #491: Tiny blood splat editing bug
Duplicate of bug #1498037 https://sourceforge.net/tracker/?func=detail&aid=1498037&group_id=74815&atid=542099 danij
07:48 Revision c462ddbc (github): Changed Hexen: Position the inventory left/right indicators relative to the number of visible slots.
danij
07:47 Bug #347: getting stuck in walls (doom1)
Fixed in 1.9.0-Beta6.9 danij
07:44 Bug #446: Can not walk along walls - gets stuck - beta5
Fixed in 1.9.0-Beta6.9 danij
07:38 Bug #735: [ATI] OpenGL crash upon starting map (Catalyst AI)
Is this issue still present in the latest 1.9.0-Beta6.9 release? danij
07:34 Bug #796: Automap updating whilst fading away
Fixed for 1.9.0-beta6.8 danij
06:14 Revision 929da6ed (github): Fixed: Console background flicker during fade-in whilst resizing. (see here http://sourceforge.net/tracker/index.php?func=detail&aid=2987618&group_id=74815&atid=542099)
Changed: Tweaked console min-height to leave a gap 1/4th of line height above the command line.
Changed: CVars "con-a...
danij
04:21 Bug #887: [x64 Ubuntu] Crash when loading a level
_(originally posted by anonymous SF.net user)_
I installed Kees karmic(9.10) 32bit build on my lucid(10.04) 64bit in...
skyjake
04:13 Bug #898: [DOOM] HUD ammo counters display incorrect values
I think I see the problem here:
The small yellow counters on the right side of the statusbar - the values are not ...
danij
04:11 Revision 45c2afd0 (github): Removed include of the MSVC-specific strsafe.h from engine/win32/sys_input.c as this file no longer makes use of it. Fixes bug #2985633 (see here http://sourceforge.net/tracker/index.php?func=detail&aid=2985633&group_id=74815&atid=542099).
danij
04:02 Revision 2f4bdc88 (github): Fixed DOOM: "IDMUS cheat broken (not DOOM2)". (see here http://sourceforge.net/tracker/index.php?func=detail&aid=2986498&group_id=74815&atid=542099)
danij
03:06 Bug #897: Shiny textures do not work
I've just tried HexenShineExample.pk3 for myself and shiny textures appear to be working just fine for me. danij
01:17 Bug #896: Console background flicker during fade in with resize
Fixed for 1.9.0-Beta6.10 danij
01:11 Bug #893: [DOOM] IDMUS cheat broken (not DOOM2)
Fixed for 1.9.0-Beta6.10 danij
01:02 Bug #894: MIDI Crashing Heretic Shadows of the Serpent Riders
This appears to be the same as this issue: http://sourceforge.net/tracker/?func=detail&aid=2984519&group_id=74815&ati... danij
00:29 Bug #900: deprecated png members in gl_png.c
doomsday/engine/portable/src
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/10124b5c/239e/attac...
arclore
 

Also available in: Atom