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From 2010-04-25 to 2010-05-08

2010-05-08

19:27 Revision 1bcfc490 (github): Clean up.
danij
17:08 Revision 84cc0f92 (github): Use the same near-4:3 aspect calculation as used for picking the bordered projection stategy for psprites, menu and statusbar (changed so that 5:4 stretches by default).
danij
16:50 Revision 8dbd7d1a (github): Fix ambiguous bordered projection test in G_Display2.
danij
16:45 Revision 0895ce6c (github): Use the same bordered projection drawing method for the intermission.
danij
15:37 Revision 25b6462b (github): When doing pillarbox/letterbox when drawing finales:
* Use modelview rather than projection matrix.
* Draw the black bars at the very end rather than the beginning so tha...
danij
13:49 Revision 7a2996c8 (github): Added: Aspect correct scaling of finale animations (InFine). If the window aspect ratio is equal to or close to 4:3 finales will be stretched to fill the window unless new cvar "finale-nostretch" is enabled. Otherwise finales will be scaled and positioned to fit within the window whilst maintaining their original aspect ratio (e.g., using pillarbox/letterbox drawing).
Todo: "Overlay" mode animations should not treated in this way.
Todo: Implement features so that an InFine script can...
danij
00:52 Revision 93342d0a (github): Changed: Do not prevent the movefloor/ceil ccmds from moving planes to or past the height of the opposite plane. For example, previously attempts to move a floor to the same height as the ceiling would be clamped to four world units below the ceiling.
Doomsday now gracefully handles the possible unwanted sideeffects that would occur should say a floor move past a cei... danij
00:39 Revision 2635a3be (github): Changed: Use the same equation for calculating shadow darkness for mobjs as used with fakeradio. Default value for rend-shadow-darkness changed to 1.2
danij

2010-05-07

19:59 Revision 613820b4 (github): Changed Win32: When running in windowed mode, use the dimensions of the virtual desktop for window position and sizing purposes (formerly the dimensions of the primary display).
Added Win32: Command line option "-noframe": used in combination with "-wnd"/"-window" to obtain fullscreen-like wind... danij
16:58 Revision 4a65795e (github): Animate menu background fog, menu alpha, menu flash color and rotating cursor in fractional time.
danij
14:57 Revision 502fc645 (github): Various changes to the automap:
* Fixed calculation of the rotation-aware axis-aligned clipping box.
* Fixed free-pan translation speed.
* Calculate ...
danij
00:40 Revision 0e0b79bb (github): Fixed: DD_DEFNS lumps not parsed.
danij

2010-05-06

21:36 Bug #907 (Closed): Hexen: pottery missing sound effect
The pottery items in HeXen (i.e. the one in front of you when you start the game), don\'t make their explosion sound ... vermil
15:31 Revision d165ed82 (github): Changed: Do not set the texture wrap properties of the currently bound texture in drawConsoleBackground we have no idea which texture (if any) is. Console background drawing should be redesigned to happen entirely game-side if it needs this flexibility or simply allow the game to specify a Material and let the engine handle drawing.
Fixed GL filtering artefacts on the viewwindow border due to border-clamping. danij
14:46 Revision 0d20b33c (github): Brought HUD drawing in Heretic and Hexen up to par with DOOM.
danij
14:01 Bug #906 (Closed): [XG] Power class if health below
If the player activates a power class XG line that adds armour and their armour is above the maximum amount specified... vermil
13:08 Revision 09eef1cc (github): View window now ticks in fractional time.
danij
12:13 Bug #905: [DEH] Wrong sprites displayed (shooting pinkys)
Its not just these particular mods that are affected. Support for old Text style sprite name changing in DEH patches ... danij
12:11 Bug #905 (Closed): [DEH] Wrong sprites displayed (shooting pinkys)
I have two very similar DEH files (for each DOOM 1 and 2) which used to work already in the original game and in any ... ligh1l
12:11 Bug #905: [DEH] Wrong sprites displayed (shooting pinkys)

*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/24e6a679/cea2/attachment/DOOM2FUN.DEH
ligh1l
03:28 Revision c3342f4c (github): Automap now ticks in fractional time.
danij
01:23 Bug #888: [1.9.0-beta6.9 / Mac OS X 10.6] Wrong music track in jHexen
Update: It isn't "counter or whatever" problem. Even loading savegame from beta6.8 at second or further level expose ... blinkfrog

2010-05-05

23:26 Revision a56d5e69 (github): Do not do __anything__ in assert() statements other than test an expression.
danij
19:30 Feature #1453: Lack of plain Give Health command line option
Implemented in svn trunk, rev #6157 danij
19:27 Feature #1424: Snowberry: Center window on screen (Windows)
Logged In: YES
user_id=563579
Frankly I'd call this a windows bug more than a snowberry
bug, Windows should be ass...
draconx
19:08 Feature #1402: Vertically Tiled Masked Textures
_(originally posted by anonymous SF.net user)_
This Tracker item was closed automatically by the system. It was
prev...
skyjake
18:34 Feature #1515: HHE support for Heretic
A values.ded has already been requested for Heretic/Hexen (see here: http://sourceforge.net/tracker/?func=detail&aid=... danij
18:32 Feature #1315: KickStart support of long filenames
Logged In: YES
user_id=849456
Won't implement.
Snowberry is the new offical Doomsday launcher.
These restrict...
danij
18:19 Revision 583b583e (github): Ensure all the various player view offsets are zeroed in P_SpawnPlayer.
danij
17:38 Feature #1434: No vsync option anywhere
_(originally posted by anonymous SF.net user)_
Will Vsync be implemented ? I believe it is an important feature for...
skyjake
17:36 Feature #1423: Obituary msg, set difficulty, and Hud face/menu filtering
Logged In: YES
user_id=1600910
Yea, that and the difficulty. I shouldn't have mentioned.
Just the mip mapping on...
pimpuigi
17:34 Feature #1438: GUI needs some transparency effects
Logged In: YES
user_id=849456
Originator: NO
What do you suggest?
danij
17:32 Feature #1514: GZdoom-like HUD (showing more information)
Screenshot of GZdoom-like HUD
*Attachments:*
* http://sourceforge.net/p/deng/feature-requests/_discuss/thread/3739c7...
theleoua
17:28 Feature #1443: Fog options should be available in UI
Logged In: YES
user_id=684411
Originator: YES
Hey, I didn't know the fog was being added by the environmental pack ...
halfgaar
17:24 Feature #1463: Voodoo dolls not supported in JHeretic
Logged In: YES
user_id=849456
Originator: NO
This is by design, not a bug. Converting to a RFE.
danij
17:17 Feature #1418: Melting Screen effect
Logged In: YES
user_id=717323
Originator: NO
Now that we're taking the screen capture at the beginning of busy mode...
skyjake
16:26 Revision d2289731 (github): Continued clean up of HUD drawing (DOOM only thus far).
danij
16:25 Revision 4de88e06 (github): Brought the Hexen HUD drawing up to par with DOOM and Heretic.
danij
16:23 Revision bcfa5404 (github): Changed All games: Improved drawing of automap marked points by projecting them onto the edges of the view window (they are always in-view regardless of scale or position).
danij
11:24 Bug #887: [x64 Ubuntu] Crash when loading a level
Ubuntu Lucid amd64 GCC 4.4 - Release Build: Crash
Ubuntu Lucid amd64 GCC 4.4 - RelWithDebInfo Build: No Crash
Ubuntu ...
yagisan
11:18 Bug #887: [x64 Ubuntu] Crash when loading a level
Great detective work yagisan, I had suspected this was a compiler-specific issue. It may be the automatic vectorize s... danij
10:56 Bug #904: FreeDOOM 0.6.4 IWADs fail loading (anim cycle)
- **labels**: jDoom --> Doom
danij
10:24 Bug #904 (Closed): FreeDOOM 0.6.4 IWADs fail loading (anim cycle)
I tried loading the FreeDOOM 0.6.4 IWADs (both Ultimate and DOOM2) with the Doomsday Engine 1.9.0-b6 (jDoom), but bot... ligh1l
10:24 Bug #904: FreeDOOM 0.6.4 IWADs fail loading (anim cycle)
FreeDOOM is not currently supported as it relies upon BOOM features which are currently unavailable. This will be add... danij
01:16 Revision 82d877f5 (github): Began the next steps in refactoring the uiwidget stuff:
* Dynamic allocation of unique uiwidgets for each local player.
* Widget groups.
Todo: Bring Hexen up to par with DO...
danij
01:09 Revision 4d5b23ea (github): Minor tweaks to message log drawing to smooth out the scrolling somewhat.
danij

2010-05-04

12:07 Revision fb25e3f0 (github): Resolution independent aspect-correct drawing of the chat widget.
Fixed All games: Chat widget would be drawn over the message log making it difficult to read. danij
10:13 Revision 51346b9e (github): Resolution independent aspect-correct drawing of the world timer in Hexen.
danij
01:32 Revision 760c895f (github): Resolution independent aspect-correct scaling of the kills/items/secrets counters.
Changed DOOM/Heretic: The kills/items/secrets counters were previously only visible when the automap was open.
Change...
danij

2010-05-03

08:37 Bug #887: [x64 Ubuntu] Crash when loading a level
Ubuntu Lucid amd64 GCC 4.4 - Release Build: Crash
Ubuntu Lucid amd64 GCC 4.4 - Debug Build: No Crash
It is interesti...
yagisan
01:14 Bug #887: [x64 Ubuntu] Crash when loading a level
_(originally posted by anonymous SF.net user)_
with lucid 64bit build using beta6 branch with a head of 0dce95616968...
skyjake
01:01 Bug #887: [x64 Ubuntu] Crash when loading a level
Ubuntu Karmic amd64 GCC 4.4 - Release Build: No Crash
I think it's time to find out what Lucid is doing differently.
yagisan

2010-05-02

13:23 Revision 8b6fb49d (github): Aspect correct resolution independant scaling of the player message log.
Added All Games: Added a slider to the Messages section of the HUD options menu for message scale. danij
02:28 Revision 858ec43e (github): Resolution independant aspect correct drawing of the automap.
danij

2010-05-01

13:38 Revision ad9ff488 (github): Fixed statusbar slide-in on first entering a map.
danij
13:33 Revision 0dce9561 (github): Updated the black screen drawing when doing an autostart to cover the entire viewport.
danij
13:28 Revision f3e643a1 (github): Updated special screen filter drawing to cover the entire viewwindow.
danij
12:42 Revision e0b84057 (github): Fixed various minor display glitches with the HUD due to thinking in the drawer. Cleaned up.
Other than the 4:3 stretching of the statusbar (currently missing) all HUD displays now look and behave the same or b... danij
11:28 Revision 7cdf2dd7 (github): Always unhide the HUD when changing between view sizes 10, 11 and 12.
danij
11:15 Revision bec707b5 (github): Added UWF_OVERRIDE_ALPHA flag for use with UI_DrawWidgets: rather than multiply the specified alpha with the per-widget alpha multiplier; ignore the per-widget multiplier and use the value specified as the absolute alpha for both textAlpha and iconAlpha. Restores correct behavior when using the statusbar-span view.
danij
03:04 Revision 7a70e7df (github): Brought Hexen statusbar drawing up to par with DOOM and Heretic. Also fixed some very minor drawing artefacts when non-opaque and the automap is visible.
danij

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
 

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