Activity
From 2010-05-20 to 2010-06-02
2010-06-02
- 18:10 Bug #910: Flat tiling error with custom flats
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/059307b6/e0f6/attachment/textest.wad
2010-06-01
2010-05-31
- 20:08 Revision aa73a583 (github): Fixed another buffer overflow in what was WI_DrawParamText... This function needs a complete rewrite.
- Added a default leading argument to GL_DrawText and fixed leading calculation to use the actual height of the last dr...
- 19:31 Bug #914 (Closed): Give command help vs implementation syntax discrepancy
- keywords: hexen iwad, console, give command, syntax
the help function of the give command reports that the syntax ... - 17:06 Revision be3b366f (github): Added: InFine command "font" (handle) (font) specify the font to use by name.
- Changed: InFine command "linehgt" - line height is now interpreted as a percentage of the actual height of font rathe...
- 01:25 Revision d01154c6 (github): Refactored composite font character drawing:
- * Now uses a display list per-glyph with the left and top offsets inherited from the patch applied to glymp's origin ...
2010-05-30
- 23:58 Revision 109c0719 (github): Moved composite font character drawing out of gl_drawpatch and into gl_drawcompositefont in preparation for more radical changes.
- 23:25 Revision a108f25a (github): Split the skillmode flags for mapspots out of the flags member and into a seperate variable. Made the skillmode requirement for mapspots unique, so that e.g., SM_BABY and SM_EASY are not considered the same skillmode (this logic has been moved to the interpretation stage in dpWadMapConverter).
- 21:56 Bug #910: Flat tiling error with custom flats
- I made a bit clearer example & screenshot of what's going on (also noticed I don't need to write material definitions...
- 16:51 Bug #910: Flat tiling error with custom flats
- Sure.. here's some little test map (in map01), material definitions and lowres textures in wad: http://koti.mbnet.fi/...
- 15:30 Bug #910: Flat tiling error with custom flats
- The screenshots are helpful but a small example would be much more useful.
- 15:08 Bug #910: Flat tiling error with custom flats
- Ok, here's a screenshot: http://koti.mbnet.fi/jeejeeje/wip/doom_flat_tile_error.jpg
and wireframe overlayed: http://... - 14:41 Bug #910 (New): Flat tiling error with custom flats
- I made some 128*128 textures as flats using the material definitions. Ingame I notice the flat tiling breaks at some ...
- 21:15 Revision e0c83ecf (github): Do not scale the modelview matrix in GL_DrawVectorGraphic if scale == 1
- 21:13 Revision 283ddc5c (github): Moved vector graphic drawing into the engine.
- Refactored vector graphic and composite font registration to allow updating existing resources.
- 19:42 Bug #913 (Closed): HeXen: level warping cheats partially broken
- In Beta6.9 "warp 30" (console) or "visit 30" (cheat code) don't work when they should take the player to the Vivarium...
- 19:40 Bug #912 (Closed): HeXen: Level music numbers off by one
- As the summary suggests. Map01's music plays on Map02, Map 02's music plays on Map03 etc.
Map01 will just continue... - 19:38 Bug #911: [Hexen] Poison cloud vs Repulsion Disc
- - **labels**: jHexen Gameplay --> Hexen
- 19:37 Bug #911 (Closed): [Hexen] Poison cloud vs Repulsion Disc
- In Beta 6.9, there seems to be a couple of bugs/mistakes relating to the poison cloud that can be spawned by artefact...
- 18:05 Revision 39f10494 (github): Refactored the interface for vector graphic drawing in preparation for moving into the engine.
- 12:30 Feature #1518 (Closed): Save screenshots as png or jpeg
- It would be great for deng to be able to save the screenshots as png files as png has good compression and is a lossl...
- 01:46 Revision edc0aec0 (github): Minor tweak to the side shadow darkness calculation in fakeradio.
2010-05-29
- 03:04 Revision 7c275b4e (github): Clean up.
- 03:04 Revision 2d34f4da (github): Fix line endings.
- 02:38 Revision a2312d7e (github): Moved composite font Text drawing into the engine (just a simple code migration).
- Todo:
* Refactor drawing to use an atlus and display lists.
* Refactor registration/declaration to use DED.
2010-05-28
- 23:19 Revision c955a326 (github): Resolve conflicts with previous commit.
- 23:14 Revision 96493b9d (github): Reimplemented the Text shadow effect used in the menu in order to eliminate references to the menu in gl_drawcompositefont.c
- gl_drawcompositefont.c is now ready for intergration into the engine. Initially, I'll move a copy of gl_drawpatch.c i...
- 05:02 Revision 46251a0b (github): Reimplemented the Text glitter effect used in the menu in order to eliminate references to the menu in gl_drawcompositefont.c
- Todo: Do exactly the same for the shadow effect.
- 00:20 Revision 58b8ea21 (github): Moved global typeInTime into gl_drawcompositefont. Clean up.
2010-05-27
- 23:53 Revision dc774c89 (github): Tweaked an error message in R_GetPatchInfo (invalid arguments).
- Added a verbose comment in R_PrecachePatch (unknown Patch).
- 23:43 Revision 4f8140c2 (github): Make use of the GLTexture by-name search to remove the use of lump indicies for unique identification in R_RegisterAsPatch.
- 23:10 Revision 046cd92b (github): Completed switchover to logical patch identifiers instead of lump indicies.
- Next step: Remove the use of lump indicies for the purpose of identification in R_RegisterAsPatch (the search key sho...
- 21:59 Revision 4cdce9f0 (github): Dispensed with the extraOffset members of spritetex_t and patchtex_t by making the border (size) property a member of gltexture_inst_t.
- 19:00 Revision cc75e878 (github): Continuing work on refactoring the texture load pipeline:
- * Separated the texture instance flags from the material load flags - they serve different purposes and should not be...
- 15:35 Revision be35b979 (github): Fix missing call to precacheFontCharacterPatch in R_InitFont.
- 12:44 Bug #909 (New): [Hexen] Tiny difference in Ettin behaviour
- In the original HeXen and Dday 1.8.6, when one approaches an Ettin from behind, at a diagonal angle (i.e. the ones th...
2010-05-23
- 11:34 Revision 2cd1bca9 (github): Further clean up of the composite font drawing in preparation for the more extensive changes needed for accurate calculation of the visible dimensions of formatted Text blocks.
- 03:39 Revision e5063af9 (github): Further fix to the interpretation of break directives in paramater Text blocks.
- 03:37 Revision 97028cfb (github): Modified the Amplify algorithm to ignore masked pixels when calculating the max value.
- GLTexture_Prepare was not converting hires patches to monochrome if set.
Todo: Rewrite the conversion stage of GLTex...
2010-05-22
- 22:41 Revision 1fb4b1c3 (github): Began clean up of GL_DrawText in preparation for implementing a proper visible dimension calculator for Text.
- * Split the paramater block parsing out of GL_DrawText.
* Added drawtextstate_t and separated initialization and call... - 21:34 Revision 0b5fa1f6 (github): Added a couple of comments to gl_drawcompositefont.h explaining the terms Text and Text fragment in the context of this API.
- 21:26 Revision 9b3df05a (github): Moved patch drawing methods out of hu_stuff and into gl_drawpatch Renamed all patch drawing methods swapping the prefix M_ for GL_
- 18:05 Revision 2d7133d7 (github): Couple of minor fixes to type-in effect selection in the menu.
- 17:52 Revision 12bac7c3 (github): Removed garbage code in gl_drawcompositefont.c
- 17:50 Revision fad4c056 (github): Completed next phase of the game-side 2D drawing clean up:
- * Split the text drawing out of hu_stuff and into gl_drawcompositefont
* Renamed all text drawing methods swapping th... - 15:25 Revision c29258a0 (github): Created M_DrawTextFragmentShadowed and reworked Heretic's IN_DrawTime to call it. Replaced all calls to Heretic's IN_DrawNumber with calls to M_DrawTextFragmentShadowed. Removed IN_DrawNumber.
2010-05-21
- 18:08 Revision 0b8cfdd4 (github): Added All games: Sequential cycling of player weapons using next/prev until the current weapon is fully lowered (for example, if the player owns weapons one through four and four is currently readied; cycling the previous weapon three times in quick succession will select weapon one without). Added "Sequential" item to the Weapons option menu. Added cvar "player-weapon-cycle-sequential".
- 15:10 Feature #1348: Better Mousewheel Weapon Switching
- Logged In: YES
user_id=1566636
That would be nice, I recently got back into using the
numbers again like back in t... - 14:48 Revision dfe7653c (github): Fixed sharpview reset was being done in R_SetupFrame, meaning that if multiple viewports were in effect only the first drawn would ever snap to the sharp position after a fixed 35hz tic.
- 14:45 Revision 43a4985b (github): Changed All games: Allow camera players to move almost twice as fast as non-camera players when "running".
- 07:17 Revision 13e6367b (github): Changed: When loading sprites add an additonal 1-pixel border around the graphic which is then scaled and clipped out at render time. This addresses various GL filtering issues where a sprite contains color information in the edge texels.
- 05:19 Revision 63b078a3 (github): Changed: Implemented GL_ScaleBufferNearest; a nearest neighbor image scaling algorithm for use with tiny graphics (w*h < 16) rather than hq2x. The hq2x algorithm can do nothing to help graphics this small and better results can be obtained with the simple nearest neighbor algorithm.
- 02:47 Revision 691bc6fb (github): Changed: Do not disable the ColorOutlines algorithm on Patches loaded with the Upscale and Sharpen filter applied (defer until after the upscale).
- 02:05 Revision be9eb346 (github): Replaced the global patchinfo_t structs in the DOOM64 intermission with patchid_t
- 02:01 Revision 4060437c (github): Updated the DOOM64 intermission to use the GF_SMALL font.
- 01:27 Revision 5544a4fe (github): Fixed Pause graphic offset again.
- 01:27 Revision 11236c31 (github): Changed DOOM: Draw all owned keys on the statusbar if not cvar "hud-keys-combine" (e.g., if the player owns both the Blue Keycard and the Blue Skull they will both be drawn in slot 1).
- 00:24 Revision de9001ea (github): Various changes to the processing of Patches loaded with the Upscale and Sharpen/Monochrome filters:
- * If applying both, defer Monochrome until after the Indexed+A to RGBA translation. Doing it the other way around we ...
2010-05-20
- 23:00 Revision 6bc681c1 (github): Fixed missing tens of seconds digit when less than 10 in DOOM's WI_drawTime.
- 21:28 Revision 04412904 (github): Replaced the global patchinfo_t structs used in the DOOM intermission with patchid_t
- 12:08 Revision 191af5ab (github): Created a font out of DOOM's WI* patches (used in the intermission). Updated the DOOM intermission to use the new GF_SMALL font for drawing the kills, items, secrets percentages and par plus time.
- 09:15 Revision f25c3114 (github): Replaced existing calls to DrINumber by building a text fragment for the value to be drawn and passing that to M_DrawTextFragment4. Removed DrINumber in Hexen.
- Adjusted text fragment tracking of the status bar counters in Hexen to better match the original game.
Implemented mo... - 08:19 Revision 739dd11a (github): Replaced existing calls to DrINumber by building a text fragment for the value to be drawn and passing that to M_DrawTextFragment4. Removed DrINumber in Heretic.
- Adjusted text fragment tracking of the status bar counters in Heretic to better match the original game (note: the or...
- 06:37 Revision 2437203c (github): Replaced existing calls to Hu_DrawSmallNum by building a text fragment for the value to be drawn and passing that to M_DrawTextFragment4.
- Removed Hu_DrawSmallNum.
- 05:34 Revision a3a6f49e (github): Further fixes to the positioning and visible dimension calculation of the spinning Tomb of Power indicator in Heretic.
- 05:22 Revision 80d3ee14 (github): Replaced existing calls to M_DrawSmallNumber by building a text fragment for the value to be drawn and passing that to M_DrawTextFragment4.
- Removed M_DrawSmallNumber.
Updated the spinning Tomb of Power indicator in Heretic to accurately calculate the actual... - 05:07 Revision c8f1ac10 (github): Lets try that again... (clearly I need sleep, haha).
- 05:04 Revision df9ab2ae (github): Fix off-by-one character track inaccuracy error in M_TextFragmentWidth2.
- 05:01 Revision 4da287cf (github): Implemented the typographic concept of "tracking" for text-fragments.
- 04:34 Revision be4215f3 (github): Updated the current mana counter, health, armor and frags widgets in HEXEN to accurately calculate the actual visible dimensions of the widget.
- 04:30 Revision dd1e9f74 (github): Updated the current ammo, health, armor and frags widgets in DOOM to accurately calculate the actual visible dimensions of the widget.
- 04:20 Revision fb6eb7a3 (github): Replaced existing calls to Hu_DrawNum by building a text fragment for the value to be drawn and passing that to M_DrawTextFragment3.
- Removed Hu_DrawNum.
- 03:09 Revision 16cfb6a5 (github): Temporarily moved internal HUD widget state out of st_number_t and into hudstate_t and removed st_number_t.
- Deleted plugins/common/st_lib.c and plugins/common/include/st_lib.h from the source tree.
- 02:32 Revision 9e21dc99 (github): Removed st_multiicon_t completely; this widget actually had no useful internal state as all values can be trivially computed at draw time.
- 00:01 Revision e38d8709 (github): Removed st_icon_t completely; this widget actually had no useful internal state as all values can be trivially computed at draw time.
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