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From 2010-07-20 to 2010-08-02

2010-08-01

15:35 Revision bac0b49b (github): While a FinaleInterpreter is suspended, pause any FIPages created by it.
Todo: Further refactor this so that objects on multiple (simultaneously visible) pages do not tic more than once in a... danij
13:32 Revision 8974cdf6 (github): Removed extraneous semicolon in XSTrav_MimicSector.
danij
13:23 Revision 9a693687 (github): Fixed numerous warnings output by gcc. Nothing of interest here; all inconsequential pointer pedantics or unused return values.
danij

2010-07-31

21:28 Bug #928: [Hexen] Crash on autosave returning to seven portals
First of all we need to rule out the resource pack. Please disable it and re-run the experiment. Does it work? danij
21:28 Bug #928 (Closed): [Hexen] Crash on autosave returning to seven portals
In the second guardian of steel, after getting the message \"stairs have risen on the seven portals\", when I try to ... kanraku

2010-07-30

23:37 Revision e9b9c29b (github): Fix line endings.
danij
23:18 Revision 582a896a (github): Addressed draw order restrictions on objects in FIPages. They are now drawn in the order in which they are created, regardless of type. FinaleInterpreter will now allocate two pages:
* PAGE_PICS - used for Pics and its background.
* PAGE_TEXT - used for Pics and its filter.
danij
18:42 Revision 58a5e133 (github): Began seperation of the finale stack behavior from the InFine system itself.
danij
17:55 Revision 46985849 (github): Added the Animator entry points to doomsday.def
danij

2010-07-29

17:44 Revision bd9f9ac4 (github): Further style and naming convention updates to the InFine system.
danij
12:11 Revision 2400e2f5 (github): Update style and general clean up of the InFine system.
danij
06:12 Revision 3b06917b (github): Fixed FinaleInterpreter stack popping problem which resulted in the game not returning to the expected state if a "local" script is above an "overlay" at the time.
Fixed FIPage background color and alpha not set when applying a Material for the first time by a FinaleInterpreter.
C...
danij
02:19 Revision 52905251 (github): Maintain a global vector of allocated FIPage objects so we can be sure they are released when no longer used.
FIPages are now always drawn unless hidden. Previously only the page attributed to the top-most FinaleInterpreter in ... danij

2010-07-27

12:37 Bug #928: [Hexen] Crash on autosave returning to seven portals
Out file
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_discuss/thread/0b8faa82/769b/attachment/doomsday.out.txt
kanraku
11:32 Bug #927 (Closed): Fatal Error Attempting to Play Deathkings
Using Doomsday version 1.9.0.-beta6.9. While attempting to run Hexen Deathkings, Doomsday closed with the error: Ren... supernerd1961
11:32 Bug #927: Fatal Error Attempting to Play Deathkings
Thanks for reporting this issue, however it is already being tracked (see http://sourceforge.net/tracker/?func=detail... danij
05:45 Bug #907: Hexen: pottery missing sound effect
I can confirm that. It happens here too. filipetolhuizen

2010-07-26

00:38 Revision 3c058573 (github): Ensure models are scaled proportionately relative to the other object types when used in an InFine script.
Changed: Make use of multisampling for AA of InFine objects. danij

2010-07-25

18:54 Revision 59237e50 (github): Refactored Finale page and object drawing so as to remove all the earlier scale/translation kludges done with the depth compontent of the modelview matrix. There is now a new X/Y scaling factor which I'm currently passing on to the object draw routines.
Implemented a stub for testing 3D model drawing in Finales.
Todo: Still not ideal. We should probably be unprojectin...
danij
08:47 Revision af1be00d (github): Added a kludge to fix the blank title screen; viewpw and viewph are not presently initialized until a map is loaded hence GL_ProjectionMatrix determining the aspect ratio 0:0
danij
08:19 Revision 518912bd (github): Clean up.
danij
07:54 Revision 328376f4 (github): Implemented a proper 3D projection (fov fixed at 90) for InFine page objects (note: depth test cannot be enabled yet due to the draw order restrictions).
danij
07:44 Revision ca59bb4e (github): Clean up.
danij
01:31 Revision 7779a44f (github): Various fixes to issues KuriKai encountered while testing out model decorations.
Added: cvar "rend-model-decor" enable the use of model decorations (enabled by default).
Todo: Currently model decor...
danij

2010-07-24

23:35 Revision 69e4a2a2 (github): Tweak visible distance alpha calculation in R_DrawVLightVector
danij
18:42 Revision 2ab61a58 (github): Fixed: Enhanced missing Material selection algorithm to not pic the subsitute from an adjacent Surface if the back height is considered "closed" (fixes teleport flat on the side of the secret teleporter in DOOM2::MAP04).
danij
18:24 Revision bc656605 (github): Optimize: Do not project LT_PLANE-type Lumobjs for glowing Surfaces in zero-height Sectors.
danij
18:21 Revision a9d8082c (github): Added: cvar "rend-dev-mobj-show-vlights" draw VLight vectors affecting Mobjs - for debug.
Fixed: When using a world texturing mode other than the default, inherit glow properties from the Surface-linked Mate... danij
17:39 Revision 807c86bf (github): Clean up.
danij
06:26 Revision bdc2ccda (github): Clean up.
danij
06:03 Revision b1b7fcda (github): Replaced the fi_namespace_t in FIPage with an fi_object_collection_t. Moved the fi_namespace_t stuff into finaleinterpreter.c and refactored accordingly.
danij
01:44 Revision b0bff023 (github): Switched the relationship between FinaleInterpreter and FIPage again for the last time. We now have a stack of interpreters except which each allocate a page for their objects dynamically upon loading a script.
danij

2010-07-23

22:47 Revision 3fd99923 (github): Moved the finale script gamestate and extradata into FinaleInterpreter (formerly in fi_state_t).
Now to do something about the known-symbol namespace currently in fi_page_t. danij
20:03 Revision 1c07c837 (github): Began refactoring fi_state_t with the intention of turning it into something along the lines of ui_page_t
danij
02:39 Revision 59b9b031 (github): Completed seperation of the Finale script interpreter from the rest of the InFine object model/system.
* Encapsulated code in new object: FinaleInterpreter which resides in finaleinterpreter.c/h under /engine/portable.
*...
danij

2010-07-20

21:52 Bug #919: [Doom] Blast damage algorithm
Anything happened to this? skyjake
21:37 Bug #919: [Doom] Blast damage algorithm
Got it now, dunno why I didn't see it earlier.
...comment formatting here at sf is pretty awful however.
danij
21:07 Bug #919: [Doom] Blast damage algorithm
I can see the radius subtraction is incorrectly placed but your other changes don't make sense to me. danij
19:34 Bug #919: [Doom] Blast damage algorithm
dx = fabs(thing->pos[VX] - bombSpot->pos[VX]);
dy = fabs(thing->pos[VY] - bombSpot->pos[VY]);
dist = (dx > dy? dx...
gobhuo
18:02 Revision b02d0542 (github): Clean up.
danij
16:14 Revision 36df6657 (github): When "unsetting" a Finale script event handler actually release it.
danij
16:01 Revision 1cdb9910 (github): Changed: Removed fixed limit MAX_HANDLERS (was 128) - maximum number of input event handlers per finale script.
danij
15:03 Revision ff5a12ca (github): Fixed object lookup for the DeleteText and ClearAnim Finale commands to ensure we only update objects of the correct type.
danij
07:39 Revision 7a51f502 (github): Resolve references to Finale objects as part of the script command argument post-parsing rather than in each command action method.
danij
06:40 Revision 4108add8 (github): Further gcc comp fix ups.
danij
06:29 Revision 4d8c4b8a (github): Further gcc comp fix ups.
danij
06:17 Revision 29f4c670 (github): Further gcc comp error fix ups.
danij
06:05 Revision ce407f9f (github): Fixed further compilation issues announced by gcc.
danij
05:27 Revision 4e841b54 (github): Fixed compilation error with gcc on nix.
danij
05:07 Revision 9ababbf7 (github): Fixed Text objects in InFine were being affected by the global Pic yoffset.
danij
04:38 Revision d9c78a1e (github): Continue InFine refactor; reworked memory management of objects, taking ownership away from the script state. There is now one global object store which is used by all running scripts. In the script there is now an object reference namespace which stores pointers to objects "in-scope". Presently when the stack is pop'd all objects in-scope are destroyed. However I have implemented a basic auto garbage collection mechanism.
Next step I think is to resolve object references prior to executing the script command action methods (adding a new ... danij
 

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