Activity
From 2010-08-12 to 2010-08-25
2010-08-25
- 23:10 Bug #869: [Doom] E1M7 Comp Station column stuck
- _(originally posted by anonymous SF.net user)_
I now found out why E4M4 works in the original engine while the floor... - 22:58 Bug #869: [Doom] E1M7 Comp Station column stuck
- Yes obviously that won't change but that is the desired outcome for that particular test.
- 21:52 Bug #869: [Doom] E1M7 Comp Station column stuck
- _(originally posted by anonymous SF.net user)_
BTW, my change does not fix the issue mentioned in Ronald's comment (... - 21:51 Bug #869: [Doom] E1M7 Comp Station column stuck
- However its not just this that uses P_PointOnLineSide so we'll need to check their behaviour isn't adversely affected.
- 21:49 Bug #869: [Doom] E1M7 Comp Station column stuck
- Good work, this is a much better solution as this test should use an epsilon in any case.
- 21:27 Bug #869: [Doom] E1M7 Comp Station column stuck
- _(originally posted by anonymous SF.net user)_
I've successfully tested my theory: I've changed the check in P_Point... - 19:13 Bug #869: [Doom] E1M7 Comp Station column stuck
- _(originally posted by anonymous SF.net user)_
I've done a little more research:
- Unlike I suspected the behavior ... - 13:18 Bug #869: [Doom] E1M7 Comp Station column stuck
- Though such maps might not have been constructed that way intentionally, they certainly do rely on the old stuck cal...
- 13:15 Bug #869: [Doom] E1M7 Comp Station column stuck
- _(originally posted by anonymous SF.net user)_
Ugh, missing word. That should have been "honoring the original calcu... - 00:42 Bug #869: [Doom] E1M7 Comp Station column stuck
- _(originally posted by anonymous SF.net user)_
You mean there are maps that intentionally place enemies with one cor...
2010-08-24
- 22:25 Bug #869: [Doom] E1M7 Comp Station column stuck
- Yes, I'm aware of the cause of this problem. I just haven't investigated a solution yet.
The problem with a load-t...
2010-08-22
- 07:24 Revision 644bdab8 (github): Merge branch '1.9.0-beta6' of ssh://deng.git.sourceforge.net/gitroot/deng/deng into 1.9.0-beta6
- 07:24 Revision c981ab31 (github): Clean up in preparation for further changes.
2010-08-21
2010-08-20
- 22:33 Revision 757785e4 (github): Continued refactoring the skymask geometry construction. Split up into the three different components while I refactor the top and bottom sections.
- 17:51 Revision a1596779 (github): Fix floor/ceiling mixup in getSkymaskBottomTop3.
- 04:15 Revision bafb4426 (github): Fix skymask surface selection regression in recent commit.
- 02:57 Revision f98731b4 (github): Fix dynlight projection on planes.
- 01:07 Revision 3ec1432a (github): Continued refactoring Rend_SSectSkyFixes
2010-08-19
- 23:00 Revision d69ffddf (github): Continued refactoring the skymask geometry construction.
- 06:29 Revision c730d2e1 (github): Tweaks.
- 06:06 Revision 83d29460 (github): Continued refactoring Rend_SSecSkyFixes.
- 04:27 Revision 51007d70 (github): Clean up.
- 03:31 Revision 8d287f8e (github): Continued cleaning up Rend_SSectSkyFixes.
- 03:30 Revision ea3722de (github): Fixed a few compilation warnings on Linux amd64 GCC
2010-08-18
2010-08-17
- 22:51 Revision ca535902 (github): Fix printf style argument list for DEBUG log message in dd_main.c
- 08:55 Revision f53adee0 (github): Couple of minor fixes to skymask surface normal flipping in last commit.
- 08:23 Revision 1a3471de (github): Continued work on the skymask geometry construction.
- 04:05 Revision 8c469a82 (github): Incorporate the surfacenormal-derived ambient lightlevel deltas into the skymask geometry lighting equation.
- 03:24 Revision 35874a43 (github): Continued work on the skymask geometry construction; let be light! (well, sector lighting only atm).
- 03:24 Revision 8b9b0372 (github): Added the UIF_FADE_AWAY flag to most of the sliders controlling graphical settings in the UI.
- 00:47 Revision cb49f51e (github): Further skymask geometry construction work.
- 00:12 Revision a73a5b06 (github): Continued work on the skymask geometry construction. Hopefully the auto vectorisation will play nice with it.
2010-08-16
- 17:50 Feature #1520: Realistic switch sound origin (compatibility option)
- See bug #1029.
- 12:34 Revision 6260be31 (github): Continued work on skymask geometry construction.
- 10:18 Feature #1521 (Closed): Scaling of hires replacements
- All Doom flats are 64x64 and repetition is easily noticeable. There should be a way to make a hires replacement to re...
2010-08-15
- 00:36 Revision 7fc05f93 (github): Moved code for the game-side Map traversal/(search)utility routines from p_mapspec into dmu_lib. Cleaned up and updated style prior to coming changes to the linespecials (not spechits) and tag lists.
- This needs to be addressed to improve performance in the automap by augmenting DMU with cleverer object-search capabi...
2010-08-14
- 18:35 Revision 98fd0ab4 (github): Objects are now deserialized on clientside.
- However, at the moment they contain no information except position.
This causes the client to experience a fatal error. - 09:17 Revision fd4e2059 (github): Finished reimplementing the drawing of FI_PIC sprite animations, which now use Materials. By my reconing that leaves only the "predefined text color" feature to address.
- Although there does seem to be an issue with the menu trigger; its always working while a finale is waiting on an obj...
- 03:28 Revision 572cfd12 (github): Fixed save game header read/write overflow.
- 00:57 Bug #916: [Savegame] Restored state invalid if same addons not present
- Linking this to the savegame format proposal...
- 00:43 Bug #916: [Savegame] Restored state invalid if same addons not present
- I decided to put that theory to the test and lo and behold I got it bang on the mark, haha.
1) Load both pl2.zip a... - 00:35 Bug #916: [Savegame] Restored state invalid if same addons not present
- This is probably a long shot but were you perhaps using Per Kristian's "smooth weapons mod" when you made this save? ...
- 00:41 Revision dc0489f0 (github): Fixed WadMapConverter: "0 byte THINGS lump results in map conversion failure" (see here http://sourceforge.net/tracker/?func=detail&aid=3043833&group_id=74815&atid=542099).
2010-08-13
- 23:44 Revision 2192a4bf (github): Revised the debug sky drawing modes so that the geometry is the same as when masking.
- 21:45 Bug #922: heretic jhrp models not loading 6.9
- Closing due to lack of info.
- 21:41 Bug #930: [Hexen] Crash with unknown sector types
- Are we actually talking about a crash or is it a "unknown special" error and shutdown?
- 19:26 Revision a3b4517b (github): Cleaned up the Material creation/update interface in preparation for implementing a more robust patching mechanism later.
- 19:22 Revision ec062119 (github): Toned down the flickering applied to DOOM's FWATER glow in the default Material definitions.
- 19:21 Revision f3f3f07e (github): When using the ccmd "warp" close the menu fast. Now that we are making use of the busy mode transition effect it looks odd with the menu fading out again.
- 07:22 Revision 77dff593 (github): Various Materials related changes needed to move on with the UI work:
- * Externalised the "system" namespace Material definitions into defs/materials.ded and loaded by default.
* Relocated... - 07:04 Revision 3a447863 (github): Don't display the FPS counter if the UI is active (will need to specify a page soon).
2010-08-12
- 21:37 Revision 80da9830 (github): Clarify FS find methods.
- 19:52 Revision 316b59e2 (github): Began reworking the (currently special case) drawing of PFT_MATERIAL type FI_PICs. Can't go any further with this until Materials created for GLT_SPRITE textures are updated to inherit their offset from the sprite definition (will require updating world sprite drawing).
- 17:37 Bug #929 (Closed): 0 byte THINGS lump results in map conversion failure
- A 0 byte Things (i.e. completely empty) lump in a Doom format map causes Dday to fail in map conversion and close pri...
- 15:55 Revision 475d76f1 (github): Began incorporating features needed for the control panel into the new UI2 system.
- 08:26 Revision 7cf21f41 (github): Changed DOOM/Heretic/Hexen: Bad texture animation cycles (e.g., as defined in ANIMATED lumps) now produce a warning in the log instead of a critical error message.
- 07:32 Revision 51d5a3ee (github): Removed cases from markSegSectionsPVisible intended to address an issue seen in Plutonia2::MAP25 - on closer inspection the problem is a variant of another which can't be handled here. This will have to wait.
- Otherwise the skymasking seems to be working fine again. Back to the UI stuff.
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