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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...
skyjake
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. danij
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 (...
skyjake
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. danij
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. danij
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...
skyjake
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 ...
skyjake
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... danij
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...
skyjake
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...
skyjake

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...
danij

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
danij
07:24 Revision c981ab31 (github): Clean up in preparation for further changes.
danij

2010-08-21

00:06 Revision f94f9a4b (github): Clean up in preparation for further changes.
danij

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.
danij
17:51 Revision a1596779 (github): Fix floor/ceiling mixup in getSkymaskBottomTop3.
danij
04:15 Revision bafb4426 (github): Fix skymask surface selection regression in recent commit.
danij
02:57 Revision f98731b4 (github): Fix dynlight projection on planes.
danij
01:07 Revision 3ec1432a (github): Continued refactoring Rend_SSectSkyFixes
danij

2010-08-19

23:00 Revision d69ffddf (github): Continued refactoring the skymask geometry construction.
danij
06:29 Revision c730d2e1 (github): Tweaks.
danij
06:06 Revision 83d29460 (github): Continued refactoring Rend_SSecSkyFixes.
danij
04:27 Revision 51007d70 (github): Clean up.
danij
03:31 Revision 8d287f8e (github): Continued cleaning up Rend_SSectSkyFixes.
danij
03:30 Revision ea3722de (github): Fixed a few compilation warnings on Linux amd64 GCC
danij

2010-08-18

07:39 Revision 2ad6f1f4 (github): Continued work on the skymask geometry construction and implemented automatic skylight color selection.
danij

2010-08-17

22:51 Revision ca535902 (github): Fix printf style argument list for DEBUG log message in dd_main.c
danij
08:55 Revision f53adee0 (github): Couple of minor fixes to skymask surface normal flipping in last commit.
danij
08:23 Revision 1a3471de (github): Continued work on the skymask geometry construction.
danij
04:05 Revision 8c469a82 (github): Incorporate the surfacenormal-derived ambient lightlevel deltas into the skymask geometry lighting equation.
danij
03:24 Revision 35874a43 (github): Continued work on the skymask geometry construction; let be light! (well, sector lighting only atm).
danij
03:24 Revision 8b9b0372 (github): Added the UIF_FADE_AWAY flag to most of the sliders controlling graphical settings in the UI.
danij
00:47 Revision cb49f51e (github): Further skymask geometry construction work.
danij
00:12 Revision a73a5b06 (github): Continued work on the skymask geometry construction. Hopefully the auto vectorisation will play nice with it.
danij

2010-08-16

17:50 Feature #1520: Realistic switch sound origin (compatibility option)
See bug #1029. skyjake
12:34 Revision 6260be31 (github): Continued work on skymask geometry construction.
danij
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... gobhuo

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... danij

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.
skyjake
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... danij
03:28 Revision 572cfd12 (github): Fixed save game header read/write overflow.
danij
00:57 Bug #916: [Savegame] Restored state invalid if same addons not present
Linking this to the savegame format proposal... skyjake
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...
danij
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? ... danij
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).
danij

2010-08-13

23:44 Revision 2192a4bf (github): Revised the debug sky drawing modes so that the geometry is the same as when masking.
danij
21:45 Bug #922: heretic jhrp models not loading 6.9
Closing due to lack of info. danij
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? danij
19:26 Revision a3b4517b (github): Cleaned up the Material creation/update interface in preparation for implementing a more robust patching mechanism later.
danij
19:22 Revision ec062119 (github): Toned down the flickering applied to DOOM's FWATER glow in the default Material definitions.
danij
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.
danij
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...
danij
07:04 Revision 3a447863 (github): Don't display the FPS counter if the UI is active (will need to specify a page soon).
danij

2010-08-12

21:37 Revision 80da9830 (github): Clarify FS find methods.
skyjake
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).
danij
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... vermil
15:55 Revision 475d76f1 (github): Began incorporating features needed for the control panel into the new UI2 system.
danij
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.
danij
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. danij
 

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