Activity
From 2010-08-16 to 2010-08-29
2010-08-29
- 18:14 Bug #869: [Doom] E1M7 Comp Station column stuck
- The reason why the column doesn't lower is because the game thinks the mobjs on the raised floor are touching the wal...
2010-08-28
- 23:27 Bug #869: [Doom] E1M7 Comp Station column stuck
- It seems this is the change I was thinking of: http://deng.git.sourceforge.net/git/gitweb.cgi?p=deng/deng;a=commitdif...
2010-08-27
- 23:37 Bug #869: [Doom] E1M7 Comp Station column stuck
- _(originally posted by anonymous SF.net user)_
I've been running all my tests with beta6.9. I now checked out the la... - 21:38 Bug #869: [Doom] E1M7 Comp Station column stuck
- Which branch/tag/version/revision of the source are you working with? I've recently (since the beta6.9 release) made ...
- 07:11 Bug #930: [Hexen] Crash with unknown sector types
- Fixed for the upcoming 1.9.0-beta6.10
- 02:06 Bug #930: [Hexen] Crash with unknown sector types
- An error and a shutdown. Not an actual "crash".
Also, I'll add out of relevance, Heretic also ignores unknown sect...
2010-08-26
- 22:16 Bug #930 (Closed): [Hexen] Crash with unknown sector types
- As the summary states. Doom simply ignores unknown sector types. However HeXen still has this vanilla limitation.
... - 01:36 Revision dbd34777 (github): Fixed dynamic lighting on planes due to unnecessary normal flipping.
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...
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