NPOT Issue

It appears that the support for non-power-of-two textures isn’t working for me. I’ve got the ARB_texture_non_power_of_two extension, but when enabled (which is the default) the NPOT textures are scrambled. I haven’t investigated yet whether this is a problem in our code or in my GL drivers.

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Materials - Abstract Interface

Recently commited to svn are the final changes in the transition to an abstract interface for referencing textures, flats, sprites etc called materials. All world-renderable surfaces will ultimately use this interface (model skins and sky textures still to go) to allow all types of texture to be used interchangeably (flats on walls, sprites on planes etc).

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As many of you will be aware, there is currently somewhat of an issue with playing Doomsday on a machine that is running an NVidia videocard with the “Threaded Optimization” turned on.

To date I’ve not had chance to investigate the cause of the problem so I thought I’d open this thread as an opportunity to discuss theories for likely causes.

This is something that we really should address before the next beta as this is a very common problem (the number of posts in the forum and on #irc are testament).

WordPress Upgraded to 2.5.1

I upgraded WordPress to the latest version, comment here if you find something broken in the blog.

Control Double-Activation, Pseudo Events?

I have been continuing my work on the player controls, and it seems that the double-activation feature (which in the past has been used for example for opening a door by triggering the Use control by double-clicking the Forward control) may need a new event type.

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It seems that Real Life is really doing it’s best to get in the way of deng development presently. Up until a few days ago I’ve had little time to work on Doomsday but since I have managed to make a little progress.

The thinker list head/tail (thinkercap) that has been a mainstay of the engine exports is now gone and has been replaced with an engine side iterator. This means that we can now begin to isolate the management of thinkers completely within the engine.

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Universal Build #2

I’ve just uploaded a revised universal build of 1.9.0-beta5.1 for the Mac. This time I tried to make sure that it runs both on Tiger and Leopard and isn’t linked to any shared libraries that may not be present in a default installation of the OS.

It works at least for me both in my old PowerBook G4 running Tiger and a Mac Mini with Leopard.

Download the updated release and let us know if it works better for you.

I have just commited to svn a workspace and set of project files for deng to be used with Code::Blocks, the nifty cross-platform, open source IDE. The only build targets present atm are for 32bit Windows so if you wish to compile for another platform then you will need to add new targets.

Today I spent some time looking at the current state of Doomsday’s SVN. From the looks of things, we seem to be quite close to completing the work we set out for 1.9.0-beta6 and hopefully it won’t be too long before we can begin preparing for a release.

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Redefining Polyobjs

A while back we were discussing the future of polyobjs and that it would make sense to treat them as mobjs. To that end, I have made a fair number of changes in svn in how these are handled.

Currently the maploader will locate polyobject constructs in the map and rather than letting the linedefs that define them go through the normal process; the structure is transferred to Doomsday as independently as a complete entities. The linedefs are removed from the map and Doomsday, as a result will build the BSP as if they were never there.

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