On Week 14/2012
skyjake:
I spent last week on miscellaneous cleanup work after the big Qt merge. Notable fixes include a crash during startup on Mac OS X 10.4, grabbing mouse and keyboard input at startup, and the FPS counter. I also tied up some loose ends with the refactoring: Qt is now used for threads and timing, too -- SDL is all but ready to be dropped completely.
Thanks to the flexibility provided by the new underlying platform I implemented a few new useful features:
This week I will continue the cleanup with a few minor details and then focus on the stable 1.9.8 to-do items.
DaniJ:
Last week didn't quite go to plan for me. I ended up spending a large amount of my Deng development time on bug hunting in the new framework, rather than developing the BSP node builder as I intended to. Since the Qt merge there have been a few minor regressions which have impacted on my own development work, however I'm sure these will be ironed out over the coming week (we've got some solid leads now).
As open development time is beginning to run out on 1.9.8 I have decided to postpone the half-edge data structure integration until a following release. The remaining time will be spent on upping the map coordinate space precision to double floating point and other ancilary improvements to map data loading/pre-processing.
I spent last week on miscellaneous cleanup work after the big Qt merge. Notable fixes include a crash during startup on Mac OS X 10.4, grabbing mouse and keyboard input at startup, and the FPS counter. I also tied up some loose ends with the refactoring: Qt is now used for threads and timing, too -- SDL is all but ready to be dropped completely.
Thanks to the flexibility provided by the new underlying platform I implemented a few new useful features:
- ”releasemouse” command: relinquishes control of the mouse pointer so one can access the rest of the desktop or manipulate the game window.
- ”vid-fsaa” variable: enable or disable GL multisampling at runtime.
- ”vid-vsync” variable: enable or disable vsync at runtime.
This week I will continue the cleanup with a few minor details and then focus on the stable 1.9.8 to-do items.
DaniJ:
Last week didn't quite go to plan for me. I ended up spending a large amount of my Deng development time on bug hunting in the new framework, rather than developing the BSP node builder as I intended to. Since the Qt merge there have been a few minor regressions which have impacted on my own development work, however I'm sure these will be ironed out over the coming week (we've got some solid leads now).
As open development time is beginning to run out on 1.9.8 I have decided to postpone the half-edge data structure integration until a following release. The remaining time will be spent on upping the map coordinate space precision to double floating point and other ancilary improvements to map data loading/pre-processing.
Comments
How is it that the build is able to alter the frontend so that the bug carries over to the frontend? What file in the frontend is being changed? It isn't the player config file. It is like the faulty build is acting like a virus by changing the frontend (spreading) in a negative way.
Also, normally when installing a new build, I leave the frontend alone. When uninstalling an older build and replacing it with a newer build, does the correct way of uninstalling involve deleting the frontend every time, or am I ok leaving the frontend alone each time I upgrade like I usually do?
Almost always you can and indeed should leave the frontend folder untouched when upgrading; it contains your personalized settings like the aforementioned bindings, savegames, and other config options.
I hope this info is useful somehow to what the problem is because maybe someone knows what I am doing wrong, if anything. It seems like it is in mouse mode instead of keyboard mode, assuming there are toggled modes between the two. Previous comments about the menu indicate that holding a button or something on the mouse shuts off something like a mouse mode. I forgot exactly what it was that was said. How to switch the modes isn't clear to me, but sometimes pressing a key on the keyboard will cause the buttons to work again. Not sure how though.
However, the console button is still broken.