On Week 13/2012
skyjake:
Last week we took another significant step forward on our roadmap as I merged my Qt-based changes to the master branch. Since then I've been cleaning up various small issues caused by or brought to attention by the merge.
I added a new Mac OS X build targeting 10.6 or newer Macs with 32-bit/64-bit Intel binaries. However, I haven't yet had time to do any QA on it so some things might still be broken. Let me know if you find it malfunctioning in some way. This also means Windows is now the only remaining platform where we aren't providing 64-bit builds. This should be rectified sooner or later. Presently I haven't got a suitable machine to act as a 64-bit Windows autobuilder, but other options exist.
My plan for this week is to continue cleaning things up in the master branch and gradually shift my focus to the stable 1.9.8 to-do list, as we are getting closer to the 1.9.8 candidate phase. With my Qt work branch closed, I don't intend to add much additional new code or functionality for 1.9.8. Instead, I'll primarily focus on the bug tracker and the todo items.
DaniJ:
Last week saw the completion of the refactoring work to our BSP node builder. The BspBuilder class now constructs the final BSP objects we use in-game, rather than producing an interim representation which would then have to be translated.
This fundamental design shift mandated some significant refactorings in order to instill the concept of ownership throughout the algorithm. This work is largely complete other than a temporary kludge whereby BspBuilder modifies the GameMap on which it is working, for the purpose of linking sidedefs to half-edges (violating the ownership model). Once the half-edge data structure has been implemented this kludge can be removed.
On the whole I'd say my work for 1.9.8 is running a little behind where I'd hoped to be at this point. I had intended to have the map-hedgeds branch completed and merged to the master some time last week.
The BSP builder implementation is now at a point where it is ready to accept the half-edge data structure. This is what I intend to work on over the coming week. With luck this work will progress smoothly and it'll be ready for merging back to the master by the end of the week.
In addition to the BSP builder, I also pushed out the revised design for dengine.net There are a few issues in older web browsers (nothing critical, however). These issues will be resolved in time. I think its looking a lot better now.
Last week we took another significant step forward on our roadmap as I merged my Qt-based changes to the master branch. Since then I've been cleaning up various small issues caused by or brought to attention by the merge.
I added a new Mac OS X build targeting 10.6 or newer Macs with 32-bit/64-bit Intel binaries. However, I haven't yet had time to do any QA on it so some things might still be broken. Let me know if you find it malfunctioning in some way. This also means Windows is now the only remaining platform where we aren't providing 64-bit builds. This should be rectified sooner or later. Presently I haven't got a suitable machine to act as a 64-bit Windows autobuilder, but other options exist.
My plan for this week is to continue cleaning things up in the master branch and gradually shift my focus to the stable 1.9.8 to-do list, as we are getting closer to the 1.9.8 candidate phase. With my Qt work branch closed, I don't intend to add much additional new code or functionality for 1.9.8. Instead, I'll primarily focus on the bug tracker and the todo items.
DaniJ:
Last week saw the completion of the refactoring work to our BSP node builder. The BspBuilder class now constructs the final BSP objects we use in-game, rather than producing an interim representation which would then have to be translated.
This fundamental design shift mandated some significant refactorings in order to instill the concept of ownership throughout the algorithm. This work is largely complete other than a temporary kludge whereby BspBuilder modifies the GameMap on which it is working, for the purpose of linking sidedefs to half-edges (violating the ownership model). Once the half-edge data structure has been implemented this kludge can be removed.
On the whole I'd say my work for 1.9.8 is running a little behind where I'd hoped to be at this point. I had intended to have the map-hedgeds branch completed and merged to the master some time last week.
The BSP builder implementation is now at a point where it is ready to accept the half-edge data structure. This is what I intend to work on over the coming week. With luck this work will progress smoothly and it'll be ready for merging back to the master by the end of the week.
In addition to the BSP builder, I also pushed out the revised design for dengine.net There are a few issues in older web browsers (nothing critical, however). These issues will be resolved in time. I think its looking a lot better now.

Comments
Seems that switching to an earlier build and deleting the frontend fixed it.
It is an intentional change that attempting to click close defers the decision to the in-game quit dialog. Clicking close again while that dialog is visible will then confirm the close (an alternative method to then using the in-game quit function).
I clicked with the mouse before and the mouse disappeared but still no response, but the time before when I clicked with the mouse, it worked like you said. But I'm running it in full screen mode, not windowed mode.
In both occasions, restarting Dday fixed the issue.
It seems like since the beginning of QT merge, that turning left and right with the keyboard has become a little jerky although the over turning issue appears to have lessened a bit (even after all that excellent work on the controls for 1.9.7, something still seemed slightly amiss with over turning left and right).
- you are running Windows? (7?)
- you are using Snowberry?
- you are starting the game in fullscreen mode?
- you have mouse enabled (not using -nomouse)
- you try to press a key to bring up the menu but nothing happens? (please describe exactly what you do and what you expect to happen)
There have been a couple of instances of non-responsive keyboard in Linux, but it seems to occur rarely and randomly.
Currently vsync and FSAA are always forced on, that might lead to occasional performance problems (particularly with large display resolutions).
Do you mean "jerky" during the turning movement, or in the beginning of the movement?
What do you mean by "over turning"?
I have AA off via the command line because my video card can't handle it with dynamic lights; immense slowdown occurs.
I tested the start area of E3M1 of Ultimate Doom in 458 and 452. In 458, it felt like everything was jerking a bit, particularly when I was turning left and right. The jerking seemed consistent (in timing and amount). My FPS, according to the meter, didn't change.
On the overturning front; I often find myself turning a bit further than expected relative to 1.8.6. It's as if the controls are more sensitive rather than anything being wrong with player movement; I find it allot more difficult to make the tiniest left/right movement in 1.9.7 possible for instance.
EDIT: I just tried turning dlights on and off via the control panel and when I turned them back on, I started getting considerable slowdown identical to if I had AA on (I have it off via the command line). Restarting Dday doesn't appear to have fixed it.
EDIT2: The issue I and Gary mentioned above with non-responding controls is related to when you click the mouse on the Dday window (i.e to give it focus); if you only do it once the title screen of the loaded game is reached, you have full control.
But if you click the Dday window during engine start up, you get a vareity of controls not work. The controls that don't work seem to depend on how early in startup you click the mouse.
I use Windows and run in full screen.
As I said, presently FSAA and vsync are always on, no matter what you set on the command line. Only GL driver settings will affect it.
That's a good lead to check out, thanks.
It's still there even with 0. It seems to be intial and final camera movement (i.e when you first press the key and right after you take you finger off the key).
The jerking is also still there.
The fps drops considerably once I turn dlights off and back on via the control panel.
To elaborate a bit more on this, the ability to activate the console seems to randomly disappear in game; one has to restart Dday to get it back. Might be related to either alt-tabbing and/or the intermission screen. Of course the former requires one to refocus the mouse again...
Somewhat OT, I like the fact that Dday now auto pauses/un-pauses when you alt tab. But it's a little bothersome that manual pauses are also undone when you alt-tab back (i.e. if the game was already paused by the player before you alt-tabbed away from the Dday window).
All of the above. And like Vermil, sometimes the console key doesn't do anything. I also notice something about turning that doesn't feel the same, but I thought it was because my joystick's axis was not popping back into the neutral position immediately. As for pausing; I never pause; I just hit Esc for the menu since it does the same.
Executable: Doomsday Engine 1.9.8 [#462] (Unstable 32-bit) Apr 6 2012 12:12:13. Sys_InitWindowManager: Using Qt window management. Initializing plugins... jDoom dpdehread dpwadmapconverter Starting LegacyCore event loop... OpenGL information: Vendor: ATI Technologies Inc. Renderer: AMD Radeon HD 6800 Series Version: 4.1.10750 Compatibility Profile Context Available Compressed Texture Formats: 0 Available Texture Units: 8 Maximum Texture Anisotropy: 16 Maximum Texture Size: 16384 Line Width Granularity: 0.1 Line Width Range: 1.0...63.0 Extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessella GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_te GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lin GL_AMD_vertex_shader_tessellat GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vert GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_locatio GL_ARB_fragment_coord_conventi GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_r GL_ARB_texture_compression GL_ARB_texture_compression_bpt GL_ARB_texture_compression_rgt GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_tw GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_ GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bpt GL_EXT_texture_compression_lat GL_EXT_texture_compression_rgt GL_EXT_texture_compression_s3t GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotro GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control Extensions (WGL): WGL_ARB_extensions_string WGL_ARB_pixel_format WGL_ATI_pixel_format_float WGL_ARB_pixel_format_float WGL_ARB_multisample WGL_EXT_swap_control WGL_ARB_pbuffer WGL_ARB_render_texture WGL_ARB_make_current_read WGL_EXT_extensions_string WGL_ARB_buffer_region WGL_EXT_framebuffer_sRGB WGL_ATI_render_texture_rectang WGL_EXT_pixel_format_packed_fl WGL_I3D_genlock WGL_NV_swap_group WGL_ARB_create_context WGL_AMD_gpu_association WGL_AMDX_gpu_association WGL_ARB_create_context_profile WGL_NV_float_buffer Initializing Render subsystem... Setting up platform state... I_InitJoystick: U FMOD Sound System (c) Firelight Technologies Pty, Ltd., 1994-2012. Sfx_InitChannels: 16 channels. Music disabled. Initializing Resource subsystem... Initializing Binding subsystem... Initializing InFine subsystem... Initializing UI subsystem... Loading game resources... IWAD identification: 00f7df83 Canvas: Gained focus. FI_Responder: Not initialized yet! "data\jdoom\auto\.basedata\fontb032.lmp" already loaded. "data\jdoom\auto\.basedata\fontb033.lmp" already loaded. "data\jdoom\auto\.basedata\fontb034.lmp" already loaded. "data\jdoom\auto\.basedata\fontb035.lmp" already loaded. "data\jdoom\auto\.basedata\fontb036.lmp" already loaded. "data\jdoom\auto\.basedata\fontb037.lmp" already loaded. "data\jdoom\auto\.basedata\fontb038.lmp" already loaded. "data\jdoom\auto\.basedata\fontb039.lmp" already loaded. "data\jdoom\auto\.basedata\fontb040.lmp" already loaded. "data\jdoom\auto\.basedata\fontb041.lmp" already loaded. 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"data\jdoom\auto\.basedata\m_thermm.lmp" already loaded. "data\jdoom\auto\.basedata\pal18to8.lmp" already loaded. "data\jdoom\auto\.basedata\sndcurve.lmp" already loaded. "data\jdoom\auto\.basedata\stcfn032.lmp" already loaded. Restoring original display mode due to shutdown.And this is when I click upon startup. Also, clicking upon startup doesn't do anything most of the time when it comes to the keyboard working. The keyboard isn't doing anthing in the menu no matter what button I push. Alright, I won't upgrade to any future unstable builds until this is resolved. Now I have to delete the frontend again and revert back to a previous build.