Project

General

Profile

skyjake's activity

From 2013-10-06 to 2013-10-19

2013-10-19

18:57 Doomsday Engine Feature #1608 (Progressed): Integrate Doomsday Script
"Doomsday Script":http://dengine.net/dew/index.php?title=Doomsday_Script_reference should be integrated into all rele... skyjake
18:51 Doomsday Engine Feature #1187 (Rejected): Force feedback
skyjake
18:44 Doomsday Engine Feature #1607 (New): Reset settings to defaults
There should be a way to reset any settings to defaults.
In practice, this could be done by utilizing @SettingsReg...
skyjake
16:53 Doomsday Engine Bug #1606 (Progressed): M_THERMM and HUD message font replacement
_(original issue reported by vermil)_
Not version specific (i've tested it in 1.8.6 and beta4).
Not so much a b...
skyjake
16:43 Doomsday Engine Feature #1162 (In Progress): Global engine configuration
This is effectively implemented by @SettingsRegister@, for instance the renderer appearance profiles are "global", i.... skyjake
12:45 Doomsday Engine Bug #1593: [Doom] Excess state in rocket explosion
This one?... skyjake
12:13 Doomsday Engine Bug #1125: Handling missing OpenGL support during launch
Changed priority to Low because the OpenGL version check must be manually disabled for this situation to occur. skyjake

2013-10-18

21:39 Doomsday Engine Feature #1157 (Rejected): Auto-adjust brightness and contrast
I'd prefer to have actual HDR rendering... skyjake
21:31 Doomsday Engine Feature #1604: Game rules (1p and MP)
Hmm, in the context of MP it makes more sense than in 1p to have the map cycle as part of rules...
Maybe this coul...
skyjake
15:34 Doomsday Engine Feature #1604 (New): Game rules (1p and MP)
All the game plugins have a number of cvars that affect how gameplay behaves (either in 1p or MP). Instead/additional... skyjake
21:19 Doomsday Engine Feature #1482: Indication of scrolling menus
The implementation of menu scrolling definitely needs improvement, but so does the entire game-side UI mechanism. Ult... skyjake
21:08 Doomsday Engine Feature #1566: [Automap] Reset line colors
In the future, as more and more options are brought under @SettingsRegister@'s control, reseting to defaults will be ... skyjake
21:05 Doomsday Engine Feature #1567: [Automap] Quick hide/show markers
This might already be doable by binding different things to "down" and "up" key events. skyjake
20:57 Doomsday Engine Feature #1484: [MP] Bindings for group chat
Added relation to #1604 because the game rules define who is a friendly and who is the enemy. skyjake
20:34 Doomsday Engine Feature #1580: Fix the Doom 64: Absolution TC plugin
The doom64 plugin has been kept around and compiles fine, but likely needs plenty of fixing. skyjake
20:27 Doomsday Engine Bug #1132: Rendering slow - slow graphics (1.11.0 => 1.11.2)
We should try to figure out what changed between 1.11.0 and 1.11.2 that might affect performance in this case. skyjake
16:30 Doomsday Engine Feature #1150 (Rejected): Duke Nukem 3D Support
Closed because in any realistic view, Duke Nukem 3D is outside the scope of the project. Besides, there already are s... skyjake
16:15 Doomsday Engine Feature #1605 (Closed): Tutorial
On the first launch, or afterwards if requested, the user should be guided through a short tutorial.
# Introduce the...
skyjake
15:46 Doomsday Engine Feature #1415: [Master Server] Allow specifying server IP manually
If provided a manual IP, the master server should ensure that there actually is a Doomsday server running at the prov... skyjake
15:41 Doomsday Engine Feature #1466 (Rejected): Multiplayer map select limitation
Closed because the reported issue relates to UI that has since been removed. skyjake
14:30 Doomsday Engine Feature #1197 (In Progress): Scriptable UI
skyjake
14:28 Doomsday Engine Feature #1197: Scriptable UI
The new UI framework being built for Doomsday 2.0 (UI migration started in 1.11) will be scriptable through Doomsday ... skyjake
14:05 Doomsday Engine Feature #1603 (Progressed): Support for id Tech 1 map hacks
With carefully manipulated map data, the original DOOM engine could be tricked into rendering special effects like de... skyjake
13:56 Doomsday Engine Feature #1602 (New): Improvements for map title in automap
* add "map-title" cvar to enable automap title specifically
* make display of map number optional
* Doom: option to...
skyjake
13:41 Doomsday Engine Feature #1601 (In Progress): Package management
Doomsday should have an internal package manager for managing the installed addons and for accessing online repositor... skyjake
13:27 Doomsday Engine Feature #1600 (Closed): Drop Snowberry
Doomsday should not need a separate launcher once the Home screen (Ring Zero GUI) has been improved enough to support... skyjake
13:24 Doomsday Engine Feature #1594: [Audio] Default number of sound channels should be "max"
There are actually two, separate limits:
* Doomsday's own logical sound channels, controlled with "-sfxchan"
* A po...
skyjake
11:00 Doomsday Engine Feature #1594 (Rejected): [Audio] Default number of sound channels should be "max"
Should the default number of audio channels be set to maximum available? (In Snowberry also.)
skyjake
13:18 Doomsday Engine Feature #1404: Stopping time, while allowing camera movement
There could be factor similar to "settics" that controls how long game world ticks are. Pausing everything would be a... skyjake
11:08 Doomsday Engine Bug #1598 (New): Strange vertical view bobbing when running into walls
Strange vertical view-bob behavior when running into walls (bob delta differs for vertical and horizontal walls?)
skyjake
11:06 Doomsday Engine Bug #1597 (New): [HUD] Psprite positioning too low
Psprites are positioned slightly too low (8-10 virtual pixels) (dependent on display aspect ratio; positions correct ... skyjake
11:03 Doomsday Engine Feature #1596 (Closed): [Updater] Notify when network connection fails
A message or a notification should be displayed when dengine.net cannot be reached due to a network failure.
skyjake
11:01 Doomsday Engine Feature #1595 (Closed): [Updater] Separate channels for unstable, stable, and RC+stable releases
Now that the Build Database is available on api.dengine.net, query unstable and stable builds separately. Add an "RC+... skyjake
10:58 Doomsday Engine Bug #1593 (New): [Doom] Excess state in rocket explosion
There is a superflous extra state in rocket explosion that breaks some DEH patches.
skyjake
10:57 Doomsday Engine Bug #1592 (New): [HUD] Weapon lower animation briefly restarts
With HUD 3D models, the weapon lower animation briefly restarts.
See veirdo's "HUD_Mage" add-on available in the ...
skyjake
10:55 Doomsday Engine Bug #1591 (Progressed): [BSP] Fully overlapped map geometry is not always split
Fully overlapped map geometry is not always split when building the BSP (partial overlaps are split correctly). skyjake
10:54 Doomsday Engine Bug #1590 (Closed): Cannot reshow autocompletion popup
Once dismissed the autocompletion popup can't be reshown until cursor moves: pressing Tab again completes rather than... skyjake
10:53 Doomsday Engine Bug #1589 (Closed): [Windows] Missing icons
On Windows 7, icons for the main window and Add/Remove Programs are missing. skyjake
10:51 Doomsday Engine Bug #1588 (Closed): [Console] Unclear when autocompletion popup is scrollable
The color of the autocompletion popup indicator is not visible enough on the inverted background. skyjake
08:44 Doomsday Engine Feature #1301 (In Progress): Redesigned DED Reader
skyjake

2013-10-17

12:43 Doomsday Engine Bug #1128 (Closed): Some of the textures and parts of GUI missing
I'm closing this as it sounds more like an OpenGL driver issue related to texture compression.
Texture compression...
skyjake

2013-10-16

14:38 Doomsday Engine Feature #1362: Smoothing of dynlights & halos
For the new lens flare drawing code, it is quite important that luminous objects are tracked across frames. I suppose... skyjake
14:20 Doomsday Engine Feature #1370 (In Progress): Halos with fading trails (to go with the slowed occlusion)
skyjake

2013-10-11

12:18 Doomsday Engine Bug #10 (New): [InFine] Line spacing for text
At least in Heretic and Hexen, line spacing in blocks of text does not match the original games, causing the text to ... skyjake
10:05 Doomsday Engine Feature #9 (Progressed): Use local server to run single-player games
The objective is to make the engine always run in client/server mode, even locally in single-player games.
Complet...
skyjake
09:53 Doomsday Engine Feature #8 (Closed): New GL2 based model renderer
The 3D model renderer is a relatively isolated component in Doomsday. It should be possible to add a new GL2 based mo... skyjake
09:46 Doomsday Engine Feature #7 (Progressed): Next-gen renderer (codename "Gloom")
Doomsday's renderer in version 1.9 was fully based on OpenGL 1.4. There was no support for shaders, for instance.
...
skyjake
09:40 Doomsday Engine Feature #6 (Progressed): Draw lens flares using GL2
The old lens flares & halo renderer should be replaced with one that draws the flares using the new libgui GL2 classe... skyjake
07:36 Doomsday Engine Feature #5 (Closed): Multiplayer UI as part of taskbar
The old multiplayer connection UI is accessed via the game's main menu. Additionally/instead, the task bar should pro... skyjake
07:34 Doomsday Engine Feature #4 (In Progress): UI improvements
This issue tracks the status of the UI renovation from old version 1.9 engine UI to 2.x and beyond. skyjake

2013-10-09

21:20 Doomsday Engine Bug #1054: [Win XP] Jitter with sync in windowed mode
What about these:
- windowed + vsync off => no jitter?
- windowed + vsync on + mouse grabbed => ?
- windowed + v...
skyjake
 

Also available in: Atom