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danij's activity

From 2013-10-11 to 2013-10-24

2013-10-23

13:07 Doomsday Engine Bug #613: [InFine] Inadvertent background animation
In the above situation InFine would opaquely generate a new material variant specific to the context/scope of the scr... danij
12:58 Doomsday Engine Feature #1501: Non-64-pixel flats
Ah, yeah. In that case it sounds like he wants a per-surface material scaling factor (XG 2.0?) danij

2013-10-22

23:59 Doomsday Engine Bug #1634: [Hexen] Hypostyle: Death Wyvern gets stuck
I suspect that specific behavior (flying down to the floor) is a actually a symptom of a more general broken flier be... danij
23:40 Doomsday Engine Bug #1634: [Hexen] Hypostyle: Death Wyvern gets stuck
I've seen this happen a few times, though I can't be certain whether its not also present in vanilla (needs testing). danij
23:54 Doomsday Engine Bug #251: [Doom] Nightmare monsters sometimes not fast
Yep, its certainly not specific to our port. danij
23:26 Doomsday Engine Bug #251: [Doom] Nightmare monsters sometimes not fast
The underlying cause of this is that game rules are not handled correctly, neither serialized properly to saved games... danij
23:52 Doomsday Engine Bug #877: Texture offset anomaly
Yes, the two are intrinsically related. danij
23:48 Doomsday Engine Bug #613: [InFine] Inadvertent background animation
My long term plan for the material system is to allow new materials to be defined on the fly and not just during star... danij
23:43 Doomsday Engine Feature #438: Accurately hit testing fast projectiles (compatibility option)
Yep, that is precisely the cause. Its a flaw in the vanilla algorithm for detecting crossed lines, which, we can't ch... danij
23:38 Doomsday Engine Bug #346: Overriding Map Info in addons (level par time; jdep)
No, presently the DED parser does not support the "mods" directive on MapInfo definitions (it should...). danij
23:35 Doomsday Engine Bug #216: Wrong model rendered (Model Selector/DED reader)
I'll need to retest this but OTOMH this was fixed some time ago, along with the related issues of models facing the w... danij
23:31 Doomsday Engine Bug #1064: [Hexen] Interludes can no longer be moved (MAPINFO vs. Infine)
Perhaps a mechanism that interprets Hexen's MAPINFO data into Doomsday MapInfo definition patches which can be applie... danij
23:24 Doomsday Engine Bug #1631: Doom 2 finale: animation speeds for the Cast
This sounds like a caching issue to me. danij
23:22 Doomsday Engine Feature #1369: Dynamic map lists (episode structure)
The same mechanism should also integrate Hexen's concept of "hubs" alongside Doom's "episodes". Conceptually the two ... danij
23:15 Doomsday Engine Feature #1577: Voxel models
See: http://www.youtube.com/watch?v=8VHGBxgBitc
Doing voxels properly in GL is actually quite complicated.
danij
23:10 Doomsday Engine Feature #1548: Multi-monitor support
I question whether sharing of a GL-context is possible. Surely, this mandates that both monitors are exactly the same... danij
23:07 Doomsday Engine Feature #1546: Option for particle generator to hide sprite
Note that in the past mod authors have used a "null model" definition for this purpose. danij
23:04 Doomsday Engine Feature #1540: Smaller near clip distance
We already have issues due to depth buffer precision in large maps, where the sky stops rendering correctly. Before d... danij
22:47 Doomsday Engine Feature #1501: Non-64-pixel flats
We do indeed already support using any texture type on any surface. This is implemented opaquely via the Material mec... danij
22:38 Doomsday Engine Feature #1487: [InFine] ximage: support for 8-bit paletted PNG images
The texture manager should already support this, yes. danij
22:35 Doomsday Engine Feature #1469: Changing the blood sprite's color
Perhaps the translation could be specified with an inline Doomsday Script? danij
22:33 Doomsday Engine Feature #1468: Sky layers seperate vertical offset
No, it has not been merged. However, I would now prefer to re-implement this rather than attempt to merge in that old... danij
22:29 Doomsday Engine Feature #1462: Light Amp Goggles and Torches affect dynamic lights
I believe what vermil was looking for is a way to apply dynamic lightings to a surface that is already "fully bright"... danij
22:23 Doomsday Engine Feature #1447: Co-op player actions (giving, healing)
In my opinion this is something I would expect to see in a mod rather than an explicit feature. Once Doomsday Script ... danij
22:16 Doomsday Engine Feature #1627: Render game view to a texture
The more important use case here is the portal effects as this enables all manner of algorithms which are presently b... danij
22:09 Doomsday Engine Feature #1626: Area-based fog
Open question: Should fog "volumes" be defined using map geometry primitives (i.e., lines and vertexes) or via some o... danij
22:08 Doomsday Engine Feature #1624: Render particles to textures
Can you give an example of where such an effect would be used? danij
22:05 Doomsday Engine Feature #1414: Generate particles when touching a plane
We need to carefully consider the logically separation between mobj and particle generator. Particles which affect th... danij
21:59 Doomsday Engine Feature #1412: Camera effect: screen shaking
Note that Hexen already implements a basic version of this for use with the "localized [earth]quake" effect. The "pro... danij
21:54 Doomsday Engine Feature #1406: Record particles and other effects in demos
Can't we seed the RNG used for particle effect randomization? This would mean that provided the same generators are u... danij

2013-10-21

21:15 Doomsday Engine Feature #1338: Particles that inflict damage
I personally think this should be ignored because it would result in dependencies between the playsim and graphics sy... danij
21:04 Doomsday Engine Feature #1305: Particle generator flag: instantly kill generator
Actually that would probably be a better solution anyway, given that mobjs can be reanimated (e.g., Archvile in DOOM). danij
12:34 Doomsday Engine Feature #1265: Map-specific definitions in a WAD lump
Given a scoping mechanism is in place, I don't see any need for a map-specific definition set. All such a feature wou... danij

2013-10-18

21:46 Doomsday Engine Feature #1604: Game rules (1p and MP)
Interpreting the rule set as a hierarchy would seem to be the correct solution here. In fact I wonder whether game ru... danij
21:23 Doomsday Engine Feature #1604: Game rules (1p and MP)
Should a map cycle be incorporated into the game rules?
It occurs to me that a map cycle is outside the scope of a...
danij
21:37 Doomsday Engine Feature #1580: Fix the Doom 64: Absolution TC plugin
This plugin is also far from feature complete. It was built by extracting the DOOM64 specific logic from the Absoluti... danij

2013-10-16

14:52 Doomsday Engine Feature #1362: Smoothing of dynlights & halos
Indeed I expect this can be implemented by removing the regenerating and instead updating lumobj properties if/when n... danij
14:34 Doomsday Engine Feature #1362: Smoothing of dynlights & halos
As of 1.12 luminous objects are now owned by the de::Map instance. However they currently cleared and regenerated at ... danij
 

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