danij's activity
From 2013-10-11 to 2013-10-24
2013-10-23
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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...
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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?)
2013-10-22
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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...
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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).
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23:54 Doomsday Engine Bug #251: [Doom] Nightmare monsters sometimes not fast
- Yep, its certainly not specific to our port.
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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...
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23:52 Doomsday Engine Bug #877: Texture offset anomaly
- Yes, the two are intrinsically related.
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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...
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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...
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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...).
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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...
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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...
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23:24 Doomsday Engine Bug #1631: Doom 2 finale: animation speeds for the Cast
- This sounds like a caching issue to me.
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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 ...
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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. -
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...
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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.
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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...
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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...
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22:38 Doomsday Engine Feature #1487: [InFine] ximage: support for 8-bit paletted PNG images
- The texture manager should already support this, yes.
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22:35 Doomsday Engine Feature #1469: Changing the blood sprite's color
- Perhaps the translation could be specified with an inline Doomsday Script?
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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...
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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"...
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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 ...
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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...
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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...
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22:08 Doomsday Engine Feature #1624: Render particles to textures
- Can you give an example of where such an effect would be used?
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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...
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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...
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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...
2013-10-21
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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...
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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).
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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...
2013-10-18
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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...
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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... -
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...
2013-10-16
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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...
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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 ...
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