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...
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21:42 Doomsday Engine Revision 8858cec1 (github): Homepage|Add-on Repository: Updated pack details for Hexen Mage Weapons Pack and jXCCP
- Now at versions 1.2 and 1.31 respectively.
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21:38 Doomsday Engine Revision d474f5cb (github): libdoom64: Cleanup
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21:37 Doomsday Engine Revision f9d9536e (github): libcommon: Cleanup
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21:35 Doomsday Engine Revision 8c98f625 (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
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...
2013-10-19
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21:21 Doomsday Engine Revision d0e12b3a (github): Merge branch 'master' of github.com:skyjake/Doomsday-Engine
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 ...
2013-10-14
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13:17 Doomsday Engine Revision 6c4531e8 (github): Refactor|libcommon: Pass sector-plane-impacted arguments via Sector_TouchingMobjsIterator
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11:07 Doomsday Engine Revision a20f18b2 (github): Refactor|libdoom: Pass mobj-avoid-dropoff arguments via Mobj_TouchedLinesIterator
- Also fixed a potential bug here, where the bounding box of the mobj
attempted to avert the drop off was not initializ... -
09:30 Doomsday Engine Revision 7b748ea2 (github): Refactor|libcommon: Pass mobj-torque arguments via Mobj_TouchedLinesIterator
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08:44 Doomsday Engine Revision d88f846c (github): libcommon: Fix monster teleport behavior (refactoring oversight)
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08:01 Doomsday Engine Revision 3b756987 (github): libcommon: Cleaned up mobj teleporting/telefragging
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06:07 Doomsday Engine Revision dd99f584 (github): Refactor|libcommon: Pass spike-thrust/lostsoul-cross arguments via Mobj_BoxIterator
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05:21 Doomsday Engine Revision d1ed2056 (github): Refactor|libcommon: Pass radius-attack traverser arguments via Mobj_BoxIterator
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04:19 Doomsday Engine Revision c85a816e (github): Refactor|libcommon: Pass player-bounce/slide traverser arguments via the Interceptor
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03:46 Doomsday Engine Revision 70699afc (github): Refactor|libcommon: Pass player-use traverser arguments via the Interceptor
- It is no longer necessary to use global variables for this purpose.
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02:51 Doomsday Engine Revision 44a2367c (github): World|Interceptor: Cleanup
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01:55 Doomsday Engine Revision 53292642 (github): API|Map: Revised Intercept representation
- One can now reference the Interceptor from which an Intercept was
produced via the Intercept info if needed, simplify...
2013-10-13
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08:50 Doomsday Engine Revision 94990248 (github): libcommon: Updated wrt intercept_t changes
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08:39 Doomsday Engine Revision 544470cb (github): Refactor|World|Map|Interceptor: Relocated intercept list functionality into Interceptor
- Still global/shared, though.
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07:47 Doomsday Engine Revision cf1468d9 (github): API|Map: Cleanup
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07:38 Doomsday Engine Revision 17b5d982 (github): World|Map: Derived Interceptor from previously global path traversal logic
- Interceptor instances are visible publicly as opaque pointers.
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04:34 Doomsday Engine Revision 77119471 (github): libcommon: Further cleaned up common/src/p_map.cpp
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03:47 Doomsday Engine Revision def81556 (github): libcommon: Cleanup
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03:26 Doomsday Engine Revision 59fd4753 (github): Refactor|libcommon: Switched common/src/p_map to C++
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01:49 Doomsday Engine Revision 0469da54 (github): World|Map: Defined missing Map::lumobj(int index) lookup method
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01:42 Doomsday Engine Revision 86eb38c6 (github): API|Map: Removed divline_t
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00:39 Doomsday Engine Revision ec3c3002 (github): API|Map: Unused functions removed; P_PathTraverse reformatted
2013-10-12
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03:13 Doomsday Engine Revision f10c62d6 (github): API: Revised mechanism for map element interception traces
- Each trace now uses a TraceState which passed as an argument to the
path trace callback function. The old global vari... -
00:20 Doomsday Engine Revision 14d39567 (github): World|Map: Removed unnecessary sector filter from Map::bspLeafBoxIterator()
- The caller can just as easily implement this in the callback.
2013-10-11
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22:47 Doomsday Engine Revision 1d7f6c0a (github): World|Map: Cleanup
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22:33 Doomsday Engine Revision 104d96c0 (github): Refactor|World|Map: Extracted algorithm for map element path interception
- Map now provides all the API mechanisms to implement this algorithm
outside of the map itself. In the future this can... -
20:13 Doomsday Engine Revision ece0b618 (github): Refactor|World|Map: Moved blockmap path traversal into Blockmap
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18:36 Doomsday Engine Revision b07e2716 (github): World|Map: Continued unraveling Blockmap path traversal
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17:45 Doomsday Engine Revision 28502cea (github): Fixed|World|Map: Qt 4.7 compatibility (no QVarLengthArray operator <<)
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