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From 2013-10-16 to 2013-10-29

2013-10-29

18:34 Doomsday Engine Bug #1644: [HeXen beta demo] Should have Heretic crush behaviour
vermil wrote:
> I see. In the past, I've interpreted 'ignore' as literally that :)
You're right, it can be misund...
skyjake
16:23 Doomsday Engine Bug #1644: [HeXen beta demo] Should have Heretic crush behaviour
I hear you, and agree that this should be fixed in the name of emulation correctness when it comes to the Hexen beta ... skyjake
13:43 Doomsday Engine Bug #1644: [HeXen beta demo] Should have Heretic crush behaviour
I'm lowering the priority to our lowest rating because:
* the number of people using the beta demo must be quite sma...
skyjake
16:19 Doomsday Engine Bug #566 (In Progress): [Resampler] Low quality sound samples play distorted
vermil wrote:
> Right, time to clean up all my rambling above; it's cases like this that I wish users could edit and...
skyjake
09:47 Doomsday Engine Bug #1645 (Closed): Crash with console autocompletion
skyjake
09:06 Doomsday Engine Bug #1645 (Closed): Crash with console autocompletion
Also, the contents of the autocompletion popup are not always up to date. Most likely a bug with the popup reshowing ... skyjake

2013-10-28

17:58 Doomsday Engine Feature #1636: Support for Oculus Rift
cmbruns wrote:
> RE: Latency
> I've been giving latency some thought. I think we could possibly survive forever wit...
skyjake
05:51 Doomsday Engine Feature #1636: Support for Oculus Rift
cmbruns wrote:
> skyjake wrote:
>> Naturally, on game-side, the VR variables have to accessed via the Con_Get*() fu...
skyjake
05:09 Doomsday Engine Feature #1636: Support for Oculus Rift
cmbruns wrote:
> I'm struggling with the warping.
> I'm trying to paint to an offscreen buffer and then just paint ...
skyjake

2013-10-27

19:17 Doomsday Engine Feature #1636: Support for Oculus Rift
cmbruns wrote:
> I notice there are some classes like GLTarget and GLTexture that would appear to wrap the functiona...
skyjake
18:41 Doomsday Engine Feature #1636: Support for Oculus Rift
cmbruns wrote:
> Is it possible for a noob like myself to add a new virtual input device? Or is that something you g...
skyjake
18:19 Doomsday Engine Feature #1636: Support for Oculus Rift
cmbruns wrote:
> For clarity, let's get quantitative here. I was being a bit hyperbolic when I said that every milli...
skyjake
16:30 Doomsday Engine Feature #1636: Support for Oculus Rift
danij wrote:
> Indeed I would agree that implementing the roll angle tracking and then moving on to geometry warping...
skyjake
15:11 Doomsday Engine Feature #1636: Support for Oculus Rift
danij wrote:
> It seems to me that to fully integrate the Oculus head tracking it must be folded into the binding sy...
skyjake
09:26 Doomsday Engine Feature #1636: Support for Oculus Rift
cmbruns wrote:
>>I will need to link to the Oculus SDK. This should be a totally optional build option.
> OK I got ...
skyjake
11:42 Doomsday Engine Feature #5 (In Progress): Multiplayer UI as part of taskbar
skyjake
11:42 Doomsday Engine Feature #1503 (In Progress): [Unix] Basic command line options (e.g., help, version)
skyjake
08:24 Doomsday Engine Bug #1589: [Windows] Missing icons
I'm not sure this can be entirely fixed. Particularly the icon appearing in the Add/Remove Programs dialog is most li... skyjake
08:18 Doomsday Engine Feature #1643 (Closed): Windows installer using WiX Toolset
Doomsday's Windows installer is currently based on Inno Setup. However, "WiX Toolset":http://wixtoolset.org would ena... skyjake

2013-10-26

15:12 Doomsday Engine Feature #1636: Support for Oculus Rift
cmbruns wrote:
> Are your changes committed to your github oculus-rift or master branch? I'd like to stay in sync, a...
skyjake
12:14 Doomsday Engine Feature #1636: Support for Oculus Rift
BTW, don't worry too much about conforming to our coding/naming conventions. When we're done, I'll update/rename cvar... skyjake
12:10 Doomsday Engine Feature #1636: Support for Oculus Rift
cmbruns wrote:
> Using skyjake's awesome side-by-side composition as a starting point, I created 3 stereoscopic mode...
skyjake
13:58 Doomsday Engine Bug #1589 (In Progress): [Windows] Missing icons
skyjake
13:53 Doomsday Engine Bug #1137 (Feedback): [Deathkings] Inventory navigation
I cannot reproduce this. Perhaps there is an issue with bindings? Try:... skyjake

2013-10-25

16:17 Doomsday Engine Bug #251: [Doom] Nightmare monsters sometimes not fast
Monster behavior does fit very well into the game rules concept. skyjake
13:17 Doomsday Engine Feature #1636: Support for Oculus Rift
cmbruns wrote:
> For Oculus Rift and cross-eyed viewing, the aspect ratio would need to be corrected back to normal ...
skyjake

2013-10-24

22:14 Doomsday Engine Feature #1636 (In Progress): Support for Oculus Rift
skyjake
21:13 Doomsday Engine Feature #1636: Support for Oculus Rift
The branch "oculus-rift" is now on GitHub. I've made some initial changes: I've verified that the entire UI can be dr... skyjake
17:53 Doomsday Engine Feature #1636: Support for Oculus Rift
cmbruns wrote:
> Would you mind thinking about how such a composition of views might work within your current archit...
skyjake
06:20 Doomsday Engine Feature #1636: Support for Oculus Rift
cmbruns wrote:
> I just implemented an Oculus Rift mode for gzdoom http://rotatingpenguin.com/gz3doom/.
> I'd like ...
skyjake
08:37 Doomsday Engine Feature #1197: Scriptable UI
Refocusing this issue to be about scriptability of Doomsday's UI framework. The game menus are a separate (sub)topic ... skyjake
08:22 Doomsday Engine Feature #1640 (In Progress): Support for id Tech 1 audio/graphic resource hacks
skyjake
08:22 Doomsday Engine Feature #1640 (Progressed): Support for id Tech 1 audio/graphic resource hacks
skyjake
08:20 Doomsday Engine Feature #1639 (Closed): Optimize GridMap
Profiling shows one of the heaviest elements in the map renderer is lookups via GridMap. skyjake
08:18 Doomsday Engine Feature #1638 (Closed): Configure game options via Shell GUI
The Shell needs an easier way to pick basic game options such as which map to play, deathmatch/coop mode, and other M... skyjake
08:04 Doomsday Engine Bug #1590 (Closed): Cannot reshow autocompletion popup
skyjake

2013-10-23

20:32 Doomsday Engine Feature #1637 (Closed): Switch to Qt 5
We should switch to using Qt 5 when it is stable and full-featured enough for our needs.
Current status is that al...
skyjake
18:47 Doomsday Engine Bug #1127 (New): [Linux] Linking error when old libs exist in /usr/lib
skyjake
18:42 Doomsday Engine Bug #1590 (In Progress): Cannot reshow autocompletion popup
skyjake
18:41 Doomsday Engine Bug #1588 (Closed): [Console] Unclear when autocompletion popup is scrollable
skyjake
14:20 Doomsday Engine Feature #1636 (Closed): Support for Oculus Rift
Oculus Rift is cool and we should have support for it in the renderer.
However, having dabbled with stereo 3D, the...
skyjake
14:12 Doomsday Engine Bug #613: [InFine] Inadvertent background animation
Thanks for the correction. skyjake
08:18 Doomsday Engine Bug #613: [InFine] Inadvertent background animation
I see. From an external point of view (let say in the InFine implementation), one shouldn't have to worry about this ... skyjake
11:41 Doomsday Engine Feature #1487 (Closed): [InFine] ximage: support for 8-bit paletted PNG images
skyjake
07:34 Doomsday Engine Feature #1487 (Feedback): [InFine] ximage: support for 8-bit paletted PNG images
Maybe vermil could then re-evaluate the status of this request? skyjake
08:31 Doomsday Engine Feature #1462: Light Amp Goggles and Torches affect dynamic lights
There is now a Feature for HDR: #1635. skyjake
08:30 Doomsday Engine Feature #1635 (Resolved): HDR rendering
We should consider the role of High Dynamic Range rendering in the next-gen renderer's lighting system.
It should ...
skyjake
08:12 Doomsday Engine Feature #438: Accurately hit testing fast projectiles (compatibility option)
Then we can at most add a compatibility option for enabling or disabling more accurate hit testing for fast-moving ob... skyjake
08:05 Doomsday Engine Bug #1634: [Hexen] Hypostyle: Death Wyvern gets stuck
I've raised the priority as this sounds reproducible.
(Also updated wiki link.)
skyjake
07:56 Doomsday Engine Feature #1577 (Rejected): Voxel models
Given that actual 3D models already exist, I don't think this would be really worth the effort. skyjake
07:52 Doomsday Engine Feature #1548: Multi-monitor support
danij wrote:
> Surely, this mandates that both monitors are exactly the same and configured in exactly the same way....
skyjake
07:37 Doomsday Engine Feature #1501: Non-64-pixel flats
tolwyn wrote:
> in a def file per sector number
That sounds like a different thing altogether...
Maybe we shou...
skyjake
07:31 Doomsday Engine Feature #1412: Camera effect: screen shaking
> Hexen "localized [earth]quake" effect
BTW: when playing Hexen I noticed that this effect was curiously exaggerat...
skyjake
07:24 Doomsday Engine Feature #1406: Record particles and other effects in demos
Yeah, a custom, deterministic RNG for each generator should be possible and it sounds like the preferred solution here. skyjake

2013-10-22

22:45 Doomsday Engine Feature #1624: Render particles to textures
For instance, generating a normal map dynamically based on objects contacting the surface: water ripples, etc. Likely... skyjake
07:56 Doomsday Engine Feature #1624 (Rejected): Render particles to textures
Particles rendered to textures, for e.g. fire/water effects ala Unreal.
@libgui@ has @GLTarget@ for managing offsc...
skyjake
19:52 Doomsday Engine Bug #966 (In Progress): [Doom] Use of CWILV graphics on automap
skyjake
19:08 Doomsday Engine Bug #877: Texture offset anomaly
Does this have anything to do with #1078? skyjake
19:06 Doomsday Engine Bug #874 (In Progress): [Hexen] Stalker gib levitates
skyjake
18:53 Doomsday Engine Bug #684: Sprites moving up if their bottom intersects the floor
To make this appear more similar to vanilla, one would have to fudge the Z values at the floor height because in the ... skyjake
18:47 Doomsday Engine Bug #645 (Rejected): Fatal error "R_InitSprites: No patches found" (unknown IWAD)
Closing this; the matter should be dealt with in feature #1458. skyjake
18:41 Doomsday Engine Bug #613: [InFine] Inadvertent background animation
danij wrote:
> As materials are animated automatically, without the game knowing about it there is no way for the ga...
skyjake
18:33 Doomsday Engine Bug #606: Shiny texture coordinate issues
Shininess/reflections should definitely be handled with shaders and reflection/cube maps. skyjake
18:28 Doomsday Engine Feature #553: Performance of many scrolling surface materials
See: "Map update agents":http://dengine.net/dew/index.php?title=Map_update_agents proposal skyjake
18:23 Doomsday Engine Feature #438: Accurately hit testing fast projectiles (compatibility option)
Perhaps occurs when a missile travels so fast that the hit testing range skips over some line? skyjake
18:21 Doomsday Engine Feature #390: Alignpitch/yaw flags for model particles
Presumably needed for creating billboard-like particle models? skyjake
18:07 Doomsday Engine Bug #208 (Closed): Shiny texture mapping on models with shiny reaction < 1
Closing this as obsolete. All future effort should instead be put into shader-based shiny/reflection mapping. skyjake
16:51 Doomsday Engine Bug #566 (Feedback): [Resampler] Low quality sound samples play distorted
skyjake
16:03 Doomsday Engine Bug #1634 (Closed): [Hexen] Hypostyle: Death Wyvern gets stuck
While playing through Hypostyle's boss battle (flying dragon thing in big lava room), it got stuck in the base of the... skyjake
16:00 Doomsday Engine Bug #753: [Hexen] Invincible Afrits
Could just be a vanilla Hexen bug? skyjake
15:44 Doomsday Engine Bug #346: Overriding Map Info in addons (level par time; jdep)
Is there support for, e.g.:... skyjake
15:37 Doomsday Engine Bug #216 (Feedback): Wrong model rendered (Model Selector/DED reader)
skyjake
15:32 Doomsday Engine Feature #1633 (New): Console commands and Doomsday Script
The interactive console is intended to be a nice and easy way to modify engine configuration and execute certain comm... skyjake
15:09 Doomsday Engine Feature #1632 (New): InFine 2.0 (on top of Doomsday Script)
InFine is a specialized language for specifying UI animation scripts. It also has some features for interactivity, ho... skyjake
14:58 Doomsday Engine Bug #1064: [Hexen] Interludes can no longer be moved (MAPINFO vs. Infine)
I suspect solving this properly would require a system that fully ties together Hexen's MAPINFO and the Map Info defi... skyjake
14:51 Doomsday Engine Bug #921 (In Progress): Blockmap-defined Linedef crossing order
skyjake
14:41 Doomsday Engine Bug #251 (In Progress): [Doom] Nightmare monsters sometimes not fast
skyjake
13:13 Doomsday Engine Feature #1369: Dynamic map lists (episode structure)
Note that multiplayer map cycling should use the same underlying mechanism as the regular map progression, the differ... skyjake
12:54 Doomsday Engine Feature #1577 (Feedback): Voxel models
Please provide more information / links / diagrams / etc. to describe your idea in more detail. As it is, I don't rea... skyjake
12:51 Doomsday Engine Feature #1575: Support Doom 2 IWAD in "Doom 3 BFG Edition" (including "No Rest for the Living")
Sounds like it would make sense to add a new game mode "doom2-bfg" for this purpose. skyjake
12:48 Doomsday Engine Feature #1574 (In Progress): Native 64-bit Windows build
This is definitely in progress, however no one has had the time to actually try to collect 64-bit versions of all the... skyjake
12:38 Doomsday Engine Feature #1208: Game extension plugins
In Doomsday 2, this sort of things should be possible to do via scripting. Even so, some native functionality may be ... skyjake
12:34 Doomsday Engine Feature #1563: Weapon text defs affect the Controls menu
It makes sense that if a weapon name is defined, it should be used in all the places that refer to that weapon. skyjake
12:26 Doomsday Engine Feature #1558: [Hexen] Smooth Reivers Z movement
I must say that during my recent playthrough of Hexen, I did not notice this at all and thus I wonder if it is very b... skyjake
12:09 Doomsday Engine Feature #1548 (In Progress): Multi-monitor support
Proper multi-monitor support implies support for multiple/split game windows. In recent times Doomsday's window manag... skyjake
12:06 Doomsday Engine Feature #1547: Command for manipulating numeric controls
This is because the Attack control is not implemented as an impulse (which does not have a time duration component), ... skyjake
11:52 Doomsday Engine Feature #1546: Option for particle generator to hide sprite
Is the objective to effectively completely replace a sprite with particles? If so, would this only affect sprites or ... skyjake
11:50 Doomsday Engine Feature #1545: Limit removal for MD2Tool
Doing this would entail slightly rewriting md2tool with dynamic arrays etc.
Hopefully, going forward, MD2s will be...
skyjake
11:35 Doomsday Engine Feature #1544: Support for ZDoom's Decorate function
> Question : Is jDoom capable of understanding ACS?
Not presently; see #1252.
skyjake
11:29 Doomsday Engine Feature #1541 (In Progress): Joystick axis settings (sensitivity, max speed)
skyjake
11:25 Doomsday Engine Feature #1540: Smaller near clip distance
The thing to watch out for is loss of Z precision in far distances, though. skyjake
11:19 Doomsday Engine Feature #1536 (Closed): In map Infine pauses when the menu is open?
skyjake
11:16 Doomsday Engine Feature #1535: Option for fullbright textures affected by colored sectors
This should be considered in the larger context of the lighting system for the next-gen renderer (#7). skyjake
11:15 Doomsday Engine Feature #1533: Decoration light color from sector
Sounds pretty easy to implement though (provide a patch?). skyjake
11:06 Doomsday Engine Feature #1529: Sound affected by the world
On a general level, this is important for realism of sound effects in a 3D setting. Fortunately, FMOD should provide ... skyjake
11:04 Doomsday Engine Feature #1528 (Closed): A distance field for sound defs
skyjake
11:03 Doomsday Engine Feature #1527 (Rejected): Warn users about using a wrapper (jdoom.exe etc.)
Closing as obsolete. skyjake
10:45 Doomsday Engine Feature #1507: [InFine] Option to pause playing script if the game is paused
Could simply be a flag in the InFine definition (pause when game paused). skyjake
10:43 Doomsday Engine Feature #1506 (Closed): The ability to scroll the auto map whilst paused
skyjake
10:39 Doomsday Engine Feature #1501 (Feedback): Non-64-pixel flats
skyjake
10:38 Doomsday Engine Feature #1501: Non-64-pixel flats
@danij, do we already support regular textures on planes, and if so, they must tile in a non-64x64 size? skyjake
10:20 Doomsday Engine Feature #1630 (New): Implement game menus with InFine (InfineWidget)
It is not ideal that game menus are completely hard-coded into the game plugins. Also, implementing the game menus di... skyjake
10:12 Doomsday Engine Feature #1494: InFine script for "MapTitle" display
On a general level, it would make a lot of sense to have InFine draw the map title, however this requires serious upg... skyjake
09:56 Doomsday Engine Feature #1487 (In Progress): [InFine] ximage: support for 8-bit paletted PNG images
I'm not sure if this actually implemented already? skyjake
09:52 Doomsday Engine Feature #1486 (In Progress): UI language translation/localization
Thanks to Qt's built-in mechanisms for this, the new UI framework is already going towards this direction. However, t... skyjake
09:33 Doomsday Engine Feature #1471: Standard definitions should conform to vanilla
"Standard definitions" are the ones included in the official Doomsday distribution packages.
Once Doomsday support...
skyjake
09:30 Doomsday Engine Feature #1469: Changing the blood sprite's color
Maybe using some sort of palette translation? skyjake
09:28 Doomsday Engine Feature #1468 (In Progress): Sky layers seperate vertical offset
Has the aforementioned work actually been merged into the master? skyjake
09:26 Doomsday Engine Feature #1467: [XG] Incorporate vanilla line/sector types
XG 2.0 needs to include the vanilla types in the standard library of XG line/sector types. skyjake
09:21 Doomsday Engine Feature #1462 (Rejected): Light Amp Goggles and Torches affect dynamic lights
I can't really grasp what is being suggested here; closing. skyjake
09:18 Doomsday Engine Feature #1461: Separate chain/event derived/driven behaviour for XG
I have a feeling XG 2.0 will not retain the chain mechanism as-is, however thanks to scripting there will be proper d... skyjake
09:16 Doomsday Engine Feature #1460: Remember the playing music in save game
To do this correctly, one would have to save the time elapsed since the start of the music and then after loading, se... skyjake
09:00 Doomsday Engine Feature #1600 (In Progress): Drop Snowberry
skyjake
08:59 Doomsday Engine Feature #1448 (Rejected): .box zip file to automatically extract .box addon
Closing this as obsolete. @libdeng2@ already has the ability to treat .zips just like ordinary folders, and resource ... skyjake
08:57 Doomsday Engine Feature #1447: Co-op player actions (giving, healing)
Might be included in the MP game rule set, however requires some new game logic. Perhaps could be done entirely with ... skyjake
08:52 Doomsday Engine Feature #1443: Fog options should be available in UI
Maybe in Renderer Settings → Developer popup? skyjake
08:37 Doomsday Engine Feature #1629 (Closed): Add toggle for "sound-overlap-stop"
The Audio Settings dialog should contain a toggle for stopping overlapping sounds from the same origin. In the origin... skyjake
08:31 Doomsday Engine Feature #1435 (Closed): Old-style sound queing
This can be done with @"sound-overlap-stop 1"@. skyjake
08:26 Doomsday Engine Feature #1432 (Closed): OPL emu ala ZDoom
Closing as obsolete, since one can now use fluidsynth with a suitable soundfont to produce similar end result on Linu... skyjake
08:09 Doomsday Engine Feature #1199 (Closed): Shaders, Texture Maps + other ver.2 features.
This composite issue has been split into separate ones under Issue #7. skyjake
08:07 Doomsday Engine Feature #1628 (New): Surface meshes
Instead of a simple flat surface with a couple of triangles, a surface could be created using a mesh which could be s... skyjake
08:05 Doomsday Engine Feature #1627 (Closed): Render game view to a texture
Drawing a client window or any camera view to a texture, for example for security camera's and portal effects.
Als...
skyjake
08:02 Doomsday Engine Feature #1626 (New): Area-based fog
Area based fog, for instance using XG sectors.
Quite important for submersed environments, e.g., underwater.
skyjake
07:59 Doomsday Engine Feature #1625 (Progressed): Per-pixel surface shading (bump/specular/reflection etc. mapping)
Bump/Specular/Enviroment/Reflection/Procedural mapping for models/walls/flats.
Would greatly enhance the look of ...
skyjake
07:53 Doomsday Engine Feature #1623 (Progressed): Shaders
Support for vertex and fragment shaders for surfaces, objects, and UI.
@libgui@ already implements the basic suppo...
skyjake
07:46 Doomsday Engine Feature #1622 (New): Vanilla depth shading
We should replicate the original games' depth shading as closely as possible.
In practice, the depth shading gradi...
skyjake
07:40 Doomsday Engine Feature #1414: Generate particles when touching a plane
Given that Heretic/Hexen's mechanism for splashes is game-side and involves mobjs and sprites not present in Doom, th... skyjake
07:33 Doomsday Engine Feature #1412: Camera effect: screen shaking
I like this idea. It is similar to camera vignette in that it brings some extra realism. However, it should be reserv... skyjake
07:29 Doomsday Engine Feature #1407 (In Progress): Customizable console keys
This is partially implemented in the form of @WidgetActions@. In @ConsoleWidget@, we could capture non-text inserting... skyjake
07:24 Doomsday Engine Feature #1406: Record particles and other effects in demos
While it is not feasible to record all the individual particles into a demo, the particle generator definition and an... skyjake

2013-10-21

21:45 Doomsday Engine Feature #1338 (Rejected): Particles that inflict damage
skyjake
17:03 Doomsday Engine Feature #1338: Particles that inflict damage
In practice this would require the particle logic to make hit tests against mobjs, which may be difficult to pull off... skyjake
21:02 Doomsday Engine Feature #1398 (Rejected): No Blood?
The request is a bit vague, but it sounds more like an idea for a mod than something we should do in the engine or th... skyjake
20:58 Doomsday Engine Feature #1394: Consistent map scoping in definitions
While the example case is a bit outdated, I fully agree a scoping mechanism must be consistent in syntax and semantics. skyjake
20:55 Doomsday Engine Feature #1393: "version" should print IWAD info/version
It is true that this information is already available, however accessing it easily would not hurt. skyjake
20:50 Doomsday Engine Feature #1199: Shaders, Texture Maps + other ver.2 features.
Maybe this should just be merged into Feature #7? skyjake
20:41 Doomsday Engine Feature #1379: XG refs: evaluate params at runtime
The basic idea is good and should be elegantly addressable with Doomsday Script expressions and longer scripts embedd... skyjake
20:36 Doomsday Engine Feature #1378 (Rejected): DED ver 6 syntax for XG Definitions
Closing this as obsolete, as (Scripted) Info will be used as a basis for definitions in the future. skyjake
20:31 Doomsday Engine Feature #1376: Externally spawned mobjs
This is already almost possible with a Map Info definition that executes a bunch of spawnmobj commands. The caveat is... skyjake
17:22 Doomsday Engine Feature #1369: Dynamic map lists (episode structure)
There should be a way to specify the map/hub progression in a completely unlimited way using definitions.
This cou...
skyjake
17:16 Doomsday Engine Feature #1361: Rotation of objects away from walls during map load
The "done" portion refers to the existing logic for doing this sort of tuning of objects (statues, torches). skyjake
17:15 Doomsday Engine Feature #1361 (In Progress): Rotation of objects away from walls during map load
skyjake
17:14 Doomsday Engine Feature #1358 (Rejected): Object oriented fog
Not enough information. skyjake
17:13 Doomsday Engine Feature #1357: [InFine] More blending modes (add/mul/inv etc)
Also, shaders should be supported. skyjake
17:12 Doomsday Engine Feature #1356 (Rejected): MP3 Playlists
skyjake
17:06 Doomsday Engine Feature #1341 (In Progress): Soft edges for sector lighting
skyjake
16:57 Doomsday Engine Feature #1621 (Closed): Evaluation of runtime conditions
Some conditions (e.g., scopes) can only be determined at runtime as the game world is dynamically changing. This mean... skyjake
16:41 Doomsday Engine Feature #1620 (Progressed): XG 2.0
XG 1.0 is quite limited and contains plenty of hard-coded functionality. It needs to be integrated with Doomsday Scri... skyjake
16:33 Doomsday Engine Feature #1619 (Rejected): Adaptive LOD for models
As mentioned in #1319, having massive amounts of objects on the screen will make it difficult to draw all as 3D objec... skyjake
16:28 Doomsday Engine Feature #1314: Particle spawn rate affected by mobj visibility
Changed title to more accurately describe what is being discussed here. skyjake
16:20 Doomsday Engine Feature #1312: Stereo sound effects
Stereo sound effects are a bit problematic in a 3D setting like Doom where the left and right channels are mostly det... skyjake
16:17 Doomsday Engine Feature #1308 (In Progress): Splitscreen multiplayer
Marking this as "in progress" because some work has been done toward multiple simultaneous viewports and separate bin... skyjake
16:16 Doomsday Engine Feature #1307 (Rejected): Melee damage
Closing as incomplete (request is just a question). skyjake
16:14 Doomsday Engine Feature #1305: Particle generator flag: instantly kill generator
Might be more elegant to set a scope condition (or some kind of selector) that says the target must be a mobj with he... skyjake
16:11 Doomsday Engine Feature #1303 (Rejected): Weapon Recoil
skyjake
12:42 Doomsday Engine Feature #1265: Map-specific definitions in a WAD lump
This might have some value as a compatibility feature, assuming the lump was being used for some Doomsday-specific ni... skyjake
07:34 Doomsday Engine Feature #1265: Map-specific definitions in a WAD lump
> If this lump is found then obviously the Wad Interpretation Conditions should not be used.
I'm not sure why, thoug...
skyjake
08:49 Doomsday Engine Feature #1302 (Rejected): Ability to define dynamic Lights from a Map definition
This is should be taken care of via feature #1264 and related features. skyjake
08:40 Doomsday Engine Feature #1617: Scoped definitions and variables
In practice, libdeng2's @Record@ could play a major role in resolving these scopes. Similarly to how Doomsday Script ... skyjake
07:43 Doomsday Engine Feature #1617 (New): Scoped definitions and variables
Often it is necessary to limit the effect of some definition or variable to a specific map, episode, game, global var... skyjake
08:32 Doomsday Engine Feature #1618: Decorations/effects for game events (power up, damage, etc.)
Essentially there should be a mechanism that enables one to set up a trigger condition and then start various effects... skyjake
08:28 Doomsday Engine Feature #1618 (New): Decorations/effects for game events (power up, damage, etc.)
Creation of an external definition to govern the visual effects of power-ups, damage, killed etc.
Maybe a standard...
skyjake
08:00 Doomsday Engine Feature #1299 (Closed): Lights attached to (sub)models
skyjake
07:52 Doomsday Engine Feature #1274: Projectiles meet sky
Fading the projectiles away should be a suitable solution here. skyjake
07:50 Doomsday Engine Feature #1269 (Rejected): WAD Prioritized music over external
skyjake
07:23 Doomsday Engine Feature #1244: Scripting in model definitions (e.g., dependent on player health)
> selector for sprites
That's a nice idea; added feature #1616.
skyjake
07:23 Doomsday Engine Feature #1616 (New): Selector for sprites
_(suggested by vermil)_
It might also be interesting to see the selector mechanism of models extended to sprites...
skyjake

2013-10-20

21:34 Doomsday Engine Feature #1244: Scripting in model definitions (e.g., dependent on player health)
This use case requires runtime evaluation of condition expressions instead of the basic load-time execution that @Scr... skyjake
21:28 Doomsday Engine Feature #1615 (Progressed): Sloped planes
Floor/ceiling (or other) planes that have a freely chosen normal vector. skyjake
21:20 Doomsday Engine Feature #1222 (Closed): 5.1 Digital sound
I believe FMOD takes care of this with 3D sounds and the appropriate speakermode option (-speaker51). skyjake
21:16 Doomsday Engine Feature #1220: Cutscenes
This sounds like something that's perfectly doable with InFine and demos. skyjake
21:06 Doomsday Engine Feature #1229: Input plugins: generate events from connected controllers
There is a related proposal: "Input drivers":http://dengine.net/dew/index.php?title=Input_drivers skyjake
21:03 Doomsday Engine Feature #1503: [Unix] Basic command line options (e.g., help, version)
This is actually quite important because users sometimes rely on --help/-h and --version/-v to query basic usage info... skyjake
21:00 Doomsday Engine Feature #1517 (In Progress): Autoselect missing interfaces from other audio plugins
This is partially done now: one can select specific interfaces with command line options. skyjake
20:53 Doomsday Engine Feature #1325 (In Progress): Boom line types and sectors
skyjake
20:41 Doomsday Engine Feature #1199 (In Progress): Shaders, Texture Maps + other ver.2 features.
skyjake
20:29 Doomsday Engine Bug #856 (Rejected): Demo playback issues
Closing as obsolete (see #1614). skyjake
20:09 Doomsday Engine Feature #1193: recorddemo needs clarification
I closed this old RFE because it was worded more like a support request. The presented idea itself is now essentially... skyjake
18:09 Doomsday Engine Feature #1193 (Rejected): recorddemo needs clarification
The old demo recording implementation will be replaced, so this is now obsolete. skyjake
18:13 Doomsday Engine Feature #1614 (New): Improved demo recording and playback
The demo recording and playback system needs to be completely revised.
Features:
* Recording a demo on the server...
skyjake

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
 

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