skyjake's activity
From 2013-10-20 to 2013-11-02
2013-11-02
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20:11 Doomsday Engine Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> Head tracking is really smooth. Almost perfect in fact. I don't think I have seen any better. This ... -
18:47 Doomsday Engine Feature #6 (In Progress): Draw lens flares using GL2
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14:26 Doomsday Engine Feature #1648 (Progressed): Complete vanilla DOOM emulation
- This is an umbrella issue for tasks related to features/bugs that allow Doomsday to look and behave exactly like vani...
2013-11-01
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17:18 Doomsday Engine Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> So I should be using yawhead while implementing view-to-aim, right?
If you want to shoot where t... -
16:02 Doomsday Engine Feature #1636: Support for Oculus Rift
- A further note about "lookpitch". If the control's position is 1.0, it means the player's actual look pitch is 85 deg...
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15:58 Doomsday Engine Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> I started adding Pitch control. Even if I set @ev.axis.type = EAXIS_ABSOLUTE@ in @DD_ReadHeadTracke... -
08:53 Doomsday Engine Feature #1636: Support for Oculus Rift
- Scheduling this for 1.13. Anything that cannot make it in time for a mid-December release should be pushed to a conti...
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08:05 Doomsday Engine Bug #251: [Doom] Nightmare monsters sometimes not fast
- Unscheduling for now, since preferably some form of game rules would be needed for a good fix.
2013-10-31
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22:52 Doomsday Engine Feature #1636: Support for Oculus Rift
- I have now added some new player controls and implemented them (roughly) on game-side. Check the commit notes for det...
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16:40 Doomsday Engine Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> [...remaining tasks...]
I can create a continuation task for the more forward-looking / non-Rift... -
22:26 Doomsday Engine Feature #1647 (Progressed): Replace FS1 with FS2-based resource management
- FS1 acts as an extension layer over the native file system, allowing one to look up resources and locate other needed...
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19:52 Doomsday Engine Feature #1503: [Unix] Basic command line options (e.g., help, version)
- To do this the right way, all the command line options should be documented using Amethyst much like console commands...
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17:12 Doomsday Engine Feature #1646 (New): Stereo 3D enhancements
- Continuing the work started in #1636, Doomsday's stereoscopic 3D capabilities could be further enhanced with:
* Ocul...
2013-10-29
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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... -
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 ...
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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... -
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... -
09:47 Doomsday Engine Bug #1645 (Closed): Crash with console autocompletion
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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 ...
2013-10-28
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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... -
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... -
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 ...
2013-10-27
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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... -
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... -
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... -
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... -
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... -
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 ... -
11:42 Doomsday Engine Feature #5 (In Progress): Multiplayer UI as part of taskbar
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11:42 Doomsday Engine Feature #1503 (In Progress): [Unix] Basic command line options (e.g., help, version)
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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...
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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...
2013-10-26
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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... -
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...
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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... -
13:58 Doomsday Engine Bug #1589 (In Progress): [Windows] Missing icons
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13:53 Doomsday Engine Bug #1137 (Feedback): [Deathkings] Inventory navigation
- I cannot reproduce this. Perhaps there is an issue with bindings? Try:...
2013-10-25
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16:17 Doomsday Engine Bug #251: [Doom] Nightmare monsters sometimes not fast
- Monster behavior does fit very well into the game rules concept.
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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 ...
2013-10-24
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22:14 Doomsday Engine Feature #1636 (In Progress): Support for Oculus Rift
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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...
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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... -
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 ... -
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 ...
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08:22 Doomsday Engine Feature #1640 (In Progress): Support for id Tech 1 audio/graphic resource hacks
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08:22 Doomsday Engine Feature #1640 (Progressed): Support for id Tech 1 audio/graphic resource hacks
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08:20 Doomsday Engine Feature #1639 (Closed): Optimize GridMap
- Profiling shows one of the heaviest elements in the map renderer is lookups via GridMap.
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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...
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08:04 Doomsday Engine Bug #1590 (Closed): Cannot reshow autocompletion popup
2013-10-23
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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... -
18:47 Doomsday Engine Bug #1127 (New): [Linux] Linking error when old libs exist in /usr/lib
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18:42 Doomsday Engine Bug #1590 (In Progress): Cannot reshow autocompletion popup
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18:41 Doomsday Engine Bug #1588 (Closed): [Console] Unclear when autocompletion popup is scrollable
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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... -
14:12 Doomsday Engine Bug #613: [InFine] Inadvertent background animation
- Thanks for the correction.
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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 ...
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11:41 Doomsday Engine Feature #1487 (Closed): [InFine] ximage: support for 8-bit paletted PNG images
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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?
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08:31 Doomsday Engine Feature #1462: Light Amp Goggles and Torches affect dynamic lights
- There is now a Feature for HDR: #1635.
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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 ... -
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...
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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.) -
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.
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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.... -
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... -
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... -
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.
2013-10-22
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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...
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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... -
19:52 Doomsday Engine Bug #966 (In Progress): [Doom] Use of CWILV graphics on automap
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19:08 Doomsday Engine Bug #877: Texture offset anomaly
- Does this have anything to do with #1078?
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19:06 Doomsday Engine Bug #874 (In Progress): [Hexen] Stalker gib levitates
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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 ...
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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.
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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... -
18:33 Doomsday Engine Bug #606: Shiny texture coordinate issues
- Shininess/reflections should definitely be handled with shaders and reflection/cube maps.
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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
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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?
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18:21 Doomsday Engine Feature #390: Alignpitch/yaw flags for model particles
- Presumably needed for creating billboard-like particle models?
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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.
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16:51 Doomsday Engine Bug #566 (Feedback): [Resampler] Low quality sound samples play distorted
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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...
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16:00 Doomsday Engine Bug #753: [Hexen] Invincible Afrits
- Could just be a vanilla Hexen bug?
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15:44 Doomsday Engine Bug #346: Overriding Map Info in addons (level par time; jdep)
- Is there support for, e.g.:...
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15:37 Doomsday Engine Bug #216 (Feedback): Wrong model rendered (Model Selector/DED reader)
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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...
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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...
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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...
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14:51 Doomsday Engine Bug #921 (In Progress): Blockmap-defined Linedef crossing order
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14:41 Doomsday Engine Bug #251 (In Progress): [Doom] Nightmare monsters sometimes not fast
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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...
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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...
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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.
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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...
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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 ...
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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.
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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...
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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...
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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), ...
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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 ...
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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... -
11:35 Doomsday Engine Feature #1544: Support for ZDoom's Decorate function
- > Question : Is jDoom capable of understanding ACS?
Not presently; see #1252.
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11:29 Doomsday Engine Feature #1541 (In Progress): Joystick axis settings (sensitivity, max speed)
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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.
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11:19 Doomsday Engine Feature #1536 (Closed): In map Infine pauses when the menu is open?
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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).
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11:15 Doomsday Engine Feature #1533: Decoration light color from sector
- Sounds pretty easy to implement though (provide a patch?).
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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 ...
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11:04 Doomsday Engine Feature #1528 (Closed): A distance field for sound defs
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11:03 Doomsday Engine Feature #1527 (Rejected): Warn users about using a wrapper (jdoom.exe etc.)
- Closing as obsolete.
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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).
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10:43 Doomsday Engine Feature #1506 (Closed): The ability to scroll the auto map whilst paused
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10:39 Doomsday Engine Feature #1501 (Feedback): Non-64-pixel flats
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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?
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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...
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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...
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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?
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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...
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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... -
09:30 Doomsday Engine Feature #1469: Changing the blood sprite's color
- Maybe using some sort of palette translation?
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09:28 Doomsday Engine Feature #1468 (In Progress): Sky layers seperate vertical offset
- Has the aforementioned work actually been merged into the master?
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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.
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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.
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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...
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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...
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09:00 Doomsday Engine Feature #1600 (In Progress): Drop Snowberry
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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 ...
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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 ...
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08:52 Doomsday Engine Feature #1443: Fog options should be available in UI
- Maybe in Renderer Settings → Developer popup?
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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...
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08:31 Doomsday Engine Feature #1435 (Closed): Old-style sound queing
- This can be done with @"sound-overlap-stop 1"@.
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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...
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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.
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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...
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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... -
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. -
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 ... -
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... -
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... -
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...
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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...
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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...
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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...
2013-10-21
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21:45 Doomsday Engine Feature #1338 (Rejected): Particles that inflict damage
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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...
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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...
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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.
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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.
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20:50 Doomsday Engine Feature #1199: Shaders, Texture Maps + other ver.2 features.
- Maybe this should just be merged into Feature #7?
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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...
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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.
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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...
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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... -
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).
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17:15 Doomsday Engine Feature #1361 (In Progress): Rotation of objects away from walls during map load
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17:14 Doomsday Engine Feature #1358 (Rejected): Object oriented fog
- Not enough information.
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17:13 Doomsday Engine Feature #1357: [InFine] More blending modes (add/mul/inv etc)
- Also, shaders should be supported.
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17:12 Doomsday Engine Feature #1356 (Rejected): MP3 Playlists
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17:06 Doomsday Engine Feature #1341 (In Progress): Soft edges for sector lighting
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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...
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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...
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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...
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16:28 Doomsday Engine Feature #1314: Particle spawn rate affected by mobj visibility
- Changed title to more accurately describe what is being discussed here.
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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...
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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...
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16:16 Doomsday Engine Feature #1307 (Rejected): Melee damage
- Closing as incomplete (request is just a question).
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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...
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16:11 Doomsday Engine Feature #1303 (Rejected): Weapon Recoil
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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...
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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... -
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.
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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 ...
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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...
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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...
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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... -
08:00 Doomsday Engine Feature #1299 (Closed): Lights attached to (sub)models
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07:52 Doomsday Engine Feature #1274: Projectiles meet sky
- Fading the projectiles away should be a suitable solution here.
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07:50 Doomsday Engine Feature #1269 (Rejected): WAD Prioritized music over external
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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. -
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...
2013-10-20
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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...
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21:28 Doomsday Engine Feature #1615 (Progressed): Sloped planes
- Floor/ceiling (or other) planes that have a freely chosen normal vector.
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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).
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21:16 Doomsday Engine Feature #1220: Cutscenes
- This sounds like something that's perfectly doable with InFine and demos.
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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
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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...
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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.
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20:53 Doomsday Engine Feature #1325 (In Progress): Boom line types and sectors
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20:41 Doomsday Engine Feature #1199 (In Progress): Shaders, Texture Maps + other ver.2 features.
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20:29 Doomsday Engine Bug #856 (Rejected): Demo playback issues
- Closing as obsolete (see #1614).
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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...
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18:09 Doomsday Engine Feature #1193 (Rejected): recorddemo needs clarification
- The old demo recording implementation will be replaced, so this is now obsolete.
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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...
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