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skyjake's activity

From 2014-04-06 to 2014-04-19

2014-04-18

10:14 Doomsday Engine Bug #1752 (Closed): Doomsday 1.14 crashes at startup when log level is set to verbose or x.verbose
skyjake
09:39 Doomsday Engine Feature #1772 (Closed): Console menu: Copy log file path to clipboard
To make it easier to find where the log file is written, there could be an option in the Console [>] menu to copy its... skyjake
09:37 Doomsday Engine Feature #1771 (Closed): Delete savegames via Game Selection menu
Now that savegames are listed in the Game Selection menus, there should be an option to delete them, too. In practice... skyjake
09:33 Doomsday Engine Feature #1770 (Closed): Tutorial improvements
* Back button to allow stepping back in the tutorial.
* < and > arrows icons for buttons.
* Dotted progress bar ind...
skyjake
09:02 Doomsday Engine Bug #1769 (Closed): [Snowberry] Obsolete log verbosity options
The log level names were updated in 1.14, and also the @-devlog@ option needs to be added. skyjake
08:42 Doomsday Engine Feature #1768: Boom compatibility
danij has been working on this for years and much of the required work has already been done: http://dengine.net/foru... skyjake
08:39 Doomsday Engine Feature #1768 (Progressed): Boom compatibility
"PrBoom":http://prboom.sourceforge.net adds many modding features and gameplay enhancements to Doom without sacrifici... skyjake
08:35 Doomsday Engine Feature #1767 (New): Network delta profiler
In a multiplayer game, the server will periodically determine what has changed in the game world and send out notific... skyjake
08:33 Doomsday Engine Feature #1766 (Closed): Server-supplied (i.e., remote) resource files
The server provides clients with required resources, if the clients lack local copies. This would include PWADs, addo... skyjake
08:26 Doomsday Engine Feature #1765 (New): Multiplayer savegames (co-op)
The server has all the information it needs to save the complete state of the game. It just needs to sync the state a... skyjake
08:22 Doomsday Engine Feature #1764 (New): DMU 2.0: Generate network deltas
Take advantage of DMU calls to generate network world state deltas. The core idea is that because all changes done to... skyjake
08:14 Doomsday Engine Feature #1763 (New): Autosaving
At certain times, for instance when installing an update to the engine, it is necessary to save the game automaticall... skyjake
08:12 Doomsday Engine Feature #1762 (New): Game hierarchy
Many of the supported games are variants of some other supported game. Therefore, games should form a hierarchy so th... skyjake
08:03 Doomsday Engine Feature #1761 (Closed): FS2 resource packages
There are already conventions in place for resource packaging in FS2:
* zipped folders with @.pack@, @.save@, etc. e...
skyjake
07:56 Doomsday Engine Feature #1759 (Rejected): Plugins 2.0
The plugin mechanism should support C++ classes, too, and be provided for all via @libdeng2@.
See proposal: "Plugi...
skyjake
07:53 Doomsday Engine Feature #1758 (New): Separate left/right modifier keys (Shift, Alt, etc.)
If the left and right modifier keys would be detected separately, this could allow more fine-grained key bindings. Us... skyjake
07:50 Doomsday Engine Feature #1757 (New): Separate server and client sources
Currently the server is being built from the same source files as the client, using the @__SERVER__@ preprocessor def... skyjake
07:45 Doomsday Engine Feature #1756 (Rejected): URIs for locating/identifying resources and assets
Currently resource management is largely done in the client app, which includes URIs and resource namespaces/schemes.... skyjake
07:42 Doomsday Engine Feature #1755: Use FS2 for runtime files
The files that needs updating are:
* client.id (could be in Config)
* configs/* (renderer profiles already written ...
skyjake
07:40 Doomsday Engine Feature #1755 (Closed): Use FS2 for runtime files
All runtime files (under */home*) should be read and written using FS2. skyjake
07:36 Doomsday Engine Feature #1754 (New): Start local server using client GUI
In order to facilitate #9 and MP gameplay improvements, it should be possible to start a local server also via the cl... skyjake
07:31 Doomsday Engine Feature #1753 (Rejected): Improved Master Server API
Currently Doomsday sends the full set of information about every public server to the master, wasting a lot of bandwi... skyjake

2014-04-17

15:24 Doomsday Engine Bug #1750 (In Progress): [Deathkings] New game crash while viewing ending
skyjake
10:54 Doomsday Engine Bug #1750: [Deathkings] New game crash while viewing ending
Does this happen every time? Does it depend on which player class is active during the finale? At which point in the ... skyjake
10:46 Doomsday Engine Bug #1748 (Closed): Invalid time shown in Updater settings dialog
skyjake
10:46 Doomsday Engine Bug #1751 (Closed): Shift key state not recognized by bindings when typing in console
skyjake
08:56 Doomsday Engine Bug #1751 (Closed): Shift key state not recognized by bindings when typing in console
It seems that the console command line widget is not letting the Shift key state be updated appropriately for binding... skyjake

2014-04-16

20:34 Doomsday Engine Bug #1748 (Resolved): Invalid time shown in Updater settings dialog
skyjake
15:15 Doomsday Engine Bug #1748 (Closed): Invalid time shown in Updater settings dialog
The last checked time is probably stored as a high-performance time? skyjake
20:01 Doomsday Engine Feature #1749 (New): Built-in effects should come in resource packs
All the effects and resources that Doomsday adds in the default, built-in distribution should be packaged in resource... skyjake

2014-04-15

20:57 Doomsday Engine Bug #1740 (Closed): [HeXen] Star Bridge no longer solid
This affected *all* collision checks in Hexen when checking if a mobj is on top of another mobj. skyjake

2014-04-10

17:59 Doomsday Engine Feature #1746 (Closed): Enable C++11
C++11 has plenty of goodies, for instance lambdas and @auto@ being some of the most helpful ones. Especially when mig... skyjake
09:34 Doomsday Engine Feature #1605 (Closed): Tutorial
skyjake

2014-04-09

20:22 Doomsday Engine Feature #1745: Performance optimization
* Gridmap traversal (#1639) => uses relational structure for spatial indexing represented with pointer chains (derefe... skyjake
20:21 Doomsday Engine Feature #1745 (Progressed): Performance optimization
This issue is a shortlist of possible/pertinent optimizations that could be applied for better performance and/or mem... skyjake

2014-04-07

08:42 Doomsday Engine Feature #1700 (Closed): Warning/error alerts
skyjake
 

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