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skyjake's activity

From 2015-03-04 to 2015-03-17

2015-03-17

22:12 Doomsday Engine Feature #1998: Emulate original game menus (other settings moved to taskbar UI)
To clarify, I was talking about the first step toward #1197. In Ring Zero, these "injections" would not be occurring ... skyjake
21:57 Doomsday Engine Feature #1998: Emulate original game menus (other settings moved to taskbar UI)
Rather than redesigning game definitions/resources to be understandable by Doomsday in Ring Zero — which is indeed a ... skyjake
19:30 Doomsday Engine Feature #1998 (New): Emulate original game menus (other settings moved to taskbar UI)
Looking at the big picture, I agree that the only credible justification for having a game-side menu UI (that is esse... skyjake
12:14 Doomsday Engine Feature #1998 (In Progress): Emulate original game menus (other settings moved to taskbar UI)
I agree. I will remove the old Sound menu. skyjake

2015-03-16

16:59 Doomsday Engine Feature #1997: Menu, weapon, intermission, and finale stretching in Video Settings
danij wrote:
> Nowadays, with 3D models, yes I'd agree. However, we are talking about sprites designed for use with ...
skyjake
15:22 Doomsday Engine Feature #1997: Menu, weapon, intermission, and finale stretching in Video Settings
danij wrote:
> stretching, in general, looks better overall than framing the window within black borders
I have...
skyjake
11:38 Doomsday Engine Feature #1997: Menu, weapon, intermission, and finale stretching in Video Settings
@danij, do you agree that HUD sprite stretching is not really needed at 16:9? What was the reasoning behind the curre... skyjake
11:36 Doomsday Engine Feature #1997 (Closed): Menu, weapon, intermission, and finale stretching in Video Settings
In a 16:9 display mode, which is not an uncommon aspect ratio nowadays, the default settings for menu and HUD sprite ... skyjake

2015-03-15

18:08 Doomsday Engine Bug #1939 (Resolved): [Doom] Screen wipe wrong when loading game during InFine
The problem was that the busy frame captured before the savegame loading begun was discarded too early. skyjake

2015-03-13

09:09 Doomsday Engine Feature #1995 (Closed): Improved 3D model shaders
The new 3D model shading need some improvements:
* -Allow specifying different shaders for models as needed.-
* -Pr...
skyjake
09:05 Doomsday Engine Feature #1994 (Closed): Model asset for player weapons (model.weapon.*)
While @model.thing.*@ assets represent objects in the game world, @model.weapon.*@ would represent the "psprites", i.... skyjake
08:41 Doomsday Engine Bug #1990 (Closed): Qt 4 incompatibility in ResourceSystem::initSprites()
skyjake

2015-03-10

08:27 Doomsday Engine Feature #1991 (Closed): Qt 5.5 as minimum requirement for GUI, Qt 5.x for non-GUI build
Qt 4 is nowdays in maintenance mode and is not being actively developed any more. Qt 5 offers better APIs and more up... skyjake
08:17 Doomsday Engine Bug #1990 (Closed): Qt 4 incompatibility in ResourceSystem::initSprites()
Build 1528 fails when compiling with Qt 4.7, because QMap::firstKey() is not availble.
This loop could be written ...
skyjake

2015-03-08

17:11 Doomsday Engine Bug #1969 (Closed): [Doom] Multiplayer intermission using incorrect header graphics
skyjake
17:06 Doomsday Engine Bug #1969 (Resolved): [Doom] Multiplayer intermission using incorrect header graphics
skyjake
17:04 Doomsday Engine Bug #1989 (New): Client assert fail (possible crash) if joining game during intermission
If the server is in the intermission screen, a client connects, and then triggers the Fire control (to advance to the... skyjake

2015-03-07

16:59 Doomsday Engine Feature #1548: Multi-monitor support
Assuming that the monitors are set up as an extended desktop, it would be possible to configure a Nx1 viewgrid with a... skyjake

2015-03-05

11:28 Doomsday Engine Bug #1969 (In Progress): [Doom] Multiplayer intermission using incorrect header graphics
skyjake
11:27 Doomsday Engine Bug #1969: [Doom] Multiplayer intermission using incorrect header graphics
vermil wrote:
> the 'comment's' tab, that is displayed by default is sometimes erratic with regards to what, if any,...
skyjake
07:57 Doomsday Engine Bug #1969: [Doom] Multiplayer intermission using incorrect header graphics
danij wrote:
> All current versions of libdoom's inlude.ded seemingly use the correct names for these patches. Maybe...
skyjake
08:38 Doomsday Engine Feature #1887: Migrate project build system to CMake 3
The final hurdle before this can be merged to master is to update the autobuilder to use CMake. This means that Snowb... skyjake
08:33 Doomsday Engine Bug #1987 (Closed): FOV gets maxed out too early in a very wide window
skyjake
08:32 Doomsday Engine Bug #1941 (Closed): UI cursor illegible in stereoscopic 3D
skyjake

2015-03-04

13:32 Doomsday Engine Feature #1986: [MP] Configure what the server does when an episode ends
danij wrote:
> implementing such cycles as scripts
That is not what I meant. The idea I failed to describe in my ...
skyjake
09:05 Doomsday Engine Feature #1900: OpenGL 3.3 Core Profile
This work has been started in the @opengl3.3@ branch, although the crucial step of switching to @QOpenGLWindow@ has n... skyjake
09:02 Doomsday Engine Feature #1900 (In Progress): OpenGL 3.3 Core Profile
skyjake
 

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