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skyjake's activity

From 2015-03-08 to 2015-03-21

2015-03-21

22:53 Doomsday Engine Feature #1794: Mobile apps and shared client/server code (more modular code structure)
The work in the @cmake-build@ branch brings some improvements for modularity. Also, Qt 5 has better support for mobil... skyjake
22:43 Doomsday Engine Bug #1961 (New): Client fatal error due to invalid data received from server
skyjake
22:42 Doomsday Engine Feature #1370 (New): Halos with fading trails (to go with the slowed occlusion)
skyjake
22:40 Doomsday Engine Bug #1730 (Closed): Failure to close taskbar dialogs/popups with click outside
skyjake
19:47 Doomsday Engine Bug #1730 (Resolved): Failure to close taskbar dialogs/popups with click outside
skyjake
16:08 Doomsday Engine Feature #1997 (Closed): Menu, weapon, intermission, and finale stretching in Video Settings
skyjake
12:56 Doomsday Engine Feature #1997: Menu, weapon, intermission, and finale stretching in Video Settings
sonicdoommario wrote:
> the weapons are a little "sunk" on the 16:9 screenshots.
You have the status bar open. I ...
skyjake

2015-03-20

09:23 Doomsday Engine Feature #1997: Menu, weapon, intermission, and finale stretching in Video Settings
vermil wrote:
> long standing issue with Heretic and HeXen's finale text not fitting on the screen in non 4:3 screen...
skyjake
09:18 Doomsday Engine Bug #2000 (New): [Heretic, Hexen] Finale/hub text must be scaled down to fit (incorrect font glyph sizes)
There is a long standing issue with Heretic and HeXen's finale text not fitting on the screen. Currently there is a w... skyjake

2015-03-19

18:16 Doomsday Engine Feature #1997 (Resolved): Menu, weapon, intermission, and finale stretching in Video Settings
I've now added the various stretching options into Video Settings. Since these are cvars, and thus game-specific, the... skyjake

2015-03-18

11:03 Doomsday Engine Feature #1998: Emulate original game menus (other settings moved to taskbar UI)
I understood he was talking about both the visual style and the contents. skyjake

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
 

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