danij's activity
From 2015-03-13 to 2015-03-26
2015-03-26
-
01:25 Doomsday Engine Bug #2002 (Rejected): Light decoration level fields ignored if min/max values indentical
- This is expected behavior. The docs define behavior for the min < max and max > min cases. As such @if min == max@ th...
2015-03-19
-
10:03 Doomsday Engine Bug #1999: Window focus/close events ignored during busy mode (should defer)
- Similar to quiting while in busy mode, this should be handled by deferring the action (in this case pausing the game)...
2015-03-18
-
12:16 Doomsday Engine Feature #1998: Emulate original game menus (other settings moved to taskbar UI)
- Indeed I was speaking of emulating both behavior and audio/visual aspects including page layouts (with a concession t...
2015-03-17
-
22:09 Doomsday Engine Feature #1998: Emulate original game menus (other settings moved to taskbar UI)
- Naturally, a mechanism like that involving the game plugins necessitates making the plugin active and giving it acces...
-
20:32 Doomsday Engine Feature #1998: Emulate original game menus (other settings moved to taskbar UI)
- skyjake wrote:
> But we should remember that even though the game menus remain vanilla, Doomsday can still offer its... -
14:23 Doomsday Engine Feature #1998: Emulate original game menus (other settings moved to taskbar UI)
- Personally I believe we should look to retain game menus comparable to those found in the original games. The issue I...
2015-03-16
-
15:35 Doomsday Engine Feature #1997: Menu, weapon, intermission, and finale stretching in Video Settings
- skyjake wrote:
> the weapon is essentially part of the game world
Nowadays, with 3D models, yes I'd agree. Howeve... -
15:26 Doomsday Engine Feature #1997: Menu, weapon, intermission, and finale stretching in Video Settings
- I think the main issue here is that the already existing options are not being presented to the user.
-
15:24 Doomsday Engine Feature #1997: Menu, weapon, intermission, and finale stretching in Video Settings
- Vermil has aptly covered why stretching of the player weapon sprites is done by default. Its so that mods expecting t...
-
15:15 Doomsday Engine Feature #1997: Menu, weapon, intermission, and finale stretching in Video Settings
- The current threshold was chosen deliberately so that 16:9 is stretched by default. I did this because I felt that th...
2015-03-14
-
05:43 Doomsday Engine Bug #1821: [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
- Tackling the original map data in the debugger was proving to be very time consuming. So I decided to try a different...
-
01:23 Doomsday Engine Bug #1821 (In Progress): [Hexen] Monsters do not always awaken (Seven Portals and elsewhere)
- Initial testing indicates that those specific monsters, on this particular map, are not waking up when they otherwise...
-
00:47 Doomsday Engine Bug #1860 (Closed): [Doom] Final Doom teleporter quirk broken
-
00:47 Doomsday Engine Bug #765 (Closed): [Hexen] Korax teleport order
2015-03-13
-
15:53 Doomsday Engine Feature #1996 (Progressed): Engine-managed "map spot / point of interest" mechanism
- A fundamental requirement for runtime map editing. The engine should provide a mechanism for managing map spots used ...
Also available in: Atom