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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... danij

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)... danij

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... danij

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... danij
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...
danij
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... danij

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...
danij
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. danij
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... danij
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... danij

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... danij
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... danij
00:47 Doomsday Engine Bug #1860 (Closed): [Doom] Final Doom teleporter quirk broken
danij
00:47 Doomsday Engine Bug #765 (Closed): [Hexen] Korax teleport order
danij

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 ... danij
 

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