Activity
From 2013-10-05 to 2013-10-18
2013-10-18
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21:46 Feature #1604: Game rules (1p and MP)
- Interpreting the rule set as a hierarchy would seem to be the correct solution here. In fact I wonder whether game ru...
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21:31 Feature #1604: Game rules (1p and MP)
- Hmm, in the context of MP it makes more sense than in 1p to have the map cycle as part of rules...
Maybe this coul... -
21:23 Feature #1604: Game rules (1p and MP)
- Should a map cycle be incorporated into the game rules?
It occurs to me that a map cycle is outside the scope of a... -
15:34 Feature #1604 (New): Game rules (1p and MP)
- All the game plugins have a number of cvars that affect how gameplay behaves (either in 1p or MP). Instead/additional...
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21:39 Feature #1157 (Rejected): Auto-adjust brightness and contrast
- I'd prefer to have actual HDR rendering...
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21:37 Feature #1580: Fix the Doom 64: Absolution TC plugin
- This plugin is also far from feature complete. It was built by extracting the DOOM64 specific logic from the Absoluti...
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20:34 Feature #1580: Fix the Doom 64: Absolution TC plugin
- The doom64 plugin has been kept around and compiles fine, but likely needs plenty of fixing.
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21:19 Feature #1482: Indication of scrolling menus
- The implementation of menu scrolling definitely needs improvement, but so does the entire game-side UI mechanism. Ult...
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21:08 Feature #1566: [Automap] Reset line colors
- In the future, as more and more options are brought under @SettingsRegister@'s control, reseting to defaults will be ...
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21:05 Feature #1567: [Automap] Quick hide/show markers
- This might already be doable by binding different things to "down" and "up" key events.
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20:57 Feature #1484: [MP] Bindings for group chat
- Added relation to #1604 because the game rules define who is a friendly and who is the enemy.
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20:27 Bug #1132: Rendering slow - slow graphics (1.11.0 => 1.11.2)
- We should try to figure out what changed between 1.11.0 and 1.11.2 that might affect performance in this case.
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16:30 Feature #1150 (Rejected): Duke Nukem 3D Support
- Closed because in any realistic view, Duke Nukem 3D is outside the scope of the project. Besides, there already are s...
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16:15 Feature #1605 (Closed): Tutorial
- On the first launch, or afterwards if requested, the user should be guided through a short tutorial.
# Introduce the... -
15:46 Feature #1415: [Master Server] Allow specifying server IP manually
- If provided a manual IP, the master server should ensure that there actually is a Doomsday server running at the prov...
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15:41 Feature #1466 (Rejected): Multiplayer map select limitation
- Closed because the reported issue relates to UI that has since been removed.
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14:30 Feature #1197 (In Progress): Scriptable UI
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14:28 Feature #1197: Scriptable UI
- The new UI framework being built for Doomsday 2.0 (UI migration started in 1.11) will be scriptable through Doomsday ...
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14:05 Feature #1603 (Progressed): Support for id Tech 1 map hacks
- With carefully manipulated map data, the original DOOM engine could be tricked into rendering special effects like de...
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13:56 Feature #1602 (New): Improvements for map title in automap
- * add "map-title" cvar to enable automap title specifically
* make display of map number optional
* Doom: option to... -
13:41 Feature #1601 (In Progress): Package management
- Doomsday should have an internal package manager for managing the installed addons and for accessing online repositor...
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13:27 Feature #1600 (Closed): Drop Snowberry
- Doomsday should not need a separate launcher once the Home screen (Ring Zero GUI) has been improved enough to support...
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13:24 Feature #1594: [Audio] Default number of sound channels should be "max"
- There are actually two, separate limits:
* Doomsday's own logical sound channels, controlled with "-sfxchan"
* A po... -
12:33 Feature #1594: [Audio] Default number of sound channels should be "max"
- It is my understanding that if a user tries to launch Dday with a number of sound channels greater than what their sy...
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11:00 Feature #1594 (Rejected): [Audio] Default number of sound channels should be "max"
- Should the default number of audio channels be set to maximum available? (In Snowberry also.)
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13:18 Feature #1404: Stopping time, while allowing camera movement
- There could be factor similar to "settics" that controls how long game world ticks are. Pausing everything would be a...
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12:48 Bug #1599 (Closed): Double Quit sound
- A tiny little thing that affects all games in modern Dday.
Normally, if one selects quit game from the main menu, ... -
12:28 Bug #1598: Strange vertical view bobbing when running into walls
- I would like to challenge this being ignored, as it seems to actually be a symptom of another issue.
Dday acts lik... -
11:08 Bug #1598 (New): Strange vertical view bobbing when running into walls
- Strange vertical view-bob behavior when running into walls (bob delta differs for vertical and horizontal walls?)
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11:06 Bug #1597 (New): [HUD] Psprite positioning too low
- Psprites are positioned slightly too low (8-10 virtual pixels) (dependent on display aspect ratio; positions correct ...
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11:03 Feature #1596 (Closed): [Updater] Notify when network connection fails
- A message or a notification should be displayed when dengine.net cannot be reached due to a network failure.
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11:01 Feature #1595 (Closed): [Updater] Separate channels for unstable, stable, and RC+stable releases
- Now that the Build Database is available on api.dengine.net, query unstable and stable builds separately. Add an "RC+...
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10:58 Bug #1593 (New): [Doom] Excess state in rocket explosion
- There is a superflous extra state in rocket explosion that breaks some DEH patches.
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10:57 Bug #1592 (New): [HUD] Weapon lower animation briefly restarts
- With HUD 3D models, the weapon lower animation briefly restarts.
See veirdo's "HUD_Mage" add-on available in the ... -
10:55 Bug #1591 (Progressed): [BSP] Fully overlapped map geometry is not always split
- Fully overlapped map geometry is not always split when building the BSP (partial overlaps are split correctly).
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10:54 Bug #1590 (Closed): Cannot reshow autocompletion popup
- Once dismissed the autocompletion popup can't be reshown until cursor moves: pressing Tab again completes rather than...
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10:53 Bug #1589 (Closed): [Windows] Missing icons
- On Windows 7, icons for the main window and Add/Remove Programs are missing.
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10:51 Bug #1588 (Closed): [Console] Unclear when autocompletion popup is scrollable
- The color of the autocompletion popup indicator is not visible enough on the inverted background.
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08:44 Feature #1301 (In Progress): Redesigned DED Reader
2013-10-17
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12:43 Bug #1128 (Closed): Some of the textures and parts of GUI missing
- I'm closing this as it sounds more like an OpenGL driver issue related to texture compression.
Texture compression...
2013-10-16
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14:52 Feature #1362: Smoothing of dynlights & halos
- Indeed I expect this can be implemented by removing the regenerating and instead updating lumobj properties if/when n...
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14:38 Feature #1362: Smoothing of dynlights & halos
- For the new lens flare drawing code, it is quite important that luminous objects are tracked across frames. I suppose...
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14:34 Feature #1362: Smoothing of dynlights & halos
- As of 1.12 luminous objects are now owned by the de::Map instance. However they currently cleared and regenerated at ...
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14:20 Feature #1370 (In Progress): Halos with fading trails (to go with the slowed occlusion)
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12:52 Feature #1587: 3D weapon behaviour
- Sorry, I meant to write 'stream', not 'steam', in reference to the Phoenix Rod above.
2013-10-11
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13:08 Bug #1137 (Closed): [Deathkings] Inventory navigation
- In Hexen Deathkings of the Dark Citadel
In the list of items: to select an item on the left, left bracket must be ... -
12:18 Bug #10 (New): [InFine] Line spacing for text
- At least in Heretic and Hexen, line spacing in blocks of text does not match the original games, causing the text to ...
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10:05 Feature #9 (Progressed): Use local server to run single-player games
- The objective is to make the engine always run in client/server mode, even locally in single-player games.
Complet... -
09:53 Feature #8 (Closed): New GL2 based model renderer
- The 3D model renderer is a relatively isolated component in Doomsday. It should be possible to add a new GL2 based mo...
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09:46 Feature #7 (Progressed): Next-gen renderer (codename "Gloom")
- Doomsday's renderer in version 1.9 was fully based on OpenGL 1.4. There was no support for shaders, for instance.
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09:40 Feature #6 (Progressed): Draw lens flares using GL2
- The old lens flares & halo renderer should be replaced with one that draws the flares using the new libgui GL2 classe...
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07:36 Feature #5 (Closed): Multiplayer UI as part of taskbar
- The old multiplayer connection UI is accessed via the game's main menu. Additionally/instead, the task bar should pro...
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07:34 Feature #4 (In Progress): UI improvements
- This issue tracks the status of the UI renovation from old version 1.9 engine UI to 2.x and beyond.
2013-10-09
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21:20 Bug #1054: [Win XP] Jitter with sync in windowed mode
- What about these:
- windowed + vsync off => no jitter?
- windowed + vsync on + mouse grabbed => ?
- windowed + v... -
21:08 Bug #1053: [Render hack] Icarus Alien Vanguard: Force-fields (scrolling masked middle texture)
- - **assigned_to**: Daniel Swanson
- **Priority**: 5 --> 7
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07:01 Bug #1053: [Render hack] Icarus Alien Vanguard: Force-fields (scrolling masked middle texture)
- This map hack is on my to-do list for 1.13 and will be supported in this release.
Note that the two ports you ment...
2013-10-05
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11:44 Bug #1136 (Rejected): Mouse look laggy
- I have just downloaded the latest stable release of Doomsday and the mouse is still very laggy, it's like mouse smoot...
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03:15 Bug #974: [Heretic] No map def for E4M1
- Yeah, upon reflection, I forgot that Dday has a default map def it uses for maps with no specific def assigned.
St... -
03:15 Bug #973: [Map Converter] Crashes on linedefs with no front or back
- - **status**: accepted --> fixed
- **Milestone**: v1.9.0-beta6 --> v1.13
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