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From 2013-10-07 to 2013-10-20

2013-10-20

21:34 Feature #1244: Scripting in model definitions (e.g., dependent on player health)
This use case requires runtime evaluation of condition expressions instead of the basic load-time execution that @Scr... skyjake
21:28 Feature #1615 (Progressed): Sloped planes
Floor/ceiling (or other) planes that have a freely chosen normal vector. skyjake
21:20 Feature #1222 (Closed): 5.1 Digital sound
I believe FMOD takes care of this with 3D sounds and the appropriate speakermode option (-speaker51). skyjake
21:16 Feature #1220: Cutscenes
This sounds like something that's perfectly doable with InFine and demos. skyjake
21:06 Feature #1229: Input plugins: generate events from connected controllers
There is a related proposal: "Input drivers":http://dengine.net/dew/index.php?title=Input_drivers skyjake
21:03 Feature #1503: [Unix] Basic command line options (e.g., help, version)
This is actually quite important because users sometimes rely on --help/-h and --version/-v to query basic usage info... skyjake
21:00 Feature #1517 (In Progress): Autoselect missing interfaces from other audio plugins
This is partially done now: one can select specific interfaces with command line options. skyjake
20:53 Feature #1325 (In Progress): Boom line types and sectors
skyjake
20:41 Feature #1199 (In Progress): Shaders, Texture Maps + other ver.2 features.
skyjake
20:29 Bug #856 (Rejected): Demo playback issues
Closing as obsolete (see #1614). skyjake
20:09 Feature #1193: recorddemo needs clarification
I closed this old RFE because it was worded more like a support request. The presented idea itself is now essentially... skyjake
19:17 Feature #1193: recorddemo needs clarification
My apologies, I now see that yourself is trying to consolidate a list of features for the new demo recording system u... vermil
19:01 Feature #1193: recorddemo needs clarification
Apologies for interfering, but why close what could still be considered an RFE for the new demo recording system in f... vermil
18:09 Feature #1193 (Rejected): recorddemo needs clarification
The old demo recording implementation will be replaced, so this is now obsolete. skyjake
18:13 Feature #1614 (New): Improved demo recording and playback
The demo recording and playback system needs to be completely revised.
Features:
* Recording a demo on the server...
skyjake
00:32 Feature #1471: Standard definitions should conform to vanilla
There is also the anomaly of the 'chgun' sound def in Doom's sounds.ded. I'm not sure if it was in Vanilla Doom or no... vermil

2013-10-19

18:57 Feature #1608 (Progressed): Integrate Doomsday Script
"Doomsday Script":http://dengine.net/dew/index.php?title=Doomsday_Script_reference should be integrated into all rele... skyjake
18:51 Feature #1187 (Rejected): Force feedback
skyjake
18:44 Feature #1607 (New): Reset settings to defaults
There should be a way to reset any settings to defaults.
In practice, this could be done by utilizing @SettingsReg...
skyjake
16:53 Bug #1606 (Progressed): M_THERMM and HUD message font replacement
_(original issue reported by vermil)_
Not version specific (i've tested it in 1.8.6 and beta4).
Not so much a b...
skyjake
16:43 Feature #1162 (In Progress): Global engine configuration
This is effectively implemented by @SettingsRegister@, for instance the renderer appearance profiles are "global", i.... skyjake
12:45 Bug #1593: [Doom] Excess state in rocket explosion
This one?... skyjake
12:13 Bug #1125: Handling missing OpenGL support during launch
Changed priority to Low because the OpenGL version check must be manually disabled for this situation to occur. skyjake

2013-10-18

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... danij
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...
skyjake
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...
danij
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... skyjake
21:39 Feature #1157 (Rejected): Auto-adjust brightness and contrast
I'd prefer to have actual HDR rendering... skyjake
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... danij
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. skyjake
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... skyjake
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 ... skyjake
21:05 Feature #1567: [Automap] Quick hide/show markers
This might already be doable by binding different things to "down" and "up" key events. skyjake
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. skyjake
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. skyjake
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... skyjake
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...
skyjake
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... skyjake
15:41 Feature #1466 (Rejected): Multiplayer map select limitation
Closed because the reported issue relates to UI that has since been removed. skyjake
14:30 Feature #1197 (In Progress): Scriptable UI
skyjake
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 ... skyjake
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... skyjake
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...
skyjake
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... skyjake
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... skyjake
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...
skyjake
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... vermil
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.)
skyjake
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... skyjake
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, ...
vermil
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...
vermil
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?)
skyjake
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 ... skyjake
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.
skyjake
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+... skyjake
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.
skyjake
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 ...
skyjake
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). skyjake
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... skyjake
10:53 Bug #1589 (Closed): [Windows] Missing icons
On Windows 7, icons for the main window and Add/Remove Programs are missing. skyjake
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. skyjake
08:44 Feature #1301 (In Progress): Redesigned DED Reader
skyjake

2013-10-17

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...
skyjake

2013-10-16

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... danij
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... skyjake
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 ... danij
14:20 Feature #1370 (In Progress): Halos with fading trails (to go with the slowed occlusion)
skyjake
12:52 Feature #1587: 3D weapon behaviour
Sorry, I meant to write 'stream', not 'steam', in reference to the Phoenix Rod above. vermil

2013-10-11

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 ...
tarabs
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 ... skyjake
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...
skyjake
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... skyjake
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.
...
skyjake
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... skyjake
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... skyjake
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. skyjake

2013-10-09

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...
skyjake
21:08 Bug #1053: [Render hack] Icarus Alien Vanguard: Force-fields (scrolling masked middle texture)
- **assigned_to**: Daniel Swanson
- **Priority**: 5 --> 7
danij
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...
danij
 

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