Activity
From 2013-10-08 to 2013-10-21
2013-10-21
- 21:45 Feature #1338 (Rejected): Particles that inflict damage
- 21:15 Feature #1338: Particles that inflict damage
- I personally think this should be ignored because it would result in dependencies between the playsim and graphics sy...
- 17:03 Feature #1338: Particles that inflict damage
- In practice this would require the particle logic to make hit tests against mobjs, which may be difficult to pull off...
- 21:04 Feature #1305: Particle generator flag: instantly kill generator
- Actually that would probably be a better solution anyway, given that mobjs can be reanimated (e.g., Archvile in DOOM).
- 16:14 Feature #1305: Particle generator flag: instantly kill generator
- Might be more elegant to set a scope condition (or some kind of selector) that says the target must be a mobj with he...
- 21:02 Feature #1398 (Rejected): No Blood?
- The request is a bit vague, but it sounds more like an idea for a mod than something we should do in the engine or th...
- 20:58 Feature #1394: Consistent map scoping in definitions
- While the example case is a bit outdated, I fully agree a scoping mechanism must be consistent in syntax and semantics.
- 20:55 Feature #1393: "version" should print IWAD info/version
- It is true that this information is already available, however accessing it easily would not hurt.
- 20:50 Feature #1199: Shaders, Texture Maps + other ver.2 features.
- Maybe this should just be merged into Feature #7?
- 20:41 Feature #1379: XG refs: evaluate params at runtime
- The basic idea is good and should be elegantly addressable with Doomsday Script expressions and longer scripts embedd...
- 20:36 Feature #1378 (Rejected): DED ver 6 syntax for XG Definitions
- Closing this as obsolete, as (Scripted) Info will be used as a basis for definitions in the future.
- 20:31 Feature #1376: Externally spawned mobjs
- This is already almost possible with a Map Info definition that executes a bunch of spawnmobj commands. The caveat is...
- 17:22 Feature #1369: Dynamic map lists (episode structure)
- There should be a way to specify the map/hub progression in a completely unlimited way using definitions.
This cou... - 17:16 Feature #1361: Rotation of objects away from walls during map load
- The "done" portion refers to the existing logic for doing this sort of tuning of objects (statues, torches).
- 17:15 Feature #1361 (In Progress): Rotation of objects away from walls during map load
- 17:14 Feature #1358 (Rejected): Object oriented fog
- Not enough information.
- 17:13 Feature #1357: [InFine] More blending modes (add/mul/inv etc)
- Also, shaders should be supported.
- 17:12 Feature #1356 (Rejected): MP3 Playlists
- 17:06 Feature #1341 (In Progress): Soft edges for sector lighting
- 16:57 Feature #1621 (Closed): Evaluation of runtime conditions
- Some conditions (e.g., scopes) can only be determined at runtime as the game world is dynamically changing. This mean...
- 16:41 Feature #1620 (Progressed): XG 2.0
- XG 1.0 is quite limited and contains plenty of hard-coded functionality. It needs to be integrated with Doomsday Scri...
- 16:33 Feature #1619 (Rejected): Adaptive LOD for models
- As mentioned in #1319, having massive amounts of objects on the screen will make it difficult to draw all as 3D objec...
- 16:28 Feature #1314: Particle spawn rate affected by mobj visibility
- Changed title to more accurately describe what is being discussed here.
- 16:20 Feature #1312: Stereo sound effects
- Stereo sound effects are a bit problematic in a 3D setting like Doom where the left and right channels are mostly det...
- 16:17 Feature #1308 (In Progress): Splitscreen multiplayer
- Marking this as "in progress" because some work has been done toward multiple simultaneous viewports and separate bin...
- 16:16 Feature #1307 (Rejected): Melee damage
- Closing as incomplete (request is just a question).
- 16:11 Feature #1303 (Rejected): Weapon Recoil
- 12:42 Feature #1265: Map-specific definitions in a WAD lump
- This might have some value as a compatibility feature, assuming the lump was being used for some Doomsday-specific ni...
- 12:34 Feature #1265: Map-specific definitions in a WAD lump
- Given a scoping mechanism is in place, I don't see any need for a map-specific definition set. All such a feature wou...
- 07:34 Feature #1265: Map-specific definitions in a WAD lump
- > If this lump is found then obviously the Wad Interpretation Conditions should not be used.
I'm not sure why, thoug... - 08:49 Feature #1302 (Rejected): Ability to define dynamic Lights from a Map definition
- This is should be taken care of via feature #1264 and related features.
- 08:40 Feature #1617: Scoped definitions and variables
- In practice, libdeng2's @Record@ could play a major role in resolving these scopes. Similarly to how Doomsday Script ...
- 07:43 Feature #1617 (New): Scoped definitions and variables
- Often it is necessary to limit the effect of some definition or variable to a specific map, episode, game, global var...
- 08:32 Feature #1618: Decorations/effects for game events (power up, damage, etc.)
- Essentially there should be a mechanism that enables one to set up a trigger condition and then start various effects...
- 08:28 Feature #1618 (New): Decorations/effects for game events (power up, damage, etc.)
- Creation of an external definition to govern the visual effects of power-ups, damage, killed etc.
Maybe a standard... - 08:00 Feature #1299 (Closed): Lights attached to (sub)models
- 07:52 Feature #1274: Projectiles meet sky
- Fading the projectiles away should be a suitable solution here.
- 07:50 Feature #1269 (Rejected): WAD Prioritized music over external
- 07:23 Feature #1244: Scripting in model definitions (e.g., dependent on player health)
- > selector for sprites
That's a nice idea; added feature #1616. - 00:32 Feature #1244: Scripting in model definitions (e.g., dependent on player health)
- I don't know if this is appropriate to post in this issue, but it might also be interesting to see the selector mecha...
- 07:23 Feature #1616 (New): Selector for sprites
- _(suggested by vermil)_
It might also be interesting to see the selector mechanism of models extended to sprites...
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...
- 21:28 Feature #1615 (Progressed): Sloped planes
- Floor/ceiling (or other) planes that have a freely chosen normal vector.
- 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).
- 21:16 Feature #1220: Cutscenes
- This sounds like something that's perfectly doable with InFine and demos.
- 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
- 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...
- 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.
- 20:53 Feature #1325 (In Progress): Boom line types and sectors
- 20:41 Feature #1199 (In Progress): Shaders, Texture Maps + other ver.2 features.
- 20:29 Bug #856 (Rejected): Demo playback issues
- Closing as obsolete (see #1614).
- 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...
- 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...
- 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...
- 18:09 Feature #1193 (Rejected): recorddemo needs clarification
- The old demo recording implementation will be replaced, so this is now obsolete.
- 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... - 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...
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...
- 18:51 Feature #1187 (Rejected): Force feedback
- 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... - 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... - 16:43 Feature #1162 (In Progress): Global engine configuration
- This is effectively implemented by @SettingsRegister@, for instance the renderer appearance profiles are "global", i....
- 12:45 Bug #1593: [Doom] Excess state in rocket explosion
- This one?...
- 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.
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...
- 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...
- 21:39 Feature #1157 (Rejected): Auto-adjust brightness and contrast
- I'd prefer to have actual HDR rendering...
- 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...
- 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.
- 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...
- 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 ...
- 21:05 Feature #1567: [Automap] Quick hide/show markers
- This might already be doable by binding different things to "down" and "up" key events.
- 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.
- 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.
- 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...
- 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...
- 15:41 Feature #1466 (Rejected): Multiplayer map select limitation
- Closed because the reported issue relates to UI that has since been removed.
- 14:30 Feature #1197 (In Progress): Scriptable UI
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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.)
- 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...
- 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?)
- 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 ...
- 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.
- 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+...
- 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.
- 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).
- 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...
- 10:53 Bug #1589 (Closed): [Windows] Missing icons
- On Windows 7, icons for the main window and Add/Remove Programs are missing.
- 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.
- 08:44 Feature #1301 (In Progress): Redesigned DED Reader
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...
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...
- 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...
- 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 ...
- 14:20 Feature #1370 (In Progress): Halos with fading trails (to go with the slowed occlusion)
- 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
- 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 ...
- 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...
- 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.
... - 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...
- 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...
- 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
- 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
- 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...
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