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From 2013-10-21 to 2013-11-03

2013-11-03

19:33 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> > Furthermore, I don't see why the window border can't work in Rift mode in the same way it usually...
danij
19:17 Feature #1636: Support for Oculus Rift
> Indeed we do have a philosophical difference here.
Fair enough. This is your house. I accept your judgement, espec...
cmbruns
18:48 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> danij wrote:
> > cmbruns wrote:
> > > * When the player activates/deactivates the status HUD (+/-...
danij
17:46 Feature #1636: Support for Oculus Rift
I created a brief video of Rift gameplay
https://www.youtube.com/watch?v=sgCRDGfO448
cmbruns
17:22 Feature #1636: Support for Oculus Rift
By the way, the size of the off-screen HUD buffer for Rift mode would be 512x384 -256x192- (i.e. -really- small). The... cmbruns
17:00 Feature #1636: Support for Oculus Rift
Potential uses of offscreen render buffers:
* Rift warping like we already have.
* HUD rendering, to aid compositio...
cmbruns
16:02 Feature #1636: Support for Oculus Rift
skyjake wrote:
> cmbruns wrote:
> > The taskbar cannot be seen at all. I press apostrophe and type what I imagine t...
cmbruns
15:00 Feature #1636: Support for Oculus Rift
danij wrote:
> cmbruns wrote:
> > * When the player activates/deactivates the status HUD (+/- keys), the OpenGL vie...
cmbruns
11:56 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> The taskbar cannot be seen at all. I press apostrophe and type what I imagine to be in the taskbar ...
skyjake
07:55 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> * When the player activates/deactivates the status HUD (+/- keys), the OpenGL viewport for 3D viewi...
danij
00:29 Feature #1636: Support for Oculus Rift
As of today, 3D gameplay is playable and working well enough in the Rift. This is excellent. I can't wait to try this... cmbruns
11:25 Feature #1649: Option to disable HUD/menu font upscaling
Indeed, there is a smoothing/up scaling filter applied to all fonts in Dday (UI and gameworld), that as far as I am a... vermil
11:11 Feature #1649: Option to disable HUD/menu font upscaling
For me the "rend-tex-filter-ui" cvar (also in the appearance editor) affects both the menu and HUD fonts: bilinear fi... skyjake

2013-11-02

21:44 Feature #1636: Support for Oculus Rift
skyjake wrote:
> [non-interpolated yaw]
I'm currently interrogating @viewData->latest.angle@ (instead of @viewData-...
cmbruns
20:11 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> Head tracking is really smooth. Almost perfect in fact. I don't think I have seen any better. This ...
skyjake
19:12 Feature #1636: Support for Oculus Rift
It turns out a lot of the jerkiness I was seeing was due to mirroring the Rift display on another monitor.
I just ...
cmbruns
05:02 Feature #1636: Support for Oculus Rift
skyjake wrote:
> When it comes to minimizing latency, how is vsync treated? Should it be disabled?
I've read that v...
cmbruns
02:20 Feature #1636: Support for Oculus Rift
skyjake wrote:
> bindcontrol lookpitch head-pitch
OK. I got pitch working; and yes, it is jerky. Hopefully late sch...
cmbruns
01:55 Feature #1636: Support for Oculus Rift
skyjake wrote:
> With "yawhead" and "yawbody", 1.0 means 180 degrees.
So I'll assume that if roll ever gets used, 1...
cmbruns
21:26 Feature #1649 (New): Option to disable HUD/menu font upscaling
The subject speaks for it'self. There is no cvar or menu option to disable the font filter applied to menu and hud te... vermil
20:33 Feature #1471: Standard definitions should conform to vanilla
Dday makes a handful of mobj state changes, all making things full bright that weren’t in the original games. For vis... vermil
20:14 Feature #1440: Vanilla Doom collision-checking mode
May I point to the possible cause of this issue; number 1 in the list of Zclipping issues I posted here: #1129 vermil
18:47 Feature #6 (In Progress): Draw lens flares using GL2
skyjake
14:26 Feature #1648 (Progressed): Complete vanilla DOOM emulation
This is an umbrella issue for tasks related to features/bugs that allow Doomsday to look and behave exactly like vani... skyjake

2013-11-01

18:48 Feature #1636: Support for Oculus Rift
skyjake wrote:
> If you want to shoot where the camera is pointing at, you need to use yawbody.
>
> With yawhead,...
cmbruns
17:18 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> So I should be using yawhead while implementing view-to-aim, right?
If you want to shoot where t...
skyjake
16:41 Feature #1636: Support for Oculus Rift
skyjake wrote:
>The "yawhead" instead turns the camera viewpoint while keeping gun direction the same in world coord...
cmbruns
16:02 Feature #1636: Support for Oculus Rift
A further note about "lookpitch". If the control's position is 1.0, it means the player's actual look pitch is 85 deg... skyjake
15:58 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> I started adding Pitch control. Even if I set @ev.axis.type = EAXIS_ABSOLUTE@ in @DD_ReadHeadTracke...
skyjake
15:30 Feature #1636: Support for Oculus Rift
skyjake wrote:
> I have now added some new player controls and implemented them (roughly) on game-side. Check the co...
cmbruns
08:53 Feature #1636: Support for Oculus Rift
Scheduling this for 1.13. Anything that cannot make it in time for a mid-December release should be pushed to a conti... skyjake
08:05 Bug #251: [Doom] Nightmare monsters sometimes not fast
Unscheduling for now, since preferably some form of game rules would be needed for a good fix. skyjake

2013-10-31

23:11 Feature #1503: [Unix] Basic command line options (e.g., help, version)
There seems to be a fair degree of feature overlap with the in-game help presented via the console. Maybe we can bind... danij
19:52 Feature #1503: [Unix] Basic command line options (e.g., help, version)
To do this the right way, all the command line options should be documented using Amethyst much like console commands... skyjake
22:52 Feature #1636: Support for Oculus Rift
I have now added some new player controls and implemented them (roughly) on game-side. Check the commit notes for det... skyjake
16:40 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> [...remaining tasks...]
I can create a continuation task for the more forward-looking / non-Rift...
skyjake
15:27 Feature #1636: Support for Oculus Rift
To be able to adjust the hud item placement in Rift mode, it might be useful to be able to independently adjust the s... cmbruns
22:26 Feature #1647 (Progressed): Replace FS1 with FS2-based resource management
FS1 acts as an extension layer over the native file system, allowing one to look up resources and locate other needed... skyjake
17:12 Feature #1646 (New): Stereo 3D enhancements
Continuing the work started in #1636, Doomsday's stereoscopic 3D capabilities could be further enhanced with:
* Ocul...
skyjake

2013-10-30

14:42 Feature #1636: Support for Oculus Rift
_(merged with previous comment)_ cmbruns
12:58 Feature #1636: Support for Oculus Rift
danij wrote:
> So as to better my understanding of this - is this approximately what your implementation is doing?
...
cmbruns
05:10 Feature #1636: Support for Oculus Rift
Nice work. At least for cross-eye viewing your screenshot is converging well for me.
So as to better my understand...
danij
04:17 Feature #1636: Support for Oculus Rift
skyjake wrote:
> I can help debug it if you commit the @GLTarget@-using version to GitHub.
With your help, I got wa...
cmbruns

2013-10-29

18:34 Bug #1644: [HeXen beta demo] Should have Heretic crush behaviour
vermil wrote:
> I see. In the past, I've interpreted 'ignore' as literally that :)
You're right, it can be misund...
skyjake
16:40 Bug #1644: [HeXen beta demo] Should have Heretic crush behaviour
I see. In the past, I've interpreted 'ignore' as literally that :) vermil
16:23 Bug #1644: [HeXen beta demo] Should have Heretic crush behaviour
I hear you, and agree that this should be fixed in the name of emulation correctness when it comes to the Hexen beta ... skyjake
14:02 Bug #1644: [HeXen beta demo] Should have Heretic crush behaviour
If the sprite for crushed mobjs was in the beta version Iwad and if Heretic hadn't removed the feature from Doom (rem... vermil
13:43 Bug #1644: [HeXen beta demo] Should have Heretic crush behaviour
I'm lowering the priority to our lowest rating because:
* the number of people using the beta demo must be quite sma...
skyjake
16:33 Bug #566: [Resampler] Low quality sound samples play distorted
The ability to edit ones posts appears to work :)
Thanks.
vermil
16:19 Bug #566 (In Progress): [Resampler] Low quality sound samples play distorted
vermil wrote:
> Right, time to clean up all my rambling above; it's cases like this that I wish users could edit and...
skyjake
09:42 Bug #566: [Resampler] Low quality sound samples play distorted
Right, time to clean up all my rambling above; it's cases like this that I wish users could edit and/or delete their ... vermil
09:47 Bug #1645 (Closed): Crash with console autocompletion
skyjake
09:06 Bug #1645 (Closed): Crash with console autocompletion
Also, the contents of the autocompletion popup are not always up to date. Most likely a bug with the popup reshowing ... skyjake

2013-10-28

21:49 Bug #566: [Resampler] Low quality sound samples play distorted
But what about non FMOD plugins?
SDL Mixer for instance.
vermil
21:35 Bug #566: [Resampler] Low quality sound samples play distorted
Ok, test using original Wolf3D sounds appears to show the original issue is fixed; though the volume of them seemed a... vermil
21:28 Bug #566: [Resampler] Low quality sound samples play distorted
My apologies; ignore the assertion that the original issue was fixed; I used the wrong sounds to test. I have to rip ... vermil
21:21 Bug #566: [Resampler] Low quality sound samples play distorted
By FMOD fixing the issue, I mean, the sounds are no longer replaced with distortion.
Maybe not entirely related, b...
vermil
21:19 Bug #566: [Resampler] Low quality sound samples play distorted
I have now noticed that I was asked to test this about a year ago. My apologies for missing this until now.
FMOD d...
vermil
20:45 Bug #1644 (New): [HeXen beta demo] Should have Heretic crush behaviour
Not the most technical subject heading.
In the HeXen beta demo, mobj corpses crushed by a crusher aren't turned in...
vermil
17:58 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> RE: Latency
> I've been giving latency some thought. I think we could possibly survive forever wit...
skyjake
16:42 Feature #1636: Support for Oculus Rift
skyjake wrote:
> ...So in @clientwindow.cpp@ or other client sources, one shouldn't use the public API (@Con_Get*@) ...
cmbruns
05:51 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> skyjake wrote:
>> Naturally, on game-side, the VR variables have to accessed via the Con_Get*() fu...
skyjake
05:09 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> I'm struggling with the warping.
> I'm trying to paint to an offscreen buffer and then just paint ...
skyjake
00:44 Feature #1636: Support for Oculus Rift
I'm not familiar with that area of the codebase but I expect this is because glprogram.cpp resides in libgui and ther... danij
00:20 Feature #1636: Support for Oculus Rift
I'm struggling with the warping.
I'm trying to paint to an offscreen buffer and then just paint it back on the scree...
cmbruns

2013-10-27

19:27 Feature #1636: Support for Oculus Rift
skyjake wrote:
> Yes, @GLTarget@ and @GLTexture@ should be used here. The only potential issue is that I haven't yet...
cmbruns
19:17 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> I notice there are some classes like GLTarget and GLTexture that would appear to wrap the functiona...
skyjake
19:13 Feature #1636: Support for Oculus Rift
danij wrote:
> Skyjake is better placed to advise on such matters as he has only recently implemented those componen...
cmbruns
19:04 Feature #1636: Support for Oculus Rift
Integrating head tracking via the existing binding system is definitely the better approach, regardless of optimal la... danij
18:50 Feature #1636: Support for Oculus Rift
Shifting gears for a moment...
To do the oculus rift warping, I need to do the following:
# Render the whole scen...
cmbruns
18:41 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> Is it possible for a noob like myself to add a new virtual input device? Or is that something you g...
skyjake
18:31 Feature #1636: Support for Oculus Rift
skyjake wrote:
> With the current input system and renderer we should be able to (quite easily) handle 35 Hz input o...
cmbruns
18:19 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> For clarity, let's get quantitative here. I was being a bit hyperbolic when I said that every milli...
skyjake
16:55 Feature #1636: Support for Oculus Rift
danij wrote:
> Hacking it in would inherently mean that player movement lags behind the refresh update. While it wou...
cmbruns
16:42 Feature #1636: Support for Oculus Rift
Hacking it in would inherently mean that player movement lags behind the refresh update. While it would certainly be ... danij
16:30 Feature #1636: Support for Oculus Rift
danij wrote:
> Indeed I would agree that implementing the roll angle tracking and then moving on to geometry warping...
skyjake
16:23 Feature #1636: Support for Oculus Rift
If the input from the head tracker effects the angle at which the player moves then this fundamentally requires an in... danij
16:07 Feature #1636: Support for Oculus Rift
skyjake wrote:
> @DENG_USE_OCULUS_RIFT@
Got it. Will do.
> Naturally, on game-side, the VR variables have to acc...
cmbruns
15:23 Feature #1636: Support for Oculus Rift
I rather see this from the perspective that the lack of zero-latency input is a serious bug. danij
15:11 Feature #1636: Support for Oculus Rift
danij wrote:
> It seems to me that to fully integrate the Oculus head tracking it must be folded into the binding sy...
skyjake
15:08 Feature #1636: Support for Oculus Rift
It seems to me that to fully integrate the Oculus head tracking it must be folded into the binding system in a simila... danij
09:26 Feature #1636: Support for Oculus Rift
cmbruns wrote:
>>I will need to link to the Oculus SDK. This should be a totally optional build option.
> OK I got ...
skyjake
14:53 Bug #1589: [Windows] Missing icons
Commit commit:c7debe3 should address the missing icon in Add/Remove Programs/Control Panel. It appears that Inno Setu... danij
08:24 Bug #1589: [Windows] Missing icons
I'm not sure this can be entirely fixed. Particularly the icon appearing in the Add/Remove Programs dialog is most li... skyjake
11:42 Feature #5 (In Progress): Multiplayer UI as part of taskbar
skyjake
11:42 Feature #1503 (In Progress): [Unix] Basic command line options (e.g., help, version)
skyjake
08:18 Feature #1643 (Closed): Windows installer using WiX Toolset
Doomsday's Windows installer is currently based on Inno Setup. However, "WiX Toolset":http://wixtoolset.org would ena... skyjake

2013-10-26

22:56 Feature #1636: Support for Oculus Rift
danij wrote:
> Re: UI and HUD drawing
>
> It would be useful for future development/maintenance to have a visual ...
cmbruns
21:51 Feature #1636: Support for Oculus Rift
Re: UI and HUD drawing
It would be useful for future development/maintenance to have a visual representation of th...
danij
21:46 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> The Roll angle has no gameplay effect...
...but if we wanted to get really fancy, the rotated hu...
cmbruns
21:39 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> To implement head tracking, I will need to link to the Oculus SDK. This should be a totally optiona...
cmbruns
20:16 Feature #1636: Support for Oculus Rift
I have added a number of different stereo 3D modes, and lightly tested most of them. Basic stereoscopic functionality... cmbruns
15:45 Feature #1636: Support for Oculus Rift
skyjake wrote:
> cmbruns wrote:
> > Are your changes committed to your github oculus-rift or master branch? I'd lik...
cmbruns
15:12 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> Are your changes committed to your github oculus-rift or master branch? I'd like to stay in sync, a...
skyjake
14:40 Feature #1636: Support for Oculus Rift
skyjake wrote:
> Nicely done. I pulled your changes and applied some fine-tuning: the mouse coordinate mapping is on...
cmbruns
12:14 Feature #1636: Support for Oculus Rift
BTW, don't worry too much about conforming to our coding/naming conventions. When we're done, I'll update/rename cvar... skyjake
12:10 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> Using skyjake's awesome side-by-side composition as a starting point, I created 3 stereoscopic mode...
skyjake
05:39 Feature #1636: Support for Oculus Rift
One more thing: In my haste, I hard-coded the player point-of-view height to 41.0 map units above the floor. Where sh... cmbruns
05:34 Feature #1636: Support for Oculus Rift
I finally got the build environment working. First on the command line, then in Qt Creator.
Using skyjake's awesom...
cmbruns
13:58 Bug #1589 (In Progress): [Windows] Missing icons
skyjake
13:53 Bug #1137 (Feedback): [Deathkings] Inventory navigation
I cannot reproduce this. Perhaps there is an issue with bindings? Try:... skyjake

2013-10-25

20:14 Feature #1636: Support for Oculus Rift
skyjake wrote:
> cmbruns wrote:
> > For Oculus Rift and cross-eyed viewing, the aspect ratio would need to be corre...
cmbruns
13:17 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> For Oculus Rift and cross-eyed viewing, the aspect ratio would need to be corrected back to normal ...
skyjake
16:17 Bug #251: [Doom] Nightmare monsters sometimes not fast
Monster behavior does fit very well into the game rules concept. skyjake
15:29 Bug #251: [Doom] Nightmare monsters sometimes not fast
Perhaps an integrated mechanism using DED 2.0 selectors and Game Rules?
Concept syntax:...
danij
13:56 Bug #251: [Doom] Nightmare monsters sometimes not fast
I'm wrote the above to suggest that Dday may actually already have the code largely ready to fix ths issue, in Hereti... vermil
13:49 Bug #251: [Doom] Nightmare monsters sometimes not fast
The Nightmare stuff not saved in save games, seems to be the same stuff that the BFG Edition is missing entirely.
...
vermil

2013-10-24

22:33 Feature #1636: Support for Oculus Rift
skyjake wrote:
> The downside with the current renderer is that it will not be very efficient to render the same fra...
cmbruns
22:14 Feature #1636 (In Progress): Support for Oculus Rift
skyjake
21:13 Feature #1636: Support for Oculus Rift
The branch "oculus-rift" is now on GitHub. I've made some initial changes: I've verified that the entire UI can be dr... skyjake
17:53 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> Would you mind thinking about how such a composition of views might work within your current archit...
skyjake
17:41 Feature #1636: Support for Oculus Rift
List of higher-level tasks needed for Oculus rift mode:
* Stereoscopic 3D (in any form)
* Side-by-side scene comp...
cmbruns
16:17 Feature #1636: Support for Oculus Rift
I brought up side-by-side scene composition in my previous comment because it is a tricky topic and deserves some cog... cmbruns
14:42 Feature #1636: Support for Oculus Rift
skyjake wrote:
> cmbruns wrote:
> > I just implemented an Oculus Rift mode for gzdoom http://rotatingpenguin.com/gz...
cmbruns
06:20 Feature #1636: Support for Oculus Rift
cmbruns wrote:
> I just implemented an Oculus Rift mode for gzdoom http://rotatingpenguin.com/gz3doom/.
> I'd like ...
skyjake
08:37 Feature #1197: Scriptable UI
Refocusing this issue to be about scriptability of Doomsday's UI framework. The game menus are a separate (sub)topic ... skyjake
08:22 Feature #1640 (In Progress): Support for id Tech 1 audio/graphic resource hacks
skyjake
08:22 Feature #1640 (Progressed): Support for id Tech 1 audio/graphic resource hacks
skyjake
08:20 Feature #1639 (Closed): Optimize GridMap
Profiling shows one of the heaviest elements in the map renderer is lookups via GridMap. skyjake
08:18 Feature #1638 (Closed): Configure game options via Shell GUI
The Shell needs an easier way to pick basic game options such as which map to play, deathmatch/coop mode, and other M... skyjake
08:04 Bug #1590 (Closed): Cannot reshow autocompletion popup
skyjake

2013-10-23

20:56 Feature #1636: Support for Oculus Rift
skyjake wrote:
> Oculus Rift is cool and we should have support for it in the renderer.
>
> However, having dabbl...
cmbruns
14:20 Feature #1636 (Closed): Support for Oculus Rift
Oculus Rift is cool and we should have support for it in the renderer.
However, having dabbled with stereo 3D, the...
skyjake
20:32 Feature #1637 (Closed): Switch to Qt 5
We should switch to using Qt 5 when it is stable and full-featured enough for our needs.
Current status is that al...
skyjake
18:47 Bug #1127 (New): [Linux] Linking error when old libs exist in /usr/lib
skyjake
18:42 Bug #1590 (In Progress): Cannot reshow autocompletion popup
skyjake
18:41 Bug #1588 (Closed): [Console] Unclear when autocompletion popup is scrollable
skyjake
14:12 Bug #613: [InFine] Inadvertent background animation
Thanks for the correction. skyjake
13:16 Bug #613: [InFine] Inadvertent background animation
Pardon me for interfering, but I am wondering, if Skyjake is misinterpreting the issue here:
In Vanilla Heretic an...
vermil
13:07 Bug #613: [InFine] Inadvertent background animation
In the above situation InFine would opaquely generate a new material variant specific to the context/scope of the scr... danij
08:18 Bug #613: [InFine] Inadvertent background animation
I see. From an external point of view (let say in the InFine implementation), one shouldn't have to worry about this ... skyjake
12:58 Feature #1501: Non-64-pixel flats
Ah, yeah. In that case it sounds like he wants a per-surface material scaling factor (XG 2.0?) danij
07:37 Feature #1501: Non-64-pixel flats
tolwyn wrote:
> in a def file per sector number
That sounds like a different thing altogether...
Maybe we shou...
skyjake
11:41 Feature #1487 (Closed): [InFine] ximage: support for 8-bit paletted PNG images
skyjake
11:35 Feature #1487: [InFine] ximage: support for 8-bit paletted PNG images
It does appear to be fixed yes.
On another note; the Ximage command is cool and all, but it can only be used with ...
vermil
07:34 Feature #1487 (Feedback): [InFine] ximage: support for 8-bit paletted PNG images
Maybe vermil could then re-evaluate the status of this request? skyjake
10:50 Feature #438: Accurately hit testing fast projectiles (compatibility option)
I will add that yes I am aware, that rocket splash damage doesn't trigger XG. I refer to the actual rocket above. vermil
10:48 Feature #438: Accurately hit testing fast projectiles (compatibility option)
What spurred me on these issues was that I made a couple of mods/reimages of other games in the past, that I didn't q... vermil
08:12 Feature #438: Accurately hit testing fast projectiles (compatibility option)
Then we can at most add a compatibility option for enabling or disabling more accurate hit testing for fast-moving ob... skyjake
08:31 Feature #1462: Light Amp Goggles and Torches affect dynamic lights
There is now a Feature for HDR: #1635. skyjake
08:30 Feature #1635 (Resolved): HDR rendering
We should consider the role of High Dynamic Range rendering in the next-gen renderer's lighting system.
It should ...
skyjake
08:05 Bug #1634: [Hexen] Hypostyle: Death Wyvern gets stuck
I've raised the priority as this sounds reproducible.
(Also updated wiki link.)
skyjake
00:15 Bug #1634: [Hexen] Hypostyle: Death Wyvern gets stuck
Also, bad Skyjake: Wrong wiki :p
http://www.doomworld.com/vb/doom-general/52973-doom-wiki/
http://www.doomworld.c...
vermil
07:56 Feature #1577 (Rejected): Voxel models
Given that actual 3D models already exist, I don't think this would be really worth the effort. skyjake
07:52 Feature #1548: Multi-monitor support
danij wrote:
> Surely, this mandates that both monitors are exactly the same and configured in exactly the same way....
skyjake
07:31 Feature #1412: Camera effect: screen shaking
> Hexen "localized [earth]quake" effect
BTW: when playing Hexen I noticed that this effect was curiously exaggerat...
skyjake
07:24 Feature #1406: Record particles and other effects in demos
Yeah, a custom, deterministic RNG for each generator should be possible and it sounds like the preferred solution here. skyjake

2013-10-22

23:59 Bug #1634: [Hexen] Hypostyle: Death Wyvern gets stuck
I've just tested the Wyvern battle and after killing the Ettin in the middle it dropped down to the floor and stayed ... vermil
23:59 Bug #1634: [Hexen] Hypostyle: Death Wyvern gets stuck
I suspect that specific behavior (flying down to the floor) is a actually a symptom of a more general broken flier be... danij
23:45 Bug #1634: [Hexen] Hypostyle: Death Wyvern gets stuck
I believe the Death Wyvern's flight AI does have a flaw that can cause it to fly into the middle pillar under some ci... vermil
23:40 Bug #1634: [Hexen] Hypostyle: Death Wyvern gets stuck
I've seen this happen a few times, though I can't be certain whether its not also present in vanilla (needs testing). danij
16:03 Bug #1634 (Closed): [Hexen] Hypostyle: Death Wyvern gets stuck
While playing through Hypostyle's boss battle (flying dragon thing in big lava room), it got stuck in the base of the... skyjake
23:54 Bug #251: [Doom] Nightmare monsters sometimes not fast
Yep, its certainly not specific to our port. danij
23:33 Bug #251: [Doom] Nightmare monsters sometimes not fast
This is actually a carry over from Vanilla Doom.
http://doomwiki.org/wiki/Some_game_options_not_preserved_in_saved...
vermil
23:26 Bug #251: [Doom] Nightmare monsters sometimes not fast
The underlying cause of this is that game rules are not handled correctly, neither serialized properly to saved games... danij
14:41 Bug #251 (In Progress): [Doom] Nightmare monsters sometimes not fast
skyjake
23:52 Bug #877: Texture offset anomaly
Yes, the two are intrinsically related. danij
19:08 Bug #877: Texture offset anomaly
Does this have anything to do with #1078? skyjake
23:48 Bug #613: [InFine] Inadvertent background animation
My long term plan for the material system is to allow new materials to be defined on the fly and not just during star... danij
18:41 Bug #613: [InFine] Inadvertent background animation
danij wrote:
> As materials are animated automatically, without the game knowing about it there is no way for the ga...
skyjake
23:43 Feature #438: Accurately hit testing fast projectiles (compatibility option)
Yep, that is precisely the cause. Its a flaw in the vanilla algorithm for detecting crossed lines, which, we can't ch... danij
18:23 Feature #438: Accurately hit testing fast projectiles (compatibility option)
Perhaps occurs when a missile travels so fast that the hit testing range skips over some line? skyjake
23:38 Bug #346: Overriding Map Info in addons (level par time; jdep)
No, presently the DED parser does not support the "mods" directive on MapInfo definitions (it should...). danij
15:44 Bug #346: Overriding Map Info in addons (level par time; jdep)
Is there support for, e.g.:... skyjake
23:37 Feature #1546: Option for particle generator to hide sprite
The issue with using a blank model definition, is that it requires the user to have turned models on.
I'm also ima...
vermil
23:07 Feature #1546: Option for particle generator to hide sprite
Note that in the past mod authors have used a "null model" definition for this purpose. danij
11:52 Feature #1546: Option for particle generator to hide sprite
Is the objective to effectively completely replace a sprite with particles? If so, would this only affect sprites or ... skyjake
23:35 Bug #216: Wrong model rendered (Model Selector/DED reader)
I'll need to retest this but OTOMH this was fixed some time ago, along with the related issues of models facing the w... danij
15:37 Bug #216 (Feedback): Wrong model rendered (Model Selector/DED reader)
skyjake
23:31 Bug #1064: [Hexen] Interludes can no longer be moved (MAPINFO vs. Infine)
Perhaps a mechanism that interprets Hexen's MAPINFO data into Doomsday MapInfo definition patches which can be applie... danij
14:58 Bug #1064: [Hexen] Interludes can no longer be moved (MAPINFO vs. Infine)
I suspect solving this properly would require a system that fully ties together Hexen's MAPINFO and the Map Info defi... skyjake
23:24 Bug #1631: Doom 2 finale: animation speeds for the Cast
This sounds like a caching issue to me. danij
13:33 Bug #1631: Doom 2 finale: animation speeds for the Cast
Is one example of this how you notice the Arachnotron and Spider Mastermind immediately drop down to the side and ont... sonicdoommario
12:44 Bug #1631 (New): Doom 2 finale: animation speeds for the Cast
The first death state of each mobj in the cast call at the end of Doom2 (and Final Doom), appears to be being display... vermil
23:22 Feature #1369: Dynamic map lists (episode structure)
The same mechanism should also integrate Hexen's concept of "hubs" alongside Doom's "episodes". Conceptually the two ... danij
13:13 Feature #1369: Dynamic map lists (episode structure)
Note that multiplayer map cycling should use the same underlying mechanism as the regular map progression, the differ... skyjake
23:15 Feature #1577: Voxel models
See: http://www.youtube.com/watch?v=8VHGBxgBitc
Doing voxels properly in GL is actually quite complicated.
danij
12:54 Feature #1577 (Feedback): Voxel models
Please provide more information / links / diagrams / etc. to describe your idea in more detail. As it is, I don't rea... skyjake
23:10 Feature #1548: Multi-monitor support
I question whether sharing of a GL-context is possible. Surely, this mandates that both monitors are exactly the same... danij
12:09 Feature #1548 (In Progress): Multi-monitor support
Proper multi-monitor support implies support for multiple/split game windows. In recent times Doomsday's window manag... skyjake
23:04 Feature #1540: Smaller near clip distance
We already have issues due to depth buffer precision in large maps, where the sky stops rendering correctly. Before d... danij
11:25 Feature #1540: Smaller near clip distance
The thing to watch out for is loss of Z precision in far distances, though. skyjake
22:47 Feature #1501: Non-64-pixel flats
We do indeed already support using any texture type on any surface. This is implemented opaquely via the Material mec... danij
10:39 Feature #1501 (Feedback): Non-64-pixel flats
skyjake
10:38 Feature #1501: Non-64-pixel flats
@danij, do we already support regular textures on planes, and if so, they must tile in a non-64x64 size? skyjake
22:45 Feature #1624: Render particles to textures
For instance, generating a normal map dynamically based on objects contacting the surface: water ripples, etc. Likely... skyjake
22:08 Feature #1624: Render particles to textures
Can you give an example of where such an effect would be used? danij
07:56 Feature #1624 (Rejected): Render particles to textures
Particles rendered to textures, for e.g. fire/water effects ala Unreal.
@libgui@ has @GLTarget@ for managing offsc...
skyjake
22:38 Feature #1487: [InFine] ximage: support for 8-bit paletted PNG images
The texture manager should already support this, yes. danij
09:56 Feature #1487 (In Progress): [InFine] ximage: support for 8-bit paletted PNG images
I'm not sure if this actually implemented already? skyjake
22:35 Feature #1469: Changing the blood sprite's color
Perhaps the translation could be specified with an inline Doomsday Script? danij
09:30 Feature #1469: Changing the blood sprite's color
Maybe using some sort of palette translation? skyjake
22:33 Feature #1468: Sky layers seperate vertical offset
No, it has not been merged. However, I would now prefer to re-implement this rather than attempt to merge in that old... danij
09:28 Feature #1468 (In Progress): Sky layers seperate vertical offset
Has the aforementioned work actually been merged into the master? skyjake
22:29 Feature #1462: Light Amp Goggles and Torches affect dynamic lights
I believe what vermil was looking for is a way to apply dynamic lightings to a surface that is already "fully bright"... danij
09:21 Feature #1462 (Rejected): Light Amp Goggles and Torches affect dynamic lights
I can't really grasp what is being suggested here; closing. skyjake
22:23 Feature #1447: Co-op player actions (giving, healing)
In my opinion this is something I would expect to see in a mod rather than an explicit feature. Once Doomsday Script ... danij
08:57 Feature #1447: Co-op player actions (giving, healing)
Might be included in the MP game rule set, however requires some new game logic. Perhaps could be done entirely with ... skyjake
22:16 Feature #1627: Render game view to a texture
The more important use case here is the portal effects as this enables all manner of algorithms which are presently b... danij
08:05 Feature #1627 (Closed): Render game view to a texture
Drawing a client window or any camera view to a texture, for example for security camera's and portal effects.
Als...
skyjake
22:09 Feature #1626: Area-based fog
Open question: Should fog "volumes" be defined using map geometry primitives (i.e., lines and vertexes) or via some o... danij
08:02 Feature #1626 (New): Area-based fog
Area based fog, for instance using XG sectors.
Quite important for submersed environments, e.g., underwater.
skyjake
22:05 Feature #1414: Generate particles when touching a plane
We need to carefully consider the logically separation between mobj and particle generator. Particles which affect th... danij
07:40 Feature #1414: Generate particles when touching a plane
Given that Heretic/Hexen's mechanism for splashes is game-side and involves mobjs and sprites not present in Doom, th... skyjake
21:59 Feature #1412: Camera effect: screen shaking
Note that Hexen already implements a basic version of this for use with the "localized [earth]quake" effect. The "pro... danij
07:33 Feature #1412: Camera effect: screen shaking
I like this idea. It is similar to camera vignette in that it brings some extra realism. However, it should be reserv... skyjake
21:54 Feature #1406: Record particles and other effects in demos
Can't we seed the RNG used for particle effect randomization? This would mean that provided the same generators are u... danij
07:24 Feature #1406: Record particles and other effects in demos
While it is not feasible to record all the individual particles into a demo, the particle generator definition and an... skyjake
19:52 Bug #966 (In Progress): [Doom] Use of CWILV graphics on automap
skyjake
19:06 Bug #874 (In Progress): [Hexen] Stalker gib levitates
skyjake
18:53 Bug #684: Sprites moving up if their bottom intersects the floor
To make this appear more similar to vanilla, one would have to fudge the Z values at the floor height because in the ... skyjake
18:47 Bug #645 (Rejected): Fatal error "R_InitSprites: No patches found" (unknown IWAD)
Closing this; the matter should be dealt with in feature #1458. skyjake
18:33 Bug #606: Shiny texture coordinate issues
Shininess/reflections should definitely be handled with shaders and reflection/cube maps. skyjake
18:28 Feature #553: Performance of many scrolling surface materials
See: "Map update agents":http://dengine.net/dew/index.php?title=Map_update_agents proposal skyjake
18:21 Feature #390: Alignpitch/yaw flags for model particles
Presumably needed for creating billboard-like particle models? skyjake
18:07 Bug #208 (Closed): Shiny texture mapping on models with shiny reaction < 1
Closing this as obsolete. All future effort should instead be put into shader-based shiny/reflection mapping. skyjake
16:51 Bug #566 (Feedback): [Resampler] Low quality sound samples play distorted
skyjake
16:00 Bug #753: [Hexen] Invincible Afrits
Could just be a vanilla Hexen bug? skyjake
15:32 Feature #1633 (New): Console commands and Doomsday Script
The interactive console is intended to be a nice and easy way to modify engine configuration and execute certain comm... skyjake
15:09 Feature #1632 (New): InFine 2.0 (on top of Doomsday Script)
InFine is a specialized language for specifying UI animation scripts. It also has some features for interactivity, ho... skyjake
14:51 Bug #921 (In Progress): Blockmap-defined Linedef crossing order
skyjake
13:03 Feature #1575: Support Doom 2 IWAD in "Doom 3 BFG Edition" (including "No Rest for the Living")
http://doomwiki.org/wiki/Doom_3:_BFG_Edition
This page contains a comprehensive list of changes to Doom1 and Doom2...
vermil
12:51 Feature #1575: Support Doom 2 IWAD in "Doom 3 BFG Edition" (including "No Rest for the Living")
Sounds like it would make sense to add a new game mode "doom2-bfg" for this purpose. skyjake
12:48 Feature #1574 (In Progress): Native 64-bit Windows build
This is definitely in progress, however no one has had the time to actually try to collect 64-bit versions of all the... skyjake
12:38 Feature #1208: Game extension plugins
In Doomsday 2, this sort of things should be possible to do via scripting. Even so, some native functionality may be ... skyjake
12:34 Feature #1563: Weapon text defs affect the Controls menu
It makes sense that if a weapon name is defined, it should be used in all the places that refer to that weapon. skyjake
12:26 Feature #1558: [Hexen] Smooth Reivers Z movement
I must say that during my recent playthrough of Hexen, I did not notice this at all and thus I wonder if it is very b... skyjake
12:06 Feature #1547: Command for manipulating numeric controls
This is because the Attack control is not implemented as an impulse (which does not have a time duration component), ... skyjake
11:50 Feature #1545: Limit removal for MD2Tool
Doing this would entail slightly rewriting md2tool with dynamic arrays etc.
Hopefully, going forward, MD2s will be...
skyjake
11:35 Feature #1544: Support for ZDoom's Decorate function
> Question : Is jDoom capable of understanding ACS?
Not presently; see #1252.
skyjake
11:29 Feature #1541 (In Progress): Joystick axis settings (sensitivity, max speed)
skyjake
11:19 Feature #1536 (Closed): In map Infine pauses when the menu is open?
skyjake
11:16 Feature #1535: Option for fullbright textures affected by colored sectors
This should be considered in the larger context of the lighting system for the next-gen renderer (#7). skyjake
11:15 Feature #1533: Decoration light color from sector
Sounds pretty easy to implement though (provide a patch?). skyjake
11:06 Feature #1529: Sound affected by the world
On a general level, this is important for realism of sound effects in a 3D setting. Fortunately, FMOD should provide ... skyjake
11:04 Feature #1528 (Closed): A distance field for sound defs
skyjake
11:03 Feature #1527 (Rejected): Warn users about using a wrapper (jdoom.exe etc.)
Closing as obsolete. skyjake
10:45 Feature #1507: [InFine] Option to pause playing script if the game is paused
Could simply be a flag in the InFine definition (pause when game paused). skyjake
10:43 Feature #1506 (Closed): The ability to scroll the auto map whilst paused
skyjake
10:20 Feature #1630 (New): Implement game menus with InFine (InfineWidget)
It is not ideal that game menus are completely hard-coded into the game plugins. Also, implementing the game menus di... skyjake
10:12 Feature #1494: InFine script for "MapTitle" display
On a general level, it would make a lot of sense to have InFine draw the map title, however this requires serious upg... skyjake
09:52 Feature #1486 (In Progress): UI language translation/localization
Thanks to Qt's built-in mechanisms for this, the new UI framework is already going towards this direction. However, t... skyjake
09:33 Feature #1471: Standard definitions should conform to vanilla
"Standard definitions" are the ones included in the official Doomsday distribution packages.
Once Doomsday support...
skyjake
09:26 Feature #1467: [XG] Incorporate vanilla line/sector types
XG 2.0 needs to include the vanilla types in the standard library of XG line/sector types. skyjake
09:18 Feature #1461: Separate chain/event derived/driven behaviour for XG
I have a feeling XG 2.0 will not retain the chain mechanism as-is, however thanks to scripting there will be proper d... skyjake
09:16 Feature #1460: Remember the playing music in save game
To do this correctly, one would have to save the time elapsed since the start of the music and then after loading, se... skyjake
09:00 Feature #1600 (In Progress): Drop Snowberry
skyjake
08:59 Feature #1448 (Rejected): .box zip file to automatically extract .box addon
Closing this as obsolete. @libdeng2@ already has the ability to treat .zips just like ordinary folders, and resource ... skyjake
08:52 Feature #1443: Fog options should be available in UI
Maybe in Renderer Settings → Developer popup? skyjake
08:37 Feature #1629 (Closed): Add toggle for "sound-overlap-stop"
The Audio Settings dialog should contain a toggle for stopping overlapping sounds from the same origin. In the origin... skyjake
08:31 Feature #1435 (Closed): Old-style sound queing
This can be done with @"sound-overlap-stop 1"@. skyjake
08:26 Feature #1432 (Closed): OPL emu ala ZDoom
Closing as obsolete, since one can now use fluidsynth with a suitable soundfont to produce similar end result on Linu... skyjake
08:09 Feature #1199 (Closed): Shaders, Texture Maps + other ver.2 features.
This composite issue has been split into separate ones under Issue #7. skyjake
08:07 Feature #1628 (New): Surface meshes
Instead of a simple flat surface with a couple of triangles, a surface could be created using a mesh which could be s... skyjake
07:59 Feature #1625 (Progressed): Per-pixel surface shading (bump/specular/reflection etc. mapping)
Bump/Specular/Enviroment/Reflection/Procedural mapping for models/walls/flats.
Would greatly enhance the look of ...
skyjake
07:53 Feature #1623 (Progressed): Shaders
Support for vertex and fragment shaders for surfaces, objects, and UI.
@libgui@ already implements the basic suppo...
skyjake
07:46 Feature #1622 (New): Vanilla depth shading
We should replicate the original games' depth shading as closely as possible.
In practice, the depth shading gradi...
skyjake
07:29 Feature #1407 (In Progress): Customizable console keys
This is partially implemented in the form of @WidgetActions@. In @ConsoleWidget@, we could capture non-text inserting... skyjake

2013-10-21

21:45 Feature #1338 (Rejected): Particles that inflict damage
skyjake
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... danij
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... skyjake
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). danij
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... skyjake
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... skyjake
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. skyjake
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. skyjake
20:50 Feature #1199: Shaders, Texture Maps + other ver.2 features.
Maybe this should just be merged into Feature #7? skyjake
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... skyjake
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. skyjake
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... skyjake
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...
skyjake
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). skyjake
17:15 Feature #1361 (In Progress): Rotation of objects away from walls during map load
skyjake
17:14 Feature #1358 (Rejected): Object oriented fog
Not enough information. skyjake
17:13 Feature #1357: [InFine] More blending modes (add/mul/inv etc)
Also, shaders should be supported. skyjake
17:12 Feature #1356 (Rejected): MP3 Playlists
skyjake
17:06 Feature #1341 (In Progress): Soft edges for sector lighting
skyjake
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... skyjake
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... skyjake
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... skyjake
16:28 Feature #1314: Particle spawn rate affected by mobj visibility
Changed title to more accurately describe what is being discussed here. skyjake
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... skyjake
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... skyjake
16:16 Feature #1307 (Rejected): Melee damage
Closing as incomplete (request is just a question). skyjake
16:11 Feature #1303 (Rejected): Weapon Recoil
skyjake
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... skyjake
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... danij
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...
skyjake
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. skyjake
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 ... skyjake
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... skyjake
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... skyjake
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...
skyjake
08:00 Feature #1299 (Closed): Lights attached to (sub)models
skyjake
07:52 Feature #1274: Projectiles meet sky
Fading the projectiles away should be a suitable solution here. skyjake
07:50 Feature #1269 (Rejected): WAD Prioritized music over external
skyjake
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.
skyjake
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... vermil
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...
skyjake
 

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