Activity
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... - 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... - 18:48 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> danij wrote:
> > cmbruns wrote:
> > > * When the player activates/deactivates the status HUD (+/-... - 17:46 Feature #1636: Support for Oculus Rift
- I created a brief video of Rift gameplay
https://www.youtube.com/watch?v=sgCRDGfO448 - 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...
- 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... - 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... - 15:00 Feature #1636: Support for Oculus Rift
- danij wrote:
> cmbruns wrote:
> > * When the player activates/deactivates the status HUD (+/- keys), the OpenGL vie... - 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 ... - 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... - 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...
- 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...
- 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...
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-... - 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 ... - 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 ... - 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... - 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... - 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... - 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...
- 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...
- 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
- 18:47 Feature #6 (In Progress): Draw lens flares using GL2
- 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...
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,... - 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... - 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... - 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...
- 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... - 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... - 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...
- 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.
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...
- 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...
- 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...
- 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... - 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...
- 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...
- 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...
2013-10-30
- 14:42 Feature #1636: Support for Oculus Rift
- _(merged with previous comment)_
- 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?
... - 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... - 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...
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... - 16:40 Bug #1644: [HeXen beta demo] Should have Heretic crush behaviour
- I see. In the past, I've interpreted 'ignore' as literally that :)
- 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 ...
- 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...
- 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... - 16:33 Bug #566: [Resampler] Low quality sound samples play distorted
- The ability to edit ones posts appears to work :)
Thanks. - 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... - 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 ...
- 09:47 Bug #1645 (Closed): Crash with console autocompletion
- 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 ...
2013-10-28
- 21:49 Bug #566: [Resampler] Low quality sound samples play distorted
- But what about non FMOD plugins?
SDL Mixer for instance. - 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...
- 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 ...
- 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... - 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... - 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... - 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... - 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*@) ... - 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... - 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 ... - 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...
- 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...
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... - 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... - 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... - 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...
- 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... - 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... - 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... - 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... - 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... - 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 ...
- 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... - 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...
- 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... - 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.
- 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... - 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...
- 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 ... - 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...
- 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...
- 11:42 Feature #5 (In Progress): Multiplayer UI as part of taskbar
- 11:42 Feature #1503 (In Progress): [Unix] Basic command line options (e.g., help, version)
- 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...
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 ... - 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... - 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... - 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... - 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...
- 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... - 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... - 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... - 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...
- 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... - 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...
- 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... - 13:58 Bug #1589 (In Progress): [Windows] Missing icons
- 13:53 Bug #1137 (Feedback): [Deathkings] Inventory navigation
- I cannot reproduce this. Perhaps there is an issue with bindings? Try:...
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... - 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 ... - 16:17 Bug #251: [Doom] Nightmare monsters sometimes not fast
- Monster behavior does fit very well into the game rules concept.
- 15:29 Bug #251: [Doom] Nightmare monsters sometimes not fast
- Perhaps an integrated mechanism using DED 2.0 selectors and Game Rules?
Concept syntax:... - 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...
- 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.
...
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... - 22:14 Feature #1636 (In Progress): Support for Oculus Rift
- 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...
- 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... - 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... - 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...
- 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... - 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 ... - 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 ...
- 08:22 Feature #1640 (In Progress): Support for id Tech 1 audio/graphic resource hacks
- 08:22 Feature #1640 (Progressed): Support for id Tech 1 audio/graphic resource hacks
- 08:20 Feature #1639 (Closed): Optimize GridMap
- Profiling shows one of the heaviest elements in the map renderer is lookups via GridMap.
- 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...
- 08:04 Bug #1590 (Closed): Cannot reshow autocompletion popup
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... - 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... - 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... - 18:47 Bug #1127 (New): [Linux] Linking error when old libs exist in /usr/lib
- 18:42 Bug #1590 (In Progress): Cannot reshow autocompletion popup
- 18:41 Bug #1588 (Closed): [Console] Unclear when autocompletion popup is scrollable
- 14:12 Bug #613: [InFine] Inadvertent background animation
- Thanks for the correction.
- 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... - 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...
- 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 ...
- 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?)
- 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... - 11:41 Feature #1487 (Closed): [InFine] ximage: support for 8-bit paletted PNG images
- 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 ... - 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?
- 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.
- 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...
- 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...
- 08:31 Feature #1462: Light Amp Goggles and Torches affect dynamic lights
- There is now a Feature for HDR: #1635.
- 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 ... - 08:05 Bug #1634: [Hexen] Hypostyle: Death Wyvern gets stuck
- I've raised the priority as this sounds reproducible.
(Also updated wiki link.) - 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... - 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.
- 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.... - 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... - 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.
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 ...
- 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...
- 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...
- 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).
- 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...
- 23:54 Bug #251: [Doom] Nightmare monsters sometimes not fast
- Yep, its certainly not specific to our port.
- 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... - 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...
- 14:41 Bug #251 (In Progress): [Doom] Nightmare monsters sometimes not fast
- 23:52 Bug #877: Texture offset anomaly
- Yes, the two are intrinsically related.
- 19:08 Bug #877: Texture offset anomaly
- Does this have anything to do with #1078?
- 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...
- 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... - 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...
- 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?
- 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...).
- 15:44 Bug #346: Overriding Map Info in addons (level par time; jdep)
- Is there support for, e.g.:...
- 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... - 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.
- 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 ...
- 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...
- 15:37 Bug #216 (Feedback): Wrong model rendered (Model Selector/DED reader)
- 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...
- 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...
- 23:24 Bug #1631: Doom 2 finale: animation speeds for the Cast
- This sounds like a caching issue to me.
- 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...
- 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...
- 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 ...
- 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...
- 23:15 Feature #1577: Voxel models
- See: http://www.youtube.com/watch?v=8VHGBxgBitc
Doing voxels properly in GL is actually quite complicated. - 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...
- 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...
- 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...
- 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...
- 11:25 Feature #1540: Smaller near clip distance
- The thing to watch out for is loss of Z precision in far distances, though.
- 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...
- 10:39 Feature #1501 (Feedback): Non-64-pixel flats
- 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?
- 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...
- 22:08 Feature #1624: Render particles to textures
- Can you give an example of where such an effect would be used?
- 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... - 22:38 Feature #1487: [InFine] ximage: support for 8-bit paletted PNG images
- The texture manager should already support this, yes.
- 09:56 Feature #1487 (In Progress): [InFine] ximage: support for 8-bit paletted PNG images
- I'm not sure if this actually implemented already?
- 22:35 Feature #1469: Changing the blood sprite's color
- Perhaps the translation could be specified with an inline Doomsday Script?
- 09:30 Feature #1469: Changing the blood sprite's color
- Maybe using some sort of palette translation?
- 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...
- 09:28 Feature #1468 (In Progress): Sky layers seperate vertical offset
- Has the aforementioned work actually been merged into the master?
- 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"...
- 09:21 Feature #1462 (Rejected): Light Amp Goggles and Torches affect dynamic lights
- I can't really grasp what is being suggested here; closing.
- 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 ...
- 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 ...
- 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...
- 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... - 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...
- 08:02 Feature #1626 (New): Area-based fog
- Area based fog, for instance using XG sectors.
Quite important for submersed environments, e.g., underwater. - 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 19:52 Bug #966 (In Progress): [Doom] Use of CWILV graphics on automap
- 19:06 Bug #874 (In Progress): [Hexen] Stalker gib levitates
- 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 ...
- 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.
- 18:33 Bug #606: Shiny texture coordinate issues
- Shininess/reflections should definitely be handled with shaders and reflection/cube maps.
- 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
- 18:21 Feature #390: Alignpitch/yaw flags for model particles
- Presumably needed for creating billboard-like particle models?
- 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.
- 16:51 Bug #566 (Feedback): [Resampler] Low quality sound samples play distorted
- 16:00 Bug #753: [Hexen] Invincible Afrits
- Could just be a vanilla Hexen bug?
- 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...
- 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...
- 14:51 Bug #921 (In Progress): Blockmap-defined Linedef crossing order
- 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... - 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.
- 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...
- 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 ...
- 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.
- 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...
- 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), ...
- 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... - 11:35 Feature #1544: Support for ZDoom's Decorate function
- > Question : Is jDoom capable of understanding ACS?
Not presently; see #1252.
- 11:29 Feature #1541 (In Progress): Joystick axis settings (sensitivity, max speed)
- 11:19 Feature #1536 (Closed): In map Infine pauses when the menu is open?
- 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).
- 11:15 Feature #1533: Decoration light color from sector
- Sounds pretty easy to implement though (provide a patch?).
- 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 ...
- 11:04 Feature #1528 (Closed): A distance field for sound defs
- 11:03 Feature #1527 (Rejected): Warn users about using a wrapper (jdoom.exe etc.)
- Closing as obsolete.
- 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).
- 10:43 Feature #1506 (Closed): The ability to scroll the auto map whilst paused
- 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...
- 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...
- 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...
- 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... - 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.
- 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...
- 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...
- 09:00 Feature #1600 (In Progress): Drop Snowberry
- 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 ...
- 08:52 Feature #1443: Fog options should be available in UI
- Maybe in Renderer Settings → Developer popup?
- 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...
- 08:31 Feature #1435 (Closed): Old-style sound queing
- This can be done with @"sound-overlap-stop 1"@.
- 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...
- 08:09 Feature #1199 (Closed): Shaders, Texture Maps + other ver.2 features.
- This composite issue has been split into separate ones under Issue #7.
- 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...
- 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 ... - 07:53 Feature #1623 (Progressed): Shaders
- Support for vertex and fragment shaders for surfaces, objects, and UI.
@libgui@ already implements the basic suppo... - 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... - 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...
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...
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