Activity
From 2013-10-22 to 2013-11-04
2013-11-04
- 
  23:22 Feature #1636: Support for Oculus Rift 
- Thanks for the detailed explanation of which values can/should be obtained from the SDK. The fact that an effective F...
- 
  23:19 Feature #1636: Support for Oculus Rift 
- skyjake wrote:
 > > offscreen render buffers
 >
 > I've got [offscreen render buffers] mostly working.
 That's gre...
- 
  22:15 Feature #1636: Support for Oculus Rift 
- danij wrote:
 > If the FOV provided from the Oculus SDK is not treated as an absolute then of what benefit is there t...
- 
  20:51 Feature #1636: Support for Oculus Rift 
- > offscreen render buffers
 I've got this mostly working. The situation in the oculus-rift branch is that I've hard...
- 
  19:56 Feature #1636: Support for Oculus Rift 
- skyjake wrote:
 > danij wrote:
 > > Are we saying that VR is so exceptional that by default we shouldn't honour the F...
- 
  19:45 Feature #1636: Support for Oculus Rift 
- danij wrote:
 > Are we saying that VR is so exceptional that by default we shouldn't honour the FOV of the original g...
- 
  18:59 Feature #1636: Support for Oculus Rift 
- I agree with the intention. However I disagree with the method. Field-of-view in a cinematic sense is a matter of art...
- 
  18:55 Feature #1636: Support for Oculus Rift 
- danij wrote:
 > Why should we allow the Rift SDK to override the field-of-view?
 I believe the Rift should determin...
- 
  18:37 Feature #1636: Support for Oculus Rift 
- cmbruns wrote:
 > Speaking of field-of-view, I'm currently setting the field-of-view to 110 degrees when the player a...
- 
  16:11 Feature #1636: Support for Oculus Rift 
- danij wrote:
 > I suspect the reason this is so jarring in the Rift is because the change from fullscreen viewport to...
- 
  15:58 Feature #1636: Support for Oculus Rift 
- skyjake wrote:
 > > offscreen render buffers
 >
 > I agree this would be useful...
 One advantage of such an offsc...
- 
  13:19 Feature #1636: Support for Oculus Rift 
- > offscreen render buffers
 I agree this would be useful. After taking a closer look I concluded that the only reas...
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...
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  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...
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  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
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  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 ...
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  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).
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  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.
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  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...
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  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.
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  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...).
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  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.
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  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.
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  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...
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