Activity
From 2013-10-25 to 2013-11-07
2013-11-07
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20:01 Feature #1658: Automatic port forwarding (UPnP/NAT-PMP/PCP)
 - BRisa (http://brisa.garage.maemo.org/) looks useful.
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10:05 Feature #1658 (New): Automatic port forwarding (UPnP/NAT-PMP/PCP)
 - To facilitate running servers behind local internet gateways (routers, NAT, etc.), Doomsday should take advantage of ...
 
2013-11-05
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14:15 Feature #1646: Stereo 3D enhancements
 - One artistic challenge in the "resource pack" category might be 3D weapon models. The Team Fortress 2 developers chos...
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10:57 Feature #1655 (In Progress): Offscreen UI composition
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08:13 Feature #1655: Offscreen UI composition
 - Currently implemented in the "oculus-rift" branch. The remaining missing detail is appropriate alpha blending for the...
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08:11 Feature #1655 (Closed): Offscreen UI composition
 - Doomsday's UI framework needs to have the ability to flatten a widget tree into an offscreen buffer (such as a GL tex...
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08:36 Feature #1636: Support for Oculus Rift
 - cmbruns wrote:
> We should think about which tasks need to be accomplished to close this issue (#1636), and which sh... - 
  
08:35 Feature #1657 (Closed): Oculus Rift field-of-view angle
 - The correct FOV angle is a crucial part of Oculus Rift rendering:
* Create a mechanism for maintaining or restoring ... - 
  
08:19 Feature #1656 (Closed): UI for VR / Oculus Rift config
 - If an Oculus Rift is available, the UI should show appropriate settings to configure it. Other VR settings should als...
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08:05 Feature #1654 (Closed): [VR] Displaying the 2D UI within a 3D view
 - In a 3D VR environment, Doomsday's and the games' 2D UI elements must be displayed differently. For instance, for Ocu...
 
2013-11-04
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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...
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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...
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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
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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...
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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...
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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...
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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
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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...
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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...
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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
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18:47 Feature #6 (In Progress): Draw lens flares using GL2
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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
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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...
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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...
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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
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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...
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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...
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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...
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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...
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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...
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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
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14:42 Feature #1636: Support for Oculus Rift
 - _(merged with previous comment)_
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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
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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 :)
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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 ...
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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...
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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 ...
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09:47 Bug #1645 (Closed): Crash with console autocompletion
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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
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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...
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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 ...
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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...
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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
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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...
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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 ...
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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...
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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.
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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...
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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...
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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...
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11:42 Feature #5 (In Progress): Multiplayer UI as part of taskbar
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11:42 Feature #1503 (In Progress): [Unix] Basic command line options (e.g., help, version)
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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
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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...
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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...
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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...
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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
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13:53 Bug #1137 (Feedback): [Deathkings] Inventory navigation
 - I cannot reproduce this. Perhaps there is an issue with bindings? Try:...
 
2013-10-25
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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.
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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...
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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.
... 
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