Activity
From 2013-10-26 to 2013-11-08
2013-11-08
- 02:57 Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> Minor sidetrack with good news for owners of nvidia 3D vision systems:
>
> On a whim I requested... - 02:33 Feature #1636: Support for Oculus Rift
- Minor sidetrack with good news for owners of nvidia 3D vision systems:
On a whim I requested a stereo OpenGL conte...
2013-11-07
- 20:01 Feature #1658: Automatic port forwarding (UPnP/NAT-PMP/PCP)
- BRisa (http://brisa.garage.maemo.org/) looks useful.
- 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
- 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...
- 10:57 Feature #1655 (In Progress): Offscreen UI composition
- 08:13 Feature #1655: Offscreen UI composition
- Currently implemented in the "oculus-rift" branch. The remaining missing detail is appropriate alpha blending for the...
- 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...
- 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...
- 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
- 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:...
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