Project

General

Profile

Activity

From 2013-10-27 to 2013-11-09

2013-11-09

21:01 Bug #1659 (Closed): Crash when loading a save game of Ultimate Doom
Attached the save game file that crashes the game. I have no clue whether the file is corrupted or not, but loading i... krnowak
01:40 Feature #1646: Stereo 3D enhancements
eunbolt wrote:
> Still waiting on a new model format in doomsday before it can be used.
Bear in mind that there is ...
danij
01:29 Feature #1646: Stereo 3D enhancements
I have just started making a doomguy model (will have displacement, ambient occlusion, normals, and specular maps) so... eunbolt

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...
danij
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...
cmbruns

2013-11-07

20:01 Feature #1658: Automatic port forwarding (UPnP/NAT-PMP/PCP)
BRisa (http://brisa.garage.maemo.org/) looks useful. danij
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 ... skyjake

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... cmbruns
10:57 Feature #1655 (In Progress): Offscreen UI composition
skyjake
08:13 Feature #1655: Offscreen UI composition
Currently implemented in the "oculus-rift" branch. The remaining missing detail is appropriate alpha blending for the... skyjake
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... skyjake
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...
skyjake
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 ...
skyjake
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... skyjake
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... skyjake

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... danij
23:19 Feature #1636: Support for Oculus Rift
skyjake wrote:
> > offscreen render buffers
>
> I've got [offscreen render buffers] mostly working.
That's gre...
cmbruns
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...
cmbruns
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...
skyjake
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...
danij
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...
skyjake
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... danij
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...
skyjake
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...
danij
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...
cmbruns
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...
cmbruns
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...
skyjake

2013-11-03

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

2013-11-02

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

2013-11-01

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

2013-10-31

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

2013-10-30

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

2013-10-29

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

2013-10-28

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

2013-10-27

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

Also available in: Atom