Activity
From 2013-10-30 to 2013-11-12
2013-11-12
- 08:05 Feature #1657 (Closed): Oculus Rift field-of-view angle
- 03:37 Feature #1657: Oculus Rift field-of-view angle
- skyjake wrote:
> The correct FOV angle is a crucial part of Oculus Rift rendering:
> * Create a mechanism for maint... - 03:47 Feature #1636: Support for Oculus Rift
- skyjake wrote:
> To close #1636 I think we'll still need to address:
>
> * Appropriate 2D UI projection (in #1655...
2013-11-11
- 22:42 Bug #613: [InFine] Inadvertent background animation
- I forgot that Doom2 Map20's intermission text background is also an animating flat. Given Doom is a higher priority t...
- 10:53 Feature #1600: Drop Snowberry
- In practice, it is quite a lot of work to replicate all of Snowberry's features in Doomsday. However, every day Snowb...
- 10:41 Feature #1654: [VR] Displaying the 2D UI within a 3D view
- The current status is that the player's HUD layer, also containing the game menu, is drawn to a texture that can then...
- 10:39 Feature #1655 (Closed): Offscreen UI composition
- Marking this as completed: @CompositorWidget@ can be used as the parent anywhere in the widget tree to create a compo...
- 10:34 Bug #1659 (In Progress): Crash when loading a save game of Ultimate Doom
- 09:06 Bug #1661 (New): [Deathkings] Bad behavior of object in lift (mobj hitbox overlap)
- http://tracker.skyjake.fi/issues/869
Splitting off the other issue from this report that I missed that I was suppo...
2013-11-10
- 22:11 Bug #1660: Player start near wall leads to misplaced player
- Both Vanilla Doom and GZDoom correctly spawn the player on the starting spot (and hence inside the map).
- 22:08 Bug #1660 (New): Player start near wall leads to misplaced player
- http://www.doomworld.com/idgames/index.php?id=6714
The player1 start on Map11 of this wad is next to a diagonal wa...
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...
- 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 ... - 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...
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...
Also available in: Atom