Activity
From 2013-12-07 to 2013-12-20
2013-12-19
- 21:38 Feature #1668: Support id Tech 1 map hacks with sector lightlevels outside expected [0..255] range
- Vermil started a thread about this on Doomworld, which has resulted in some useful information from the modding commu...
- 12:30 Feature #1680 (Closed): Quad-buffered GL framebuffer
- 02:30 Feature #1680: Quad-buffered GL framebuffer
- skyjake wrote:
> I pushed some changes to master that might fix VR mode 13.
>
> @cmbruns: could you test this, pl...
2013-12-18
- 21:04 Feature #1684: Launching without Snowberry
- Given that yourselves want users to be able to launch Dday without any Iwads, I wonder if the best way to display the...
- 13:03 Feature #1684: Launching without Snowberry
- skyjake wrote:
> The IWAD path must be specified somehow, as without it no games can be played. Perhaps make it poss... - 17:51 Feature #1685 (Closed): [Doom] Inverted B&W palette for invulnerability
- 13:21 Feature #1666 (In Progress): [Dehacked] Support for sprite renaming
- 10:34 Bug #1671: Doom Sector type 10 not 'releasing' sector after action has occurred
- Indeed, it seems to have been fixed since the build I noticed and tested this issue in.
- 06:26 Bug #1671 (Rejected): Doom Sector type 10 not 'releasing' sector after action has occurred
- Doomsday appears to replicate the expected behavior. See the attached secspec10.wad, which has a door that closes 30 ...
- 10:22 Bug #1599 (Closed): Double Quit sound
- 09:40 Bug #1670 (Closed): [Automap] Yellow/Red key activated switches don't glow
- 07:46 Bug #1670 (Resolved): [Automap] Yellow/Red key activated switches don't glow
- 05:38 Feature #1668: Support id Tech 1 map hacks with sector lightlevels outside expected [0..255] range
- The original issue which this report concerns (sector lightlevels being set to zero on saving the game) has now been ...
2013-12-17
- 17:23 Feature #1605: Tutorial
- It is important to bear in mind that within the traditional sphere of a DOOM source port there is basically no parall...
- 13:44 Feature #1605: Tutorial
- vermil wrote:
> Something I have also thought about, is that the taskbar and main taskbar menu should open by defaul... - 10:02 Feature #1605: Tutorial
- I know you want to highlight the cool UI, but is it actually best to wait until such a time comes that the typical us...
- 02:17 Feature #1605: Tutorial
- May I suggest to have the tutorial as an optional button, that for people to see the tutorial, they have to click, ra...
- 13:50 Feature #1685 (Closed): [Doom] Inverted B&W palette for invulnerability
- The new "postfx" command can be used to draw the game world with an inverted monochrome shader. This should be used i...
- 13:47 Feature #1682 (Closed): [UI] Button click behavior outside an open popup
- 08:52 Feature #1682 (In Progress): [UI] Button click behavior outside an open popup
- 08:46 Feature #1682: [UI] Button click behavior outside an open popup
- This is the intended behavior at the moment. All popups are dismissed with a click outside the popup -- the dismissal...
- 02:25 Feature #1682 (Closed): [UI] Button click behavior outside an open popup
- Switching between the video and render sub-menus
You are in the "Render" sub-menu and you want to go to the "video" ... - 13:29 Feature #1684 (Closed): Launching without Snowberry
- As a first step toward making #1600 a reality, it should be possible to start Doomsday directly in an officially supp...
- 13:22 Feature #6: Draw lens flares using GL2
- vermil wrote (in #1605):
> Of course, I won't lie, I also think the new lens flares are coming in too early; that th...
2013-12-16
- 21:21 Feature #1680: Quad-buffered GL framebuffer
- I pushed some changes to master that might fix VR mode 13.
@cmbruns: could you test this, please? - 09:35 Feature #1680 (Closed): Quad-buffered GL framebuffer
- Support for VR mode 13 (quad buffered, stereoscopic framebuffer). @GLFramebuffer@ must provide a way to set which bac...
- 19:45 Bug #1681: Garbled screen build 1080
- > Version: 3.0 Mesa 10.1.0-devel (git-cbe7431 saucy-oibaf-ppa)
> Renderer: Gallium 0.4 on AMD BARTS
We should fir... - 13:07 Bug #1681: Garbled screen build 1080
- 1073 Is the last working version
Forgot to add
This is running ubuntu 13.10 64bit - 12:51 Bug #1681 (Closed): Garbled screen build 1080
- Screenshot of problem attached
dave@theBeast:/usr/bin$ ./doomsday -vv
Application path: /usr/bin/doomsday
Enabled ...
2013-12-15
- 13:23 Bug #1679 (Closed): main menu appearing in the loading screens when it shouldn't
- Fixed for the next build.
2013-12-13
- 12:51 Bug #1679 (Closed): main menu appearing in the loading screens when it shouldn't
- If one opens and closes the main menu while dead and then restarts the map, the main menu appears in the loading scre...
- 12:35 Bug #1667: Player weapon sounds interrupt "dont_stop" sounds
- I wasn't sure whether this deserves an issue of it's own.
The Cyber Demon's alert sound doesn't seem to play the f... - 01:14 Feature #1636: Support for Oculus Rift
- skyjake wrote:
> Good news, I now have a Rift devkit of my own to play around with.
Awesome news! Welcome to the ...
2013-12-12
- 21:03 Feature #1678: Optimize stereoscopic pixel formats
- Thanks for the detailed info.
I believe that with minor modifications, the existing classes should be adequate fo... - 19:18 Feature #1636: Support for Oculus Rift
- Good news, I now have a Rift devkit of my own to play around with.
I can address some of the biggest usability iss...
2013-12-11
- 19:00 Feature #1678: Optimize stereoscopic pixel formats
- skyjake wrote:
> If it is required that rendering occurs in the system framebuffer (FBO 0), we could — in VR mode 13...
2013-12-10
- 17:10 Feature #1678: Optimize stereoscopic pixel formats
- If it is required that rendering occurs in the system framebuffer (FBO 0), we could — in VR mode 13 specifically — re...
2013-12-09
- 11:13 Feature #1636: Support for Oculus Rift
- With today's merge of the @gl2-lensflare@ changes back to @oculus-rift@ and @master@, VR mode 13 is probably broken. ...
- 11:12 Feature #1678 (Rejected): Optimize stereoscopic pixel formats
- Support for a stereoscopic GL pixel format, used for instance with NVIDIA 3D Vision. This is implemented currently as...
Also available in: Atom