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From 2013-12-09 to 2013-12-22

2013-12-22

20:33 Feature #1636: Support for Oculus Rift
This weekend I have made several Rift-related improvements:
* Fixed rendering glitches so that the left and right ey...
skyjake
18:53 Bug #925: [Doom] Map32: Secret exit quirk not replicated
You've got it the wrong way around. Warping manually messes it up. vermil
12:25 Bug #925: [Doom] Map32: Secret exit quirk not replicated
Maybe I'm being thick but how does this map specifically take advantage of that if the only way to trigger it is by w... danij
11:01 Bug #925: [Doom] Map32: Secret exit quirk not replicated
I believe that Vanilla Doom2 has no understanding of what to do with a secret exit trigger on Map32 and thus in a cas... vermil
04:22 Bug #925: [Doom] Map32: Secret exit quirk not replicated
Am I correct to conclude that the PWAD mentioned in the initial report is actually irrelevant to the issue in question? danij
00:51 Bug #1133 (Closed): Menu selector is tiny in Hell Revealed 2
danij

2013-12-21

19:34 Feature #1686: Derived resource packs
Another use case would be a HiDPI UI pack for OS X retina displays. skyjake
19:21 Feature #1686 (Closed): Derived resource packs
It should be possible to create a resource pack that is based on another, but with some changes applied. For instance... skyjake

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... danij
12:30 Feature #1680 (Closed): Quad-buffered GL framebuffer
skyjake
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...
cmbruns

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... vermil
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...
danij
17:51 Feature #1685 (Closed): [Doom] Inverted B&W palette for invulnerability
skyjake
13:21 Feature #1666 (In Progress): [Dehacked] Support for sprite renaming
danij
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. vermil
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 ... danij
10:22 Bug #1599 (Closed): Double Quit sound
danij
09:40 Bug #1670 (Closed): [Automap] Yellow/Red key activated switches don't glow
danij
07:46 Bug #1670 (Resolved): [Automap] Yellow/Red key activated switches don't glow
danij
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 ... danij

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... danij
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...
skyjake
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... vermil
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... eunbolt
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... skyjake
13:47 Feature #1682 (Closed): [UI] Button click behavior outside an open popup
skyjake
08:52 Feature #1682 (In Progress): [UI] Button click behavior outside an open popup
skyjake
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... skyjake
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" ...
eunbolt
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... skyjake
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...
skyjake

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?
skyjake
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... skyjake
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...
skyjake
13:07 Bug #1681: Garbled screen build 1080
1073 Is the last working version
Forgot to add
This is running ubuntu 13.10 64bit
eunbolt
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 ...
eunbolt

2013-12-15

13:23 Bug #1679 (Closed): main menu appearing in the loading screens when it shouldn't
Fixed for the next build. skyjake

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... vermil
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...
vermil
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 ...
cmbruns

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...
skyjake
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...
skyjake

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...
cmbruns

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... skyjake

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. ... skyjake
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... skyjake
 

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