Forthcoming Beta 6.10
<i>This post was originally made by <b>danij</b> on the dengDevs blog. It was posted under the categories: Beta 6, Engine, Mac OS X, Unix/Linux, Windows.</i>
The plan was to release Beta6.10 today, May 2nd 2010. However I've been unable to complete all the work I had planned for this release. As such I would like to postpone the release for a couple of days.
My main goals for this release are to implement resolution independent aspect-correct UI/HUD scaling and to improve support for multi-monitor and ultra-wide/tall resolutions. Most of this work is now complete however there are a few remaining issues to be addressed (mostly minor):
<ul>
<li><del datetime="2010-05-07T17:12:42+00:00">(Windows) Do not snap the main window dimensions to those of the primary display resolution</del>.</li>
<li><del datetime="2010-05-08T11:17:24+00:00">Implement display options for pillarboxing the titlescreen and other such fixed aspect screens (e.g., intermission)</del>.</li>
<li>Aspect correct <del datetime="2010-05-04T05:49:07+00:00">kills/items/secrets counters</del>, <del datetime="2010-05-04T09:07:34+00:00">chat widget</del> and multiplayer scoreboard.</li>
<li><del datetime="2010-05-08T23:39:45+00:00">Fix textured particle loading after resolution change</del>.</li>
<li>Fix scale and position of HUD weapon models at non 4:3 aspect ratios.</li>
<li>When changing viewsize some HUD displays will fade-in again when they should be unaffected by this animation.</li>
<li>The statusbar stretching at near 4:3 aspect ratios does not work currently.</li>
<li>Do something about the white owned weapon icons in DOOM (due to inability to cache multiple versions of the same Patch with differing instance states).</li>
<li>Z-fighting everywhere (most likely due to the perspective calculation and/or near/far clip changes).</li>
<li>Camera smoothing judder when turning.</li>
</ul>
In addition to the above the following bugs really should be addressed for this release:
<ul>
<li><a href="http://sourceforge.net/tracker/?func=detail&aid=2984519&group_id=74815&atid=542099">#2984519</a></li>
<li><a href="http://sourceforge.net/tracker/?func=detail&aid=2983971&group_id=74815&atid=542099">#2983971</a></li>
</ul>
Not a huge amount of work by any means but I've simply ran out of available time to get it done today and release later tonight.
The plan was to release Beta6.10 today, May 2nd 2010. However I've been unable to complete all the work I had planned for this release. As such I would like to postpone the release for a couple of days.
My main goals for this release are to implement resolution independent aspect-correct UI/HUD scaling and to improve support for multi-monitor and ultra-wide/tall resolutions. Most of this work is now complete however there are a few remaining issues to be addressed (mostly minor):
<ul>
<li><del datetime="2010-05-07T17:12:42+00:00">(Windows) Do not snap the main window dimensions to those of the primary display resolution</del>.</li>
<li><del datetime="2010-05-08T11:17:24+00:00">Implement display options for pillarboxing the titlescreen and other such fixed aspect screens (e.g., intermission)</del>.</li>
<li>Aspect correct <del datetime="2010-05-04T05:49:07+00:00">kills/items/secrets counters</del>, <del datetime="2010-05-04T09:07:34+00:00">chat widget</del> and multiplayer scoreboard.</li>
<li><del datetime="2010-05-08T23:39:45+00:00">Fix textured particle loading after resolution change</del>.</li>
<li>Fix scale and position of HUD weapon models at non 4:3 aspect ratios.</li>
<li>When changing viewsize some HUD displays will fade-in again when they should be unaffected by this animation.</li>
<li>The statusbar stretching at near 4:3 aspect ratios does not work currently.</li>
<li>Do something about the white owned weapon icons in DOOM (due to inability to cache multiple versions of the same Patch with differing instance states).</li>
<li>Z-fighting everywhere (most likely due to the perspective calculation and/or near/far clip changes).</li>
<li>Camera smoothing judder when turning.</li>
</ul>
In addition to the above the following bugs really should be addressed for this release:
<ul>
<li><a href="http://sourceforge.net/tracker/?func=detail&aid=2984519&group_id=74815&atid=542099">#2984519</a></li>
<li><a href="http://sourceforge.net/tracker/?func=detail&aid=2983971&group_id=74815&atid=542099">#2983971</a></li>
</ul>
Not a huge amount of work by any means but I've simply ran out of available time to get it done today and release later tonight.
Comments
We need to decide on a drawing strategy logic for what happens with overlay finales (such as the Imp demo in DOOM).
Obviously we pillar/letter box to the correct aspect ratio. Do we draw borders? Do we clip it to the legacy 320x200 area? Do we attempt to interpret things like background dimensions and screen filters into the full window coordinate space yet position everything as with non-overlays?
I think it would be wise to postpone the Beta6.10 for now as there are too many outstanding issues. Furthermore, I can't in good concious do another Windows release without addressing the SDL_mixer process affinity issue (which may require a bit of a reshuffle of the plugin loading).
(It should be used <a href="http://deng.git.sourceforge.net/git/gitweb.cgi?p=deng/deng;a=blobdiff;f=doomsday/plugins/jhexen/src/p_sound.c;h=c03e1f0078c178b6de4366e1937f708e9c3cf1bf;hp=f66283feaee6968506d4b4f79eee0abf64d366e1;hb=592f1556a8a38d728def4f743e2d29e2432eb100;hpb=f355c77df5750501f653f774690a8110cd34b014" rel="nofollow">here</a>.)
Its most likely just a simple off-by-one indexing mixup somewhere.