Unvanquished Development activity

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Daemon Engine
Daemon Engine
Thursday, 09 May 2024
@VReaperV VReaperV commented on DaemonEngine/Daemon#1105 · May 9, 2024 17:08

Fixed now, I'll put the fix in a separate pr later as well.

@VReaperV VReaperV commented on DaemonEngine/Daemon#1105 · May 9, 2024 17:00

When I change team the screen displays garbage, sometime it fixes itself after some time, sometime not (here on Plat23, but I reproduce this on ot…

@sweet235 sweet235 commented on Unvanquished/unvanquished-mapeditor-support#22 · May 9, 2024 14:41

Currently open questions to ponder ... I think there are no more open questions, and this is ready to be tested.

@illwieckz illwieckz pushed to Unvanquished/unvanquished-mapeditor-support · May 9, 2024 14:28
1 commit to illwieckz/pos-navcon
  • @illwieckz 7dfb47d
    add size (float) for navcon radius
@illwieckz illwieckz commented on Unvanquished/unvanquished-mapeditor-support#22 · May 9, 2024 14:20

Also having a clearly identified different name makes easier for the netradiant user to know what entity has the bidir/radius/classes values, espec…

@sweet235 sweet235 commented on Unvanquished/unvanquished-mapeditor-support#22 · May 9, 2024 14:19

Unfortunately we can't name it radius because there is already a radius key with a vec3 in other entities. Maybe something short like size.

@illwieckz illwieckz commented on Unvanquished/unvanquished-mapeditor-support#22 · May 9, 2024 14:18

How do we specify the navcon radius? I can just add a radius int field to the start entity description. Unfortunately we can't name it radius…

@sweet235 sweet235 commented on Unvanquished/unvanquished-mapeditor-support#22 · May 9, 2024 14:15

It makes far easier to implement inheritance for things like bidir, classes and radius when there is a clearly identified start entity. I mean: w…

@illwieckz illwieckz commented on Unvanquished/unvanquished-mapeditor-support#22 · May 9, 2024 14:14

Do we want seperate entities for pos_navcon_start and pos_navcon_next, or do we want a single entity pos_navcon? It makes far easier to impleme…

@sweet235 sweet235 commented on Unvanquished/unvanquished-mapeditor-support#22 · May 9, 2024 14:12

Currently open questions to ponder: Do we want seperate entities for pos_navcon_start and pos_navcon_next, or do we want a single entity pos_navcon?

@VReaperV VReaperV commented on DaemonEngine/Daemon#1105 · May 9, 2024 13:47

The smoke is broken (Nova): I'll fix fog in a different pr because I'll need to make it a proper stage rather than a function call in Render_gene…

@VReaperV VReaperV commented on DaemonEngine/Daemon#1105 · May 9, 2024 13:37

If I disable logging.suppression.enabled I get a lot of Bad surface tesselated errors (here on Plat23): Fixed.

@VReaperV VReaperV commented on DaemonEngine/Daemon#1105 · May 9, 2024 13:18

Fixed shaders for disabled normal mapping, as well as environment probes.

@VReaperV VReaperV commented on DaemonEngine/Daemon#1105 · May 9, 2024 12:41

This lighting is wrong on those models, this is probably vertex lighting (Nova): I think that's because of wrong normals. I tried making material…

@VReaperV VReaperV commented on DaemonEngine/Daemon#473 · May 9, 2024 11:23

Yes, the idea is to skip entirely the skybox shader. I'm not sure there's really any way to do that other than by just clearing the framebuffer (…

@illwieckz illwieckz commented on Unvanquished/unvanquished-mapeditor-support#22 · May 9, 2024 10:58

I suggest we can also use team names in playerclasses. For example for a navcon doing a long jump down that would kill an human but not an alien, o…

@illwieckz illwieckz commented on Unvanquished/unvanquished-mapeditor-support#22 · May 9, 2024 10:48

The sgame will translate/generate at navgen time: maps/chasm-level0_ents.navcon maps/chasm-level0_auto.navcon The sgame will load at bot load time:

@illwieckz illwieckz commented on Unvanquished/unvanquished-mapeditor-support#22 · May 9, 2024 10:46

For example we may have: chasm-level0.navcon (the one we edit by hand) chasm-level0_ents.navcon (the one we translate from bsp entities) chasm-lev…

@sweet235 sweet235 commented on Unvanquished/unvanquished-mapeditor-support#22 · May 9, 2024 10:42

Of course, but once you implemented 2 you can just copy this implementation in game. It is not that simple. We would have to take the union of th…

@illwieckz illwieckz commented on Unvanquished/unvanquished-mapeditor-support#22 · May 9, 2024 10:41

I think there are two possible methods to make the game use this data: 1. Make the game handle these entities. 2. Make q3map2 ignore these entitie…

@sweet235 sweet235 commented on Unvanquished/unvanquished-mapeditor-support#22 · May 9, 2024 10:40

The idea is that the game would look for all pos_navcon_start The game, or netradiant, or q3map2, or some other program. We have the choice.

@illwieckz illwieckz commented on Unvanquished/unvanquished-mapeditor-support#22 · May 9, 2024 10:39

Now with a chain of pos_navcon_startpos_navcon_nextpos_navcon_next: The idea is that the game would look for all pos_navcon_start, read the p…

@sweet235 sweet235 commented on Unvanquished/unvanquished-mapeditor-support#22 · May 9, 2024 10:36

I think there are two possible methods to make the game use this data: Make the game handle these entities. Make q3map2 ignore these entities (do …

@illwieckz illwieckz commented on Unvanquished/unvanquished-mapeditor-support#22 · May 9, 2024 10:22

Or I define a pos_navcon_start and a pos_navcon_next, and only pos_navcon_next will be used for chaining. Actually it's a better idea.

@illwieckz illwieckz commented on Unvanquished/unvanquished-mapeditor-support#22 · May 9, 2024 10:19

If we do that we will probably have to avoid circular navcon chains, as the game would never be able to start iterating them, because I guess the …

@illwieckz illwieckz commented on Unvanquished/unvanquished-mapeditor-support#22 · May 9, 2024 10:16

The current design allows to link multiple navcons in a chain, I suggest that all linked navcons inherit the playerclasses from both side, and cha…

@illwieckz illwieckz commented on Unvanquished/unvanquished-mapeditor-support#22 · May 9, 2024 10:11

To test this, one should copy build/netradiant/unvanquished.game/pkg/entities.ent from this repository to gamepacks/unvanquished.game/pkg/entities.ent

entities: add pos_navcon entity #22

Add pos_navcon entity. When linked with a target having the same name of another pos_navcon's targetname, the game will know it can generate a navc…

+99 -1
@illwieckz illwieckz commented on DaemonEngine/Daemon#473 · May 9, 2024 09:17

Yes, the idea is to skip entirely the skybox shader.

@VReaperV VReaperV commented on DaemonEngine/Daemon#473 · May 9, 2024 09:16

Or maybe @VReaperV being a sky masterwizard knows how to make an alternative sky code that just paints to black the sky area without clearing (and…

@illwieckz illwieckz commented on DaemonEngine/Daemon#473 · May 9, 2024 09:11

Or maybe @VReaperV being a sky masterwizard know how to make an alternative sky code that jut paints to black the sky area without clearing (and as…

@VReaperV VReaperV commented on DaemonEngine/Daemon#1105 · May 9, 2024 09:11

We clear the screen to black before drawing. It makes r_fastsky working and it also avoids the wall of mirrors effect in broken maps where we can …

@illwieckz illwieckz commented on DaemonEngine/Daemon#1105 · May 9, 2024 09:08

See: #440 We need to finish that to only clear when r_fastsky is enabled: #473

@VReaperV VReaperV commented on DaemonEngine/Daemon#1105 · May 9, 2024 09:07

Using this branch, it looks like the engine becomes GPU bound. The reason why it may perform more slowly sometime is that likely because we actual…

@illwieckz illwieckz commented on DaemonEngine/Daemon#1105 · May 9, 2024 09:07

We clear the screen to black before drawing. It makes r_fastsky working and it also avoid the see wall of mirrors effect in broken maps where we ca…

@VReaperV VReaperV commented on DaemonEngine/Daemon#1105 · May 9, 2024 09:05

Wait, what is this clearing thing?

@illwieckz illwieckz commented on DaemonEngine/Daemon#1105 · May 9, 2024 09:02

Using this branch, it looks like the engine becomes GPU bound. The reason why it can performs more slowly sometime is that likely because we actual…

@VReaperV VReaperV commented on DaemonEngine/Daemon#1105 · May 9, 2024 09:00

Ah, lol, that explains it then.

@VReaperV VReaperV commented on Unvanquished/Unvanquished#2984 · May 9, 2024 08:59

I get no significant difference between /cg_draw2D off and cg_draw2D on on my end with this branch too (it's within 1ms of difference).

@DolceTriade DolceTriade commented on DaemonEngine/Daemon#1114 · May 9, 2024 08:46

This sounds like it could use the shmem command queue too in the future so maybe everything could fit in one area?

@sweet235 sweet235 commented on Unvanquished/Unvanquished#2971 · May 9, 2024 08:45

A bot add command may specify a behavior. The bot command is usually restricted to admins. That is a bug indeed, but not a severe bug. We are pla…

@illwieckz illwieckz commented on DaemonEngine/Daemon#1114 · May 9, 2024 08:40

Yeah, this is still dependent on the amount of marks because as soon as the array is too large to fit into the kernel buffer the message will be sp…

@sweet235 sweet235 commented on Unvanquished/Unvanquished#2971 · May 9, 2024 08:40

I figured after a behavior change the bot would almost always select a new destination and obliterate the old path information Sometimes, not alm…

@VReaperV VReaperV commented on DaemonEngine/Daemon#1114 · May 9, 2024 08:26

This works well for me, there's no longer a significant performance difference between /cg_marks on and /cg_marks off (still depends on the amount …

@illwieckz illwieckz commented on DaemonEngine/Daemon#1105 · May 9, 2024 07:55

Building Mesa tag mesa-24.0.7 for yesterday release fixes that bug, so yes, it's definitely a Mesa bug from a very recent commit I just caught in t…

@VReaperV VReaperV commented on DaemonEngine/Daemon#1105 · May 9, 2024 07:52

(this still doesn't work with it disabled, need to fix a few things first)

@VReaperV VReaperV commented on DaemonEngine/Daemon#1105 · May 9, 2024 07:50

Yeah... It's failing on the exact same thing anyway lol.

@illwieckz illwieckz commented on DaemonEngine/Daemon#1105 · May 9, 2024 07:48

I still get the Mesa crash but forget it for now… Actually if adding an in would have fixed it it would have been very meh. It's likely a bug and i…

@VReaperV VReaperV commented on DaemonEngine/Daemon#1105 · May 9, 2024 07:41

For reference the current tiled renderer got merged and improved for years in master before being enabled by default. We can definitely do the same.

@VReaperV VReaperV commented on DaemonEngine/Daemon#1105 · May 9, 2024 07:41

Yeah, it's still gonna usethe code that takes a sampler2D as function argument either way... Well, that should hopefully be fixed now.

@illwieckz illwieckz commented on DaemonEngine/Daemon#1105 · May 9, 2024 07:40

Yes it is fine to have it as an option. It is too early to enable it by default and to ship it enabled by default. But I agree with the idea of m…

@illwieckz illwieckz commented on DaemonEngine/Daemon#1105 · May 9, 2024 07:39

This is when the Mesa main crash happens: Debug: building lightMapping shader permutation with macro: USE_BSP_SURFACE USE_VERTEX_SKINNING USE_GRID_…

@VReaperV VReaperV commented on DaemonEngine/Daemon#1105 · May 9, 2024 07:36

Yes it is fine to have it as an option. It is too early to enable it by default and to ship it enabled by default. But I agree with the idea of me…

@VReaperV VReaperV commented on DaemonEngine/Daemon#1105 · May 9, 2024 07:34

This can also be a driver regression… It's straight Mesa main branch. I wanted to profile the engine with the debug symbols of Mesa being there so…

@illwieckz illwieckz commented on DaemonEngine/Daemon#1105 · May 9, 2024 07:30

Is it fine for it to use a global cvar to toggle it that defaults to off for now? Yes it is fine to have it as an option. It is too early to enab…

@illwieckz illwieckz commented on DaemonEngine/Daemon#1105 · May 9, 2024 07:28

error: instr->modes & parent->modes (../src/compiler/nir/nir_validate.c:334) I might have messed up some types being casted there. 32 %208 = de…

@VReaperV VReaperV commented on DaemonEngine/Daemon#1105 · May 9, 2024 07:27

Graphics: low preset plus r_normalMapping 1 and cg_draw2D 0. This is framerate on my end using default spectator scene of the given maps. map mast…

@VReaperV VReaperV commented on DaemonEngine/Daemon#1105 · May 9, 2024 07:25

I noticed doing r_showTris on master branch that the station12 map has almost no vis optimization, it's like everything from the map is seen. Yep…

@VReaperV VReaperV commented on DaemonEngine/Daemon#1105 · May 9, 2024 07:24

At %185 it is %185 = deref_var &u_NormalMap (function_temp sampler2D),

@illwieckz illwieckz commented on DaemonEngine/Daemon#1105 · May 9, 2024 07:24

Graphics: low preset plus r_normalMapping 1 and cg_draw2D 0. This is framerate on my end using default spectator scene of the given maps. I notice…

@VReaperV VReaperV commented on DaemonEngine/Daemon#1105 · May 9, 2024 07:23

error: instr->modes & parent->modes (../src/compiler/nir/nir_validate.c:334) I might have messed up some types being casted there. 32 %208 = der…

@VReaperV VReaperV commented on DaemonEngine/Daemon#1105 · May 9, 2024 07:21

Edit: Wait, it seems you rebased on recent master. 😍️ Yup, I'd done that a while ago :)

@illwieckz illwieckz commented on DaemonEngine/Daemon#1105 · May 9, 2024 07:08

Is it more than you normally get? I would have to compare with the commit before your branch to get a fair comparison.

@illwieckz illwieckz deleted branch illwieckz/sanitizers in DaemonEngine/Daemon · May 9, 2024 07:05

Updated May 9

@VReaperV VReaperV commented on DaemonEngine/Daemon#1105 · May 9, 2024 07:03

Also, if you get the chance, can you check what the performance is between this branch and master for you on station12-b7 (https://users.unvanquish…

@illwieckz illwieckz commented on DaemonEngine/Daemon#1043 · May 9, 2024 07:01

This looks ready to me.

@VReaperV VReaperV commented on DaemonEngine/Daemon#1105 · May 9, 2024 07:01

Without any frame limiter, 1100 fps @2k: Is it more than you normally get?

@VReaperV VReaperV commented on DaemonEngine/Daemon#1105 · May 9, 2024 06:59

When running the engine on Mesa main branch (69b0ee7b), the GLSL compilation aborts. It doesn't happen with Dæmon master branch on the same Mesa b…

@VReaperV VReaperV commented on DaemonEngine/Daemon#1105 · May 9, 2024 06:58

Performance is still slow, as we seen in previous ATCSHD screenshot I get about 400 fps instead of 800 fps. The slowness is happening in the drive…

@illwieckz illwieckz commented on DaemonEngine/Daemon#1043 · May 9, 2024 06:57

Well, those comments are useful for me as they are kind of extended line-per-line commit messages, and I want to have those comments in the commit …

@illwieckz illwieckz pushed to DaemonEngine/Daemon · May 9, 2024 06:55
1 commit to illwieckz/plane_t
  • @illwieckz b279375
    renderer/lights: remove noisy comments
@illwieckz illwieckz pushed to DaemonEngine/Daemon · May 9, 2024 06:51
1 commit to illwieckz/legacy-dynamic-light
  • @illwieckz 3b8c2b5
    tr_shader: fix again the legacy dynamic light renderer
@VReaperV VReaperV commented on DaemonEngine/Daemon#1105 · May 9, 2024 06:41

But here are some problems, this animated screen doesn't work (Nova), plus we see the map behind the sky, but we already knew that: Yeah, need to…

@VReaperV VReaperV commented on DaemonEngine/Daemon#1105 · May 9, 2024 06:34

Thanks, that'sa lot of very useful information!

@illwieckz illwieckz pushed to DaemonEngine/Daemon · May 9, 2024 06:04
1 commit to illwieckz/plane_t
  • @illwieckz bdc112a
    renderer/light: port R_SetupLightProjection to use plane_t
@illwieckz illwieckz pushed to DaemonEngine/Daemon · May 9, 2024 06:03
2 commits to illwieckz/plane_t
@illwieckz illwieckz commented on DaemonEngine/Daemon#1105 · May 9, 2024 05:28

Without any frame limiter, 1100 fps @2k:

@illwieckz illwieckz commented on DaemonEngine/Daemon#1105 · May 9, 2024 05:24

With stock drivers and using low preset plus r_normalMapping enabled to avoid the build permutation bug, I rach the frame limiter around 900 fps @ 2K:

@illwieckz illwieckz commented on DaemonEngine/Daemon#1105 · May 9, 2024 05:09

With low preset I got this: 59: void main() 60: { 61: #if defined(USE_MATERIAL_SYSTEM) 62: 63: #ifdef HAVE_ARB_bindless_texture 64: 65: #if define…

@illwieckz illwieckz commented on DaemonEngine/Daemon#1105 · May 9, 2024 05:04

When running the engine on Mesa main branch (69b0ee7b), the GLSL compilation aborts. It doesn't happen with Dæmon master branch on the same Mesa br…

@illwieckz illwieckz commented on DaemonEngine/Daemon#1105 · May 9, 2024 04:56

Performance is still slow, as we seen in previous ATCSHD screenshot I get about 400 fps instead of 800 fps. The slowness is happening in the driver…

@illwieckz illwieckz commented on DaemonEngine/Daemon#1105 · May 9, 2024 04:51

That's becoming very good! ATCSHD: (without normal/relief mapping): Plat23 and USS Tremor (with normal/relief mapping): Nova (with portals): Bu…

NetRadiant
NetRadiant
Wednesday, 08 May 2024

Oh wow. Why is there separate rbspHeader structure that is basically bspHeader, but with fewer bspLumps? I see two solutions: hacky one and proper one. Hacky one would be cast pointer to bspHeader and proper one would be replace rbspHeader with bspHeader.

NetRadiant doesn't compile with gcc 14.1.1+r1+g43b730b9134-1 on Arch Linux.
It fails with the following error:

[ 82%] Building C object tools/quake3/CMakeFiles/q3map2.dir/q3map2/bspfile_rbsp.c.o
/home/yannick/Documents/Devel/NetRadiant/netradiant/tools/quake3/q3map2/bspfile_rbsp.c: In function 'WriteRBSPFile':
/home/yannick/Documents/Devel/NetRadiant/netradiant/tools/quake3/q3map2/bspfile_rbsp.c:306:24: error: passing argument 2 of 'AddLump' from incompatible pointer type [-Wincompatible-pointer-types]
  306 |         AddLump( file, header, 0, marker, strlen( marker ) + 1 );
      |                        ^~~~~~
      |                        |
      |                        rbspHeader_t *
In file included from /home/yannick/Documents/Devel/NetRadiant/netradiant/tools/quake3/q3map2/bspfile_rbsp.c:37:
/home/yannick/Documents/Devel/NetRadiant/netradiant/tools/quake3/q3map2/q3map2.h:1932:63: note: expected 'bspHeader_t *' but argument is of type 'rbspHeader_t *'
 1932 | void                        AddLump( FILE *file, bspHeader_t *header, int lumpNum, const void *data, int length );
      |                                                  ~~~~~~~~~~~~~^~~~~~
make[2]: *** [tools/quake3/CMakeFiles/q3map2.dir/build.make:328: tools/quake3/CMakeFiles/q3map2.dir/q3map2/bspfile_rbsp.c.o] Error 1
make[1]: *** [CMakeFiles/Makefile2:2743: tools/quake3/CMakeFiles/q3map2.dir/all] Error 2
make: *** [Makefile:156: all] Error 2
@VReaperV VReaperV commented on DaemonEngine/Daemon#1105 · May 8, 2024 18:52

Ok, now the crashes should be fixed. Also fixed relief mapping and dynamic lights.

@slipher slipher commented on Unvanquished/Unvanquished#2989 · May 8, 2024 14:41

How about a single argument with the contents of fileBase from the other function, instead of modelName+foundSuffix?

@illwieckz illwieckz pushed to Unvanquished/Unvanquished · May 8, 2024 14:34
2 commits to illwieckz/low-models
@slipher slipher commented on Unvanquished/Unvanquished#2971 · May 8, 2024 14:23

I agree that resetting the bot states is a good thing. But I am not yet convinced about some fields. Should we reset the planned path completely? …

@slipher slipher pushed to Unvanquished/Unvanquished · May 8, 2024 14:14
2 commits to master
  • @slipher 727a239
    Work around mingw printf warning
  • @slipher 9cf6a54
    Set p_ cvars only when necessary