Unvanquished Development activity

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Unvanquished
Unvanquished
Monday, 11 November 2019
@Gireen
Gireen commented on pull request Unvanquished/Unvanquished#1129 Nov 11, 2019

ok there is now CostToEvolve for only the costs and ClassCanEvolveFromTo acts as before and uses CostToEvolve

@Gireen
Gireen pushed to Unvanquished/Unvanquished Nov 11, 2019
2 commits to master
  • @Gireen 894e95e
    Merge pull request #1125 from Gireen/updateBPBudgets
  • @Gireen 636a689
    add callback to g_BPInitialBudget and g_BPBudgetPerMiner
@Gireen
Gireen closed an issue in Unvanquished/Unvanquished Nov 11, 2019
Available buildpoints do not change with cvar change #1124

Changing g_BPBudgetPerMiner or g_BPInitialBudget only take effect after a leech/drill is build.

4 comments
@Gireen
Gireen merged a pull request in Unvanquished/Unvanquished Nov 11, 2019
@slipher
slipher commented on pull request Unvanquished/Unvanquished#1125 Nov 11, 2019

You can merge it, right?

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1129 Nov 11, 2019

I suggest to rename ClassCanEvolveFromTo to something like CostToEvolve, remove the credits argument, and give it the single responsibility of dete…

Unvanquished
Unvanquished
Sunday, 10 November 2019
@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#1128 Nov 10, 2019

Yep, there was work done to get scalable UI (to properly support 4K) and those patches requires to have both up-to-date gamecode and assets.

@Gireen
Gireen opened a pull request in Unvanquished/Unvanquished Nov 10, 2019
return evovle cost even if not possible #1129

let BG_ClassCanEvolveFromTo return the price even if its not possible to evolve fixes #1123 together with UnvanquishedAssets/unvanquished_src.dpkdir#8

+45 -37
@Gireen
Gireen commented on issue Unvanquished/Unvanquished#1128 Nov 10, 2019

one also must use the latest assets to test stuff correctly 😅 everything works fine

@Gireen
Gireen closed an issue in Unvanquished/Unvanquished Nov 10, 2019
Circle menus dont work #1128

With cgame build from latest master Circle menus don't work. They show only the cancel button but no other elements.

1 comment
@Gireen
Gireen opened an issue in Unvanquished/Unvanquished Nov 10, 2019
Circle menus dont work #1128

With cgame build from latest master Circle menus don't work. They show only the cancel button but no other elements.

Unvanquished Assets
Unvanquished Assets
Saturday, 09 November 2019
@Gireen
Gireen opened a pull request in UnvanquishedAssets/unvanquished_src.dpkdir Nov 9, 2019
display price in evolve menu #8

solves partly Unvanquished/Unvanquished#1123 but displays a price of 0 for locked classes

+1 -1
@slipher
slipher commented on issue Unvanquished/Unvanquished#1127 Nov 9, 2019

So are you actually trying to set up a dev environment or just play the game? If you want to play, you just need to download the universal zip to g…

@Lecrapouille
Lecrapouille commented on issue Unvanquished/Unvanquished#1127 Nov 9, 2019

@slipher can you tell me which version of lua is Unvanquished/daemon/external_deps/linux64-4/pnacl_deps/lib/ ? I tried to replace by /usr/lib/x86_6…

@Lecrapouille
Lecrapouille commented on issue Unvanquished/Unvanquished#1127 Nov 9, 2019

@slipher sorry o be unclear me too. I tried by curiosity ./sgame-x86_64.nexe => segfault. and cd build; ./daemon -pakpath ../pkg/ produces "Error d…

@slipher
slipher commented on issue Unvanquished/Unvanquished#1127 Nov 9, 2019

Sorry to be unclear. The make target called client builds the binary called daemon.

@Lecrapouille
Lecrapouille commented on issue Unvanquished/Unvanquished#1127 Nov 9, 2019

@slipher thanks but it does not help because client or cgame* are not created and anyway, binaries segfault. I really think cmake did not like AMD …

@slipher
slipher commented on issue Unvanquished/Unvanquished#1127 Nov 9, 2019

FYI, you only need to build cgame-native-dll if you are developing. If you just want to try the game, make client is the only one you need.

Unvanquished
Unvanquished
Friday, 08 November 2019
@Lecrapouille
Lecrapouille opened an issue in Unvanquished/Unvanquished Nov 8, 2019
Link failure with Debian AMD 64-bits #1127

Hi I have a Debian AMD 64-bits but failed linking cgame-native-dll.so against the libfreetype.a I got the error: make cgame-native-dll [ 3%] Built …

Unvanquished
Unvanquished
Wednesday, 06 November 2019
@slipher
slipher commented on issue Unvanquished/updater#50 Nov 6, 2019

Yeah, I am not suggesting any new UI. What I meant was that if the updater's directory is different from the one in settings, it should act like a …

@illwieckz
illwieckz commented on issue Unvanquished/updater#50 Nov 6, 2019

Sorry if I was not clear, the hard-coded path for enginedir to homedir/base is for when the user has not customized it, otherwise it uses the one s…

@illwieckz
illwieckz commented on issue Unvanquished/updater#50 Nov 6, 2019

Oh yes, nice catch! I would avoid implementing more windows. Many we can just check if installed updater is older than the one running it, if yes t…

@slipher
slipher commented on issue Unvanquished/updater#50 Nov 6, 2019

Nice flowchart :) Instead of assuming some hard-coded path for enginedir, we could look for the user's previously selected installation directory w…

@Viech
Viech commented on issue Unvanquished/Unvanquished#1124 Nov 6, 2019

@Gireen sure! Though maybe it's better to hook the relevant commands and make them perform the update?

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1125 Nov 6, 2019

Please squash the commits into one, remove the unused variable names and LGTM otherwise.

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1125 Nov 6, 2019

Remove the name of the unused variable (so like [](int) {... )

Unvanquished
Unvanquished
Tuesday, 05 November 2019
@Gireen
Gireen opened a pull request in Unvanquished/Unvanquished Nov 5, 2019
always show evolve menu #1126

show evolve menu even when not enough morph points are available Fix #439

+1 -10
@Gireen
Gireen commented on pull request Unvanquished/Unvanquished#1125 Nov 5, 2019

the callback required more changes but that works really better.

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1125 Nov 5, 2019

Oh, if it's the case that the calculation works fine but just needs to be updated, you could use a cvar callback. You can make a function get calle…

Unvanquished Assets
Unvanquished Assets
Monday, 04 November 2019
@Gireen
Gireen commented on issue Unvanquished/Unvanquished#1124 Nov 4, 2019

Is it ok to add a command to trigger the calculation manually?

@Viech
Viech commented on issue Unvanquished/Unvanquished#1124 Nov 4, 2019

That's semi-intentional, some of the mining related calculations are expensive, so for simplicity all of them are only performed when the miner lan…

Unvanquished
Unvanquished
Saturday, 02 November 2019
@slipher
slipher commented on issue Unvanquished/Unvanquished#1124 Nov 2, 2019

I wouldn't really expect it to work to change these in the middle of a game.

@Gireen
Gireen opened an issue in Unvanquished/Unvanquished Nov 2, 2019
Available buildpoints do not change with cvar change #1124

Changing g_BPBudgetPerMiner or g_BPInitialBudget only take effect after a leech/drill is build.

Unvanquished
Unvanquished
Thursday, 31 October 2019
@illwieckz
illwieckz commented on issue Unvanquished/updater#50 Oct 31, 2019

It looks like that “updating at splash time” is only meaningful when self-replacing is expected to work on randomly downloaded updaters, but as soo…

@illwieckz
illwieckz commented on issue Unvanquished/updater#50 Oct 31, 2019

Here is a flow diagram of what I think how the updater must behave: You can click on the picture to see SVG in full size, you can find dia source t…

Unvanquished
Unvanquished
Tuesday, 29 October 2019
@DolceTriade
DolceTriade commented on issue Unvanquished/updater#46 Oct 29, 2019

We should. It should be easy.

@illwieckz
illwieckz commented on issue Unvanquished/updater#50 Oct 29, 2019

Note that I'm not very happy with the windows updater asking for privilege elevation at startup because it's default installation directory is in %…

@illwieckz
illwieckz opened an issue in Unvanquished/updater Oct 29, 2019
Store the updatable updater as any asset, the downloaded one just being a launcher #50

Original comment from #49 (comment) For the next sentences I'll assume Linux (we would adapt for other OS): Basically what I think is that the upda…

Unvanquished
Unvanquished
Monday, 28 October 2019
@Gireen
Gireen opened an issue in Unvanquished/Unvanquished Oct 28, 2019
layout is always empty #1122

The layouts load normal but the cvar for the name is always empty.

Unvanquished
Unvanquished
Sunday, 27 October 2019
@illwieckz
illwieckz pushed to Unvanquished/UnvanquishedBranding Oct 27, 2019
1 commit to master
  • @illwieckz 1ea4803
    import pictures from website, social media pages, game etc.
@illwieckz
illwieckz pushed to Unvanquished/UnvanquishedBranding Oct 27, 2019
1 commit to master
  • @illwieckz 4fa16f2
    import pictures from website, social media pages, game etc.
@illwieckz
illwieckz pushed to Unvanquished/UnvanquishedBranding Oct 27, 2019
1 commit to master
  • @illwieckz 06dedcd
    import pictures from website, social media pages, game etc.
@illwieckz
illwieckz pushed to Unvanquished/UnvanquishedBranding Oct 27, 2019
1 commit to master
  • @illwieckz e83541a
    import pictures from website, social media pages, game etc.
@illwieckz
illwieckz pushed to Unvanquished/UnvanquishedBranding Oct 27, 2019
1 commit to master
  • @illwieckz 6bc610a
    import pictures from website, social media pages, game etc.
@illwieckz
illwieckz pushed to Unvanquished/UnvanquishedBranding Oct 27, 2019
1 commit to master
  • @illwieckz 584dbc8
    import pictures from website, social media pages, game etc.
@illwieckz
illwieckz pushed to Unvanquished/UnvanquishedBranding Oct 27, 2019
1 commit to master
  • @illwieckz 5cf268a
    import pictures from website, social media pages, game etc.
@illwieckz
illwieckz created a repository Unvanquished/UnvanquishedBranding Oct 27, 2019

Unvanquished branding materials to use in publications, social pages, websites, software icons etc.

Updated Oct 27

Unvanquished
Unvanquished
Thursday, 24 October 2019
@slipher
slipher closed an issue in Unvanquished/Unvanquished Oct 24, 2019
irc #1121

the irc room seems to be down do yall have a matrix or discord server do talk in

1 comment
Unvanquished
Unvanquished
Wednesday, 23 October 2019
@slipher
slipher commented on issue Unvanquished/Unvanquished#1121 Oct 23, 2019

It seems fine to me. I received this message in #unvanquished-dev 17 minutes ago: MissLav opened Issue #1121 irc: https://git.io/JeOvU That said,…

@MissLav
MissLav opened an issue in Unvanquished/Unvanquished Oct 23, 2019
irc #1121

the irc room seems to be down do yall have a matrix or discord server do talk in

@MissLav

An FPS/RTS hybrid game powered by the Daemon engine (a combination of ioq3 and XreaL)

C++ 478 Updated Nov 1

Unvanquished
Unvanquished
Tuesday, 22 October 2019
@bofh80

An FPS/RTS hybrid game powered by the Daemon engine (a combination of ioq3 and XreaL)

C++ 478 Updated Nov 1

@bofh80
bofh80 forked bofh80/Daemon from DaemonEngine/Daemon Oct 22, 2019

The Dæmon game engine. With some bits of ioq3 and XreaL.

C++ 91 1 issue needs help Updated Oct 2

Daemon Engine
Daemon Engine
Sunday, 13 October 2019
@PopeRigby

The Dæmon game engine. With some bits of ioq3 and XreaL.

C++ 91 1 issue needs help Updated Oct 2

Thomas Debesse (c89c6f64) at 13 Oct 02:53

Merge branch 'packonce' into 'master'

... and 4 more commits

Light option

Adds -nobouncestore option to not store lightmaps on every bounce.

q3map2 usually store lightmaps on every bounce, allowing user to interrupt compilation and get working files, but storing lightmaps requires them to be allocated and the allocation process (AKA atlasing or lightmap searching) is single-threaded and can be very slow with high resolution lightmaps, so user can use -nobouncestore to only store then allocate once, at the very end of compilation. This can save a lot of time on high resolution lightmaps. I noticed a 20% compilation time saving on some use cases.

Renames the -fastallocate to -fastlightmapsearch to be explicit (old name is kept for compatibility), the -fastallocate was added recently (see !22) and not yet widely used outside of Unvanquished which I can update so there is no real issue to rename it.

BSP option

Renames -mi and -mv to explicit -maxsurfaceindexes and -maxsurfacevertices (old names kept for compatibility).

Introduces -maxlightmapvertices that was missing from command line options (was only tweakable in game_*.c files.

Introduces -fastmeta that is equivalent to -maxlightmapverts 64 -maxsurfaceverts 999 -maxsurfaceindexes 6000, i.e. Quake 3 defaults values which are known to be fast. This can be useful to speed-up non-final builds.

Thomas Debesse (7278c27f) at 13 Oct 00:57

Merge branch 'deprecate-makefile' into 'master'

... and 3 more commits

requires make to be called this way:

make I_KNOW_MAKEFILE_IS_DEPRECATED=1

Must not be merged before xonotic!45 is merged.

Looks fine, let's get it in this way. I_KNOW_MAKEFILE_IS_DEPRECATED=1 is long enough to find it pretty well when we want to remove it later.

Light option

Adds -nobouncestore option to not store lightmaps on every bounce.

q3map2 usually store lightmaps on every bounce, allowing user to interrupt compilation and get working files, but storing lightmaps requires them to be allocated and the allocation process (AKA atlasing or lightmap searching) is single-threaded and can be very slow with high resolution lightmaps, so user can use -nobouncestore to only store then allocate once, at the very end of compilation. This can save a lot of time on high resolution lightmaps. I noticed a 20% compilation time saving on some use cases.

Renames the -fastallocate to -fastlightmapsearch to be explicit (old name is kept for compatibility), the -fastallocate was added recently (see !22) and not yet widely used outside of Unvanquished which I can update so there is no real issue to rename it.

BSP option

Renames -mi and -mv to explicit -maxsurfaceindexes and -maxsurfacevertices (old names kept for compatibility).

Introduces -maxlightmapvertices that was missing from command line options (was only tweakable in game_*.c files.

Introduces -fastmeta that is equivalent to -maxlightmapverts 64 -maxsurfaceverts 999 -maxsurfaceindexes 6000, i.e. Quake 3 defaults values which are known to be fast. This can be useful to speed-up non-final builds.

NetRadiant
NetRadiant
Saturday, 12 October 2019

Quote by @Garux from some discord channel:

@illwieckz Houston, we've had a problem here this makes prefs dlg to prompt to restart on OK after game been choosen via small global settings dialog e2f605b1

I then said:

I guess we would be able to hack a value in config file that would tell to not display this menu on next start, this value would be reset on startup

So after switching game from within NetRadiant (or other action that just requires a restart like layout switch), NetRadiant does not display the game prompt right after having restarted, to avoid to ask for game twice, and to not bother user with a preference windows that is only expected to be displayed on fresh start, not on restart.

Thomas Debesse (40976179) at 12 Oct 21:38

Merge branch 'restart' into 'master'

... and 4 more commits

@illwieckz
illwieckz closed an issue in Unvanquished/updater Oct 12, 2019
updater looks for medium thumbnail but it's not guaranteed to exist #39

this is probably a bug in wordpress, but we must support this way to do things. in json produced by wordpress, current blog post has this content: "c…

1 comment
@illwieckz
illwieckz closed an issue in Unvanquished/updater Oct 12, 2019
updater fails to load the blog post if it fails to load the thumbnail #40

updater fails to load the blog post if it fails to load the thumbnail, it must at least load the text without thumbnail there is a way to test for …

1 comment
@illwieckz
illwieckz closed an issue in Unvanquished/updater Oct 12, 2019
usability: give status and instructions in progress bar #42

I split the #36 issue by @GamesOpenSource in two, this one to track the usability issue: Also, the area at the bottom contains no content - only i…

@illwieckz
illwieckz merged a pull request in Unvanquished/updater Oct 12, 2019
a bunch of fixes and improvements, fix #39 #40 #42 #43

medium thumbnail not always exist, the full one is expected to always exist, fix #39 we can display the blog post even if the thumbnail fails to lo…

+328 -51
24 comments
@illwieckz
illwieckz pushed to Unvanquished/updater Oct 12, 2019
2 commits to master
@illwieckz
illwieckz closed an issue in Unvanquished/updater Oct 12, 2019
updater looks for medium thumbnail but it's not guaranteed to exist #39

this is probably a bug in wordpress, but we must support this way to do things. in json produced by wordpress, current blog post has this content: "c…

1 comment
NetRadiant
NetRadiant
Thursday, 03 October 2019

@Mario This is probably the only MR I did not asked “what is the status on this?” about it like I did with others because I don't know what this MR is about.

NetRadiant
NetRadiant
Monday, 30 September 2019

@illwieckz What are your thoughts on this?

Unvanquished
Unvanquished
Saturday, 28 September 2019
@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#517 Sep 28, 2019

This is known to still be there (screenshot by clement_686 on discord):

@niacat
niacat opened an issue in Unvanquished/Unvanquished Sep 28, 2019
Release tarballs including all submodules #1120

Would make packaging much easier.

Daemon Engine
Daemon Engine
Sunday, 15 September 2019
@slipher
slipher pushed to DaemonEngine/Daemon Sep 15, 2019
1 commit to master
  • @slipher 736bf7f
    Subdirectory support for PAKSERVER checks
@slipher
slipher merged a pull request in DaemonEngine/Daemon Sep 15, 2019
Subdirectory support for PAKSERVER checks #223

The initial implementation requires the PAKSERVER file to exist in every directory with downloadable content. This commit makes a change to the dow…

+22 -18
2 comments
NetRadiant
NetRadiant
Saturday, 14 September 2019

@Garux elaborated more on his issue:

me meant following: -choose game via small global settings dialog, ok -goto preferences, change nothing, ok -get prompt to restart, because game was changed, it says

New commit is expected to fix that too, so two issues related to Global Preferences at Startup and Radiant restarting would be fixed by this MR.

Daemon Engine
Daemon Engine
Friday, 13 September 2019
@slipher
slipher commented on pull request DaemonEngine/Daemon#223 Sep 13, 2019

You may target for-0.52.0 branch Yeah, I know. I try to make the differences between master and for-x as small and trivial as possible to avoid me…

Daemon Engine
Daemon Engine
Thursday, 12 September 2019
@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#223 Sep 12, 2019

You may target for-0.52.0 branch if it's breaking download protocol (and I guess we would need to merge master into for-0.52.0 before).

@slipher
slipher opened a pull request in DaemonEngine/Daemon Sep 12, 2019
Subdirectory support for PAKSERVER checks #223

The initial implementation requires the PAKSERVER file to exist in every directory with downloadable content. This commit makes a change to the dow…

+22 -18
Unvanquished
Unvanquished
Saturday, 07 September 2019
@Kakaluote000

An FPS/RTS hybrid game powered by the Daemon engine (a combination of ioq3 and XreaL)

C++ 477 Updated Oct 26

Unvanquished
Unvanquished
Friday, 06 September 2019
@illwieckz
Import existing map from Autocad DMG? #19

Does it make sense (and is it possible currently) to import an existing map from Autocad DMG file? The idea is to speed up map development and to p…

1 comment
@illwieckz

As said in #18, if you find a way to convert it to .ase and .obj it may work. Note that forums are a better place for this kind of question.

@stevennt
stevennt opened an issue in Unvanquished/unvanquished-mapeditor-support Sep 6, 2019
Import existing map from Autocad DMG? #19

Does it make sense (and is it possible currently) to import an existing map from Autocad DMG file? The idea is to speed up map development and to p…

NetRadiant
NetRadiant
Thursday, 05 September 2019

Quote by @Garux from some discord channel:

@illwieckz Houston, we've had a problem here this makes prefs dlg to prompt to restart on OK after game been choosen via small global settings dialog e2f605b1

I then said:

I guess we would be able to hack a value in config file that would tell to not display this menu on next start, this value would be reset on startup

So after switching game from within NetRadiant (or other action that just requires a restart like layout switch), NetRadiant does not display the game prompt right after having restarted, to avoid to ask for game twice, and to not bother user with a preference windows that is only expected to be displayed on fresh start, not on restart.

Unvanquished
Unvanquished
Wednesday, 04 September 2019
@slipher
slipher commented on issue Unvanquished/updater#47 Sep 4, 2019

Right, it's only on Windows. But maybe it's of interest.

@illwieckz
illwieckz commented on issue Unvanquished/updater#47 Sep 4, 2019

On which OS that option launches an external console, on Windows?

@slipher
slipher commented on issue Unvanquished/updater#47 Sep 4, 2019

Keep in mind there is already the -curses option to launch an external console.

@illwieckz
illwieckz commented on issue Unvanquished/updater#47 Sep 4, 2019

in the past some games did this (random screenshot found on the internetz):

@illwieckz
illwieckz commented on issue Unvanquished/updater#47 Sep 4, 2019

The idea is that the launcher would stay in background displaying the game console. I always start unvanquished from a terminal because I find more…

@illwieckz
illwieckz commented on issue Unvanquished/updater#49 Sep 4, 2019

I've heard that's hard to reduce file size of QML binaries. That's good you talk about having the updater properly installing itself. I'm thinking …

@slipher
slipher opened an issue in Unvanquished/updater Sep 4, 2019
Self-update does not work with distributing binaries as zip #49

The updater's self-update functionality (replacing its own binary) does not work when it is launched from a zip file, as the binary path is some te…

@slipher
slipher commented on issue Unvanquished/updater#47 Sep 4, 2019
@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#1100 Sep 4, 2019

this was due to the switch from pk3 to dpk, scripts were fixed long time ago, this issue will remain open until release to be sure we double-check …

@illwieckz
illwieckz commented on issue Unvanquished/updater#47 Sep 3, 2019

I'm not thinking about some random console already found in the wild. I'm hoping for builtin terminal widget. Does Qt have such things or is it KDE…