Unvanquished Development activity

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Unvanquished
Unvanquished
Wednesday, 19 February 2020
@QuakeEngines

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

C++ 501 Updated Feb 11

Daemon Engine
Daemon Engine
Saturday, 15 February 2020
@lineCode
lineCode forked lineCode/Daemon from DaemonEngine/Daemon Feb 15, 2020

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

C++ 101 1 issue needs help Updated Feb 14

Daemon Engine
Daemon Engine
Friday, 14 February 2020
@illwieckz
illwieckz pushed to DaemonEngine/Daemon Feb 14, 2020
1 commit to master
  • @illwieckz 4d529fd
    tr_shader: fix loose texture lighting, fix #289
@illwieckz
illwieckz closed an issue in DaemonEngine/Daemon Feb 14, 2020
Wrong default colormap blend #289

The bug is not new, but was hidden by the bug fixed in #277 (glsl/lightmapping: fix terrain alpha blending for collapsed materials). This bug was a…

2 comments
@illwieckz
illwieckz merged a pull request in DaemonEngine/Daemon Feb 14, 2020
tr_shader: fix loose texture lighting, fix #289 #290

Before (light mapping/vertex lighting): After (light mapping/vertex lighting): Don't mind the weird artifacts visible with vertex lighting, the…

+1 -1
4 comments
@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#290 Feb 14, 2020

I'm not sure to understand everything in that stuff but I understand this: The loose textures were set to DIFFUSEMAP stageType with CGEN_VERTEX co…

@slipher
slipher commented on pull request DaemonEngine/Daemon#290 Feb 14, 2020

LGTM - unless someone who understands this stuff wants to comment, since I don't.

NetRadiant
NetRadiant
Thursday, 13 February 2020

One behaves definitely wrong + q3map2 2.5.16 and q3map2 of gtk radiant 1.6 produce expected result unlike this q3map2: ♦♦♦♦

example map: tGridlightSun.pk3

This is array 3 of NULL pointers to char, not what was meant.

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#290 Feb 13, 2020

Tremulous 1.1.0 was released on 30th of May 2006, I probably played Tremulous for the first time on 4th of April 2006. So the bug I just fixed in t…

@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#289 Feb 13, 2020

Note that this bug made the map darker than current engine with /r_gamma 1: Current engine with bug being awaken from a 14 years sleep by patch ena…

@slipher
slipher commented on issue DaemonEngine/Daemon#289 Feb 13, 2020

Glorious. We can create a game which can be played without /r_gamma 2 😝

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#290 Feb 13, 2020

Related line was introduced 13 years ago, there is high chance the code was already faulty (but the bug was probably already hidden for similar rea…

@illwieckz
illwieckz opened a pull request in DaemonEngine/Daemon Feb 13, 2020
tr_shader: fix loose texture lighting, fix #289 #290

Before (light mapping/vertex lighting): After (light mapping/vertex lighting): Don't mind the weird artifacts visible with vertex lighting, the…

+1 -1
Daemon Engine
Daemon Engine
Wednesday, 12 February 2020
@slipher
slipher pushed to DaemonEngine/Daemon Feb 12, 2020
1 commit to master
  • @slipher 390a243
    Preserve exact values when passing floats in GLSL #defines
@slipher
slipher merged a pull request in DaemonEngine/Daemon Feb 12, 2020
Preserve exact values when passing floats in GLSL #defines #288

This should fix the underlying issue worked around in #287.

+6 -4
Daemon Engine
Daemon Engine
Tuesday, 11 February 2020
@illwieckz
illwieckz opened an issue in DaemonEngine/Daemon Feb 11, 2020
Wrong default colormap blend #289

The bug is not new, but was hidden by the bug fixed in #277 (glsl/lightmapping: fix terrain alpha blending for collapsed materials). This bug was a…

@DolceTriade
DolceTriade created a branch in DaemonEngine/Daemon Feb 11, 2020

Updated Feb 14

@DolceTriade
DolceTriade created a branch in DaemonEngine/Urcheon Feb 11, 2020

Updated Dec 11

@slipher
slipher opened a pull request in DaemonEngine/Daemon Feb 11, 2020
Preserve exact values when passing floats in GLSL #defines #288

This should fix the underlying issue worked around in #287.

+6 -4
Daemon Engine
Daemon Engine
Monday, 10 February 2020
@DolceTriade
DolceTriade commented on pull request DaemonEngine/Daemon#287 Feb 10, 2020
@illwieckz
illwieckz merged a pull request in DaemonEngine/Daemon Feb 10, 2020
glsl/lightmapping: fix terrain alpha blending for collapsed materials #277

It is now possible to do: textures/hangar28_pk02/stone_sand { qer_editorimage textures/shared_pk02_src/rock01_d q3map_nonplanar q3map_shadeangle 170

+5 -0
@illwieckz
illwieckz pushed to DaemonEngine/Daemon Feb 10, 2020
2 commits to master
  • @illwieckz 94823ac
    renderer/glsl: add a comment near operation involved in alphaGen vert…
  • @illwieckz 3e71c43
    glsl/lightmapping: fix terrain alpha blending for collapsed materials
@illwieckz
illwieckz reopened a pull request in DaemonEngine/Daemon Feb 10, 2020
glsl/lightmapping: fix terrain alpha blending for collapsed materials #277

It is now possible to do: textures/hangar28_pk02/stone_sand { qer_editorimage textures/shared_pk02_src/rock01_d q3map_nonplanar q3map_shadeangle 170

+5 -0
@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#169 Feb 10, 2020

I also get this issue with Wolfenstein: Enemy Territory map: Warn: ClipWinding: MAX_POINTS_ON_WINDING But ET:Legacy loads it well.

@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#799 Feb 10, 2020

The fog offset issue was fixed by DaemonEngine/Daemon#287 The only remaining bugs in that map are: the translucent stalactite texture being render…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#287 Feb 10, 2020

This also fixed the fog offset issue I talked about in Unvanquished/Unvanquished#799 (comment) .

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#287 Feb 10, 2020

This also fixed the heatHaze edge bug: This was a bug that I don't remember having noticed while playing at 1920×1080, but this bug started to be …

@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#858 Feb 10, 2020

Get this map. Set this in game (I get the worst results with that resolution) and load the map: r_FXAA 1 r_ssao 1 r_customwidth 2560 r_customheight…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#283 Feb 10, 2020

Note: we may investigate later why, at startup, the engine believes the server addresses are bot addresses (bug uncovered by NET_AdrToStringwPort w…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#283 Feb 10, 2020

Ok, note this commit does not exist anymore, the calls are not done within this loop anymore. But the remark are still correct for the new code.

@illwieckz
illwieckz pushed to DaemonEngine/Daemon Feb 10, 2020
1 commit to master
  • @illwieckz 0e1f11c
    renderer: fix grey infuriating line
@illwieckz
illwieckz closed an issue in Unvanquished/Unvanquished Feb 10, 2020
Infuriating Grey Line #858

It goes up the entire screen. It can be hidden behind geometry. I have confirmed that it is not being drawn by libRocket and am unsure about how t…

14 comments
@illwieckz
illwieckz merged a pull request in DaemonEngine/Daemon Feb 10, 2020
renderer: fix infuriating grey line #287

Maybe I'm a wizard, then. I've noticed that if the bug is not in SSAO neither FXAA code, using both makes worst artifacts than only one of those. I…

+23 -28
4 comments
@illwieckz
illwieckz pushed to DaemonEngine/Daemon Feb 10, 2020
2 commits to master
@illwieckz
illwieckz merged a pull request in DaemonEngine/Daemon Feb 10, 2020
glsl/lightmapping: fix terrain alpha blending for collapsed materials #277

It is now possible to do: textures/hangar28_pk02/stone_sand { qer_editorimage textures/shared_pk02_src/rock01_d q3map_nonplanar q3map_shadeangle 170

+5 -0
@illwieckz
illwieckz merged a pull request in DaemonEngine/Daemon Feb 10, 2020
tr_shade: reduce diff noise between vertex entity, vertex world and lightmap code (and more) #278

This is the huge rewording work I made when I was looking for the fix described in #277. Basically I had identified that the bug was bound to the R…

+171 -158
2 comments
@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#278 Feb 10, 2020

Yeah, there is no easy tool to review this. To do it properly I extracted those functions as loose file to compare them together.

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#287 Feb 10, 2020

It is used from line 54 and beyond. Don't worry I did the mistake first, my eyes first failed to notice them until the compiler yelled at me becaus…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#287 Feb 10, 2020

@slipher, the big difference I see is that when this float is set as a define, it is not copied from CPU memory to GPU memory, but stringified by s…

@slipher
slipher commented on issue Unvanquished/Unvanquished#858 Feb 10, 2020

Is there some way to reliably reproduce the bug?

@slipher
slipher commented on pull request DaemonEngine/Daemon#283 Feb 10, 2020

I don't understand how this is supposed to work without cgame changes. When you click "Fetch new list", it expects to be able to rebuild the server…

@slipher
slipher commented on pull request DaemonEngine/Daemon#283 Feb 10, 2020

This costs some performance even when debug logs are disabled due to the address formatting call. If you want to keep it, look at the DoDebugCode f…

@slipher
slipher commented on pull request DaemonEngine/Daemon#278 Feb 10, 2020

This is too much work to review, so just merge it 😛

@slipher
slipher commented on pull request DaemonEngine/Daemon#287 Feb 10, 2020

How can this be so important? The max error of a float is 30 parts per billion. It's hard to see how this could make a difference.

Daemon Engine
Daemon Engine
Sunday, 09 February 2020
@slipher
slipher commented on issue DaemonEngine/Daemon#285 Feb 9, 2020

Try using the command catch throw in gdb (you might want to do this after starting the application since it might throw some exceptions in normal i…

@DolceTriade
DolceTriade commented on pull request DaemonEngine/Daemon#282 Feb 9, 2020

Yeah, you're right Gireen. I believe in quake3 calling Cvar_Set allows writing to ROM only values, whereas in Daemon it does not. We can maybe chan…

@Gireen
Gireen commented on pull request DaemonEngine/Daemon#282 Feb 9, 2020

This is one of two places where layouts are mentioned inside the engine. The other is a check for the map command. Everything else is on the game s…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#282 Feb 9, 2020

On a side note, I was really surprised that layout would be an engine thing, that really looks like a game thing. Maybe it's an engine thing becaus…

@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#76 Feb 9, 2020

The issue on jota map seems to be the conjunction of two things: lossy lightmaps, making unseen part of lightmaps spilling out. #3, making some pa…

@illwieckz

This bug is not related to specular maps. We no have an r_normalMapping option to disable it and disable it does not workaround the bug. But disabl…

@Gireen
Gireen commented on pull request DaemonEngine/Daemon#282 Feb 9, 2020

the cvar "layout" then contains the current layout and it also shows up in the serverinfo

@illwieckz
illwieckz pushed to DaemonEngine/Daemon Feb 9, 2020
2 commits to master
  • @illwieckz c922f6c
    Merge pull request #286 from illwieckz/comments
  • @illwieckz 28c563f
    bikeshedding: unify some comments to help search for 'GUI elements'
@illwieckz
illwieckz merged a pull request in DaemonEngine/Daemon Feb 9, 2020
bikeshedding: unify some comments to help search for 'GUI elements' #286

This is very minor but may help to understand how game UI interacts with the renderer. There is another place in the code which already has a “GUI …

+3 -2
@illwieckz
illwieckz pushed to DaemonEngine/Daemon Feb 9, 2020
1 commit to master
  • @illwieckz f741c6e
    tr_shader: fix translucency of pre-collapsed shaders
@illwieckz
illwieckz merged a pull request in DaemonEngine/Daemon Feb 9, 2020
tr_shader: fix translucency of pre-collapsed shaders #280

While #277 fixed alpha blending of pre-collapsed shaders, I've discovered translucency was still not working on them, while it was working on color…

+2 -1
@illwieckz
illwieckz pushed to DaemonEngine/Daemon Feb 9, 2020
1 commit to master
  • @illwieckz 8eaa758
    Fix range checks for numBorders in CM_AddFacetBevels
@illwieckz
illwieckz merged a pull request in DaemonEngine/Daemon Feb 9, 2020
Fix range checks for numBorders in CM_AddFacetBevels #275

With hope to find the cause of #169 I was comparing our code with the one from other engine and my sharp eyes noticed this. This is not the cause of

+8 -2
2 comments
@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#282 Feb 9, 2020

How it behaves if you only remove the CVAR_ROM flag?

@illwieckz
illwieckz opened a pull request in DaemonEngine/Daemon Feb 9, 2020
renderer: attempt to fix infuriating grey line #287

I'm maybe a wizard, then. I've noticed that if the bug is not in SSAO neither FXAA code, using both makes worst artifacts than only one of those. I…

+23 -28
@Gireen
Gireen commented on pull request DaemonEngine/Daemon#282 Feb 9, 2020

Cause after removing it it works. 😄 If i understand it correct it is the same problem as with g_layouts, that CVAR_ROM can only be changed by daemon?…

@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#1153 Feb 9, 2020

I don't know what you are talking about the grenade (well, I know there may be somewhere a first person animated grenade but that's not in topic). T…

@DolceTriade
DolceTriade commented on issue Unvanquished/Unvanquished#1153 Feb 9, 2020

Isn't our grenade an iqm model that we didn't animate or write any code for? I believe that this should work as expected. Have you tried messing wi…

@illwieckz
illwieckz closed an issue in Unvanquished/Unvanquished Feb 9, 2020
map rotation `if` action does not support map argument #1142

According to wiki, if can both load map or labels, and this map rotation must be doable: antares if numClients > 8 parpax if numClients < 4 parpax-m…

2 comments
@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#1153 Feb 9, 2020

Since q3map2 does not know how to bake iqm models, I was hoping to make the game loading them instead. Also, while working on some test map I wante…

@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#1153 Feb 9, 2020

For example, the decorative turrets in parpax outside.

@DolceTriade
DolceTriade commented on issue Unvanquished/Unvanquished#1153 Feb 9, 2020

What models are you trying to load?

@illwieckz
illwieckz pushed to Unvanquished/Unvanquished Feb 9, 2020
2 commits to master
  • @illwieckz adc6e15
    cg_view: noclip third-person spectator is not affected by walls, fix #…
  • @illwieckz 2e163eb
    cg_view: pretend spectator is alive to avoid death animation to be ap…
@illwieckz
illwieckz closed an issue in Unvanquished/Unvanquished Feb 9, 2020
noclip spectator is acting like a thirdperson view with third-person camera clipped on walls #1072

noclip spectator is acting like a third-person view with third-person camera clipped on walls

@illwieckz
illwieckz merged a pull request in Unvanquished/Unvanquished Feb 9, 2020
cg_view: pretend spectator is alive to avoid death animation to be applied, noclip does not care about walls, fix #1072 #1154

pretend spectator is alive to avoid death animation to be applied The death animation was applied on spectator because the spectator is not alive, …

+37 -22
@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#285 Feb 9, 2020

I was running on gdb when I first faced it and gdb caught nothing.

@DolceTriade
DolceTriade commented on pull request DaemonEngine/Daemon#282 Feb 9, 2020

Why does this need to be removed to make it work? Layout should only be set internally by map loading commands and shouldn't be set directly right?

@DolceTriade
DolceTriade commented on issue DaemonEngine/Daemon#285 Feb 9, 2020

Can you get a backtrace of this? The exception should trigger gdb to stop.

@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#1157 Feb 9, 2020

Yep, without a working network, querying master servers is blocking until dns query timeout.

@DolceTriade
DolceTriade commented on issue Unvanquished/Unvanquished#1157 Feb 9, 2020

There are some blocking calls for DNS resolution and stuff that can't be changed unless with fetch it on a separate thread and check for completion…

@DolceTriade
DolceTriade commented on issue Unvanquished/Unvanquished#858 Feb 9, 2020

This bug predates the tiled renderer.

@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#858 Feb 9, 2020

@gimhael, the tiled word rings a bell, can it be related to the tiled renderer?

@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#858 Feb 9, 2020

Thinks like SSAO just helps to make the lines more obvious, but this is not related by SSAO. I'm working on some dithering effect to reduce color b…

Daemon Engine
Daemon Engine
Saturday, 08 February 2020
@illwieckz
illwieckz opened a pull request in DaemonEngine/Daemon Feb 8, 2020
bikeshedding: unify some comments to help search for 'GUI elements' #286

This is very minor but may help to understand how game UI interacts with the renderer. There is another place in the code which already has a “GUI …

+3 -2
@DolceTriade
DolceTriade commented on issue Unvanquished/libRocket#8 Feb 8, 2020

Seems like a good idea. I'll see if I can find time. If QFusion moved, then we should too, because we're using their version...

Unvanquished Assets
Unvanquished Assets
Friday, 07 February 2020
@illwieckz
illwieckz commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#11 Feb 7, 2020

So, I'm OK with this PR with the useless / as it allows to ship a fixed default keybind without requiring to ship a new engine. But we must make su…

@slipher
slipher commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#11 Feb 7, 2020

Yes I completely agree that the vstr behavior is stupid.

@illwieckz
illwieckz commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#11 Feb 7, 2020

if ( *v == '/' || *v == '\\' ) { Cmd::BufferCommandTextAfter(va("%s\n", v + 1), true); } else { Cmd::BufferCommandTextAfter(va("vstr %s\n", v), t…

@slipher
slipher commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#11 Feb 7, 2020

This question has no relation to the questionable design of modcase, but if you don't like the current behavior of default commands, you can try se…

@illwieckz
illwieckz commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#11 Feb 7, 2020

What do you call, “a command”? a command does not contain the / which is just a hack to be able to chat in console. Only the in-game console requir…

@slipher
slipher commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#11 Feb 7, 2020

The modcase command has this bizarre behavior: if ( *v == '/' || *v == '\\' ) { Cmd::BufferCommandTextAfter(va("%s\n", v + 1), true); } else { Cmd…

@illwieckz
illwieckz commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#11 Feb 7, 2020

I wonder if the bug, at first, is the need for the / prefix. The / is only required to type commands in the in-game client console (not required in…

@illwieckz
illwieckz closed an issue in Unvanquished/Unvanquished Feb 7, 2020
The Refresh list button does nothing, well, it is also useless #1156

The ”Refresh list” button in server list seems to do nothing. Well, I don't think it's useful at all, we may better drop it instead of fix it.

2 comments
@illwieckz
illwieckz pushed to UnvanquishedAssets/unvanquished_src.dpkdir Feb 7, 2020
1 commit to master
  • @Gireen c831e2d
    let bots retreat on low health