Unvanquished Development activity

Events from:

Daemon Engine
Daemon Engine
Monday, 27 July 2020
@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#358 Jul 27, 2020

Yes. This cvar is really misnamed and the way it is used is really confusing: everywhere in engine (and game UI) the purpose of this cvar is to kn…

@slipher
slipher commented on pull request DaemonEngine/Daemon#358 Jul 27, 2020

does vertex lighting really mean lightmapping is disabled?

@slipher
slipher commented on pull request DaemonEngine/Daemon#356 Jul 27, 2020

Travis failure is real.

@slipher
slipher commented on pull request DaemonEngine/Daemon#356 Jul 27, 2020

Thanks for the explanations. I disagree that only developers will want to change renderer options - the user might want to tweak options to try to …

@slipher
slipher commented on pull request DaemonEngine/Daemon#356 Jul 27, 2020

I mean, suppose that due to a bug in calculating which permutations will be needed, you end up trying to activate a shader which was not compiled. …

@DolceTriade
DolceTriade commented on issue Unvanquished/Unvanquished#1112 Jul 27, 2020

ya, we should start moving as much as we can into Lua, however, in this case, i don't think we have the infrastructure there yet, so we can just me…

Unvanquished
Unvanquished
Sunday, 26 July 2020
@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#1206 Jul 26, 2020

Yep, I experienced similar need and I thought about bot fill, because basically it seems to fit all the needs. Even playing against a team full of …

@slipher
slipher commented on issue Unvanquished/Unvanquished#1206 Jul 26, 2020

Perhaps 'bot fill' could be made a votable command, with selectable team and number. This command sets a target number of players for one or both t…

@necessarily-equal
necessarily-equal opened an issue in Unvanquished/Unvanquished Jul 26, 2020
Allow adding bots to the opposite team #1206

After some time, an experienced player playing alone will have no trouble defeating bots if the teams both have as many entities. This makes single…

Unvanquished
Unvanquished
Thursday, 23 July 2020
@slipher
slipher commented on issue Unvanquished/Unvanquished#1112 Jul 23, 2020

Partially. This shows registering a C++ callback (albeit in a weird way, I think there are utilities for doing that), and making an event handler t…

Unvanquished
Unvanquished
Wednesday, 22 July 2020
@Dimitriio
Dimitriio commented on issue Unvanquished/Unvanquished#1112 Jul 22, 2020

Hi @slipher, @DolceTriade, I saw in the sample luainvaders of librocket something that look like what you were saying. The example show a Lua Inter…

Daemon Engine
Daemon Engine
Monday, 20 July 2020
@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#343 Jul 20, 2020

David Airlie suggested to try to run the game with R600_DEBUG=nohyperz environment variable, I tried on both AGP Radeon HD 2600 PRO (RV630) and PCI…

@illwieckz
illwieckz pushed to DaemonEngine/Daemon Jul 20, 2020
1 commit to 0.52.0/sync
  • @illwieckz 3e034f5
    renderer: do not scale down lightmaps, fix #347
@illwieckz
illwieckz merged a pull request in DaemonEngine/Daemon Jul 20, 2020
Do not scale down lightmaps, fix #347 #357

Hardware that hangs with full size texture and full size lightmap does not hang with 1:4 texture and full size lightmap. While downscaling textures…

+5 -4
Unvanquished Assets
Unvanquished Assets
Sunday, 19 July 2020
@illwieckz
illwieckz opened a pull request in UnvanquishedAssets/unvanquished_src.dpkdir Jul 19, 2020
Fix presets, update and improve graphical option window #22

Fix presets, update and improve graphical option window:

+221 -147
@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#356 Jul 19, 2020

CVAR_LATCH is now set.

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#356 Jul 19, 2020

CVAR_LATCH is now set.

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#356 Jul 19, 2020

Done, also renamed to unusedPermutation to make it explicit (and to avoid confusion with another dummy shader from tr_shader.cpp).

@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#359 Jul 19, 2020

Note: Half Lambert lighting is only meant to be used on models (like rim lighting). Currently the code may be used on other surfaces too and that m…

@illwieckz
illwieckz opened an issue in DaemonEngine/Daemon Jul 19, 2020
Nothing justifies r_halfLambertLighting to be flagged with CVAR_CHEAT #359

Engine supports Half Lambert Lighting technique (enabled by default, disablement prevented by cheat flag). This is a non-physical lighting that can…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#356 Jul 19, 2020

@slipher note that in the future we may want to rebuild the shaders and reload assets as a background task when the user toggles options. Maybe tha…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#356 Jul 19, 2020

This boolean is there to tell we already know the program will not be used later. The code is not used at all even if we don't keep track of this i…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#356 Jul 19, 2020

unless it is possible to use both the enabled and disabled variants without restarting To sum it up: when all cvars are enabled, the enabled and …

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#356 Jul 19, 2020

We need permutations because a single scene can display for example a texture with lightmaps and normal maps (a bsp surface that has light maps) an…

@slipher
slipher commented on pull request DaemonEngine/Daemon#356 Jul 19, 2020

Well we have to think whether it is a good tradeoff to save a few milliseconds in shader compilation, but require restarting the game to change an …

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#356 Jul 19, 2020

We may make all of them CVAR_LATCH then…

@slipher
slipher commented on pull request DaemonEngine/Daemon#356 Jul 19, 2020

r_FXAA is not CVAR_LATCH

@slipher
slipher commented on pull request DaemonEngine/Daemon#356 Jul 19, 2020

r_heatHaze is not CVAR_LATCH

@slipher
slipher commented on pull request DaemonEngine/Daemon#356 Jul 19, 2020

r_reflectionMapping is not CVAR_LATCH

@slipher
slipher commented on pull request DaemonEngine/Daemon#356 Jul 19, 2020

r_dynamicLight is not CVAR_LATCH

@slipher
slipher commented on pull request DaemonEngine/Daemon#356 Jul 19, 2020

r_dynamicLight is not set as CVAR_LATCH so you can't use it at compile time

@slipher
slipher commented on pull request DaemonEngine/Daemon#356 Jul 19, 2020

shaderName == "blah"

@slipher
slipher commented on pull request DaemonEngine/Daemon#356 Jul 19, 2020

What will happen if there was a mistake in identifying which ones will be unused, and someone tries to use it later? I hope there will be an error …

@slipher
slipher commented on pull request DaemonEngine/Daemon#356 Jul 19, 2020

Please put a comment about the meaning of this field

@illwieckz
illwieckz pushed to DaemonEngine/Daemon Jul 19, 2020
2 commits to 0.52.0/sync
  • @illwieckz 175a426
    renderer: rename ATI hack to ATI R300 hack, GLHW_ATI to GLHW_R300
  • @illwieckz bf31f7c
    renderer: drop the unused GLHW_ATI glsl macro, keep GLHW_ATI type as …
  • 5 more commits »
@illwieckz
illwieckz merged a pull request in DaemonEngine/Daemon Jul 19, 2020
Cleanup GPU detection code, fix #352 #353

See #352, the code was reading GL version to select GL 2 or GL 3 features, but was looking hardcoded string (related to 10 years old hardware and s…

+21 -130
1 comment
Daemon Engine
Daemon Engine
Saturday, 18 July 2020
@slipher
slipher commented on issue Unvanquished/Unvanquished#1112 Jul 18, 2020

As @DolceTriade tells me, the right way to do this stuff is to have a Lua script that builds the table, and some presentation-agnostic way of makin…

@Dimitriio
Dimitriio commented on issue Unvanquished/Unvanquished#1112 Jul 18, 2020

Well, the source of the datagrid is only one array, so if we want one datagrid to be shown (with the sorting), we need to merge them, atleast in th…

@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#1112 Jul 18, 2020

Hi, that's nice to see! 👍 Do we need to merge them? We may just list LAN servers atop Internet server list, but in this case the issue is: how to n…

@Dimitriio
Dimitriio commented on issue Unvanquished/Unvanquished#1112 Jul 18, 2020

Hello @illwieckz, i am working on it. I have done for now the UI. As you can see, i removed the tabs and have added the "Source" column. But i have…

@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#343 Jul 18, 2020

I tried with four TeraScale 1 GPU, and two of them reproduce the issue: Sapphire Radeon HD 2600 PRO | RV630 HP Radeon HD 3650 | RV635 PRO (the one…

@illwieckz
illwieckz closed an issue in DaemonEngine/Daemon Jul 18, 2020
segfault on glBindFramebuffer( GL_FRAMEBUFFER, 0 ) #348

I attempted to run Unvanquished on two Nvidia OpenGL 2.1 GPUs: GeForce N6600LE, workstation discrete card (PCIe x16) GPU (~2004) GeForce 6150LE, w…

6 comments
@illwieckz
illwieckz closed an issue in DaemonEngine/Daemon Jul 18, 2020
Two windows are created on OpenGL 2.1 hardware #349

On OpenGL 2.1 hardware, two windows are created, one of them having undefined content, the other one rendering the game itself:

Daemon Engine
Daemon Engine
Friday, 17 July 2020
@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#358 Jul 17, 2020

Now lightmaps aren't loaded when light mapping is disabled, same for “light style” light maps.

Daemon Engine
Daemon Engine
Thursday, 16 July 2020
@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#358 Jul 16, 2020

We may also not load lightmaps when lightmapping is disabled but #296 must be fixed first (“light styles” dynamic lightmaps are still displayed eve…

@illwieckz
illwieckz opened a pull request in DaemonEngine/Daemon Jul 16, 2020
renderer: do not load textures for disabled feature #358

Simiar to #356 (to not build shader for disabled feature), do not load texture for disabled feature. For example, if specular mapping is disabled, …

+11 -0
Daemon Engine
Daemon Engine
Tuesday, 14 July 2020
@illwieckz
illwieckz opened a pull request in DaemonEngine/Daemon Jul 14, 2020
Do not scale down lightmaps, fix #347 #357

Hardware that hangs with full size texture and full size lightmap does not hang with 1:4 texture and full size lightmap. While downscaling textures…

+4 -4
@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#347 Jul 14, 2020

we may also enforce the option to also downscale the lightmap if tests show this is required too Tests show this is not required. Hardware that h…

@illwieckz
illwieckz opened an issue in UnvanquishedAssets/unvanquished_src.dpkdir Jul 14, 2020
remove option for cg_depthSortParticles in UI #20

Enabling cg_bounceParticles while disabling cg_depthSortParticles is wrong and produce issue users will report as bugs (like missing snow in chasm,…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#356 Jul 14, 2020

I added a commit editing lioghtMapping GLSL shader to not compile the dynamic light code when dynamic lighting is disabled. This dynamic light code…

Daemon Engine
Daemon Engine
Monday, 13 July 2020
@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#356 Jul 13, 2020

Also, on that computer with so much feature disablement, GLSL shader size goes from 8.5MB to 2MB (size of the GLSL cache).

@illwieckz
illwieckz opened a pull request in DaemonEngine/Daemon Jul 13, 2020
do not build GLSL shaders that will not be used #356

After having implemented #354 I discovered something awful: the engine is building all possible shader and permutations even if the game is never g…

+103 -17
@illwieckz
illwieckz merged a pull request in DaemonEngine/Daemon Jul 13, 2020
renderer: print shader and macro names at glsl build time #354

Print shader name and macro at build time, may help to trouble shoot various things. That debug code prints something like that in console: Debug: …

+4 -0
1 comment
@illwieckz
illwieckz pushed to DaemonEngine/Daemon Jul 13, 2020
1 commit to 0.52.0/sync
  • @illwieckz 32a8b7d
    renderer: print shader and macro names at glsl build time
@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#354 Jul 13, 2020

Well, this is just a log, can't break things.

@illwieckz
illwieckz merged a pull request in DaemonEngine/Daemon Jul 13, 2020
Reuse window when attempting to create a context, fix #349 #350

For each format attempt, the renderer creates a window and try to create a context using this window. But anytime a context cannot be created, the …

+7 -3
1 comment
@illwieckz
illwieckz pushed to DaemonEngine/Daemon Jul 13, 2020
1 commit to 0.52.0/sync
  • @illwieckz b3204ef
    renderer: reuse window instead of turning it off and on again, fix #349
@illwieckz
illwieckz pushed to DaemonEngine/Daemon Jul 13, 2020
1 commit to 0.52.0/sync
  • @illwieckz 27d30c0
    renderer: abort on missing required GL extension, fix #348
@illwieckz
illwieckz merged a pull request in DaemonEngine/Daemon Jul 13, 2020
Abort on missing required GL extension, fix #348 #351

Abort on missing required GL extension, fix #348 I would appreciate comments on error message wording.

+1 -1
1 comment
@illwieckz
illwieckz opened an issue in DaemonEngine/Daemon Jul 13, 2020
implement reflective specularity with physical mapping #355

currently the reflective thing of it is only implemented for phong mapping, not pbr mapping.

@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#344 Jul 13, 2020

More logs about this GPU: SDL_Init( SDL_INIT_VIDEO )... Using SDL Version 2.0.10 SDL using driver "x11" Initializing OpenGL display Display aspect:…

@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#344 Jul 13, 2020

Unfortunately, the problem does not occur when compiling shader but when using them, so #354 is helpless to identify the shader that fails. Also, w…

@illwieckz
illwieckz opened a pull request in DaemonEngine/Daemon Jul 13, 2020
renderer: print shader name and macro at build time, ref #344 #354

Print shader name and macro at build time, may help to diagnose #344 to know which shader is failing. That debug code prints something like that in…

+6 -0
@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#344 Jul 13, 2020

All of this seems to be printed by the driver itself: r300 FP: Compiler Error: ../src/gallium/drivers/r300/compiler/r300_fragprog_emit.c::emit_alu(…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#351 Jul 13, 2020

travis failure is a travis issue

@illwieckz
illwieckz opened a pull request in DaemonEngine/Daemon Jul 13, 2020
cleanup GPU detection code, fix #352 #353

See #352, the code was reading GL version to select GL 2 or GL 3 features, but was looking hardcoded string (related to 10 years old hardware and s…

+21 -130
@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#351 Jul 13, 2020

We may modify Sys::Error to destroy the window before printing the error message in another PR instead.

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#351 Jul 13, 2020

Yeah, I was wondering about the fact the window is destroyed after the error message is displayed, leaving undefined content on screen until the us…

@slipher
slipher commented on pull request DaemonEngine/Daemon#351 Jul 13, 2020

This will be done already by Sys::Error -> Sys::Shutdown -> Application::Shutdown -> ClientApplication::Shutdown -> CL_Shutdown -> CL_ShutdownRef -…

Daemon Engine
Daemon Engine
Sunday, 12 July 2020
@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#352 Jul 12, 2020

In fact the Mesa driver type sets a GLSL macro that is not used anymore. And in fact it looks like the code setting this type may never detect Mesa…

@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#352 Jul 12, 2020

Also this code does not work anymore: Daemon/src/engine/sys/sdl_glimp.cpp Lines 1356 to 1357 in 6b94e2e AMD renderer string does not con…

@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#352 Jul 12, 2020

This confirms GL 2.1 hardware is considered as old one: Daemon/src/engine/sys/sdl_glimp.cpp Lines 1359 to 1360 in 6b94e2e Pre-TeraScale …

@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#352 Jul 12, 2020

else if ( Q_stristr( glConfig.renderer_string, "rv770" ) || […] { glConfig.hardwareType = glHardwareType_t::GLHW_ATI_DX10; I have access to an RV…

@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#352 Jul 12, 2020

We may just assume all GPUs are modern ones, then put special conditions when people report bugs.

@illwieckz
illwieckz opened an issue in DaemonEngine/Daemon Jul 12, 2020
10 years old rusty XreaL code is detecting modern GPUs as pre-2006 ones #352

10 years old rusty XreaL code is detecting modern GPUs as pre-2006 ones. Basically the code looks for known strings to recognize some 10 years old …

@illwieckz
illwieckz opened a pull request in DaemonEngine/Daemon Jul 12, 2020
Abort on missing required GL extension, fix #348 #351

Abort on missing required GL extension, fix #348 I would appreciate comments on error message wording.

+1 -1
Daemon Engine
Daemon Engine
Saturday, 11 July 2020
@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#348 Jul 11, 2020

This hardware seems to support GL_EXT_framebuffer_object instead of ARB_framebuffer_object. Khronos' OpenGL wiki says: Warning: This section descr…

@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#348 Jul 11, 2020

Only two extensions seems to be required: ARB_half_float_vertex and ARB_framebuffer_object, on such hardware or driver, the first one is there but …

@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#348 Jul 11, 2020

I see alternative code for missing GL_ARB_texture_float, GL_EXT_gpu_shader4, GL_EXT_texture_integer, GL_ARB_texture_rg, GL_ARB_texture_gather, and G…

@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#348 Jul 11, 2020

There is a lot of missing extensions: ...GL_ARB_texture_float not found ...GL_EXT_gpu_shader4 not found ...GL_EXT_texture_integer not found ...GL_A…

@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#348 Jul 11, 2020

On a side note, Xonotic/DarkPlaces (an OpenGL 2.1 game if I'm right) manages to render things on this hardware. This is garbage (like gnome shell i…

@illwieckz
illwieckz opened a pull request in DaemonEngine/Daemon Jul 11, 2020
destroy window for invalid context, fix #349 #350

For each format attempt, the renderer creates a window and try to create a context using this window. But anytime a context cannot be created, the …

+1 -0
@illwieckz
illwieckz opened an issue in DaemonEngine/Daemon Jul 11, 2020
Two windows are created on OpenGL 2.1 hardware #349

On OpenGL 2.1 hardware, two windows are created, one of them having undefined content, the other one rendering the game itself:

@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#348 Jul 11, 2020

The Warn: SDL_GL_CreateContext failed: Could not create GL context: GLXBadFBConfig message may not be related to the segfault, this is a warning be…

@illwieckz
illwieckz opened an issue in DaemonEngine/Daemon Jul 11, 2020
segfault on glBindFramebuffer( GL_FRAMEBUFFER, 0 ) after SDL_GL_CreateContext failed: Could not create GL context: GLXBadFBConfig #348

I attempted to run Unvanquished on two Nvidia OpenGL 2.1 GPUs: GeForce N6600LE, workstation discrete card (PCIe x16) GPU (~2004) GeForce 6150LE, w…

@mjkalasky

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

C++ 537 Updated Aug 2

Daemon Engine
Daemon Engine
Wednesday, 08 July 2020
@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#346 Jul 8, 2020

As said in #347, we may want to add a cvar to prevent to enforcement to occur, to be able to keep the ability to test if the issue occurs on given …

@illwieckz
illwieckz opened an issue in DaemonEngine/Daemon Jul 8, 2020
Make possible to downscale all textures but lightmap #347

With an ATI Radeon HD 4890 (RV790 XT, TeraScale 1) from year 2009, switching texture size from Full (1:1) to Low (4:1) when all other options are m…

Daemon Engine
Daemon Engine
Tuesday, 07 July 2020
@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#343 Jul 7, 2020

That really looks like a driver bug. When enabling tri display (r_showtris 1), the line repaint the background texture with the foreground texture:

@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#344 Jul 7, 2020

We may also want to name the faulty shader and dumps to make debugging easier.

@illwieckz
illwieckz opened an issue in DaemonEngine/Daemon Jul 7, 2020
Prevent hangs when running low-memory GPU #346

I experienced computer hangs with Intel GMA965 X3100 GPU when texture quality (size) is set to Full (1:1). On the other hand, setting texture quali…

@illwieckz
illwieckz opened an issue in DaemonEngine/Daemon Jul 7, 2020
Properly catch “Too many ALU instructions” and other compilers error #345

This issue is related to #344. When an user face a compiler error like this: r300 FP: Compiler Error: ../src/gallium/drivers/r300/compiler/r300_fra…

@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#344 Jul 7, 2020

Note that the game starts properly and displays the menu properly, the compiler error occurs when loading maps.

@illwieckz
illwieckz opened an issue in DaemonEngine/Daemon Jul 7, 2020
r300 FP: Compiler Error: r300_fragprog_emit.c::emit_alu(): Too many ALU instructions (ATI X1050) #344

The Unvanquished download page states the minimal requirement on GPU side is an OpenGL 2.1 GPU. I've driven some tests to check that, using the to-…