Unvanquished Development activity

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Daemon Engine
Daemon Engine
Wednesday, 12 May 2021
@illwieckz
illwieckz pushed to DaemonEngine/Urcheon May 12, 2021
1 commit to master
  • @DolceTriade 1a6ce7a
    mapcompiler: Thread.isAlive() -> Thread.is_alive()
@illwieckz
illwieckz merged a pull request in DaemonEngine/Urcheon May 12, 2021
+4 -4
1 comment
@illwieckz
illwieckz commented on pull request DaemonEngine/Urcheon#37 May 12, 2021

I was going to push the same. 😁 We already use is_alive in Parallelism.py: Urcheon/Urcheon/Parallelism.py Line 44 in ed557a1 That works …

@DolceTriade
DolceTriade opened a pull request in DaemonEngine/Urcheon May 12, 2021
+4 -4
@DolceTriade
DolceTriade created a branch in DaemonEngine/Urcheon May 12, 2021

Updated May 12

@k0pernicus
k0pernicus commented on issue Unvanquished/Unvanquished#1403 May 10, 2021

Ah ok, it works now. I had to authorize the app in the system settings - it was launching another version (in another location). Sorry about that. I…

@k0pernicus
k0pernicus commented on issue Unvanquished/Unvanquished#1403 May 10, 2021

Hum, weird... For me it does not work at all 🤔 Did you put the app + pkg folder on ${HOME}/Library/Application Support/Unvanquished and double-clic…

@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#1403 May 10, 2021

On my end it works when stored in ${HOME}/Library/Application Support/Unvanquished which is the place where the updater stores the game. If it work…

@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#1403 May 10, 2021

No. This one probably messed with the directories. The issue is believed to be this one: https://gitlab.com/xonotic/xonotic/-/issues/182

@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#1403 May 10, 2021

@k0pernicus tried on an Apple M1. He said that Rosetta 2 works well when using the shell script from terminal, but he can't run the game when click…

@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#1403 May 10, 2021

On thing is that when I try to access Desktop or Documents from a shell, I get a desktop popup asking me to give permission to the Terminal applica…

@illwieckz
illwieckz opened an issue in Unvanquished/Unvanquished May 10, 2021
Unvanquished does not work on macOS when stored in Desktop or Documents #1403

Basically it works if unvanquished_* folder (extracted from zip, containing Unvanquished.app), is stored in $HOME or in Applications, but the game …

@illwieckz
illwieckz created a tag in DaemonEngine/Daemon May 10, 2021

Updated May 12

@bmorel
bmorel commented on issue Unvanquished/Unvanquished#1401 May 10, 2021

I see. Well, I still think it would be useful to have an option to make flyspeed scaling with timescale? Also, it could probably use at least a UI,…

@bmorel
bmorel opened an issue in Unvanquished/gameplay May 10, 2021
make creep play a role in gameplay #18

I think the creep mechanics might be interesting to make alien bases less vulnerable when defended without improving defense's letality much, in a …

Unvanquished
Unvanquished
Sunday, 09 May 2021
@slipher
slipher commented on issue Unvanquished/Unvanquished#1401 May 9, 2021

Not a bug. If you prefer a different spectator movement speed you can set cg_flyspeed.

@bmorel
bmorel commented on pull request Unvanquished/Unvanquished#1400 May 9, 2021

As said through the mail reply (which is not nicely integrated): I would prefer to get rid completely of one of the terms, but that requires patchi…

@bmorel
bmorel commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#53 May 9, 2021

I agree that there is no reason to accept it before a release. I'd prefer to see them integrated later, and there are other cvars to remove that I …

@bmorel
bmorel opened an issue in Unvanquished/Unvanquished May 9, 2021
welcoming players suggestions #1402

First, sorry for the title not talking much... I can't get a better name yet. I think 0.52 RC6 could be friendlier to new players in several ways, …

@illwieckz
illwieckz pushed to Unvanquished/Unvanquished May 9, 2021
1 commit to master
  • @illwieckz 36d97b2
    sync submodule references
@illwieckz
illwieckz pushed to UnvanquishedAssets/unvanquished_src.dpkdir May 9, 2021
2 commits to master
  • @illwieckz df2f490
    Merge pull request #52 from necessarily-equal/gameplay-guide-update
  • @necessarily-equal ea9badd
    Update the gameplay guide
@illwieckz
illwieckz closed an issue in UnvanquishedAssets/tex-all_src.dpkdir May 9, 2021
tex-all does not include tex-vega #1

tex-all does not include tex-vega

@illwieckz
illwieckz pushed to UnvanquishedAssets/map-thunder_src.dpkdir May 9, 2021
1 commit to master
  • @illwieckz d14243d
    map: prevent to build outside the map at Boardwalk, fix #4
@illwieckz
illwieckz pushed to UnvanquishedAssets/tex-all_src.dpkdir May 9, 2021
1 commit to master
  • @illwieckz 5a2e171
    deps: also depends on tex-vega, fix #1
@illwieckz
illwieckz closed an issue in UnvanquishedAssets/map-thunder_src.dpkdir May 9, 2021
Both humans and aliens can build outside the map. #4

There is one specific place in outside stairs were both humans and granger can build something, so they can just build a telenode/egg, suicide, res…

Unvanquished
Unvanquished
Saturday, 08 May 2021
@bmorel
bmorel opened an issue in Unvanquished/Unvanquished May 8, 2021
spectator's move speed depends on timescale #1401

This is annoying because when looking at very accelerated games for testing (testing bot changes, trying to find the other side of the trail-bug, e…

@illwieckz
illwieckz opened an issue in UnvanquishedAssets/map-thunder_src.dpkdir May 8, 2021
Both humans and aliens can build outside the map. #4

There is one specific place in outside stairs were both humans and granger can build something, so they can just build a telenode/egg, suicide, res…

Impossible to compile in command prompt. It crashes even earlier.

just found out that it happens with any map. Light will crash like that in any map, even a single box map.

No such file? But the map is there in the same folder as q3map2. ??? Now I'm beginning to belive that the error is not in q3map2's code, but it's something related to windows and/or the file system itself.

if the map is in the same folder as q3map2 the error is that "no such file". But if the map is in OA's folder, the error changes to "Access Violation".

NetRadiant
NetRadiant
Friday, 07 May 2021

Hmmm, the map compilation has nothing to do with the map being loaded in netradiant or not… It can even be compiled without loading it in netradiant neither starting netradiant at all when knowing what command to type.

Well, the only relation between netradiant and the map compiler is the protocol they use so netradiant can know what happens if the compilation fails, not that much.

Those kind of fail that happens given this or that option, even just changes in the environment are weird.

@rafi16jan
rafi16jan commented on issue Unvanquished/Unvanquished#1396 May 7, 2021

Hi @rafi16jan, do you have any news about that test? 🙂 Sorryy, I am indeed very keen to test it but Apple as usual really likes surprise and deci…

Sometimes if I close netradiant and reopen it fixes Access Violation. Sometimes just reopening the map fixes too.

My map compiled 100x faster. Previously it'd take more than 24 hours or even more than 48 hours with 1024 x 1024 and samplesize 2 and bounce 8. With samplesize 4 it took half an hour or less.

@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#1396 May 7, 2021

Hi @rafi16jan, do you have any news about that test? 🙂

Not sure if this is the cause for long VIS stage and also hitn brushes becoming solids. It seems that if the map's script folder does not contain shaderlist and in the shaderlist the map's shader, hint brushes become solid and vis takes too much time.

Of course, yes, missing or incomplete shaderlist.txt can lead to hint brushes being solid. I have fixed the one of the map on my end, but I haven't checked it there is one provided with openarena, if missing maybe that's the reason why I got super slow VIS stage, I'll investigate this on openarena side.

Another strange behavior. Now it seems that if I just reload the map, q3map2 won't crash with access violation.

What do you mean by reloading? Reloading NetRadiant?

Not sure if this is the cause for long VIS stage and also hitn brushes becoming solids. It seems that if the map's script folder does not contain shaderlist and in the shaderlist the map's shader, hint brushes become solid and vis takes too much time.

NetRadiant
NetRadiant
Thursday, 06 May 2021

Another strange behavior. Now it seems that if I just reload the map, q3map2 won't crash with access violation.

@slipher
slipher commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#53 May 6, 2021

@slipher maybe we can merge this right now even if we postpone merging Unvanquished/Unvanquished#1400 for after 0.52.0 (because of code freeze.). …

@necessarily-equal

I'd argue it makes sense to merge this, as it doesn't touch code (not even markup), so it really shouldn't break anything, and it can't be backport…

@illwieckz
illwieckz commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#52 May 6, 2021

Fun stuff: ffd88ca was because I noticed the mistake while doing a screenshot for the blog post. 062b801 was because it looked bad in a screenshot…

@illwieckz
illwieckz commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#52 May 6, 2021

Though, see that comment: #53 (comment) Because this is not modifying compiled code, and while I'm still writing the blog post, maybe the commit re…

@necessarily-equal

Ah indeed, I hadn't saw that one. On Thu, 6 May, 2021 at 03:47, Thomas Debesse @.***> wrote: @illwieckz commented on this pull request. In ui/serv…

@illwieckz
illwieckz commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#53 May 6, 2021

@slipher maybe we can merge this right now even if we postpone merging Unvanquished/Unvanquished#1400 for after 0.52.0 (because of code freeze.). I…

@illwieckz
illwieckz commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#52 May 6, 2021

I assume those changes are more for a PR like #53.

@illwieckz
illwieckz commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#53 May 6, 2021

I modified target to master now that we have merged 0.52.0/sync to master, maybe a rebase is needed.

@illwieckz
illwieckz commented on pull request Unvanquished/Unvanquished#1400 May 6, 2021

I modified target to master now that we have merged 0.52.0/sync to master, maybe a rebase is needed.

@necessarily-equal
necessarily-equal commented on pull request Unvanquished/Unvanquished#1366 May 6, 2021

Note that the gravity change is not kept for the next map with this PR. Not sure how it worked before, but I think the change is reverted too. On W…

@bmorel
bmorel commented on pull request Unvanquished/Unvanquished#1400 May 6, 2021

Le Wed, 05 May 2021 17:20:42 -0700, slipher @.***> a écrit : @slipher commented on this pull request. @@ -1182,11 +1182,12 @@ void BG_ParseClassA…

In the shader script I forced all textures to have external lightmaps and the res and samplesize are all in there, not in command line.

I renamed openarena's folder to not contain any dots or "-". I don't know if q3map2 is picky with folder's names.

Strange, 1024 x 1024 samplesize 12 also crashes.

IT seems that q3map2 is forcibly choosing lightmaps with the same res and samplesize. I do change the script and reload, but I just noticed that everytime I rebuild the light it chooses the same res and samplesize. Something is overriding the shader. Somevalues cause crash even though the generated lightmap is the of the same size as the previous build.

EDIT: Found out why it was stuck with the same values for lightmap. I renamed the map and the textures. But I kept the old pk3 and was editing the new map. For some reason netradiant was reading the shaders from the old version, while I was editing the new shader. I totally forgot to edit the texture names in MAP file. I was editing a map with a new filename while all texture references were pointing at the old shader and names.

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1366 May 6, 2021

But making this map use the default would not fix the underlying issue: it is good to make sure a map can't change gravity for the other maps… Ye…

@illwieckz
illwieckz commented on pull request Unvanquished/Unvanquished#1366 May 6, 2021

Why not remove the gravity nonsense from the map? This is also something I think about for this map specificity. But making this map use the defa…

I'm not sure if this is related to memory in some way.

The previous issues of the TGA and BSP being corrupted made me first think about it, but then you figured out it was because you used an unsupported ZIP compression, so, maybe your system is fine (I hope it for you 🙂).

Those access violations are really weird because no one ever reported them before. Did you manage to reproduce the access violation with the build from April 2020, or do you only tested the more recent build I sent to you?