Unvanquished Development activity

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Daemon Engine
Daemon Engine
Friday, 24 September 2021
@slipher
slipher pushed to DaemonEngine/Daemon Sep 24, 2021
2 commits to master
@slipher
slipher merged a pull request in DaemonEngine/Daemon Sep 24, 2021
+72 -57
4 comments
Daemon Engine
Daemon Engine
Thursday, 23 September 2021
@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#527 Sep 23, 2021

This is bikesheding, but the native CMake boolean values are ON and OFF, CMake automatically converts 0, 1, true and false to either ON or OFF.

@slipher
slipher deleted branch slipher/ci-test in DaemonEngine/Daemon Sep 23, 2021

Updated Sep 24

@slipher
slipher opened a pull request in DaemonEngine/Daemon Sep 23, 2021
CI builds for Linux #527

Linux native builds, one with GCC and one with Clang, just like the Travis configuration which stopped working a few months ago. It said the Ubuntu…

+38 -73
@slipher
slipher pushed to DaemonEngine/Daemon Sep 23, 2021
1 commit to slipher/ci-test
  • @slipher e4cf634
    Add Linux builds to Azure Pipelines
@slipher
slipher pushed to DaemonEngine/Daemon Sep 23, 2021
1 commit to slipher/ci-test
  • @slipher c761b29
    Add Linux builds to Azure Pipelines
@slipher
slipher pushed to DaemonEngine/Daemon Sep 23, 2021
1 commit to slipher/ci-test
  • @slipher e0b76c9
    Add Linux builds to Azure Pipelines
@slipher
slipher pushed to DaemonEngine/Daemon Sep 23, 2021
1 commit to slipher/ci-test
  • @slipher ed93aee
    Add Linux builds to Azure Pipelines
@slipher
slipher pushed to DaemonEngine/Daemon Sep 23, 2021
1 commit to slipher/ci-test
  • @slipher 9fb62ee
    Add Linux builds to Azure Pipelines
@slipher
slipher pushed to DaemonEngine/Daemon Sep 23, 2021
1 commit to slipher/ci-test
  • @slipher 2cde619
    Add Linux builds to Azure Pipelines
@slipher
slipher pushed to DaemonEngine/Daemon Sep 23, 2021
1 commit to slipher/ci-test
  • @slipher 5110835
    Add Linux builds to Azure Pipelines
@slipher
slipher pushed to DaemonEngine/Daemon Sep 23, 2021
1 commit to slipher/ci-test
  • @slipher 0bc0be5
    Convert Azure Pipelines to multi-job syntax
@slipher
slipher created a branch in DaemonEngine/Daemon Sep 23, 2021
Daemon Engine
Daemon Engine
Wednesday, 22 September 2021
@illwieckz
illwieckz commented on DaemonEngine/Daemon#526 Sep 22, 2021

I remind we still don't test Linux build since Travis was dropped, so I don't know if there can be a collateral regression using the build checks. …

@illwieckz
illwieckz commented on DaemonEngine/Daemon#526 Sep 22, 2021

Ok that's fine then. 👍 I'm OK with dropping VS2017, I just wanted to be sure we don't miss anything.

@slipher
slipher commented on DaemonEngine/Daemon#526 Sep 22, 2021

We went testing VS2017 because our README says VS2017 is supported My commit updates the README to stay in sync. The latest Visual Studio works j…

@illwieckz
illwieckz commented on DaemonEngine/Daemon#526 Sep 22, 2021

So we drop Visual Studio 2017? We went testing VS2017 because our README says VS2017 is supported, see #262 and Daemon/README.md Line 23 in 83…

@slipher
slipher opened a pull request in DaemonEngine/Daemon Sep 22, 2021
@illwieckz
illwieckz opened an issue in DaemonEngine/Daemon Sep 21, 2021
OpenGL error GL_INVALID_ENUM detected at engine/renderer/tr_backend.cpp:2879 with Q3Rally map #525

Q3Rally is a Quake3 mod that became standalone, there is no reason Q3Rally maps would not load and render properly, otherwise that means we have a …

@slipher
slipher pushed to DaemonEngine/crunch Sep 21, 2021
1 commit to master
  • @slipher 6c5a21b
    Fix signed/unsigned compare warning
Unvanquished
Unvanquished
Monday, 20 September 2021
@slipher
slipher commented on Unvanquished/Unvanquished#1503 Sep 20, 2021

there is a regression in your version though: While g_disabledEquipment "lcannon" works and g_disabledEquipment "gren" works, g_disabledEquipment …

@necessarily-equal

there is a regression in your version though: While g_disabledEquipment "lcannon" works and g_disabledEquipment "gren" works, g_disabledEquipment "…

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1337 Sep 20, 2021

I tried it out and you can indeed inspect non-alive entities. Hence the !CG_IsAlive check disrupts the functionality. .

@necessarily-equal
necessarily-equal commented on pull request Unvanquished/Unvanquished#1337 Sep 20, 2021

I mean, if it's a mover then I'd be surprised if it's in a team, but yeah, that changed. The whole point of this code is to "tag" the crosshair dep…

Unvanquished
Unvanquished
Sunday, 19 September 2021
@bmorel
bmorel opened an issue in Unvanquished/Unvanquished Sep 19, 2021
spectators "detach" is considered by game as using secondary fire #1505

Steps to reproduce: spectate an mass driver user use right click to stop observing them you will have the scoped view The problem here is that th…

@bmorel
bmorel opened an issue in Unvanquished/Unvanquished Sep 19, 2021
when spectating a side, you received notifications of opposite side as if they would affect spectated side #1504

Happened to me while spectating aliens bots on SK9 server. An alien destructed last telenode, and I received "Overmind needs spawns" message.

@slipher
slipher commented on Unvanquished/Unvanquished#1366 Sep 19, 2021

I checked and everything is already done in the desired order: 1. set cvar according to "spawned string" or default 2. load default map config 3.…

@illwieckz
illwieckz commented on Unvanquished/Unvanquished#1366 Sep 19, 2021

I checked and everything is already done in the desired order: 1. set cvar according to "spawned string" or default 2. load default map config 3. …

@slipher
slipher commented on Unvanquished/Unvanquished#1366 Sep 19, 2021

I made a version fixing my comments (and other stuff) here: #1503

@slipher
slipher opened a pull request in Unvanquished/Unvanquished Sep 19, 2021
#1366 "CVars work by necessarily-equal" + fixes #1503

Fixes on top of the #1366 changes: Remove unneeded callbacks from BP vars Comma splitter: Use standard library std::string functionality instead o…

+490 -603
@slipher
slipher commented on Unvanquished/Unvanquished#1366 Sep 19, 2021

One other thing that needs to be checked is whether this change compatible with server owners setting variables in the configs are executed on map…

Unvanquished
Unvanquished
Friday, 17 September 2021
@Gireen
Gireen commented on Unvanquished/Unvanquished#1502 Sep 17, 2021

never mind bt syntax doesn't like me 😅

@Gireen
Gireen closed an issue in Unvanquished/Unvanquished Sep 17, 2021
Behavior Tree condition distanceTo returns the opposite #1502

The following BT should let a bot move to a distance of 200 of the reactor. instead the bot runs against the rc selector { condition distanceTo( E_…

1 comment
@Gireen
Gireen opened an issue in Unvanquished/Unvanquished Sep 17, 2021
Behavior Tree condition distanceTo returns the opposite #1502

The following BT should let a bot move to a distance of 200 of the reactor. instead the bot runs against the rc selector { condition distanceTo( E_…

@illwieckz
illwieckz pushed to DaemonEngine/Daemon Sep 17, 2021
1 commit to master
  • @illwieckz c25c86d
    audio: do not abort on missing or busy sound device
@illwieckz
illwieckz closed an issue in Unvanquished/Unvanquished Sep 17, 2021
The game does not start if there is no sound card at all #1031

From faldor20 on discord: i found a kind of unique bug this morning the game does not start if you dont have any audio devices. my laptop has a br…

8 comments
@illwieckz
illwieckz merged a pull request in DaemonEngine/Daemon Sep 17, 2021
audio: do not abort on missing or busy sound device #524

Do not abort on missing or busy sound device. fix Unvanquished/Unvanquished#1031 There was already a lot of if (not initialized) { return; } I add…

+47 -3
11 comments
@illwieckz
illwieckz commented on DaemonEngine/Daemon#524 Sep 17, 2021

Right, I modified accordingly. I also added some comments to tell future ourselves to not forget to add early return when audio is not initialized …

@slipher
slipher commented on DaemonEngine/Daemon#524 Sep 17, 2021

I prefer to not add anything in UpdateReverbSlot, especially since that allows the warning to be seen. I would rather only put the checks on the en…

@illwieckz
illwieckz commented on DaemonEngine/Daemon#524 Sep 17, 2021

Ah yes, with not initialized early return in SetReverb it looks like I don't need such test in UpdateReverbSlot to silent a missing preset log. @sl…

@slipher
slipher commented on DaemonEngine/Daemon#524 Sep 17, 2021

You missed SetReverb. LGTM otherwise

Unvanquished
Unvanquished
Thursday, 16 September 2021
@Gireen
Gireen commented on Unvanquished/Unvanquished#1485 Sep 16, 2021

Maybe limit the number of maps to skip to 10 or 20 and if that happens fall back to the last played map.

@Gireen
Gireen closed an issue in Unvanquished/Unvanquished Sep 16, 2021
Add a cvar that contains the current team #1486

To react in the UI on the current team it would be nice to have a cvar that contains the current team name or letter.

2 comments
@Gireen
Gireen commented on Unvanquished/Unvanquished#1500 Sep 16, 2021

Why? I see no benefit benefit in it, only reduced flexibility. The way it is now we could for example add rectangular bounding boxes.

@illwieckz
illwieckz commented on Unvanquished/Unvanquished#1501 Sep 16, 2021

In the past we had an error window like that (screenshots from Unvanquished 0.35 and Unvanquished 0.17): The error depicted in those screenshot w…

@illwieckz
illwieckz opened an issue in Unvanquished/Unvanquished Sep 16, 2021
UI for significant errors #1501

As written in DaemonEngine/Daemon#524 we need some UI to tell the user when some significant error happens. For example, when failing to load a map…

@illwieckz
illwieckz closed an issue in DaemonEngine/Daemon Sep 16, 2021
ClipWinding: MAX_POINTS_ON_WINDING with moteof (q3) and oasis (wolfet) maps #169

Both ioquake3🗗 and daemon defines MAX_POINTS_ON_WINDING to 64: Daemon/src/common/cm/cm_polylib.h Line 43 in be89425 But while ioquake3 l…

20 comments
@illwieckz
illwieckz commented on DaemonEngine/Daemon#524 Sep 16, 2021

As a side topic, we need a way to print significant error messages on main menu. We have some other errors that can happen, for example by failing …

@illwieckz
illwieckz commented on DaemonEngine/Daemon#524 Sep 16, 2021

The one reporting the issue had a broken sound device and wanted to play the game anyway.

@slipher
slipher commented on DaemonEngine/Daemon#524 Sep 16, 2021

Do you think that playing with sound is something non-dev users ever want to do? It's really difficult to play without sound, for me anyway. If thi…

@illwieckz
illwieckz commented on Unvanquished/Unvanquished#1031 Sep 16, 2021

I discovered that a possible cross-platform workaround is to set ALSOFT_DRIVERS='null' environment variable to tell OpenAL to use a dummy sound dev…

@illwieckz
illwieckz commented on DaemonEngine/Daemon#524 Sep 16, 2021

I noticed that with released game, one can use ALSOFT_DRIVERS='null' to use a dummy audio OpenAL backend and workaround the Sys::Error. We may even…

@slipher
slipher pushed to DaemonEngine/Daemon Sep 16, 2021
2 commits to master
@slipher
slipher merged a pull request in DaemonEngine/Daemon Sep 16, 2021
+14 -212
7 comments
@illwieckz
illwieckz commented on DaemonEngine/Daemon#524 Sep 16, 2021

On principle, sure. I don't really know how to test this though. You can use ALSOFT_DRIVERS='none' environment variable to set a non-existing Ope…

@slipher
slipher commented on DaemonEngine/Daemon#523 Sep 16, 2021

I'm mainly concerned with the development burden dead code imposes just by existing. Let's say you want to figure out how fog is implemented an sea…

@necessarily-equal
necessarily-equal commented on DaemonEngine/Daemon#524 Sep 16, 2021

On principle, sure. I don't really know how to test this though.

@illwieckz
illwieckz commented on DaemonEngine/Daemon#524 Sep 16, 2021

Before: ALSA lib pcm_dmix.c:1089:(snd_pcm_dmix_open) unable to open slave AL lib: (EE) ALCplaybackAlsa_open: Could not open playback device 'defaul…

@illwieckz
illwieckz opened a pull request in DaemonEngine/Daemon Sep 16, 2021
audio: do not abort on missing or busy sound device #524

Do not abort on missing or busy sound device. fix Unvanquished/Unvanquished#1031 There was already a lot of if (not initialized) { return; } I add…

+33 -3
@necessarily-equal

so, to give some hint to someone who would want to implement that. To be able to trace a bounding box currently, the game will on each frame call G…

@necessarily-equal
necessarily-equal commented on pull request DaemonEngine/Daemon#509 Sep 16, 2021

static inline, if you want the inline

@necessarily-equal
necessarily-equal commented on DaemonEngine/Daemon#523 Sep 16, 2021

I'm not sure dropping the shaders are an improvement. I have the impression the only benefit here is to allow for a slower compilation time, but th…

@illwieckz
illwieckz commented on Unvanquished/Unvanquished#1031 Sep 16, 2021

I configured a special schroot environment to build Unvanquished. I usually build it on Ubuntu 20.04 LTS as my testing environment is 20.04 based (…

@illwieckz
illwieckz pushed to Unvanquished/Unvanquished Sep 16, 2021
2 commits to loading/sync
@bmorel
bmorel opened an issue in Unvanquished/Unvanquished Sep 16, 2021
prepare for cylinder like bounding boxes #1500

Currently, all models have squared bounding boxes. Squares have same X and Y sizes, and thus one of those dimensions are useless. The "^mins" and "…

Daemon Engine
Daemon Engine
Wednesday, 15 September 2021
@slipher
slipher commented on pull request DaemonEngine/Daemon#523 Sep 15, 2021

I replaced it with a command to delete all empty subdirectories, which seems like a good idea and is also shorter.

@bmorel
bmorel commented on Unvanquished/Unvanquished#1499 Sep 15, 2021

That would be nice... inside a BBox, for perf reasons (reduce the problem, and then, do the subtle things)

@illwieckz
illwieckz commented on Unvanquished/Unvanquished#1499 Sep 15, 2021

Now that we have bones-based model, we may even have bone-based composite BBox.

@bmorel
bmorel opened an issue in Unvanquished/Unvanquished Sep 15, 2021
composite BBox #1499

I know this is considerable work to do, but I would like to see "composite" BBox in unv, that is, have a big BBox for the quick hit check, and when…

@Viech

This is nothing that can be fixed on map level and I don't think there is a reasonable workaround. Closing as also that particular elevator was rem…

@Viech
Viech closed an issue in UnvanquishedAssets/map-parpax_src.dpkdir Sep 15, 2021
Bots don't know they can pass through the elevator when it is at the right position #11

That means that someone standing in the elevator will never be attacked, both when the elevator is in the upper and in the lower position. "the ele…

1 comment
@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#523 Sep 15, 2021

Ah ok, then you can do that: find "${PKG_PREFIX}/bin" "${PKG_PREFIX}/include" "${PKG_PREFIX}/lib" -maxdepth 0 -empty -exec rmdir {} \; I verified i…

@illwieckz
illwieckz commented on DaemonEngine/Daemon#523 Sep 15, 2021

There is already another "volumetric fog" shader by the way. If I'm right gl_fogQuake3Shader is about fog that is not map-wise but brush-wise. Th…

@slipher
slipher commented on DaemonEngine/Daemon#523 Sep 15, 2021

Yes but no one will know we had some volumetricCloud code if we don't list it somewhere. Not true, the command I gave lists all deleted GLSL shad…

@illwieckz
illwieckz commented on DaemonEngine/Daemon#523 Sep 15, 2021

For those GLSL shaders being deleted because of not being used, we may want to do a wiki page to reference them, with link to the deletion commit…

@slipher
slipher commented on DaemonEngine/Daemon#523 Sep 15, 2021

For those GLSL shaders being deleted because of not being used, we may want to do a wiki page to reference them, with link to the deletion commit,…

@slipher
slipher commented on pull request DaemonEngine/Daemon#523 Sep 15, 2021

The directory should always exist (thanks to the other lines added in this commit); the idea is to remove it if it's empty. I see there's an rmdir

@illwieckz
illwieckz commented on DaemonEngine/Daemon#523 Sep 15, 2021

For those GLSL shaders being deleted because of not being used, we may want to do a wiki page to reference them, with link to the deletion commit, …

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#523 Sep 15, 2021

Hmmm, wait, it would still return false if it does not exist and stop the execution… Better do the opposite: ! [ -d "${PKG_PREFIX}/bin" ] || rmdir …

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#523 Sep 15, 2021

Maybe doing it that way would be better? [ -d "${PKG_PREFIX}/bin" ] && rmdir "${PKG_PREFIX}/bin"

@slipher
slipher merged a pull request in DaemonEngine/Daemon Sep 15, 2021
Avoid undefined behaviour when area is set to -1 #522

This value, according to src/engine/renderer/tr_bsp.cpp, means that the "location is in the void". So it seems appropriate not to try to render it.

+6 -0
@slipher
slipher pushed to DaemonEngine/Daemon Sep 15, 2021
1 commit to master
  • @necessarily-equal 1e4711a
    Avoid undefined behaviour when area is set to -1
@slipher
slipher opened a pull request in DaemonEngine/Daemon Sep 15, 2021
Unvanquished
Unvanquished
Tuesday, 14 September 2021
@Gireen
Gireen commented on Unvanquished/Unvanquished#1463 Sep 14, 2021

or maybe better move this directly into the health component HealthComponent::HandleDamage there happens godmode checks

@Gireen
Gireen commented on Unvanquished/Unvanquished#1463 Sep 14, 2021

Then how about g_bot_dretchDamageStruct ?

@bmorel
bmorel commented on pull request Unvanquished/Unvanquished#1490 Sep 14, 2021

why not using std::string::empty() instead of this comparison?

@bmorel
bmorel commented on pull request Unvanquished/Unvanquished#1490 Sep 14, 2021

This only allows to use the symbol. Technically, they still can't buy it nor throw it.

@illwieckz
illwieckz commented on Unvanquished/Unvanquished#1312 Sep 14, 2021

When carrying the chaingun I get: Debug: R_AddMDVSurfaces: bad frame -2147483648 to -2147483648 for 'models/weapons/chaingun/chaingun.md3' (1) Whe…

@illwieckz
illwieckz commented on Unvanquished/Unvanquished#1312 Sep 14, 2021

I also notice that logs.suppression.enabled 1 does not suppress those.