Unvanquished Development activity

Events from:

Unvanquished
Unvanquished
Wednesday, 25 November 2020
@slipher
slipher commented on pull request Unvanquished/Unvanquished#1234 Nov 25, 2020

LGTM, nice and simple implentation.

Unvanquished Assets
Unvanquished Assets
Tuesday, 24 November 2020
@illwieckz
illwieckz opened an issue in UnvanquishedAssets/unvanquished_src.dpkdir Nov 24, 2020
there is an RML markup issue with warmup countdown display #29

I noticed it a very long time ago but I always forget to report it. One line-break is missing.

@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#1236 Nov 24, 2020

Yep I was talking about warmup when I said: There is a countdown that is configurable but it can be frustrating to some players.

@slipher
slipher commented on issue Unvanquished/Unvanquished#1236 Nov 24, 2020

Server owners can already configure this by setting g_doWarmup and g_warmup. The bot pause mechanism will not change anything because it is based o…

@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#1236 Nov 24, 2020

Thanks for the report. Yes, I confirm this. There is a mechanism which is worked on to pause the server until real people join (see #1234), but thi…

@Stooberton
Stooberton opened an issue in Unvanquished/Unvanquished Nov 24, 2020
Bots need a delay before spawning in #1236

Currently, bots spawn in and start playing as soon as the map finishes loading which is significantly faster than player load times. This is detrim…

@slipher
slipher pushed to DaemonEngine/Daemon Nov 24, 2020
1 commit to 0.52.0/sync
  • @Gireen cbed5fa
    ignore sv_timeout for bots
@slipher
slipher merged a pull request in DaemonEngine/Daemon Nov 24, 2020
Daemon Engine
Daemon Engine
Monday, 23 November 2020
@Gireen
Gireen opened a pull request in DaemonEngine/Daemon Nov 23, 2020
@Gireen
Gireen commented on pull request Unvanquished/Unvanquished#1234 Nov 23, 2020

no g_inactivity has no effect on the bots. but it was something similar. in daemon sv_timeout is 240 seconds

@illwieckz
illwieckz commented on pull request Unvanquished/Unvanquished#1235 Nov 23, 2020

Oh, that's really helpful! Thanks for taking care of this!

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1234 Nov 23, 2020

Could it be due to the inactivity timer? For example if you set g_inactivity 1 (i.e. 1 second) do they get kicked right away? In any case it seems …

@Gireen
Gireen opened a pull request in Unvanquished/Unvanquished Nov 23, 2020
add devteam command #1235

fix #1091 lets player change team and spawn as builder at the current position Works not 100%. I have here a problem with the view direction, it ch…

+53 -0
@Gireen
Gireen commented on pull request Unvanquished/Unvanquished#1234 Nov 23, 2020

well it works as intended except bots disconnect after 4 minutes when the game is paused. autofill bots reconnect if a client connects to the server.

Daemon Engine
Daemon Engine
Sunday, 22 November 2020
@slipher
slipher opened a pull request in DaemonEngine/Daemon Nov 22, 2020
Daemon Engine
Daemon Engine
Friday, 20 November 2020
@slipher
slipher opened an issue in DaemonEngine/Daemon Nov 20, 2020
CMake issues with Visual Studio Ninja generator #398

There is a Ninja-based generator for Visual studio, which is used if you create a project using Visual Studio's CMake integration. There are issues…

@hypov8
hypov8 commented on issue DaemonEngine/Daemon#360 Nov 18, 2020

something like r_ignore... r_ignoreMemLimitation r_ignoreNvidiaFix

Unvanquished
Unvanquished
Monday, 16 November 2020
@Gireen
Gireen opened a pull request in Unvanquished/Unvanquished Nov 16, 2020
+21 -0
@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#1227 Nov 16, 2020

At least a simple pause saving CPU cycles would be a lot!

@Gireen
Gireen opened an issue in Unvanquished/Unvanquished Nov 16, 2020
Connecting during a mapchange gets client stuck at 100% #1233

If a map change(or restart) happens during the time a clients connects and finishes loading the map it can happen that the client is stuck at the m…

@Gireen
Gireen commented on issue Unvanquished/Unvanquished#1227 Nov 16, 2020

That's also true. pause reduces the needed cpu load but has no effect on memory usage. It depends on how much energy or resources should be saved o…

Daemon Engine
Daemon Engine
Thursday, 12 November 2020
@slipher
slipher opened a pull request in DaemonEngine/Daemon Nov 12, 2020
Build fixes #397

Fix a few build errors that can occur with different combinations of options. Also removed support for unused platforms and an unused cvar.

+18 -85
@slipher
slipher commented on pull request UnvanquishedAssets/res-weapons_src.dpkdir#3 Nov 12, 2020

also i dont know how to view model outside of packs, even with devmap and sv_pure 0 Workflow for quick and dirty modifications to an existing pac…

@hypov8
hypov8 commented on pull request UnvanquishedAssets/res-weapons_src.dpkdir#3 Nov 12, 2020

added display as a new mesh and using correct shader increased size slightly to match battlesuit version 3 vwep_003.zip "give all" should give all …

@illwieckz
illwieckz commented on pull request UnvanquishedAssets/res-weapons_src.dpkdir#3 Nov 12, 2020

when loading a map with /devmap, just fills your accounts this way: /give momentum 999 to unlock your team stage, /give funds 999 to give you mon…

@hypov8
hypov8 commented on pull request UnvanquishedAssets/res-weapons_src.dpkdir#3 Nov 12, 2020

how do you get the other player model? this is update version 2 vwep_002.zip

Unvanquished Assets
Unvanquished Assets
Wednesday, 11 November 2020
@illwieckz
illwieckz commented on pull request UnvanquishedAssets/res-weapons_src.dpkdir#3 Nov 11, 2020

OK, so the new lasgun implementation is complete. Thanks to true skills of great wizard @hypov8! If I understood correctly he said he did some mino…

@illwieckz
illwieckz pushed to UnvanquishedAssets/res-weapons_src.dpkdir Nov 11, 2020
2 commits to lasgun
@illwieckz
illwieckz commented on pull request UnvanquishedAssets/res-weapons_src.dpkdir#3 Nov 11, 2020

That's really good, really, if you have a new file with those micro optimization then send it please. But really, that's seems to be good enough! 😍

@hypov8
hypov8 commented on pull request UnvanquishedAssets/res-weapons_src.dpkdir#3 Nov 11, 2020

welded some vertex, stretch front of gun, shrunk stock to prevent it clipping player, shifted tag_flash.. anything else?

@hypov8
hypov8 commented on pull request UnvanquishedAssets/res-weapons_src.dpkdir#3 Nov 11, 2020

im glad you like it :) all that kpq3 experence.. it probable needs some vertex welding to match the existing bumpmap. but should get you going for now

@illwieckz
illwieckz commented on pull request UnvanquishedAssets/res-weapons_src.dpkdir#3 Nov 11, 2020

Man, you're a true wizard, you saved the day (and more than that!!!), that is a-we-so-me.

@illwieckz
illwieckz commented on pull request UnvanquishedAssets/res-weapons_src.dpkdir#3 Nov 11, 2020

Anyway, your model looks really ok for the size and placement. If you can restore the white and the black relief on the front, and given the materi…

@illwieckz
illwieckz commented on pull request UnvanquishedAssets/res-weapons_src.dpkdir#3 Nov 11, 2020

The shader name is models/weapons/lgun/lgun.

@illwieckz
illwieckz commented on pull request UnvanquishedAssets/res-weapons_src.dpkdir#3 Nov 11, 2020

With this plugin I can export to md3 from Blender after having imported from obj generated with IqeBrowser: https://github.com/axredneck/blender-md…

@hypov8
hypov8 commented on pull request UnvanquishedAssets/res-weapons_src.dpkdir#3 Nov 11, 2020

you can try noesis. it will even export an md3 i have not worked out the shader name. thats why it dont have all the first person maps (glow etc..)

@illwieckz
illwieckz commented on pull request UnvanquishedAssets/res-weapons_src.dpkdir#3 Nov 11, 2020

With IqeBrowser there is an option to export an .obj file and I was hoping to convert it to md3 using Maverick Model 3D but it does not read the pr…

@illwieckz
illwieckz commented on pull request UnvanquishedAssets/res-weapons_src.dpkdir#3 Nov 11, 2020

yeah but at this point those details would never be seen, since they are out of view from first person perspective… also it would be cool to keep g…

@hypov8
hypov8 commented on pull request UnvanquishedAssets/res-weapons_src.dpkdir#3 Nov 11, 2020

world player models should be at a ruduced poly compared to 1st person. so im optimizing it :) the 2 white parts can be put back later or skin upda…

@illwieckz
illwieckz commented on pull request UnvanquishedAssets/res-weapons_src.dpkdir#3 Nov 11, 2020

Ah, because your model does not look that bad but miss some geometry…

@hypov8
hypov8 commented on pull request UnvanquishedAssets/res-weapons_src.dpkdir#3 Nov 11, 2020

im using max.. is suports md3 export. i converted the iqm in noesis to fb

@illwieckz
illwieckz commented on pull request UnvanquishedAssets/res-weapons_src.dpkdir#3 Nov 11, 2020

I mean, converted from iqm to md3… That's the step I'm missing.

@hypov8
hypov8 commented on pull request UnvanquishedAssets/res-weapons_src.dpkdir#3 Nov 11, 2020

its am md3 model. i just replaced the existing file models\weapons\lgun\vwep.md3

@illwieckz
illwieckz commented on pull request UnvanquishedAssets/res-weapons_src.dpkdir#3 Nov 11, 2020

This is that I managed to remove the hand mesh but as soon as I remove the hand skeletons, everything goes wrong. Also, if I keep the unused skelet…

@illwieckz
illwieckz commented on pull request UnvanquishedAssets/res-weapons_src.dpkdir#3 Nov 11, 2020

I've restored the legacy third person view model. This PR is mergeable.

@illwieckz
illwieckz commented on pull request UnvanquishedAssets/res-weapons_src.dpkdir#5 Nov 11, 2020

Anyone has something to say against that? It's adding real time lights and heat haze to ground fire, I've not seen noticeable performance loss on m…

@illwieckz
illwieckz pushed to UnvanquishedAssets/res-weapons_src.dpkdir Nov 11, 2020
2 commits to lasgun
Unvanquished
Unvanquished
Tuesday, 10 November 2020
@slipher
slipher commented on issue Unvanquished/Unvanquished#1227 Nov 10, 2020

I think doing it in the gamelogic would work well. pause is implemented as an sgame command.

@slipher
slipher commented on pull request DaemonEngine/Daemon#394 Nov 10, 2020

For cvar naming how about maxImageDimension? Did you ever find any cases where the texture proxy successfully identified a texture that couldn't be…

@slipher
slipher commented on pull request DaemonEngine/Daemon#394 Nov 10, 2020

Use const image_t * on all these

@slipher
slipher commented on pull request DaemonEngine/Daemon#394 Nov 10, 2020

Com_sprintf -> Str::Format

@slipher
slipher commented on pull request DaemonEngine/Daemon#394 Nov 10, 2020

Add default values for these (e.g. int bits = 0;), especially since you don't always set all of them. It's undefined behavior to read an unset vari…

@slipher
slipher commented on pull request DaemonEngine/Daemon#394 Nov 10, 2020

max(0, r_picmip) should not be needed since it has an enforced range of 0 to 3.

@slipher
slipher commented on pull request DaemonEngine/Daemon#394 Nov 10, 2020

Shouldn't r_picMax take precedence if it is smaller?

@slipher
slipher commented on pull request DaemonEngine/Daemon#394 Nov 10, 2020

This condition is a little wonky since it allows one of the dimensions to go to 0, if it equals 1 the first time the function is called. One way to…

@slipher
slipher commented on pull request DaemonEngine/Daemon#394 Nov 10, 2020

numLayers should be passed by value since it is not modified.

@slipher
slipher commented on pull request DaemonEngine/Daemon#394 Nov 10, 2020
@slipher
slipher commented on pull request DaemonEngine/Daemon#394 Nov 10, 2020
Unvanquished
Unvanquished
Monday, 09 November 2020
@Gireen
Gireen commented on issue Unvanquished/Unvanquished#1227 Nov 9, 2020

I think that is something that would require to be done on the engine side.

@Gireen
Gireen opened an issue in Unvanquished/Unvanquished Nov 9, 2020
Make it possible to select spawn point #1232

It would be nice to select a preferred telenode/egg on the map to spawn from.

@illwieckz
illwieckz commented on pull request Unvanquished/Unvanquished#1231 Nov 9, 2020

Right, it's a nice way to do it! Maybe it's not that useful to add one more commit for something that was already over-engineered at first. XD But …

@taylor
taylor commented on pull request Unvanquished/Unvanquished#1231 Nov 9, 2020

Not sure if this is worth another PR, but after thinking about all of this, using tr might be a good choice and it works on BSD-based and Linux pla…

@taylor
Nov 9, 2020

Thanks I missed that. lol. After thinking about all of this, using tr might be a good choice and it works on BSD-based and Linux platforms. Here is…

@illwieckz
Nov 9, 2020

I just moved it from before to after the tab but it is still there, you'll see it between the last ' and the closing ]. Here, replaced by a 🤸‍♀️ to…

@taylor
Nov 9, 2020

@illwieckz this is missing the space character which was part of the original character set.

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#394 Nov 9, 2020

Also, r_picMin, r_picMax, picMin and picMax keywords are temporary. I'm looking for better cvar name than r_picMin and r_picMax, some base name tha…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#394 Nov 9, 2020

I still don't know how to do this with std::string: Com_sprintf( imageType, sizeof( imageType ), "%5i ", image->type );

@illwieckz
illwieckz pushed to Unvanquished/Unvanquished Nov 9, 2020
2 commits to 0.52.0/sync
  • @illwieckz f8f7d89
    Merge branch 'master' into 0.52.0/sync
  • @illwieckz 79df180
    download-paks: workaround macOS sed lack of feature, fix 1231, <3 @ta…
@illwieckz
illwieckz pushed to Unvanquished/Unvanquished Nov 9, 2020
1 commit to master
  • @illwieckz 79df180
    download-paks: workaround macOS sed lack of feature, fix 1231, <3 @ta…
@illwieckz
illwieckz commented on pull request Unvanquished/Unvanquished#1231 Nov 9, 2020

So, the regular expression did not have a bug, this is the macOS sed that lacks features. I've pushed a fix to both master and upcoming 0.52.0/sync

@illwieckz
illwieckz closed a pull request in Unvanquished/Unvanquished Nov 9, 2020
BUGFIX: back slashes needed for the brackets in the regex #1231

This fixes the regex so the space and tab are treated as a character set as intended. The regex was stripping all the 't's from the URLs

+1 -1
5 comments
@illwieckz
illwieckz pushed to Unvanquished/Unvanquished Nov 9, 2020
2 commits to 0.52.0/sync
@illwieckz
illwieckz pushed to Unvanquished/Unvanquished Nov 9, 2020
1 commit to master
  • @illwieckz e05bf28
    download-paks: workaround macOS sed lack of feature, fix 1231, <3 @ta…
@slipher
slipher commented on pull request Unvanquished/Unvanquished#1231 Nov 9, 2020

Perhaps, you could put an echo with each URL, instead of solving the hard problem of making a tab character on Mac.

@taylor
taylor commented on pull request Unvanquished/Unvanquished#1231 Nov 9, 2020

Using a "hard" tab on cli does work (for Mac) printf '===\t====\n' | sed -E 's/[\ ]//g' =======

@taylor
taylor commented on pull request Unvanquished/Unvanquished#1231 Nov 9, 2020

I tried this on an Ubuntu system and on a Mac. On the Ubuntu system I see: ➔ uname -a Linux dev1.vulk.co 3.13.0-88-generic #135-Ubuntu SMP Wed Jun …

@illwieckz
illwieckz commented on pull request Unvanquished/Unvanquished#1231 Nov 9, 2020

What is your system? can you print the output of: printf '===\t===\n' printf '===\t===\n' | sed -e 's/\[\t\]//' printf '===\t===\n' | sed -e 's/[\t]//

@taylor
taylor opened a pull request in Unvanquished/Unvanquished Nov 9, 2020
BUGFIX: back slashes needed for the brackets in the regex #1231

This fixes the regex so the space and tab are treated as a character set as intended. The regex was stripping all the 't's from the URLs

+1 -1
@taylor

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

C++ 566 Updated Nov 21

@slipher
slipher pushed to DaemonEngine/Daemon Nov 9, 2020
1 commit to 0.52.0/sync
  • @slipher ff52c54
    Make GL error check non-fatal in SMP mode
@slipher
slipher merged a pull request in DaemonEngine/Daemon Nov 9, 2020
Make GL error check non-fatal in SMP mode #396

Also remove duplicated code for printing names of GL errors.

+4 -55
@slipher
slipher opened a pull request in DaemonEngine/Daemon Nov 9, 2020
Make GL error check non-fatal in SMP mode #396

Also remove duplicated code for printing names of GL errors.

+4 -55
@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#395 Nov 9, 2020

Ah yes r_smp is enabled.

@slipher
slipher commented on pull request DaemonEngine/Daemon#395 Nov 9, 2020

Thanks for spotting the duplicated code in RE_BeginFrame. You didn't enable r_smp did you? If so, definitely turn it off while debugging. The error…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#395 Nov 9, 2020

If I replace all that custom code with: // check for errors if ( !r_ignoreGLErrors->integer ) { R_SyncRenderThread(); GL_CheckErrors(); } Now I do…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#395 Nov 9, 2020
@slipher
slipher pushed to DaemonEngine/Daemon Nov 9, 2020
2 commits to 0.52.0/sync
@slipher
slipher merged a pull request in DaemonEngine/Daemon Nov 9, 2020
Enable OpenGL error checking #395

Also fix the existing errors which arise on my machine.

+48 -38
@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#394 Nov 9, 2020

Have you checked the OpenGL error codes to see if there's anything relevant in the cubemap bug case? I opened #395 to enable this checking all the…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#394 Nov 9, 2020

Now it does not compare picMax * picMax anymore but picMax itself, is there still a risk of integer overflow?

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#394 Nov 9, 2020

I made an extra function to downscale dimensions that not only applies on scaleHeight and scaleWidth but also on some other array and mip data. I n…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#394 Nov 9, 2020

Deleted the bizarre 6. Also, I noticed I was doing the check before internalFormat is determined (hence always using the same default one).