Unvanquished Development activity

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Unvanquished
Unvanquished
Wednesday, 03 March 2021
@illwieckz
illwieckz pushed to Unvanquished/unvanquished-mapeditor-support Mar 3, 2021
2 commits to master
NetRadiant
NetRadiant
Tuesday, 02 March 2021

I reproduced it with Unvanquished and Xonotic gamepack, with the default layout with builtin Texture browser, and the layout with XYZ orthographic view and separate Texture browser window.

How to reproduce:

  • If not already done, create a tag file with “Plugins → ShaderPlug → Create tag file” menu option of the main NetRadiant window, then restart NetRadiant,
  • In Texture browser, select “common” texture set then “caulk” texture,
  • Click “Tags” tab,
  • Right click on the texture list to open the tag assignment interface,
  • Add a new tag named “something” with “Tags → Add tag” Texture browser menu option,
  • in the tag assignment interface, in “Available” column, double click on "something".

You'll get a crash.

The crash happens in TextureBrowser_tagMoveHelper when calling g_slist_append.

The TextureBrowser_tagMoveHelper function is called by TextureBrowser_assignTagsin texwindow.cpp.

Thomas Debesse (59029e19) at 02 Mar 19:45

radiant/build menu: reword Commandline as Command line

@illwieckz
illwieckz pushed to DaemonEngine/Urcheon Mar 2, 2021
2 commits to master
  • @illwieckz 7bbf2ea
    profile/map: use maxarea bsp and randomsamples light stage options
  • @illwieckz 2dca99e
    profile/map: rework build profiles, “final” is now named “release”
  • 4 more commits »
@bmorel
bmorel opened an issue in Unvanquished/Unvanquished Mar 2, 2021
if you are a wallClimber, any reason you do not canUseLadders? #1342

Wall walking is not easy, you need to remember to toggle the feature, and moves can become quite confusing. I think allowing wallwalkers to use lad…

@slipher
slipher pushed to Unvanquished/validate-release Mar 2, 2021
1 commit to master
  • @slipher 1006ccb
    Check for too-new GLIBC or GLIBCXX requirement
Unvanquished
Unvanquished
Monday, 01 March 2021
@illwieckz
illwieckz commented on pull request Unvanquished/release-scripts#3 Mar 1, 2021

I believe it's OK to take Ubuntu 18.04 as a minimum. People with a real need to still use Ubuntu 16.04 can still build the engine themselves.

@Gireen
Gireen commented on pull request Unvanquished/Unvanquished#1320 Mar 1, 2021

The beacon for base/overmind could maybe used for this. The client should know its position and distance. And if there is no beacon the overmind is…

@slipher
slipher commented on pull request Unvanquished/release-scripts#3 Mar 1, 2021

I tested on Ubuntu 18.04 and that links sucessfully, so I guess that seems good enough? It has versions up to GLIBC_2.27 and GLIBCXX_3.4.25. In any…

@illwieckz
illwieckz commented on pull request Unvanquished/Unvanquished#1320 Mar 1, 2021

Yeah, ultimately both. If the code does not fit what we say, we may fix what we say, if what we say still does not fit the code, we may fix the cod…

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1320 Mar 1, 2021

We can then reword that the overmind must be in sight. You mean rewrite the sgame code?

@illwieckz
illwieckz commented on pull request Unvanquished/Unvanquished#1320 Mar 1, 2021

We can then reword that the overmind must be in sight.

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1320 Mar 1, 2021

Hmm, it might be possible for this to forbid you from evolving even when it is possible. The cgame is not guaranteed to have locations for all enti…

@illwieckz
illwieckz pushed to Unvanquished/unvanquished-mapeditor-support Mar 1, 2021
2 commits to master
@illwieckz
illwieckz commented on pull request Unvanquished/release-scripts#3 Mar 1, 2021

For reference, I tested the build on Xenial (Ubuntu 16.04), and I got that: ./daemon: /lib/x86_64-linux-gnu/libm.so.6: version `GLIBC_2.27' not fou…

DP-emphasized version looks legit. Q3 way is easy to handle along with this by int->string change.
Still interested, if this ever worked, because code got a few edits, while trying to load invalid path/model.md3_.skin all this time.
(Actually dicovered this code, because people were getting string overflow and loading+parsing model file instead of .skin.)

TBH no idea. Maybe this was only DarkPlaces and I was wrong about Q3A - may have looked in a Q3A related mod.

It certainly was primarily targeted at DP skin support. Isn't that correct? From looking at DP code it does use %s_%i.skin. I may have been wrong about that originating from Q3.

@Pretuer
Pretuer commented on issue Unvanquished/Unvanquished#1340 Mar 1, 2021

Overmind is a little shy my friend

@Pretuer
Pretuer commented on issue Unvanquished/Unvanquished#1341 Mar 1, 2021

👀 👀 I've been caught in 4K 📸

@Viech
Viech commented on issue Unvanquished/unvanquished-infrastructure#11 Mar 1, 2021

I see no reasons either for or against such a mirror. A mirror in the opposite direction would make sense such that we could remain visible on the …

@necessarily-equal
necessarily-equal opened an issue in Unvanquished/Unvanquished Mar 1, 2021
Buildings create a really large walking area #1341

Yes, that human is standing "on" the armory

@necessarily-equal
necessarily-equal opened an issue in Unvanquished/Unvanquished Mar 1, 2021
Overmind looks down on tyrant #1340

The tyrant isn't supposed to be that small. I suspect the origin of the model is off

@Pretuer
Pretuer opened an issue in Unvanquished/Unvanquished Mar 1, 2021
Whilst you heal you run faster #1339

not sure if anyone has noticed: whilst you heal you run faster (bug or feature (could be in lore that humans have a "speed" drug that helps them to…

@illwieckz
illwieckz commented on pull request Unvanquished/release-scripts#3 Mar 1, 2021

Thanks, I was able to retrieve it and run it! I got this: ]AL lib: (WW) GetSymbol: Failed to load jack_error_callback: /usr/lib/x86_64-linux-gnu/li…

@slipher
slipher commented on pull request Unvanquished/release-scripts#3 Mar 1, 2021

There are a couple of ways (both annoyingly verbose) to get out the file; both are exhibited in the updater README. I'm using something like docker…

@illwieckz
illwieckz commented on pull request Unvanquished/release-scripts#3 Mar 1, 2021

I did: docker build -t unvanquished-static . and it looks like everything ran properly! Now I just need to know how to recover the built archive. 🙂

@slipher
slipher commented on pull request Unvanquished/release-scripts#3 Mar 1, 2021

You can't actually return them... the value gets taken modulo 256, so if you exit 501 then $? equals 245.

@illwieckz
illwieckz commented on pull request Unvanquished/release-scripts#3 Mar 1, 2021

I liked my HTTP-like error codes, at least the numbers had a meaning 😁

@illwieckz
illwieckz commented on pull request Unvanquished/release-scripts#3 Mar 1, 2021

I have no idea. I've read people saying PipeWire is the future but it's not the present yet also it is probably supposed to provide a compatibilit…

@slipher
slipher opened a pull request in Unvanquished/release-scripts Mar 1, 2021
Linux static build #3

Linux static build working in Docker. Questions: Am I right to suppose that to run on as many systems as possible, it is better to use the legacy …

+92 -6
Unvanquished
Unvanquished
Saturday, 27 February 2021
@illwieckz
illwieckz opened an issue in Unvanquished/unvanquished-infrastructure Feb 27, 2021
Mirroring repositories on GitLab? #11

@Viech, @DolceTriade do you have anything against setting up repository mirrors on GitLab? I have no time for this but @Pretuer (Derek Owmui, derek1

@slipher
slipher pushed to Unvanquished/validate-release Feb 27, 2021
1 commit to master
  • @slipher 2c204fa
    Make pip dependency check work on sub-zips
NetRadiant
NetRadiant
Friday, 26 February 2021

Thomas Debesse (7ba473e5) at 26 Feb 23:22

q3map2: accept -bsp stage option name without complaining

Thomas Debesse (7cf8b1a0) at 26 Feb 22:25

macos: delete now useless gitignore file in setup/

... and 1 more commit

Oh nice, I will test that branch this week-end!

NetRadiant
NetRadiant
Thursday, 25 February 2021

This feature is believed to be the latest missing bit to fully support released Xonotic pk3s and get rid of the xonotic mapping support package.

NetRadiant, before:

Found image file: "dds/textures/trak5x/trim/trim_trim1a.dds"
Texture load failed: "textures/trak5x/trim/trim_trim1a"

NetRadiant, after:

Found symbolic link: "dds/textures/trak5x/trim/trim_trim1a.dds"
Resolved symbolic link: "dds/textures/trak5x/trim/trim_trim1a_gloss.dds"
Found image file: "dds/textures/trak5x/trim/trim_trim1a.dds"
Loaded Texture: "textures/trak5x/trim/trim_trim1a"

Q3map2, before:

WARNING: Invalid DDS texture
WARNING: Couldn't find image for shader textures/trak5x/trim-trim1a

Q3map2, after:

Found symbolic link: "dds/textures/trak5x/trim/trim_trim1a.dds"
Resolved symbolic link: "dds/textures/trak5x/trim/trim_trim1a_gloss.dds"
Loaded image: "dds/textures/trak5x/trim/trim_trim1a.dds"

The implementation is ported from Dæmon engine implementation by @slipher which was a complete rewrite of one I did on Dæmon by taking inspiration from Darkplaces engine.

See:

  • github.com/DaemonEngine/Daemon/blob/master/src/common/FileSystem.cpp
  • gitlab.com/xonotic/darkplaces/-/blob/div0-stable/fs.c

The MR also brings some commits to fix some minor issues introduced in !172 (dds/ prefix support) or some generic cleanup or enhancement in existing code (like freeing allocated variable or checking for string boundary when copying it).

Daemon Engine
Daemon Engine
Wednesday, 24 February 2021
@slipher
slipher commented on pull request DaemonEngine/Daemon#425 Feb 24, 2021

The other competitive player use case is still supported in my version - the one where you put things with a minimum dimension to the minimum, and …

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#425 Feb 24, 2021

So the use case "Competitive player wanting to reduce all textures to one flat color but keep high definition on the textures the game developer c…

@slipher
slipher commented on pull request DaemonEngine/Daemon#425 Feb 24, 2021

The way I see it, the shader parameters define a window of allowable dimensions for the image. If the minimum dimension is omitted it should be equ…

Daemon Engine
Daemon Engine
Tuesday, 23 February 2021
@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#425 Feb 23, 2021

Also this behavior means you can get a texture drawn with higher resolution than imageParams.imageMaxDimension if you set r_imageMinDimension to a…

@slipher
slipher closed an issue in DaemonEngine/Daemon Feb 23, 2021
Status requests from unvanquished.net flagged as DRDoS #430

On my server, I periodically get log lines of this form (from SV_CheckDRDoS): Possible DRDoS attack to address 172.86.178.34, ignoring getinfo/gets…

3 comments
@slipher
slipher pushed to DaemonEngine/Daemon Feb 23, 2021
2 commits to master
  • @slipher 7364731
    Require more packets to trigger DRDoS protection
  • @slipher f0d6f99
    Add logger for some server network stuff
@slipher
slipher merged a pull request in DaemonEngine/Daemon Feb 23, 2021
@slipher
slipher pushed to DaemonEngine/Daemon Feb 23, 2021
2 commits to 0.52.0/sync
  • @slipher c157541
    Fix race condition with Linux crash_server
  • @slipher 4d7f4fc
    Kill daemon if crash_server doesn't start
@slipher
slipher merged a pull request in DaemonEngine/Daemon Feb 23, 2021
@slipher
slipher merged a pull request in DaemonEngine/Daemon Feb 23, 2021
Generate GLSL includes with pure CMake #432

For hex-dumping the GLSL source files into character arrays, use a CMake script instead of a C++ program. This fixes #122 (include-bin can't be use…

+150 -314
2 comments
@slipher
slipher pushed to DaemonEngine/Daemon Feb 23, 2021
1 commit to master
  • @slipher de9dc25
    Generate GLSL includes with pure CMake
@slipher
slipher closed an issue in DaemonEngine/Daemon Feb 23, 2021
Cross-compilation is broken #122

Hi guys, I might have found a bug in the new include-bin generator process for glsl when cross-compiling: basically, since the tool is cross-compil…

4 comments
@illwieckz
illwieckz merged a pull request in DaemonEngine/Daemon Feb 23, 2021
tr_shader: workaround relief not applied on alpha mask by disabling relief, ref #334 #426

To not delay 0.52 more, I propose to just disable relief mapping on grids for now, see #334.

+10 -0
2 comments
@illwieckz
illwieckz pushed to DaemonEngine/Daemon Feb 23, 2021
1 commit to 0.52.0/sync
  • @illwieckz 3c7061a
    tr_shader: workaround relief not applied on alpha mask by disabling r…
@illwieckz
illwieckz commented on pull request Unvanquished/Unvanquished#1329 Feb 23, 2021

So if I'm right, your proposed rotation can be translated to: rotation1 { antares if numPlayers < 10 chasm forlorn parpax perseus plat23 if numPlay…

@illwieckz
illwieckz commented on pull request Unvanquished/Unvanquished#1329 Feb 23, 2021

We now have a new syntax without having to use such goto/label mechanism. Now we can just do: if numPlayers > [number] [mapname] And if numPlayers

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1329 Feb 23, 2021

Typos on this line and the next

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1337 Feb 23, 2021

When introducing a new function, make sure to actually use it somewhere, so we don't have dead code.

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1336 Feb 23, 2021

Merging this would be problematic since then we won't be able to easily test the 0.52 branch using the 0.51 packages (except unvanquished), since i…

@slipher
slipher merged a pull request in Unvanquished/Unvanquished Feb 23, 2021
Partial bot improvements #1332

Commit 1: improve human bot aiming. Something should probably be done for aliens, too. Commit 2: provide bots some primitives to later improve team…

+22 -3
3 comments
@slipher
slipher pushed to Unvanquished/Unvanquished Feb 23, 2021
1 commit to 0.52.0/sync
  • @bmorel 5a9c841
    blaster, flamer and pulse also require move prediction
@slipher
slipher commented on issue Unvanquished/Unvanquished#1338 Feb 23, 2021

The weapon cooldown is needed to prevent various cheats such as switching to blaster and back to fire faster, or firing faster by repeatedly sellin…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#432 Feb 23, 2021

Why not doing something like that instead: set(EMBEDDED_INCLUDE_DIR ${CMAKE_CURRENT_BINARY_DIR}/embedded) outpath ${EMBEDDED_INCLUDE_DIR}/glsl-${fi…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#432 Feb 23, 2021

This is welcomed, I wanted this! At some point we will be able to rename glsl_source to just glsl in source tree. Also at some point we may reuse s…

@necessarily-equal
necessarily-equal opened an issue in Unvanquished/Unvanquished Feb 23, 2021
Switching to and from a weapon need the weapon to be ready to fire, or reloading #1338

For example, firing the blaster makes it hard to switch back to your main weapon, for example. Maybe we can remove the delay, as the delay to switc…

@necessarily-equal
necessarily-equal commented on pull request Unvanquished/Unvanquished#1320 Feb 23, 2021

I've moved the CG_Team work into another PR as it can wait for the 0.53 "AnyTeam" milestone. If anyone wants to tag it, it's #1337 (leet!)

@necessarily-equal
necessarily-equal commented on issue Unvanquished/Unvanquished#1328 Feb 23, 2021

That's… that's actually fairly reasonable. The 4K screen is probably making it worse. I'll try lowering the resolution to see if it helps later on. O…

@slipher
slipher opened a pull request in DaemonEngine/Daemon Feb 23, 2021
Generate GLSL includes with pure CMake #432

For hex-dumping the GLSL source files into character arrays, use a CMake script instead of a C++ program. This fixes #122 (include-bin can't be use…

+151 -303
@slipher
slipher commented on issue Unvanquished/Unvanquished#1328 Feb 22, 2021

Maybe the machine is just slow in general? For example Loading VM module cgame-x86_64.nexe... Loaded VM module in 6464 msec This (non-graphics-inv…

Thomas Debesse (02944002) at 22 Feb 21:09

daemonmap: sync submodule

... and 6 more commits

@illwieckz
illwieckz commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#38 Feb 22, 2021

Sorry, I wanted to say xcf (GIMP source). You're right about sgame, so let's do this exception!

@slipher
slipher commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#38 Feb 22, 2021

What's xqf - that's not an image format is it? This change affects only emoticons, not anything else. Emoticons have this kind of requirement becau…

@illwieckz
illwieckz commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#38 Feb 22, 2021

Hmm, I'm not really happy with this, in other repositories xqf sources are stored on the same folder, and we can probably find some other svg sourc…

@slipher
slipher opened a pull request in Unvanquished/Unvanquished Feb 22, 2021
Emoticons fixes #1335

Let emoticons have any extension. This is a missing piece for unvanquished_src.dpkdir to work properly. Also a few other bugs/changes with emoticons.

+83 -183
@necessarily-equal
necessarily-equal commented on pull request Unvanquished/Unvanquished#1329 Feb 22, 2021

Ok, I've bumped it to some larger value, to skip if >9 players

@illwieckz
illwieckz commented on pull request DaemonEngine/crunch#15 Feb 22, 2021

Oh, that Librelancer project looks interesting, thanks for sharing the link! Do you know people from the Osirion project? Some are good friends of …

@slipher
slipher opened an issue in Unvanquished/Unvanquished Feb 22, 2021
Some sgame cvars have CVAR_LATCH #1334

Some sgame cvars have CVAR_LATCH (see sg_main.cpp). This doesn't work: the latch flag is only for client cvars which need a renderer restart to be …

@bmorel
bmorel commented on pull request Unvanquished/Unvanquished#1332 Feb 22, 2021

I've removed 2nd commit for now, as you pointed out in IRC, some stuff is already there, so it needs more work from me to avoid code duplication, a…

@bmorel
bmorel commented on pull request Unvanquished/Unvanquished#1332 Feb 22, 2021

Commit 1 looks good to merge on its own. I'd prefer to see Commit 2 integrated with some code which actually uses it. When I come across an unused…

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1332 Feb 22, 2021

Commit 1 looks good to merge on its own. I'd prefer to see Commit 2 integrated with some code which actually uses it. When I come across an unused …

@bmorel
bmorel opened an issue in Unvanquished/Unvanquished Feb 22, 2021
alien bots only try to reach overmind or boosters to heal #1333

Aliens can heal on any structure, yet bots are always only going to overmind (arguable the safer place) when there is no booster. All buildings sho…

@bmorel
bmorel commented on issue Unvanquished/Unvanquished#1307 Feb 22, 2021

forming squads (more likely: of bots, so that they don't annoy humans?) they kind of do already the opposite that there is a size limit for bots…

@slipher
slipher pushed to DaemonEngine/crunch Feb 22, 2021
1 commit to master
  • db72ccb
    crn_platform: No inline x86 asm on non-x86
@slipher
slipher merged a pull request in DaemonEngine/crunch Feb 22, 2021
crn_platform: No inline x86 asm on non-x86 #15

Guard added to GCC definition of CRNLIB_BREAKPOINT. Fixes compilation on ARM platforms

+4 -0
3 comments
@bmorel
bmorel commented on issue Unvanquished/Unvanquished#1307 Feb 22, 2021

Can I see the WIP patch for the number 2? It's now partially in #1332 .

@CallumDev
CallumDev commented on pull request DaemonEngine/crunch#15 Feb 22, 2021

I'm using crunch to provide support for texture imports in Librelancer, and this seems to be the most maintained branch. As for the patch, it does …

@bmorel
bmorel opened a pull request in Unvanquished/Unvanquished Feb 22, 2021
Partial bot improvements #1332

Commit 1: improve human bot aiming. Something should probably be done for aliens, too. Commit 2: provide bots some primitives to later improve team…

+94 -3
@bmorel
bmorel commented on pull request Unvanquished/Unvanquished#1330 Feb 22, 2021

I suggest we replace all of these with a range-for iterator that iterates over the playable teams. Something like inline std::array<team_t, 2> BG_…

Unvanquished
Unvanquished
Sunday, 21 February 2021
@slipher
slipher commented on pull request Unvanquished/Unvanquished#1329 Feb 21, 2021

I kind of see 6 as the minimum number of players for the game to be any good... so it is a bit strange to skip for as few as 7 players. Also there …

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1330 Feb 21, 2021

When developing the anyteams mod, I saw 3 common idioms for looping over the playable teams: for ( int i = TEAM_NONE + 1; i < NUM_TEAMS; i++ ) for…

@illwieckz
illwieckz commented on pull request DaemonEngine/crunch#15 Feb 21, 2021

Fixes for non-x86 are welcome! I assume the patch just disables the unsupported feature without providing alternative? It may be OK if such feature…

@illwieckz
illwieckz commented on issue DaemonEngine/crunch#16 Feb 21, 2021

The commit message explicitly talks about iOS so maybe there is some non-x86 fixes as well there.