Unvanquished Development activity

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Unvanquished
Unvanquished
Wednesday, 04 August 2021
@slipher
slipher commented on pull request Unvanquished/Unvanquished#1472 Aug 4, 2021

Center print size needs more work - I found some messages are way too big.

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1470 Aug 4, 2021

To be read on the loading screen, not in the log file! The level here is logs.logLevel.cgame.default

@illwieckz
illwieckz commented on pull request Unvanquished/Unvanquished#1470 Aug 4, 2021

I did the static_cast<int> thing. For the Notice, if I set a Debug nothing is printed while I have a lot of loglevel set to debug (including logs.l…

@illwieckz
illwieckz pushed to Unvanquished/Unvanquished Aug 4, 2021
2 commits to loading/sync
  • @illwieckz f2a6368
    ui: add a message telling GLSL shaders are compiling at map load time
  • @illwieckz 15ea576
    ui: re-implement the map loading messages
@illwieckz
illwieckz commented on pull request Unvanquished/Unvanquished#1470 Aug 4, 2021

This seems too noisy for a Notice. Hmm, the purpose of funny messages is that they are expected to be read…

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1470 Aug 4, 2021

Maybe some hint that this operation could be especially slow... like "Compiling GLSL shaders (please be patient!)"

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1470 Aug 4, 2021

This seems too noisy for a Notice. Also static_cast<int>

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1470 Aug 4, 2021

I think we eagerly load everything before this so it doesn't actually load anything new.

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1470 Aug 4, 2021

This is redundant since they were just cleared with new(&cg) cg_t{}

@illwieckz
illwieckz commented on pull request Unvanquished/Unvanquished#1473 Aug 4, 2021

movement: drop speed to 0 when not moving This is greatly appreciated, this bug was already present in Tremulous 1.1 and in fact can be reproduce…

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1473 Aug 4, 2021

LGTM Not merging yet since I usually leave stuff up at least a day or two, in case someone else has a comment

@slipher
slipher pushed to Unvanquished/Unvanquished Aug 4, 2021
2 commits to master
@slipher
slipher merged a pull request in Unvanquished/Unvanquished Aug 4, 2021
Drop old things #1468

Comes along DaemonEngine/Daemon#518 but doesn't depend on it.

+27 -30
3 comments
Unvanquished Assets
Unvanquished Assets
Tuesday, 03 August 2021
@illwieckz
illwieckz pushed to UnvanquishedAssets/res-buildables_src.dpkdir Aug 3, 2021
1 commit to master
  • @illwieckz cd1beed
    buildables/overmind: add missing ending quote in iqe file
@slipher
slipher commented on pull request Unvanquished/Unvanquished#1472 Aug 3, 2021

No. Entities::Kill works by sending damage to the HealthComponent if there is one.

@necessarily-equal
necessarily-equal commented on pull request DaemonEngine/Daemon#516 Aug 3, 2021

another thing not meant to be commited 👀

@necessarily-equal
necessarily-equal commented on issue Unvanquished/Unvanquished#425 Aug 3, 2021

Ah, yes it works. I think I missed the "s" at the end when copying the link. Though GitHub wasn't explicit about the error either.

@necessarily-equal
necessarily-equal opened a pull request in Unvanquished/Unvanquished Aug 3, 2021
More fixes #1473
+13 -44
@necessarily-equal
necessarily-equal commented on pull request Unvanquished/Unvanquished#1468 Aug 3, 2021

whoops, I didn't mean to commit this. On Mon, Aug 2 2021 at 17:38:28 -0700, slipher @.***> wrote: @slipher commented on this pull request. In src/…

@illwieckz
illwieckz commented on pull request Unvanquished/Unvanquished#1472 Aug 3, 2021

is it possible to kill the world entity?

@slipher
slipher opened a pull request in Unvanquished/Unvanquished Aug 3, 2021
Center print size + small fixes #1472

A few small bug fixes; the most relevant one is implementing the size argument for center prints. Currently these are all rendered at the same smal…

+12 -27
@slipher
slipher commented on pull request Unvanquished/Unvanquished#1276 Aug 3, 2021

DAMAGE_NO_PROTECTION means the damage must not be reduced by friendly fire cvars. It is used by other things besides the overmind attack. For examp…

@slipher
slipher commented on pull request DaemonEngine/Daemon#478 Aug 3, 2021

I tested on a Windows Nvidia machine with a timer that starts running after the else if ( major == 4 && minor == 7 ) block and ends at the next ite…

@necessarily-equal
necessarily-equal commented on pull request Unvanquished/Unvanquished#1468 Aug 2, 2021

I've dropped the inline in cpp files. I don't think they are very useful, even if I think they didn't hurt either.

@necessarily-equal
necessarily-equal commented on issue Unvanquished/Unvanquished#425 Aug 2, 2021

@illwieckz if you want to test this, you may want to test necessarily-equal@15023cf that fixes the leftover speed. For some reason, because of a Gi…

@necessarily-equal
necessarily-equal commented on pull request Unvanquished/Unvanquished#1471 Aug 2, 2021

I've read it, and it seems fine enough. This should fix #1439 and #425 though, not #1467.

@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#425 Aug 2, 2021

You don't get the prediction errors after restoring the saved position. Maybe there is some sort of feedback loop with deltas to produce the bug. I…

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1468 Aug 2, 2021

Inline linkage should never be used in a .cpp. So all of these INLINEs should be deleted rather than replaced with inline.

@slipher
slipher pushed to Unvanquished/Unvanquished Aug 2, 2021
2 commits to master
@slipher
slipher merged a pull request in Unvanquished/Unvanquished Aug 2, 2021
+12 -17
8 comments
@slipher
slipher opened a pull request in Unvanquished/Unvanquished Aug 2, 2021
+25 -23
@slipher
slipher commented on issue Unvanquished/Unvanquished#1469 Aug 2, 2021

I've been thinking we need this anyway (for shader compilation on engine startup). It takes ~60 seconds on my machine if using Intel drivers. Doing…

@necessarily-equal
necessarily-equal commented on issue Unvanquished/Unvanquished#1260 Aug 2, 2021

#1058 was to be fixed by necessarily-equal/res-players_src.dpkdir@7dc41cc, but since 5de0b92, something more elaborate is needed, to avoid (say) ha…

@illwieckz
illwieckz pushed to Unvanquished/Unvanquished Aug 2, 2021
2 commits to loading/sync
  • @illwieckz c4f767a
    ui: add a message telling GLSL shaders are compiling at map load time
  • @illwieckz c16efeb
    ui: re-implement the map loading messages
@illwieckz
illwieckz pushed to Unvanquished/Unvanquished Aug 2, 2021
2 commits to loading/sync
  • @illwieckz 655d767
    ui: add a message telling GLSL shaders are compiling at map load time
  • @illwieckz 968d8af
    ui: re-implement the map loading messages
@illwieckz
illwieckz commented on pull request Unvanquished/Unvanquished#1464 Aug 2, 2021

Thanks! I confirm it works, before: after: I don't know what happens with the ET_CORPSE thing, for the rest, that looks good to me.

@illwieckz
illwieckz pushed to Unvanquished/Unvanquished Aug 2, 2021
2 commits to loading/sync
  • @illwieckz 07b2b9c
    ui: add a message telling GLSL shaders are compiling at map load time
  • @illwieckz 02b7920
    ui: re-implement the map loading messages
@slipher
slipher commented on pull request Unvanquished/Unvanquished#1458 Aug 2, 2021

Looks good, just waiting on the submodule thing.

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1464 Aug 2, 2021

All right I added the line for the Parpax ones to work.

@illwieckz
illwieckz pushed to Unvanquished/Unvanquished Aug 2, 2021
2 commits to loading/sync
  • @illwieckz 1bf253c
    ui: add a message telling GLSL shaders are compiling at map load time
  • @illwieckz 29f6a73
    ui: re-implement the map loading messages
@illwieckz
illwieckz pushed to Unvanquished/Unvanquished Aug 2, 2021
1 commit to loading/sync
  • @illwieckz 184d76e
    ui: re-implement the map loading messages
@illwieckz
illwieckz commented on pull request Unvanquished/Unvanquished#1470 Aug 2, 2021

I simply missed the comment saying // THESE MUST BE ALPHABETIZED 🤦‍♀️

@illwieckz
illwieckz pushed to UnvanquishedAssets/unvanquished_src.dpkdir Aug 2, 2021
1 commit to loading/sync
  • @illwieckz 83da0f3
    ui: attempt to re-enable the loading messages
Unvanquished
Unvanquished
Sunday, 01 August 2021
@illwieckz
illwieckz commented on pull request Unvanquished/Unvanquished#1470 Aug 1, 2021

@Gireen, would you notice what's my mistake? The CG_Rocket_DrawLoadingText() function works, if I tell the game to call this function with progress…

@illwieckz
illwieckz opened a pull request in Unvanquished/Unvanquished Aug 1, 2021
ui: attempt to re-enable the loading messages #1470

We have dead messages that are expected to be displayed when loading the game data. If I'm right it was not ported when switching from Q3 ui to lib…

+80 -115
Unvanquished
Unvanquished
Saturday, 31 July 2021
@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#1469 Jul 31, 2021

One thing that can confuse users is that the GLSL compilation happens after 100% is reached, so the game is stuck at 100% without any other feedback.

@illwieckz
illwieckz opened an issue in DaemonEngine/Daemon Jul 31, 2021
set r_lazyShaders to 1 for faster startup and prevent errors on first launch before being able to switch preset #519

The r_lazyShaders has three values: 0: current default: compute all the GLSL shaders at startup before reaching main menu. advantages: When you …

@illwieckz
illwieckz opened an issue in Unvanquished/Unvanquished Jul 31, 2021
map loading screen: give user feedback of engine being compiling GLSL shaders at map load when using `r_lazyShaders 1` #1469

map loading screen: give user feedback of engine being compiling GLSL shaders at map load when using r_lazyShaders 1

@illwieckz
illwieckz pushed to DaemonEngine/Daemon Jul 31, 2021
2 commits to illwieckz/gldetect
  • @illwieckz 11f92b9
    sdl_glimp: move GL query for logging purpose from tr_init to sdl_glimp
  • @illwieckz 73af576
    sdl_glimp: add more debug log when building GL extension list, do not…
  • 4 more commits »
@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#478 Jul 31, 2021

Unless there is a bug, I consider this PR ready. I squashed the commits rewriting the stuff multiple time in an iterative way. I'm still looking fo…

@illwieckz
illwieckz pushed to DaemonEngine/Daemon Jul 31, 2021
2 commits to illwieckz/gldetect
  • @illwieckz 82b3b26
    sdl_glimp: move GL query for logging purpose from tr_init to sdl_glimp
  • @illwieckz 19db3e8
    sdl_glimp: add more debug log when building GL extension list, do not…
  • 4 more commits »
@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#74 Jul 31, 2021

We already have code to iterate all the existing IP addresses, we may just rely on them, or do we need special stuff to bind a specific interface e…

Unvanquished
Unvanquished
Friday, 30 July 2021
@Gireen
Gireen commented on issue Unvanquished/Unvanquished#1466 Jul 30, 2021

Out of curiosity, where would you put it? Maybe under the minimap. If its only icons and numbers it should be not that wide. I dunno, this could…

@bmorel
bmorel commented on pull request Unvanquished/Unvanquished#1276 Jul 30, 2021

This patch seems fine to me, I like the idea of having more per-team configs instead of whole config, since the game tries to have a different game…

@necessarily-equal
necessarily-equal opened a pull request in Unvanquished/Unvanquished Jul 30, 2021
Drop old things #1468

Comes along DaemonEngine/Daemon#518 but doesn't depend on it.

+27 -30
@bmorel
bmorel opened an issue in Unvanquished/Unvanquished Jul 30, 2021
Armory problems #1467

Currently, the armory have several issues: the UI is way too slow (which is currently being worked on by gireen I believe) bindings allow to insta…

@bmorel
bmorel commented on pull request Unvanquished/Unvanquished#1463 Jul 30, 2021

I also noticed that fact in my bot testings, where I usually do not want them to destroy buildings, so that I can observe their behaviors more easily.

@necessarily-equal
necessarily-equal commented on pull request Unvanquished/Unvanquished#1463 Jul 30, 2021

Like they are running into turrets by accident while trying to do other stuff? Or deliberately seeking them out? They are essentially running int…

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1464 Jul 30, 2021

The misc_anim_model works on Chasm.

@illwieckz
illwieckz commented on pull request Unvanquished/Unvanquished#1464 Jul 30, 2021

Parpax (2.6.1) doesn't seem to have any misc_anim_model - SP_gfx_animated_model is not called. This function is called as expected for the sandals…

@slipher
slipher commented on issue Unvanquished/Unvanquished#1444 Jul 30, 2021

There hasn't been a new release since the bug. Some servers have rebuilt their game modules since the release and thus have the fix, but if you the…

@slipher
slipher commented on pull request DaemonEngine/Daemon#516 Jul 30, 2021

change back to int?

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1463 Jul 30, 2021

On the other hand, the current behavior seems like a bug to me, as bots will actually destroy turrets. On a small map, they are even quite good at…

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1464 Jul 30, 2021

It's not quite true. It doesn't impact the gameplay, but it has visual implications. And it needs debugging! As I understand it, cg_drawBBOX is f…

@slipher
slipher pushed to Unvanquished/Unvanquished Jul 30, 2021
2 commits to master
@slipher
slipher merged a pull request in Unvanquished/Unvanquished Jul 30, 2021
+34 -34
1 comment
@slipher
slipher commented on pull request Unvanquished/Unvanquished#1465 Jul 30, 2021

Thanks for reviewing!

Daemon Engine
Daemon Engine
Thursday, 29 July 2021
@illwieckz
illwieckz commented on issue DaemonEngine/daemonmap#5 Jul 29, 2021

Would be good to have anyway!

@bmorel
bmorel opened an issue in DaemonEngine/daemonmap Jul 29, 2021
very old navmesh gen lib #5

There were lot of bugfixes those last 4 years in recastnavigation. Those fixes improves a lot the situation concerning the flickering navedit. I'm …

@slipher
slipher commented on issue Unvanquished/Unvanquished#1466 Jul 29, 2021

I dunno, this could spoil the great drama of Unvanquished, when you are pleased having done a good rush on the enemy base, only to find your own ba…

@illwieckz
illwieckz commented on pull request Unvanquished/Unvanquished#1464 Jul 29, 2021

Would there be a similar fix for misc_anim_model (models not being baked in bsp)? The md3 ones work properly (see sandals in chasm), but the md5 or…

@slipher
slipher commented on issue Unvanquished/updater#96 Jul 29, 2021

Might want to do this at the launch phase rather than installation, since it's apparently a per-user setting, and the process' user during the inst…

@illwieckz
illwieckz commented on issue Unvanquished/updater#96 Jul 29, 2021

The registry way looks good.

@slipher
slipher commented on issue Unvanquished/Unvanquished#425 Jul 29, 2021

Disregard previous comment. The bug with the giant medistation was caused by code that doesn't work with bboxes with maxs larger than 255. Another …

@slipher
slipher commented on issue Unvanquished/Unvanquished#1439 Jul 29, 2021

OK, so the armory bug really is a different bug than the other one. The armory prediction bug happens standing anywhere on it, not only the edges. …

@slipher
slipher opened an issue in Unvanquished/updater Jul 29, 2021
Default to Nvidia GPU on Windows 10 Optimus systems #96

On these systems there is a "Graphics settings" configuration window where you can configure which GPU you want to use on a per-application basis. …

@necessarily-equal
necessarily-equal commented on issue Unvanquished/Unvanquished#1466 Jul 29, 2021

Yes! Out of curiosity, where would you put it?

@necessarily-equal
necessarily-equal commented on pull request DaemonEngine/Daemon#516 Jul 29, 2021

Also, I've tested this with a the released 0.52 assets+gamelogic, and it works, but I must say I'm a bit wary as this could be an ABI break.

@necessarily-equal
necessarily-equal commented on pull request DaemonEngine/Daemon#516 Jul 29, 2021

Note I've updated the const fixes commit and sneaked in two other commits. This should be ready for review.

@Gireen
Gireen opened an issue in Unvanquished/Unvanquished Jul 29, 2021
Add a teamstatus to the hud #1466

It would be nice to have an overview of current team status For example in the hud could be a row containing: %of Main building health, number of s…

@Gireen
Gireen commented on issue Unvanquished/Unvanquished#1450 Jul 29, 2021

No. It was the first time that this happened to me and so far also not again, it might be some rare problem.

@illwieckz
illwieckz commented on pull request Unvanquished/Unvanquished#1463 Jul 29, 2021

I agree a separate cvar may be better.

@Gireen
Gireen commented on pull request Unvanquished/Unvanquished#1463 Jul 29, 2021

How about making a separate cvar for g_bot_damageStruct ? Could be interesting as a damage modifier, that a tutorial map could have bots do differe…

@necessarily-equal
necessarily-equal closed a pull request in Unvanquished/Unvanquished Jul 29, 2021
Round displayed human credits to the lower dozen (1299->1290) #1459

This should be a slight improvement in readability

+2 -1
6 comments
@necessarily-equal
necessarily-equal commented on pull request Unvanquished/Unvanquished#1459 Jul 29, 2021

I don't want to have an option for this kind of things, the solution is usually to just have a default that works™. If too many people think this i…