Unvanquished Development activity

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Unvanquished
Unvanquished
Sunday, 19 November 2017
@illwieckz
Nov 19, 2017
Prevents deconner #1054

On a recent gameplay while playing on ctcs (utcs remix by Matth) the human team was losing and someone from the human team switched team and starte…

@Viech
Viech commented on pull request DaemonEngine/Daemon#57
Nov 19, 2017

Thanks, I reworded your README.md change in a7aa4c2 and cherry-picked 61b983b into 8880609.

@Viech
Viech closed a pull request in DaemonEngine/Daemon
Nov 19, 2017
@Viech
Viech pushed to master in DaemonEngine/Daemon
  • @HumanG33k 8880609
    Remove 2 unused variables (compilation warning)
Nov 19, 2017
@Viech
Viech pushed to master in DaemonEngine/Daemon
Nov 19, 2017
@HumanG33k
HumanG33k commented on pull request Unvanquished/Unvanquished#1053
Nov 19, 2017

I see the compilation failed cause of submodule how can i do things right ? Clone modify commit push the submodule ?

@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#56
Nov 19, 2017

That random patch found on da internetz does not apply nicely (some changes are rejected by our current breakpad code base) but is enough to make e…

@illwieckz
illwieckz opened an issue in DaemonEngine/Daemon
Nov 19, 2017
breakpad: error: field ‘context’ has incomplete type ‘google_breakpad::ucontext’ struct ucontext context; #56

I got that while trying to build Daemon and Unvanquished on Ubuntu 17.10: [ 9%] Building CXX object CMakeFiles/srclibs-breakpad.dir/libs/breakpad/s…

@illwieckz
Nov 19, 2017

@gimhael, @cmf028 we now have hardware to reproduce the bug. ↑↑↑

@illwieckz
Nov 19, 2017

I managed to build an hardware setup that reproduces the bug. The bug is still present in for-0.51 branch. The hardware is an nVidia GeForce 210 an…

Unvanquished
Unvanquished
Saturday, 18 November 2017
@Viech
Viech closed a pull request in Unvanquished/Unvanquished
Nov 18, 2017
Avoid overwriting submodules during builds #990

Note that there is similar code in Daemon, fixed in DaemonEngine/Daemon#8

+0 -14
12 comments
@illwieckz
illwieckz commented on pull request Unvanquished/Unvanquished#990
Nov 18, 2017

Yes that was the reproduction steps.

@Viech
Nov 18, 2017

iirc, with new gameplay changes, the repeater is not needed anymore […]. So we have to remove a bubble in build menu screen. Also, it means we can…

@Viech
Viech commented on pull request Unvanquished/Unvanquished#990
Nov 18, 2017

Reproduction steps were checking out another commit inside daemon and re-running cmake? If so, then I also cannot reproduce.

Unvanquished
Unvanquished
Friday, 17 November 2017
@Viech
Viech commented on pull request Unvanquished/Unvanquished#1051
Nov 17, 2017

Travis error is due to The command "if [ "$TRAVIS_OS_NAME" == "linux" ]; then sudo apt-get -qq update; fi" failed and exited with 100 during . and …

@Viech
Viech commented on pull request Unvanquished/Unvanquished#1051
Nov 17, 2017

Looks simple enough. I'll bookmark it and maybe try it out when I find the time, but I wouldn't consider the current approach with the fixes to be …

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1051
Nov 17, 2017

Yeah, I guess the only real difference would be to do the entire altitude rotation at once, which you have already done now.

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1051
Nov 17, 2017

How about this algorithm? I think you could change y to be in (0, 1) instead of (-1, 1) and use it for a half sphere.

Unvanquished
Unvanquished
Thursday, 16 November 2017
@Viech
Viech closed an issue in Unvanquished/Test-Assets
Nov 16, 2017
Delete this repository. #1

We should delete this repository: Assets don't belong on git. We'll want to get rid of MD3 support eventually. I don't think this was used by anyo…

5 comments
@Viech
Nov 16, 2017

Closing, because human teammates are not tagged as health sources anymore, base attack warnings reusing the "Defend!" icon is a very minor issue, and

@Viech
Viech closed an issue in Unvanquished/Unvanquished
Nov 16, 2017
Improve beacon usage. #528

Beacons are still a bit noisy and there are a few logic errors. For example, a human teammate would be shown as a health source. Also, the base-att…

1 comment
@Viech
Nov 16, 2017

@Kangz you fixed this with 206d8e0 (now DaemonEngine/Daemon@ee1a4cc), right? (if yes, please close.)

@DolceTriade
DolceTriade commented on issue Unvanquished/crunch#1
Nov 16, 2017

yay

@Viech
Viech pushed to spikerbuff in Unvanquished/Unvanquished
Nov 16, 2017
@Viech
Viech commented on pull request Unvanquished/Unvanquished#1051
Nov 16, 2017

I'll actually just remove it, because only 0.5f makes sense with the rest of the code.

@Viech
Viech commented on pull request Unvanquished/Unvanquished#1051
Nov 16, 2017

I'll add such comment. Frankly I'd rather just use some probability density function for generating the launch directions to make the code less com…

@Viech
Viech commented on pull request Unvanquished/Unvanquished#1051
Nov 16, 2017

Hmm, it should work if the two rotations are swapped, right? What do you mean exactly by using a spherical coordinate system here? Isn't this alrea…

@Viech
Viech commented on pull request Unvanquished/Unvanquished#1051
Nov 16, 2017

Indeed, but it should be an int!

@Viech
Viech commented on pull request Unvanquished/Unvanquished#1051
Nov 16, 2017

Thanks, will use it. (Why is it M_SQRT2 but M_ROOT3?!)

@Viech
Viech commented on pull request Unvanquished/Unvanquished#1051
Nov 16, 2017

True, even though I'd still like to know whether entity == other would work!

@Viech
Viech commented on pull request Unvanquished/Unvanquished#1051
Nov 16, 2017

What's wrong with it? Is it the other way round?

@Viech
Viech commented on pull request Unvanquished/Unvanquished#1051
Nov 16, 2017

Done.

Unvanquished
Unvanquished
Wednesday, 15 November 2017
@illwieckz
illwieckz commented on issue Unvanquished/crunch#1
Nov 15, 2017

It looks like Unity is maintaining crunch (they added more than 50 commits above @BinomialLLC's history) so I replayed the PR on Unity side: Unity…

@slipher
slipher opened an issue in DaemonEngine/Daemon
Nov 15, 2017
Renderer breakage on resolution change #55

I've been getting renderer issues on the for-0.51.0 branch when I change resolutions. I have a Radeon R7 200 on Windows 7. Usually I switch between…

Unvanquished
Unvanquished
Tuesday, 14 November 2017
@slipher
slipher commented on pull request Unvanquished/Unvanquished#1051
Nov 14, 2017

I think it would be good to explain somewhere that a "row" is a group of missile launch vectors with a common angle from the spiker's vertical axis…

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1051
Nov 14, 2017

It seems we don't need this line when there is also G_OnSameTeam.

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1051
Nov 14, 2017

How about duration for the argument name, to indicate it is relative.

@illwieckz
Nov 14, 2017

fixed by #54

@illwieckz
Nov 14, 2017
client count in infoResponse is wrong (missing one) #1028

See the server answer in infoResponse packet: $ qstat -d -d -d -json -q3s gg.illwieckz.net:27960 debug(1) 22:12:55 hcache.c:401 hcache_lookup_hostname

16 comments
@illwieckz
illwieckz closed a pull request in DaemonEngine/Daemon
Nov 14, 2017
don't substract player count by allowed privateClients number #40

don't substract player count by allowed privateClients number A private client is a kind of slot only available to someone having the password, all…

+7 -3
16 comments
@slipher
slipher pushed to for-0.51.0 in DaemonEngine/Daemon
Nov 14, 2017
@slipher
slipher merged a pull request in DaemonEngine/Daemon
Nov 14, 2017
Fix some issues regarding private client slots #54

Avoid potential crashes with out of bounds value of sv_privateClients. Implement my suggestion here for server stats in the presence of private sl…

+30 -22
3 comments
Daemon Engine
Daemon Engine
Monday, 13 November 2017
@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#54
Nov 13, 2017

@slipher yes that was probably a mistake on my side, I rebuilt it to be sure and now it works as expected. that's good.

@DolceTriade
DolceTriade commented on pull request DaemonEngine/Daemon#54
Nov 13, 2017

fair enough

@slipher
slipher commented on pull request DaemonEngine/Daemon#54
Nov 13, 2017

Humans does sound silly, but Players doesn't convey the idea of non-bot clients that I'm looking for.

@DolceTriade
DolceTriade commented on pull request DaemonEngine/Daemon#40
Nov 13, 2017

idk if private clients are even worth keeping.

@DolceTriade
DolceTriade commented on pull request DaemonEngine/Daemon#54
Nov 13, 2017

maybe use players instead of humans?

@DolceTriade
DolceTriade commented on pull request DaemonEngine/Daemon#54
Nov 13, 2017

weird indent

@slipher
slipher pushed to master in DaemonEngine/Daemon
Nov 13, 2017
@slipher
slipher merged a pull request in DaemonEngine/Daemon
Nov 13, 2017
Make it possible for MSVC flags to pass try_flags. #53

Previously, all flags are rejected by the test.

+13 -3
@slipher
slipher commented on pull request DaemonEngine/Daemon#54
Nov 13, 2017

@illwieckz I checked to make sure, and none of the issues you report occur when I test my patch. With privateclients=1 maxclients=1 and 1 player co…

Unvanquished
Unvanquished
Sunday, 12 November 2017
@lavacano201014
Nov 12, 2017

I wonder if here is such a thing as a null output/input that we can use instead of a real thing? In Linux there is, in the form of a "dummy" soun…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#54
Nov 12, 2017

If server has 1 private slot (-set sv_maxclients 1 -set sv_privateclients 1 -set sv_privatePassword "53CR37") and one private client is connected, …

@slipher
slipher commented on pull request DaemonEngine/Daemon#40
Nov 12, 2017

Apologies for the earlier confusion: it's true that the password really is ignored in (almost) all cases. By the way, I thought of a counterexample…

@slipher
slipher opened a pull request in DaemonEngine/Daemon
Nov 12, 2017
Fix some issues regarding private client slots #54

Avoid potential crashes with out of bounds value of sv_privateClients. Implement my suggestion here for server stats in the presence of private sl…

+30 -22
@illwieckz
Nov 12, 2017

Postponed to Unvanquished 0.52.0.

@illwieckz
Nov 12, 2017

I agree

@slipher
Nov 12, 2017

Regardless of whether we decide to tweak the radar, it seems safe to remove this from the a51 checklist, as it is not a big issue and sgame is easy…

@Viech
Nov 12, 2017

It is indeed intended that the radar does not spot buildables around corners. I did not recall that it tags them when they are both close and in a …

@slipher
Nov 12, 2017

Buildables are not detected by the radar by design: https://github.com/Unvanquished/Unvanquished/blob/master/src/sgame/sg_active.cpp#L844 Tagging o…

@slipher
slipher opened a pull request in DaemonEngine/Daemon
Nov 12, 2017
Make it possible for MSVC flags to pass try_flags. #53

Previously, all flags are rejected by the test.

+13 -3
@Viech
Viech commented on pull request Unvanquished/Unvanquished#1051
Nov 12, 2017

I had liked to also improve the spiker visually by adding spike impact models, but cgame does net yet properly support models as particles, so I'll…

@Viech
Viech pushed to spikerbuff in Unvanquished/Unvanquished
Nov 12, 2017
Unvanquished
Unvanquished
Saturday, 11 November 2017
@Viech
Nov 11, 2017

#1051 does exactly what lamefun proposes, among other things.

@slipher
Nov 11, 2017

I looked into this, and the query for file names with a colon (while ugly) is working as intended. IQM animations are bundled into the model file, …

Unvanquished
Unvanquished
Wednesday, 08 November 2017
@slipher
slipher merged a pull request in Unvanquished/Unvanquished
Nov 8, 2017
@slipher
slipher pushed to master in Unvanquished/Unvanquished
Nov 8, 2017
@Viech
Viech pushed to spikerbuff in Unvanquished/Unvanquished
  • @Viech ad2fbd9
    Modernize the spiker component.
Nov 8, 2017
Unvanquished
Unvanquished
Tuesday, 07 November 2017
@Viech
Viech pushed to spikerbuff in Unvanquished/Unvanquished
  • @Viech 34dc7f5
    Let the Spiker also fire when expected damage reaches a threshold.
Nov 7, 2017
@Viech
Viech pushed to spikerbuff in Unvanquished/Unvanquished
  • @Viech 017ddae
    Rework #1051 as requested.
Nov 7, 2017
@illwieckz
illwieckz commented on pull request Unvanquished/Unvanquished#1051
Nov 7, 2017

Yeah I just wanted to say that it looks ok to me because this behavior can clearly be part of the game and it's even realistic because of the spike…

@Viech
Viech commented on pull request Unvanquished/Unvanquished#1051
Nov 7, 2017

@illwieckz The rockets move and have a mind of their own, which makes things more complicated. Still they would only hit friendly structures if the…

@Viech
Viech commented on pull request Unvanquished/Unvanquished#1051
Nov 7, 2017

Thanks, will do!t

@Viech
Viech commented on pull request Unvanquished/Unvanquished#1051
Nov 7, 2017

Thanks, the check was there before but below sensing = true, so I removed it assuming it was entirely pointless.

@slipher
slipher opened a pull request in Unvanquished/Unvanquished
Nov 7, 2017
@illwieckz
illwieckz commented on pull request Unvanquished/Unvanquished#1051
Nov 7, 2017

Note that without a proper trajectory trace, it still can and will occasionally hit friendly buildables. That's ok, rockets can also hit friendly…

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1051
Nov 7, 2017

I assume you wouldn't want this to run more than once per frame, so perhaps the condition should be like !sensing && !lastSensing.

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1051
Nov 7, 2017

How about for (float traceSize : {float(ma->size), ma->size * SAFETY_TRACE_FUDGE_FACTOR})

@Viech
Viech opened a pull request in Unvanquished/Unvanquished
Nov 7, 2017
Buff and simplify the Spiker. #1051

It will now always shoot but retain selected spikes to diminish the risk of hitting friends. Sense range is increased slightly. Note that without a…

+96 -75
@Viech
Nov 7, 2017
@slipher
slipher pushed to for-0.51.0 in Unvanquished/Unvanquished
Nov 7, 2017
@slipher
slipher merged a pull request in Unvanquished/Unvanquished
Nov 7, 2017
Remove cg_highPolicy*Models options. #1048

Remove these 3 cvars which allowed some old Tremulous models to be used. Also nuke code for md3 buildables since there are none remaining.

+41 -118
2 comments
@DolceTriade
DolceTriade deleted branch jetpack_flash at Unvanquished/Unvanquished
Nov 7, 2017
@DolceTriade
Nov 7, 2017
why do the game look for alien animations in human stuff? #1045

Debug: Failed to open 'models/players/human_nobsuit_common/level0_delta.md5anim' for reading: No such file or directory Debug: Failed to open 'mode…

3 comments
Unvanquished Assets
Unvanquished Assets
Monday, 06 November 2017
@illwieckz
illwieckz pushed to master in UnvanquishedAssets/res-players_src.dpkdir
  • @illwieckz 984d7d9
    Revert "restore legacy jetpack_flash"
Nov 6, 2017
@DolceTriade
DolceTriade pushed to for-0.51.0 in Unvanquished/Unvanquished
  • @DolceTriade aaa0015
    jetpack: Remove the obsolete jetpack_flash model.
Nov 6, 2017
@DolceTriade
DolceTriade merged a pull request in Unvanquished/Unvanquished
Nov 6, 2017
@illwieckz
illwieckz commented on pull request Unvanquished/Unvanquished#1049
Nov 6, 2017

it works.

@illwieckz
Nov 6, 2017

Yes it was just the blue flame from propeller on trem jetpack, we have to nuke it.

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1048
Nov 6, 2017

All right, I un-nuked md3.

@DolceTriade
DolceTriade commented on pull request Unvanquished/Unvanquished#990
Nov 6, 2017

I haven't seen this issue. If no one else reports seeing it, I'ma close this PR.