Search found 402 matches

by illwieckz
Tue Oct 16, 2018 1:50 am UTC
Forum: Level Design
Topic: Why we need a real raytracer for lightmaps rendering
Replies: 23
Views: 9231

Re: Why we need a real raytracer for lightmaps rendering

Speaking about AMD OpenCL renderers, Unity managed to pipe AMD Rays into their tookchain to render their lightmaps: https://blogs.unity3d.com/2018/03/29/amd-radeon-rays-integrated-into-unitys-gpu-progressive-lightmapper/ PDF from GDC2017 presentation (Radeon ProRender And Radeon Rays In A Gaming Ren...
by illwieckz
Sat Oct 13, 2018 2:24 am UTC
Forum: Map Releases
Topic: Cosmic Tactical Combat Simulator
Replies: 10
Views: 3251

Re: Cosmic Tactical Combat Simulator

Hey chompers! nice to see you! Yes, this revamp looks really good, and Matth made some small changes that are interesting! You can callvote the map on my server to try it seamlessly :smile:
by illwieckz
Sat Oct 13, 2018 2:00 am UTC
Forum: Map Releases
Topic: New package format for upcoming 0.51.0 release (bye bye pk3)
Replies: 14
Views: 3376

Re: New package format for upcoming 0.51.0 release (bye bye pk3)

For packages built from not-tagged commits the Urcheon tool produces version string using the <tagged-version-number>[+<commit-date>+<commit-id->][-dirty]] scheme. For example, currently unrelease for-0.51.0 unvanquished package is named that way: unvanquished_0.50.0+20181005-224154+4045967.dpk If t...
by illwieckz
Thu Oct 04, 2018 6:04 pm UTC
Forum: Level Design
Topic: Why we need a real raytracer for lightmaps rendering
Replies: 23
Views: 9231

Re: Why we need a real raytracer for lightmaps rendering

We have a very big issue. The bsp stage of q3map2 is very slow because of meta computation. For example with chasm map the whole compilation including 8 bounces last 16min on my computer, but the bsp stage itself lasts more than 6min. So, the point of computing lightmaps from bsp with a faster rende...
by illwieckz
Mon Sep 17, 2018 9:47 pm UTC
Forum: Troubleshooting
Topic: Can’t compile: missing the KeyIdentification.h file
Replies: 11
Views: 727

Re: Can’t compile: missing the KeyIdentification.h file

The significant part is: Warn: Error during initialization: VM: Failed to extract VM module cgame-x86_64.nexe: No such file The nacl virtual machines may not be compiled. Run ccmake .. within build/ and check if both BUILD_GAME_NACL and BUILD_GAME_NACL_NEXE are enabled. If disabled, enable and rebui...
by illwieckz
Sat Sep 08, 2018 1:17 pm UTC
Forum: General Discussion
Topic: alpha testing the next release [0.51.0]
Replies: 5
Views: 1431

Re: alpha testing the next release [0.51.0]

Hi @ice00, I just restarted the pre-release server :wink:

It's also possible to get the preview packages this way if you run Linux:

Code: Select all

wget -O- http://gg.illwieckz.net/dl/unvanquished/dev/UnvanquishedAssets.get | xargs wget
by illwieckz
Tue Sep 04, 2018 9:08 pm UTC
Forum: Troubleshooting
Topic: Can’t compile: missing the KeyIdentification.h file
Replies: 11
Views: 727

Re: Can’t compile: missing the KeyIdentification.h file

Thanks for answering, I cloned the code using the standard `git clone` command. In fact, I started by using this as guide https://forums.unvanquished.net/viewtopic.php?f=4&t=2161 but I had in fact the problem… My bad, in fact you ad the problem I made a mistake in that guide :grin: Sorry I just...
by illwieckz
Tue Sep 04, 2018 9:00 pm UTC
Forum: Troubleshooting
Topic: Can’t compile: missing the KeyIdentification.h file
Replies: 11
Views: 727

Re: Can’t compile: missing the KeyIdentification.h file

$ git fetch for-0.51.0 fatal: 'for-0.51.0' does not appear to be a git repository fatal: Impossilble de lire le dépôt distant. You missed to tell from which remote repository fetch the branch, I think the fetch command must be called like that: git fetch origin for-0.51.0 origin being the default r...
by illwieckz
Mon Sep 03, 2018 5:37 pm UTC
Forum: Troubleshooting
Topic: Can’t compile: missing the KeyIdentification.h file
Replies: 11
Views: 727

Re: Can’t compile: missing the KeyIdentification.h file

Hi Dragoon annihilator, welcome! :bsuit: It looks like the “common” directory is the one from the engine, that “common” code being common code used by both the engine and the game code itself: https://github.com/DaemonEngine/Daemon/tree/master/src/common How did you get the source? using a tarball? ...
by illwieckz
Sun Aug 12, 2018 5:27 pm UTC
Forum: Community Development
Topic: Sooooo I'm remaking the sound library...
Replies: 1
Views: 488

Re: Sooooo I'm remaking the sound library...

Hey Lemaki, that's very good to hear that! Awesome! :thumbup: This is still little more than an idea in my head at this point, but I've already got a glimpse of how I would proceed: ⋅  Use CC0 sounds in priority, remaster them and keep track of where I got them. ⋅  Record my own ...

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