Search found 49 matches
- Sun Jul 05, 2015 2:26 am UTC
- Forum: Level Design
- Topic: The special case of the level shot file format
- Replies: 7
- Views: 9817
Re: The special case of the level shot file format
Indeed, .crn is fundamentally a texture compression format and should therefore only be used for textures i.e. 2d images that are projected onto a 3d surface. Map metadata, the HUD, and other similar images should always be stored in another format. Webp is pretty bad for most cases even if it is a ...
- Sat Jul 04, 2015 9:34 pm UTC
- Forum: Level Design
- Topic: The special case of the level shot file format
- Replies: 7
- Views: 9817
Re: The special case of the level shot file format
I agree. I have always disliked webp for its compatibility problems while bringing negligible benefits. .crn is a necessary evil because it provides IMMENSE advantages with regard to memory consumption (images are stored compressed in graphics memory), performance (lower amount of memory bandwidth u...
- Mon Mar 24, 2014 9:27 pm UTC
- Forum: General Discussion
- Topic: a Wish: Talking bots
- Replies: 2
- Views: 3586
Re: a Wish: Talking bots
The existing behavior tree system does have limited "say" and "teamsay" actions available which take a string argument. The best course of action would be to break up the current high level actions into their own behavior tree based behaviors ( e.g. action fight becomes a bunch o...
- Thu Feb 06, 2014 8:03 am UTC
- Forum: General Discussion
- Topic: Alpha 24 – download at your peril (probably)
- Replies: 36
- Views: 37218
Re: Alpha 24 – download at your peril (probably)
You're gonna like it even more next release when we have compressed textures I noticed, that with 3,5 GB of free RAM and 256 MB GPU, with r_compressed* all on 1, I get 4 GB of RAM usage and frequent "hangs" during walking the maps - prolly caused by lack of free RAM on GPU. Is OpenGL text...
- Thu Nov 14, 2013 6:34 pm UTC
- Forum: Troubleshooting
- Topic: Couldn't launched on Win7
- Replies: 8
- Views: 7985
Re: Couldn't launched on Win7
Odd. Encoding issue probably. I thought VS would support UTF8 by default, but it's probably using a Chinese encoding. Technically, support for UTF8 string literals using the "regular" syntax is implementation defined in C/C++. I can see such support causing issues from characters that tak...
- Sat Nov 09, 2013 3:23 am UTC
- Forum: Troubleshooting
- Topic: Unvanquished won't start on Mac OS X
- Replies: 8
- Views: 7764
Re: Unvanquished won't start on Mac OS X
As a temporary fix, I'd suggest replacing librendererGL.dylib and librendererGL3.dylib in the 0.21 .app bundle (Unvanquished.app/Contents/Resources/Unvanquished) with the ones from the 0.20 universal ZIP . Be warned that this will break frustum culling. MD5 Buildings and MD5 players will disappear ...
- Sun Oct 27, 2013 5:05 am UTC
- Forum: Troubleshooting
- Topic: VoIP - Some Things can be irritating when using this feature
- Replies: 2
- Views: 3412
Re: VoIP - Some Things can be irritating when using this fea
SDL audio suffers from the failure of the quake3 mixer to support anything but 22khz audio properly. This means that anything else will suffer from absolutely unacceptable playback quality. It turns out that we use non-22khz audio in a lot of places ( example: the main menu theme ) which makes SDL a...
- Fri Oct 11, 2013 2:45 pm UTC
- Forum: Level Design
- Topic: How to create a navigation mesh
- Replies: 3
- Views: 5345
Re: How to create a navigation mesh
Hi I'm the one who created the bots. That wiki page is very out of date now. I'll update it later today. You don't seem to be doing anything wrong that I see, but the utility seems to be ignoring the -nav parameter. Make sure you are using the latest release, and try again without -game unv since -g...
- Sun Aug 11, 2013 9:55 pm UTC
- Forum: Troubleshooting
- Topic: "Error during initialization" Ubuntu i386
- Replies: 9
- Views: 9076
Re: "Error during initialization" Ubuntu i386
The generic_vp.glsl shader and the vertexAnimation_vp.glsl shader are from a previous release, but the vertexSkinning_vp.glsl shader is from the current release. Like others have said, you need to get rid of some bad pk3s. In Alpha 18, I reduced the size of our vbos which changed attr_Position, attr...
- Wed Jul 10, 2013 3:50 am UTC
- Forum: Troubleshooting
- Topic: Shadows?
- Replies: 15
- Views: 13205
Re: Shadows?
r_smp, good for something?. cpu or gpu? which one is responsible for calculating shadows. I guess you agree with me that modern computers are real monsters, it would be fantastic that the engine could take well advantage of modern processors, and separate some processes in different threads (I'm th...