Search found 151 matches

by killing time
Sat Apr 13, 2024 9:56 pm UTC
Forum: Community
Topic: Unvanquished Tournament 2024
Replies: 5
Views: 2416

Re: Unvanquished Tournament 2024

Is upstream fun? What's the relevant difference?

by killing time
Fri Apr 12, 2024 11:01 pm UTC
Forum: Community
Topic: Unvanquished Tournament 2024
Replies: 5
Views: 2416

Re: Unvanquished Tournament 2024

Points: 3 for win, 2 points for draw, 1 point for loss Is that per game or per match? Server settings and gameplay will be as they are are on Sweet's map testing server. Why use a mod instead instead of the vanilla release or upstream? Also I'm not sure the server settings are publicly available.
by killing time
Thu Dec 14, 2023 4:57 pm UTC
Forum: Troubleshooting
Topic: Server - Raspberry Pi 2 - Warn: VM exited with signal 11: Segmentation fault
Replies: 21
Views: 11158

Re: Server - Raspberry Pi 2 - Warn: VM exited with signal 11: Segmentation fault

There's no need to run a monster command like that. Just post the contents of /home/icaro/videoludoj/videoludoj-dedalo/pc/unvanquished/servidores/moonlight/sgame.nacl_loader.log

by killing time
Fri Dec 08, 2023 6:15 pm UTC
Forum: General Discussion
Topic: Release candidate for 0.54.1 [RC1]
Replies: 3
Views: 11931

Re: Release candidate for 0.54.1 [RC1]

Tested on M1 Mac as well.

by killing time
Fri Dec 08, 2023 4:47 pm UTC
Forum: General Discussion
Topic: Release candidate for 0.54.1 [RC1]
Replies: 3
Views: 11931

Re: Release candidate for 0.54.1 [RC1]

I played a few games against bots on the server with the 32-bit windows binary. Seems OK

by killing time
Mon Aug 21, 2023 9:30 am UTC
Forum: General Discussion
Topic: Cheat code for making navedit display correctly
Replies: 0
Views: 23636

Cheat code for making navedit display correctly

Code: Select all

/r_arb_map_buffer_range 0
/r_arb_buffer_storage 0

(plus /vid_restart if needed)

This cheat code lets you see all of the polygons in the navmesh, rather than a randomly selected, changing subset.

by killing time
Sun Apr 30, 2023 6:36 am UTC
Forum: General Discussion
Topic: What r_gamma value do you use?
Replies: 13
Views: 30678

Re: What r_gamma value do you use?

I guess there might be a problem with intermediate framebuffers. I assume all framebuffers have 8-bit position. The actual calculations in GLSL are floating-point so we should be fine, but stuff goes in and out of different framebuffers a number of times before going to the final output buffer. So w...
by killing time
Sun Apr 30, 2023 6:04 am UTC
Forum: General Discussion
Topic: What r_gamma value do you use?
Replies: 13
Views: 30678

Re: What r_gamma value do you use?

For example one can read this interesting article: blog.johnnovak.net/2016/09/21/what-every-coder-should-know-about-gamma Good article, thanks for sharing. The exact r_gamma value to workaround that broken lighting computation the best way modifying gamma can do is 2.2 . But this would only fixes t...
by killing time
Sun Apr 23, 2023 8:10 am UTC
Forum: General Discussion
Topic: gameplay: to hard-code or to not hard-code, that is the question
Replies: 13
Views: 37167

Re: gameplay: to hard-code or to not hard-code, that is the question

I would like to retract my previous full-throated support for cvars as I remembered one thing that's a little broken about them... If you load mod A and then mod B without shutting down the engine in between, then the cvar values from mod A will persist in memory, even if none was changed from the d...