Search found 151 matches
- Tue Jan 31, 2023 12:03 am UTC
- Forum: General Discussion
- Topic: Ground fire damage
- Replies: 3
- Views: 6743
Re: Release candidates for 0.54.0 [RC2]
I think, the flame shouldn't be additional. Or with a limit. So, may be we (dev, not me) can use a small virtual grid, to know where there is flames on ground or on wall (not yet). So, each case can have some randomly flames draw, that will be simpler than 20 at the same place. (or ten). Already ex...
- Mon Dec 19, 2022 4:10 am UTC
- Forum: General Discussion
- Topic: Release candidates for 0.54.0 [RC2]
- Replies: 6
- Views: 8422
Re: Release candidates for 0.54.0 [RC1]
Oh there is one: increasing MAX_GENTITIES. I composed the Github query incorrectly.
- Sun Dec 18, 2022 12:26 am UTC
- Forum: General Discussion
- Topic: Release candidates for 0.54.0 [RC2]
- Replies: 6
- Views: 8422
Re: Release candidates for 0.54.0 [RC1]
My question is simple: what changed in daemon-engine API? https://github.com/DaemonEngine/Daemon/pulls?q=is%3Apr+base%3Afor-0.54 At the ABI level, nothing, apparently. There are plenty of source-level API changes though, so if you are trying to build against the latest Daemon headers without rebasi...
- Mon Dec 05, 2022 3:01 pm UTC
- Forum: General Discussion
- Topic: UNV in Virtual box
- Replies: 6
- Views: 7666
Re: UNV in Virtual box
so you tell me to enable 3d acceleration in settings? If your tests require running Unvanquished at a decent frame rate, then that's what you should do. But keep in mind, Untrusted guest systems should not be allowed to use the 3D acceleration features of Oracle VM VirtualBox, just as untrusted hos...
- Sun Dec 04, 2022 3:37 pm UTC
- Forum: General Discussion
- Topic: UNV in Virtual box
- Replies: 6
- Views: 7666
Re: UNV in Virtual box
I believe this is because of the updater's graphics requirements (e.g. https://doc-snapshots.qt.io/qt5-5.15/qtquick3d-requirements.html). There are a couple of ways to get it running: (1) Set up GPU passthrough in VirtualBox (I've never tried this) (2) Provide a software renderer (this is what I did...
- Sun Nov 06, 2022 11:21 am UTC
- Forum: General Discussion
- Topic: crosshair
- Replies: 5
- Views: 1024
Re: crosshair
I have discovered that the custom crosshair code doesn't work as claimed. So you probably won't be able to use it, sorry.
- Fri Nov 04, 2022 5:25 am UTC
- Forum: Ideas & Suggestions
- Topic: I could help translating the game to Spanish and Basque
- Replies: 5
- Views: 12654
Re: I could help translating the game to Spanish and Basque
We did some work recently to resurrect the translation infrastructure, which was completely dead from 2015-2021. In particular, we added the possibility to translate strings in HTML documents. However, we still don't have the actual pipeline for translation contributions set up. If you have any expe...
- Fri Nov 04, 2022 5:09 am UTC
- Forum: General Discussion
- Topic: crosshair
- Replies: 5
- Views: 1024
Re: crosshair
We had a feature for this: commit 6b5df72075e8bf359577d5b15e0ee50a16ff8acd Author: dolcetriade <vcelestialragev@gmail.com> Date: Wed Feb 20 18:36:04 2013 -0800 Add the ability for users to pick custom crosshairs on pure servers. Just set cg_crosshairFile to the file which contains the settings. File...
- Fri Sep 23, 2022 3:17 pm UTC
- Forum: Community Development
- Topic: Adapt game udapter for other projects
- Replies: 9
- Views: 14100
Re: Adapt game udapter for other projects
There's a list of internet resources used by the updater here: https://github.com/Unvanquished/updater ... he-updater. So you'll need to find and replace each one of those.
- Fri Sep 23, 2022 8:25 am UTC
- Forum: Community Development
- Topic: Adapt game udapter for other projects
- Replies: 9
- Views: 14100
Re: Adapt game udapter for other projects
Well of course building in Docker might help. The point is to have a precise environment and build steps that are known to work