Search found 151 matches

by killing time
Tue Jan 31, 2023 12:03 am UTC
Forum: General Discussion
Topic: Ground fire damage
Replies: 3
Views: 4874

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...
by killing time
Mon Dec 19, 2022 4:10 am UTC
Forum: General Discussion
Topic: Release candidates for 0.54.0 [RC2]
Replies: 6
Views: 6331

Re: Release candidates for 0.54.0 [RC1]

Oh there is one: increasing MAX_GENTITIES. I composed the Github query incorrectly.

https://github.com/DaemonEngine/Daemon/ ... 4.0%2Fsync

by killing time
Sun Dec 18, 2022 12:26 am UTC
Forum: General Discussion
Topic: Release candidates for 0.54.0 [RC2]
Replies: 6
Views: 6331

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...
by killing time
Mon Dec 05, 2022 3:01 pm UTC
Forum: General Discussion
Topic: UNV in Virtual box
Replies: 6
Views: 5643

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...
by killing time
Sun Dec 04, 2022 3:37 pm UTC
Forum: General Discussion
Topic: UNV in Virtual box
Replies: 6
Views: 5643

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...
by killing time
Sun Nov 06, 2022 11:21 am UTC
Forum: General Discussion
Topic: crosshair
Replies: 5
Views: 910

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.

by killing time
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: 10499

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...
by killing time
Fri Nov 04, 2022 5:09 am UTC
Forum: General Discussion
Topic: crosshair
Replies: 5
Views: 910

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...
by killing time
Fri Sep 23, 2022 3:17 pm UTC
Forum: Community Development
Topic: Adapt game udapter for other projects
Replies: 9
Views: 11456

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.

by killing time
Fri Sep 23, 2022 8:25 am UTC
Forum: Community Development
Topic: Adapt game udapter for other projects
Replies: 9
Views: 11456

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