New install - Various issues

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themuffinator
Posts: 4
Joined: Sun Mar 29, 2020 8:36 pm UTC

New install - Various issues

Post by themuffinator »

Hi All,

First off I must say I've watched this project for years and now that I find myself with some time on my hands (thanks Coronavirus!) I decided to try Unvanquished out again. My interest lies more in the engine capabilities rather than the gameplay and Daemon certainly is the most impressive advancement of idTech3 out there.

That said, I've run into some issues which I can't seem to find an answer to. Rather than post a bunch of threads I thought I'd bundle everything together. My setup:

Win 10
i5-9300h
GTX 1050
GL_VERSION: 4.6.0 NVIDIA 442.74

I have the latest drivers. Here are the problems I've run into:

  1. The installer did its thing then closed without providing any shortcuts to the game or options to have as such - a minor issue but shouldn't happen?

  2. I can't use condump. Example output would be:

    Code: Select all

    /condump dump.txt
    Failed to open 'condump/' for writing: Filename contains invalid characters
    
    Warn: couldn't open.
    

    I have run the game as administrator which made no difference.

    1. Shadow maps don't work. I've used both GPU's - my Intel UHD 630 draws a line/artifact on the ground and GeForce shows nothing at all (no difference visually to no shadow at all). No errors show in the console, even with r_debugShadowMaps 1. vid_restart or even reloading the game made no difference.

    2. Dynamic lights: SMG firing dlight (which should last for a fraction of a second) lingers around for about 20 seconds. The dynamic lights menu option doesn't seem to make any difference to any dlights.

    3. Maybe more of a suggestion but more informative loading should be an improvement? Specifically the black screen when the engine initializes (before the menu is drawn) should indicate a loading status so you know something is happening. Map loading has a strange delay before the connection/precaching screens,

    4. I am hoping to get right into coding. Having modded ioq3 engine and vms in the past I thought it would be a breeze to compile cgame/sgame but I was wrong. As there is no makefile I used CMake but alas it gives an error when generating:

      Code: Select all

      Error in configuration process, project files may be invalid
      

      It works when disabling BUILD_SGAME and this happens both for MinGW32 and VS2019. Here's the MinGW CMakeError.log:

    Code: Select all

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    collect2: ld returned 1 exit status
    
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    Change Dir: C:/uv-game/build/CMakeFiles/CMakeTmp
    
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    Performing C++ SOURCE FILE Test _Wno_error_unused_private_field failed with the following output:
    Change Dir: C:/uv-game/build/CMakeFiles/CMakeTmp
    
    Run Build Command(s):C:/MinGW/bin/mingw32-make.exe cmTC_da8cf/fast && C:/MinGW/bin/mingw32-make.exe -f CMakeFiles\cmTC_da8cf.dir\build.make CMakeFiles/cmTC_da8cf.dir/build
    
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    Source file was:
    int main() { return 0; }
    

    I imagine I'm missing something incredibly simple here but I can't figure it out.

    Anyone with any solutions overall? Any help is apprectiated.

User avatar
killing time
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Re: New install - Various issues

Post by killing time »

  1. Yeah I think there should be an option to open the game.

  2. What is your Windows user name?

  3. You are using GCC 4.5 which is like 10 years old. You need to get a newer version. http://mingw-w64.org/doku.php/download
    If there is an option like Win32 threads vs. Pthreads, you should choose pthreads.

Visual Studio should work, though. What's wrong with it?

themuffinator
Posts: 4
Joined: Sun Mar 29, 2020 8:36 pm UTC

Re: New install - Various issues

Post by themuffinator »

Thanks for the reply!

  1. djdac... my Unvanquished folder is C:\Users\djdac\OneDrive\Documents\My Games\Unvanquished. It's the first computer I've had where OneDrive highjacks my documents folder.

  2. An update on this: turns out dlights are limited to only 1 instance (ie: shoot SMG again and the old light disappears and reappears in your new location). Very weird, and seems like some kind of refreshing/updating issue?

  3. Wow, I never realised there was a newer version - I always download from the same site and assumed that would be the latest :facepalm: . I've updated but it still doesn't change my CMake situation - I suppose I need to manually edit the makefile to make it compile sgame. Visual Studio situation is identical to MinGW - the lack of ability to add sgame to the makefile (or solution).

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killing time
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Re: New install - Various issues

Post by killing time »

  1. Interesting. Later I will try enabling OneDrive in a Windows 10 VM and see if I can reproduce the issue.

  2. I guess you must have used the defunct original mingw project, instead of "mingw-w64" which is actively maintained.
    You should never manually edit the generated makefile.
    If it's not building an sgame, this is probably due to the configuration variables you have selected. Make sure BUILD_SGAME and any other SGAME options are checked.

themuffinator
Posts: 4
Joined: Sun Mar 29, 2020 8:36 pm UTC

Re: New install - Various issues

Post by themuffinator »

Ok, so it turns out my Python scripts weren't set up properly. That has been fixed now, and I can build native cgame and sgame dlls and exe. However, t's not possible to build NaCl/nexe - is there a tutorial on how to set this up or is it possible to simply load the dlls instead?

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illwieckz
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Re: New install - Various issues

Post by illwieckz »

I don't know why nexes do not build on your end, the related SDK must be autodownloaded and configured by cmake at build time. Maybe you may paste a full build log on a public paste sharing website, and open an issue on the engine bug tracker to link it with a small description of the issue you're facing.

It's possible to load the dll instead by starting the engine this way:

Code: Select all

daemon -set vm.cgame.type 3 -set vm.sgame.type 3 [other options]

Note that options starting with a “-” like “-set” must be placed before options starting with a “+” (like “+map”).

The game will load, but until you fail to compile NaCl stuff, you may experience troubles when connecting servers hosting custom code (as you would not be able to run it), and almost all servers are running custom code…

But for game development, using dll is fine, especially because it makes debugging easier. You may then use those cmake options to build easy-to-debug dlls:

Code: Select all

-D'USE_BREAKPAD=OFF' -D'CMAKE_BUILD_TYPE=Debug' -D'USE_DEBUG_OPTIMIZE=OFF'

Side note: I noticed you forked the Dæmon engine under a new name. Nothing forbid this but it may be useful to know we make special efforts to make our engine reusable and when it is not yet, that's something we want to fix. One of our goal is that third-party game developers may not require to rebuild the engine at all. So I would recommend you to fork the Dæmon engine to tweak the few bits that are still required to be hardcoded, doing this in a feature branch you would be able to rebase on or merge with upstream master from time to time. If you have any engine improvement in mind, we encourage you to submit them upstream so they can be maintained with other features taking care to not break them. :smile:

This comment is licensed under cc ​​by 4 and antecedent.

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killing time
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Re: New install - Various issues

Post by killing time »

I managed to reproduce the condump issue by enabling OneDrive in Windows 10.

illwieckz wrote:

The game will load, but until you fail to compile NaCl stuff, you may experience troubles when connecting servers hosting custom code (as you would not be able to run it), and almost all servers are running custom code…

This is not true. Actually, there is no real need for building NaCl modules unless you want to host your own server with custom gamelogic.

If you do still want to build NaCl gamelogic, one likely cause is that you have configured it with Python 3. The NaCl toolchain is py2-only.

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illwieckz
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Re: New install - Various issues

Post by illwieckz »

killing time wrote:

[…] Actually, there is no real need for building NaCl modules unless you want to host your own server with custom gamelogic

Well, this looks to be a name for a custom gamelogic:
https://github.com/themuffinator/FnQ3-game
:grin:

This comment is licensed under cc ​​by 4 and antecedent.

themuffinator
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Re: New install - Various issues

Post by themuffinator »

The DLLs work - seems a longer time to load the game but nonetheless does the job :thumbup:

It was renamed as to avoid confusion and the engine changes I'm after for my project probably don't fit in with yours. Anyhow, after deliberating between using Daemon or RBDOOM3BFG as a base to restart an old Quake 3 project I decided to go for... Spearmint! A lot of the Daemon features are downright sexy (libRocket - nice!) but overall it would create a lot more work for us on the game logic side.

Thanks to both of you for the help and keep an eye out on my GitHub profile if you're curious as to how it all turns out!

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illwieckz
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Re: New install - Various issues

Post by illwieckz »

Note that Spearmint is not maintained anymore and development has stopped in 2018. If you already have a project based on Quake 3 the gap would be smaller with Spearmint than with Dæmon, but with the risk of being alone on the engine maintenance. The gap from Quake 3 to Dæmon is still smaller than the gap from Quake 3 to RBDOOM-3-BFG, and Dæmon fixed some design issue neither Quake3, Spearmint or RBDOOM-3-BFG did, like the DPK format that prevent random downloaded PK3 to not mess with game files. Otherwise, I'm curious about your project. :grin:

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