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The official repo (replaces SVN). Branches `master` and `div0-stable` are synchronised with https://gitlab.com/xonotic/darkplaces. Merge requests should target the `master` branch.

Home Page: https://icculus.org/twilight/darkplaces/

License: GNU General Public License v2.0

Shell 0.10% Makefile 0.16% C 99.41% Perl 0.12% BitBake 0.21%
darkplaces quake xonotic

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darkplaces's Issues

build in osx

have osx 10.15.7
followed the instructions in the readme (so everything is installed)

yet upon make sdl-release

❯ make release
/Library/Developer/CommandLineTools/usr/bin/make sv-release sdl-release
/Library/Developer/CommandLineTools/usr/bin/make bin-release
DP_MAKE_TARGET=macosx
EXE='darkplaces-dedicated' CFLAGS_FEATURES='' LDFLAGS_COMMON='-lm -lz -ldl' LEVEL=1

========== darkplaces-dedicated (release) ==========
/Library/Developer/CommandLineTools/usr/bin/make prepare BUILD_DIR=build-obj/release/darkplaces-dedicated
mkdir -p build-obj/release/darkplaces-dedicated
cp -f makefile.inc build-obj/release/darkplaces-dedicated/
cp -f makefile build-obj/release/darkplaces-dedicated/
/Library/Developer/CommandLineTools/usr/bin/make -C build-obj/release/darkplaces-dedicated darkplaces-dedicated
DP_MAKE_TARGET=macosx
CFLAGS=' -MMD -Wall -Winline -Werror=c++-compat -Wwrite-strings -Wshadow -Wold-style-definition -Wstrict-prototypes -Wsign-compare -Wdeclaration-after-statement -Wmissing-prototypes -DLINK_TO_ZLIB -DUSEXMP -D_FILE_OFFSET_BITS=64 -D__KERNEL_STRICT_NAMES -I../../../ -O3 -fno-strict-aliasing -fno-math-errno -fno-rounding-math -fno-signaling-nans -fno-trapping-math'
LDFLAGS='-O3 -fno-strict-aliasing -fno-math-errno -fno-rounding-math -fno-signaling-nans -fno-trapping-math -DSVNREVISION={ test -d .svn && svnversion; } || { test -d .git && git describe --always; } || echo - -DBUILDTYPE=release -lm -lz -ldl' LEVEL=2
make[3]: ../../../darkplaces-dedicated' is up to date. strip darkplaces-dedicated /Library/Developer/CommandLineTools/usr/bin/make bin-release \ DP_MAKE_TARGET=macosx \ EXE='darkplaces-sdl' CFLAGS_FEATURES='-DCONFIG_MENU -DCONFIG_VIDEO_CAPTURE' CFLAGS_SDL='sdl2-config --cflags' LDFLAGS_COMMON='-lm -lz -ldl -framework IOKit sdl2-config --static-libs` ' LEVEL=1

========== darkplaces-sdl (release) ==========
/Library/Developer/CommandLineTools/usr/bin/make prepare BUILD_DIR=build-obj/release/darkplaces-sdl
mkdir -p build-obj/release/darkplaces-sdl
cp -f makefile.inc build-obj/release/darkplaces-sdl/
cp -f makefile build-obj/release/darkplaces-sdl/
/Library/Developer/CommandLineTools/usr/bin/make -C build-obj/release/darkplaces-sdl darkplaces-sdl
DP_MAKE_TARGET=macosx
CFLAGS=' -MMD -Wall -Winline -Werror=c++-compat -Wwrite-strings -Wshadow -Wold-style-definition -Wstrict-prototypes -Wsign-compare -Wdeclaration-after-statement -Wmissing-prototypes -DLINK_TO_ZLIB -DUSEXMP sdl2-config --cflags -D_FILE_OFFSET_BITS=64 -D__KERNEL_STRICT_NAMES -I../../../ -DCONFIG_MENU -DCONFIG_VIDEO_CAPTURE -O3 -fno-strict-aliasing -fno-math-errno -fno-rounding-math -fno-signaling-nans -fno-trapping-math'
LDFLAGS='-O3 -fno-strict-aliasing -fno-math-errno -fno-rounding-math -fno-signaling-nans -fno-trapping-math -DSVNREVISION={ test -d .svn && svnversion; } || { test -d .git && git describe --always; } || echo - -DBUILDTYPE=release -lm -lz -ldl -framework IOKit sdl2-config --static-libs ' LEVEL=2
cc -MMD -Wall -Winline -Werror=c++-compat -Wwrite-strings -Wshadow -Wold-style-definition -Wstrict-prototypes -Wsign-compare -Wdeclaration-after-statement -Wmissing-prototypes -DLINK_TO_ZLIB -DUSEXMP sdl2-config --cflags -D_FILE_OFFSET_BITS=64 -D__KERNEL_STRICT_NAMES -I../../../ -DCONFIG_MENU -DCONFIG_VIDEO_CAPTURE -O3 -fno-strict-aliasing -fno-math-errno -fno-rounding-math -fno-signaling-nans -fno-trapping-math -c ../../../vid_sdl.c -o vid_sdl.o
clang: warning: optimization flag '-fno-rounding-math' is not supported [-Wignored-optimization-argument]
clang: warning: optimization flag '-fno-signaling-nans' is not supported [-Wignored-optimization-argument]
../../../vid_sdl.c:43:11: error: implicit declaration of function 'IOMainPort' is invalid in C99 [-Werror,-Wimplicit-function-declaration]
status = IOMainPort(MACH_PORT_NULL, &masterport);
^
../../../vid_sdl.c:395:9: warning: 'IOHIDGetAccelerationWithKey' is deprecated: first deprecated in macOS 10.12 [-Wdeprecated-declarations]
if(IOHIDGetAccelerationWithKey(mouseDev, CFSTR(kIOHIDMouseAccelerationType), &originalMouseS...
^
/Library/Developer/CommandLineTools/SDKs/MacOSX10.15.sdk/System/Library/Frameworks/IOKit.framework/Headers/hidsystem/IOHIDLib.h:95:1: note:
'IOHIDGetAccelerationWithKey' has been explicitly marked deprecated here
IOHIDGetAccelerationWithKey( io_connect_t handle, CFStringRef key, double * acceleration ) __OSX_AVAILABLE_BUT_DEPRECATED(__MAC_10_0...
^
../../../vid_sdl.c:398:10: warning: 'IOHIDSetAccelerationWithKey' is deprecated: first deprecated in macOS 10.12 [-Wdeprecated-declarations]
if(IOHIDSetAccelerationWithKey(mouseDev, CFSTR(kIOHIDMouseAccelerationType), -1.0) !...
^
/Library/Developer/CommandLineTools/SDKs/MacOSX10.15.sdk/System/Library/Frameworks/IOKit.framework/Headers/hidsystem/IOHIDLib.h:98:1: note:
'IOHIDSetAccelerationWithKey' has been explicitly marked deprecated here
IOHIDSetAccelerationWithKey( io_connect_t handle, CFStringRef key, double acceleration ) __OSX_AVAILABLE_BUT_DEPRECATED(__MAC_10_0, ...
^
../../../vid_sdl.c:428:9: warning: 'IOHIDSetAccelerationWithKey' is deprecated: first deprecated in macOS 10.12 [-Wdeprecated-declarations]
if(IOHIDSetAccelerationWithKey(mouseDev, CFSTR(kIOHIDMouseAccelerationType), originalMouseSp...
^
/Library/Developer/CommandLineTools/SDKs/MacOSX10.15.sdk/System/Library/Frameworks/IOKit.framework/Headers/hidsystem/IOHIDLib.h:98:1: note:
'IOHIDSetAccelerationWithKey' has been explicitly marked deprecated here
IOHIDSetAccelerationWithKey( io_connect_t handle, CFStringRef key, double acceleration ) __OSX_AVAILABLE_BUT_DEPRECATED(__MAC_10_0, ...
^
3 warnings and 1 error generated.
make[3]: *** [vid_sdl.o] Error 1
make[2]: *** [bin-release] Error 2
make[1]: *** [sdl-release] Error 2
make: *** [release] Error 2
╭─ ~/Desktop/build/darkplaces master

i get this why would this be?

`modeldecompile` documentation required (Old issue title: `modeldecompile` doesn't decompile completely and correctly the player model animations)

I tried to decompile player models with DPM format using modeldecompile command, the results of extracting animations are pretty bad, although the mesh, materials and bones look complete.

The player model is supposed to idle, run, jump, duck, shoot, ... in each animation.

What does is extracting the same animations distributed per actions starting from keyframe 0. After some keyframes of an animation, it plays another in the same action. The animations should be distributed by actions.

The command hasn't been able to decompile correctly the model as should.

I imported the SMD files from the decompiled DPM model into Blender to check:

https://www.youtube.com/watch?v=Jv8GjLzbbrA

Is there a way to decompile the animation one per one correctly?

+showscores outside of 'id1'

I don't know if I'm doing something wrong, but '+showscores' isn't recognized and simply doesn't work anywhere outside of 'id1' base game.
E.g. If I load Quoth the standard way (-hipnotic -game quoth) and just do new game or load whatever Quoth map, pressing TAB will make DP complain: uknown command "+showscores".
But it happens with any other mod, SoA, DoE and Nehahra included. Strange.

Happens with the latest source from Nov 7, built on Mageia 8.

Add support for glTF 2

glTF is apparently one of the best open formats, with support in many editors and game engines, including FTEQuake.

DarkPlaces from Xonotic 0.8.5 higher cpu/gpu use

DarkPlaces compiled from Xonotic 0.8.2 - darkplaces-wgl.vcproj Debug 32
vs.
DarkPlaces compiled from Xonotic 0.8.5 - darkplaces-wgl.vcproj Debug 32

On a basically empty Q3 map I made that has no dynamic lights ... and with cl_maxfps set to 72.

The DarkPlaces compiled from 0.8.5 uses 40% cpu and my graphics card fan starts blowing within a minute and I expect that within another minute Windows thermal shutdown will happen.

The DarkPlaces compiled from 0.8.2 uses 24% cpu and is as cool as a cucumber

( and I have accidentally had it running in the background for hours and hours many times before and I can't remember the last time it caused the fan to start churning with my rather vanilla normal use settings).

Add voice chat (VoIP)

That has been discussed in forums and chats eventually, spontaneously and occasionally.
Some people thought Mumble is the alternative to implement that.

error using "make release"

pacman -S --needed gcc make mingw-w64-x86_64-{toolchain,libjpeg-turbo,libpng,libogg,libvorbis,SDL2}
(i pressed enter here for "default")

cd e:/darkplaces-master
make release

ended up with these errors

make[3]: *** [makefile.inc:487: sys_unix.o] Error 1
make[3]: Leaving directory '/e/darkplaces-master/build-obj/release/darkplaces-dedicated.exe'
make[2]: *** [makefile.inc:407: bin-release] Error 2
make[2]: Leaving directory '/e/darkplaces-master'
make[1]: *** [makefile.inc:343: sv-release] Error 2
make[1]: Leaving directory '/e/darkplaces-master'
make: *** [makefile.inc:324: release] Error 2

Resolved, I reinstalled MSYS2 and it worked

FTEQW Compatability: CSQC - VF_ORIGIN on any location.

Current behavior: DP requires that setproperty(VF_ORIGIN) (usually after a clearscene() call) must be within BSP bounds of any given map. If the desired coordinate falls outside anywhere on the map, then all entities supposed to be rendered in that block will not be drawn.

Expected Behavior: setproperty(VF_ORIGIN) anywhere, and any entities added to that renderscene() block are displayed at their desired locations.

use-case: allowing coders to render 3D models to the CSQC.

Not loading, unsure as to reason

qconsole.log below, will get to menu but no further. This is on fresh install folder with only .pak files in id1.
If there are specific versions of zlib1.dll etc which need to be included, those need to be specified.

====== Log started (Fri Jun 11 13:26:00 2021) ======
^7Console initialized.
^7Trying to load library... "zlib1.dll" - loaded.
^7Loaded library "zlib1.dll"
^7Game is DarkPlaces-Quake using base gamedir id1
^7gamename for server filtering: DarkPlaces-Quake
^7userdir 0 =  (writable)
^7userdir 1 (not applicable)
^7Trying to load library... "shfolder.dll" - loaded.
^7Loaded library "shfolder.dll"
^7userdir 2 = E:\My Documents/My Games/darkplaces/ (not writable or does not exist)
^7Trying to load library... "shell32.dll" - loaded.
^7Loaded library "shell32.dll"
^7Trying to load library... "ole32.dll" - loaded.
^7Loaded library "ole32.dll"
^7userdir 3 = C:\Users\Soul Studios\Saved Games/darkplaces/ (not writable or does not exist)
^7userdir 0 is the winner
^7Added packfile id1/PAK0.PAK (339 files)
^7Added packfile id1/PAK1.PAK (85 files)
^7Added packfile id1/PAK2.PAK (38 files)
^7Playing registered version.
^7DarkPlaces-Quake Windows 14:39:53 Jun 10 2021 - release
^7Trying to load library... "libd0_blind_id-0.dll" - loaded.
^7Loaded library "libd0_blind_id-0.dll"
^7Trying to load library... "libd0_rijndael-0.dll" - loaded.
^7Loaded library "libd0_rijndael-0.dll"
^7Trying to load library... "libcurl-4.dll" - loaded.
^7Loaded library "libcurl-4.dll"
^7Skeletal animation uses SSE code path
^7Trying to load library... "libode3.dll" "libode2.dll" "libode1.dll" - failed.
^7Initializing client
^7Trying to load library... "xinput1_3.dll" - loaded.
^7Loaded library "xinput1_3.dll"
^7Trying to load library... "libfreetype-6.dll" - loaded.
^7Loaded library "libfreetype-6.dll"
^7Trying to load library... "libvorbis-0.dll" - loaded.
^7Loaded library "libvorbis-0.dll"
^7Trying to load library... "libvorbisfile-3.dll" - loaded.
^7Loaded library "libvorbisfile-3.dll"
^7Trying to load library... "libxmp-4.dll" "libxmp.dll" - failed.
^7Trying to load library... "libogg-0.dll" - loaded.
^7Loaded library "libogg-0.dll"
^7Trying to load library... "libtheora-0.dll" - loaded.
^7Loaded library "libtheora-0.dll"
^7Trying to load library... "libvorbis-0.dll" - loaded.
^7Loaded library "libvorbis-0.dll"
^7Trying to load library... "libvorbisenc-2.dll" - loaded.
^7Loaded library "libvorbisenc-2.dll"
^7Trying to load library... "libavcodec.dll" - failed.
^7Client using an automatically assigned port
^7Client opened a socket on address 0.0.0.0:0
^7Client opened a socket on address [0:0:0:0:0:0:0:0]:0
^7execing quake.rc
^7Linked against SDL version 2.0.12
^7Using SDL library version 2.0.14
^7GL_VENDOR: NVIDIA Corporation
^7GL_RENDERER: GeForce 210/PCIe/SSE2
^7GL_VERSION: 3.2.0
^7GL_EXTENSIONS:
^7 GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object
^7 GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth
^7 GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output
^7 GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture
^7 GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex
^7 GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility
^7 GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location
^7 GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program
^7 GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments
^7 GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4
^7 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex
^7 GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query
^7 GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment
^7 GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multisample
^7 GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2
^7 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite
^7 GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior
^7 GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects
^7 GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding
^7 GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100
^7 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing
^7 GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync
^7 GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_range
^7 GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map
^7 GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine
^7 GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float
^7 GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat
^7 GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels
^7 GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg
^7 GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage
^7 GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view
^7 GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback_instanced
^7 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra
^7 GL_ARB_vertex_array_object GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object
^7 GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev
^7 GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos
^7 GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once
^7 GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr
^7 GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color
^7 GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax
^7 GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader
^7 GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2
^7 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord
^7 GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats
^7 GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB
^7 GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4
^7 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float
^7 GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters
^7 GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color
^7 GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_integer_mix
^7 GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap
^7 GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object
^7 GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc
^7 GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp
^7 GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic
^7 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias
^7 GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent
^7 GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage
^7 GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2
^7 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object
^7 GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug
^7 GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render
^7 GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float
^7 GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample
^7 GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance
^7 GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2
^7 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4
^7 GL_NV_gpu_program4_1 GL_NV_half_float GL_NV_light_max_exponent
^7 GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query
^7 GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2
^7 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite
^7 GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2
^7 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier
^7 GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal
^7 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader
^7 GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback
^7 GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2
^7 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1
^7 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3
^7 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap
^7 GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow
^7 GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
^7
^7Checking OpenGL extensions...
^7Detected GLSL version 150
^7checking for GL_AMD_texture_texture4...  not detected
^7checking for GL_ARB_texture_gather...  enabled
^7checking for GL_EXT_texture_compression_s3tc...  enabled
^7checking for GL_EXT_texture_filter_anisotropic...  enabled
^7checking for GL_ARB_debug_output...  enabled
^7GL_MAX_CUBE_MAP_TEXTURE_SIZE = 8192
^7GL_MAX_3D_TEXTURE_SIZE = 2048
^7Using GL32 rendering path
^7
^7QuakeC extensions for server and client: BX_WAL_SUPPORT DP_BUTTONCHAT DP_BUTTONUSE DP_CL_LOADSKY DP_CON_ALIASPARAMETERS DP_CON_BESTWEAPON DP_CON_EXPANDCVAR DP_CON_SET DP_CON_SETA DP_CON_STARTMAP DP_COVERAGE DP_CRYPTO DP_CSQC_BINDMAPS DP_CSQC_ENTITYWORLDOBJECT DP_CSQC_ENTITYMODELLIGHT DP_CSQC_ENTITYTRANSPARENTSORTING_OFFSET DP_CSQC_MAINVIEW DP_CSQC_MINFPS_QUALITY DP_CSQC_MULTIFRAME_INTERPOLATION DP_CSQC_BOXPARTICLES DP_CSQC_SPAWNPARTICLE DP_CSQC_QUERYRENDERENTITY DP_CSQC_ROTATEMOVES DP_CSQC_SETPAUSE DP_CSQC_V_CALCREFDEF_WIP1 DP_CSQC_V_CALCREFDEF_WIP2 DP_EF_ADDITIVE DP_EF_BLUE DP_EF_DOUBLESIDED DP_EF_DYNAMICMODELLIGHT DP_EF_FLAME DP_EF_FULLBRIGHT DP_EF_NODEPTHTEST DP_EF_NODRAW DP_EF_NOGUNBOB DP_EF_NOSELFSHADOW DP_EF_NOSHADOW DP_EF_RED DP_EF_RESTARTANIM_BIT DP_EF_STARDUST DP_EF_TELEPORT_BIT DP_ENT_ALPHA DP_ENT_COLORMOD DP_ENT_CUSTOMCOLORMAP DP_ENT_EXTERIORMODELTOCLIENT DP_ENT_GLOW DP_ENT_GLOWMOD DP_ENT_LOWPRECISION DP_ENT_SCALE DP_ENT_TRAILEFFECTNUM DP_ENT_VIEWMODEL DP_GFX_EXTERNALTEXTURES DP_GFX_EXTERNALTEXTURES_PERMAP DP_GFX_FOG DP_GFX_MODEL_INTERPOLATION DP_GFX_QUAKE3MODELTAGS DP_GFX_SKINFILES DP_GFX_SKYBOX DP_GFX_FONTS DP_GFX_FONTS_FREETYPE DP_UTF8 DP_FONT_VARIABLEWIDTH DP_HALFLIFE_MAP DP_HALFLIFE_MAP_CVAR DP_HALFLIFE_SPRITE DP_INPUTBUTTONS DP_LIGHTSTYLE_STATICVALUE DP_LITSPRITES DP_LITSUPPORT DP_MONSTERWALK DP_MOVETYPEBOUNCEMISSILE DP_MOVETYPEFLYWORLDONLY DP_MOVETYPEFOLLOW DP_NULL_MODEL DP_QC_ASINACOSATANATAN2TAN DP_QC_AUTOCVARS DP_QC_CHANGEPITCH DP_QC_CMD DP_QC_COPYENTITY DP_QC_CRC16 DP_QC_CVAR_DEFSTRING DP_QC_CVAR_DESCRIPTION DP_QC_CVAR_STRING DP_QC_CVAR_TYPE DP_QC_DIGEST DP_QC_DIGEST_SHA256 DP_QC_EDICT_NUM DP_QC_ENTITYDATA DP_QC_ENTITYSTRING DP_QC_ETOS DP_QC_EXTRESPONSEPACKET DP_QC_FINDCHAIN DP_QC_FINDCHAINFLAGS DP_QC_FINDCHAINFLOAT DP_QC_FINDCHAIN_TOFIELD DP_QC_FINDFLAGS DP_QC_FINDFLOAT DP_QC_FS_SEARCH DP_QC_GETLIGHT DP_QC_GETSURFACE DP_QC_GETSURFACETRIANGLE DP_QC_GETSURFACEPOINTATTRIBUTE DP_QC_GETTAGINFO DP_QC_GETTAGINFO_BONEPROPERTIES DP_QC_GETTIME DP_QC_GETTIME_CDTRACK DP_QC_I18N DP_QC_LOG DP_QC_MINMAXBOUND DP_QC_MULTIPLETEMPSTRINGS DP_QC_NUM_FOR_EDICT DP_QC_RANDOMVEC DP_QC_SINCOSSQRTPOW DP_QC_SPRINTF DP_QC_STRFTIME DP_QC_STRINGBUFFERS DP_QC_STRINGBUFFERS_CVARLIST DP_QC_STRINGBUFFERS_EXT_WIP DP_QC_STRINGCOLORFUNCTIONS DP_QC_STRING_CASE_FUNCTIONS DP_QC_STRREPLACE DP_QC_TOKENIZEBYSEPARATOR DP_QC_TOKENIZE_CONSOLE DP_QC_TRACEBOX DP_QC_TRACETOSS DP_QC_TRACE_MOVETYPE_HITMODEL DP_QC_TRACE_MOVETYPE_WORLDONLY DP_QC_UNLIMITEDTEMPSTRINGS DP_QC_URI_ESCAPE DP_QC_URI_GET DP_QC_URI_POST DP_QC_VECTOANGLES_WITH_ROLL DP_QC_VECTORVECTORS DP_QC_WHICHPACK DP_QUAKE2_MODEL DP_QUAKE2_SPRITE DP_QUAKE3_MAP DP_QUAKE3_MODEL DP_REGISTERCVAR DP_SKELETONOBJECTS DP_SND_DIRECTIONLESSATTNNONE DP_SND_FAKETRACKS DP_SND_SOUND7_WIP1 DP_SND_SOUND7_WIP2 DP_SND_OGGVORBIS DP_SND_SETPARAMS DP_SND_STEREOWAV DP_SND_GETSOUNDTIME DP_VIDEO_DPV DP_VIDEO_SUBTITLES DP_SOLIDCORPSE DP_SPRITE32 DP_SV_BOTCLIENT DP_SV_BOUNCEFACTOR DP_SV_CLIENTCAMERA DP_SV_CLIENTCOLORS DP_SV_CLIENTNAME DP_SV_CMD DP_SV_CUSTOMIZEENTITYFORCLIENT DP_SV_DISABLECLIENTPREDICTION DP_SV_DISCARDABLEDEMO DP_SV_DRAWONLYTOCLIENT DP_SV_DROPCLIENT DP_SV_EFFECT DP_SV_ENTITYCONTENTSTRANSITION DP_SV_MODELFLAGS_AS_EFFECTS DP_SV_MOVETYPESTEP_LANDEVENT DP_SV_NETADDRESS DP_SV_NODRAWTOCLIENT DP_SV_ONENTITYNOSPAWNFUNCTION DP_SV_ONENTITYPREPOSTSPAWNFUNCTION DP_SV_PING DP_SV_PING_PACKETLOSS DP_SV_PLAYERPHYSICS DP_PHYSICS_ODE DP_SV_POINTPARTICLES DP_SV_POINTSOUND DP_SV_PRECACHEANYTIME DP_SV_PRINT DP_SV_PUNCHVECTOR DP_SV_QCSTATUS DP_SV_ROTATINGBMODEL DP_SV_SETCOLOR DP_SV_SHUTDOWN DP_SV_SLOWMO DP_SV_SPAWNFUNC_PREFIX DP_SV_WRITEPICTURE DP_SV_WRITEUNTERMINATEDSTRING DP_TE_BLOOD DP_TE_BLOODSHOWER DP_TE_CUSTOMFLASH DP_TE_EXPLOSIONRGB DP_TE_FLAMEJET DP_TE_PARTICLECUBE DP_TE_PARTICLERAIN DP_TE_PARTICLESNOW DP_TE_PLASMABURN DP_TE_QUADEFFECTS1 DP_TE_SMALLFLASH DP_TE_SPARK DP_TE_STANDARDEFFECTBUILTINS DP_TRACE_HITCONTENTSMASK_SURFACEINFODP_USERMOVETYPES DP_VIEWZOOM EXT_BITSHIFT FRIK_FILE FTE_CSQC_SKELETONOBJECTS FTE_QC_CHECKPVS FTE_STRINGS KRIMZON_SV_PARSECLIENTCOMMAND NEH_CMD_PLAY2 NEH_RESTOREGAME NEXUIZ_PLAYERMODEL NXQ_GFX_LETTERBOX PRYDON_CLIENTCURSOR TENEBRAE_GFX_DLIGHTS TW_SV_STEPCONTROL ZQ_PAUSE DP_RM_CLIPGROUP DP_QC_FS_SEARCH_PACKFILE
^7
^7QuakeC extensions for menu: BX_WAL_SUPPORT DP_CINEMATIC_DPV DP_COVERAGE DP_CRYPTO DP_CSQC_BINDMAPS DP_GFX_FONTS DP_GFX_FONTS_FREETYPE DP_UTF8 DP_FONT_VARIABLEWIDTH DP_MENU_EXTRESPONSEPACKET DP_QC_ASINACOSATANATAN2TAN DP_QC_AUTOCVARS DP_QC_CMD DP_QC_CRC16 DP_QC_CVAR_TYPE DP_QC_CVAR_DESCRIPTION DP_QC_DIGEST DP_QC_DIGEST_SHA256 DP_QC_FINDCHAIN_TOFIELD DP_QC_I18N DP_QC_LOG DP_QC_RENDER_SCENE DP_QC_SPRINTF DP_QC_STRFTIME DP_QC_STRINGBUFFERS DP_QC_STRINGBUFFERS_CVARLIST DP_QC_STRINGBUFFERS_EXT_WIP DP_QC_STRINGCOLORFUNCTIONS DP_QC_STRING_CASE_FUNCTIONS DP_QC_STRREPLACE DP_QC_TOKENIZEBYSEPARATOR DP_QC_TOKENIZE_CONSOLE DP_QC_UNLIMITEDTEMPSTRINGS DP_QC_URI_ESCAPE DP_QC_URI_GET DP_QC_URI_POST DP_QC_WHICHPACK FTE_STRINGS DP_QC_FS_SEARCH_PACKFILE
^7Video Mode: fullscreen 1280x1024x32x0.00hz
^7OpenGL backend started
^7Trying to load library... "libpng16.dll" "libpng16-16.dll" "libpng15-15.dll" - loaded.
^7Loaded library "libpng15-15.dll"
^7Trying to load library... "libpng16.dll" "libpng16-16.dll" "libpng15-15.dll" - loaded.
^7Loaded library "libpng15-15.dll"
^7Failed to load font-file for 'gfx/conchars', it will not support as many characters.
^7Draw_CachePic("gfx/conchars"): frame 1: loading pic
^7Failed to load font-file for 'gfx/font_console', it will not support as many characters.
^7Draw_CachePic("gfx/font_console"): frame 1: loading pic
^7Failed to load font-file for 'gfx/font_sbar', it will not support as many characters.
^7Draw_CachePic("gfx/font_sbar"): frame 1: loading pic
^7Failed to load font-file for 'gfx/font_notify', it will not support as many characters.
^7Draw_CachePic("gfx/font_notify"): frame 1: loading pic
^7Failed to load font-file for 'gfx/font_chat', it will not support as many characters.
^7Draw_CachePic("gfx/font_chat"): frame 1: loading pic
^7Failed to load font-file for 'gfx/font_centerprint', it will not support as many characters.
^7Draw_CachePic("gfx/font_centerprint"): frame 1: loading pic
^7Failed to load font-file for 'gfx/font_infobar', it will not support as many characters.
^7Draw_CachePic("gfx/font_infobar"): frame 1: loading pic
^7Failed to load font-file for 'gfx/font_menu', it will not support as many characters.
^7Draw_CachePic("gfx/font_menu"): frame 1: loading pic
^7Failed to load font-file for 'gfx/font_user0', it will not support as many characters.
^7Draw_CachePic("gfx/font_user0"): frame 1: loading pic
^7Failed to load font-file for 'gfx/font_user1', it will not support as many characters.
^7Draw_CachePic("gfx/font_user1"): frame 1: loading pic
^7Failed to load font-file for 'gfx/font_user2', it will not support as many characters.
^7Draw_CachePic("gfx/font_user2"): frame 1: loading pic
^7Failed to load font-file for 'gfx/font_user3', it will not support as many characters.
^7Draw_CachePic("gfx/font_user3"): frame 1: loading pic
^7Failed to load font-file for 'gfx/font_user4', it will not support as many characters.
^7Draw_CachePic("gfx/font_user4"): frame 1: loading pic
^7Failed to load font-file for 'gfx/font_user5', it will not support as many characters.
^7Draw_CachePic("gfx/font_user5"): frame 1: loading pic
^7Failed to load font-file for 'gfx/font_user6', it will not support as many characters.
^7Draw_CachePic("gfx/font_user6"): frame 1: loading pic
^7Failed to load font-file for 'gfx/font_user7', it will not support as many characters.
^7Draw_CachePic("gfx/font_user7"): frame 1: loading pic
^7Draw_CachePic("gfx/disc"): frame 1: loading pic
^7Draw_CachePic("gfx/num_0"): frame 1: loading pic
^7Draw_CachePic("gfx/anum_0"): frame 1: loading pic
^7Draw_CachePic("gfx/num_1"): frame 1: loading pic
^7Draw_CachePic("gfx/anum_1"): frame 1: loading pic
^7Draw_CachePic("gfx/num_2"): frame 1: loading pic
^7Draw_CachePic("gfx/anum_2"): frame 1: loading pic
^7Draw_CachePic("gfx/num_3"): frame 1: loading pic
^7Draw_CachePic("gfx/anum_3"): frame 1: loading pic
^7Draw_CachePic("gfx/num_4"): frame 1: loading pic
^7Draw_CachePic("gfx/anum_4"): frame 1: loading pic
^7Draw_CachePic("gfx/num_5"): frame 1: loading pic
^7Draw_CachePic("gfx/anum_5"): frame 1: loading pic
^7Draw_CachePic("gfx/num_6"): frame 1: loading pic
^7Draw_CachePic("gfx/anum_6"): frame 1: loading pic
^7Draw_CachePic("gfx/num_7"): frame 1: loading pic
^7Draw_CachePic("gfx/anum_7"): frame 1: loading pic
^7Draw_CachePic("gfx/num_8"): frame 1: loading pic
^7Draw_CachePic("gfx/anum_8"): frame 1: loading pic
^7Draw_CachePic("gfx/num_9"): frame 1: loading pic
^7Draw_CachePic("gfx/anum_9"): frame 1: loading pic
^7Draw_CachePic("gfx/num_minus"): frame 1: loading pic
^7Draw_CachePic("gfx/anum_minus"): frame 1: loading pic
^7Draw_CachePic("gfx/num_colon"): frame 1: loading pic
^7Draw_CachePic("gfx/num_slash"): frame 1: loading pic
^7Draw_CachePic("gfx/inv_shotgun"): frame 1: loading pic
^7Draw_CachePic("gfx/inv_sshotgun"): frame 1: loading pic
^7Draw_CachePic("gfx/inv_nailgun"): frame 1: loading pic
^7Draw_CachePic("gfx/inv_snailgun"): frame 1: loading pic
^7Draw_CachePic("gfx/inv_rlaunch"): frame 1: loading pic
^7Draw_CachePic("gfx/inv_srlaunch"): frame 1: loading pic
^7Draw_CachePic("gfx/inv_lightng"): frame 1: loading pic
^7Draw_CachePic("gfx/inv2_shotgun"): frame 1: loading pic
^7Draw_CachePic("gfx/inv2_sshotgun"): frame 1: loading pic
^7Draw_CachePic("gfx/inv2_nailgun"): frame 1: loading pic
^7Draw_CachePic("gfx/inv2_snailgun"): frame 1: loading pic
^7Draw_CachePic("gfx/inv2_rlaunch"): frame 1: loading pic
^7Draw_CachePic("gfx/inv2_srlaunch"): frame 1: loading pic
^7Draw_CachePic("gfx/inv2_lightng"): frame 1: loading pic
^7Draw_CachePic("gfx/inva1_shotgun"): frame 1: loading pic
^7Draw_CachePic("gfx/inva1_sshotgun"): frame 1: loading pic
^7Draw_CachePic("gfx/inva1_nailgun"): frame 1: loading pic
^7Draw_CachePic("gfx/inva1_snailgun"): frame 1: loading pic
^7Draw_CachePic("gfx/inva1_rlaunch"): frame 1: loading pic
^7Draw_CachePic("gfx/inva1_srlaunch"): frame 1: loading pic
^7Draw_CachePic("gfx/inva1_lightng"): frame 1: loading pic
^7Draw_CachePic("gfx/inva2_shotgun"): frame 1: loading pic
^7Draw_CachePic("gfx/inva2_sshotgun"): frame 1: loading pic
^7Draw_CachePic("gfx/inva2_nailgun"): frame 1: loading pic
^7Draw_CachePic("gfx/inva2_snailgun"): frame 1: loading pic
^7Draw_CachePic("gfx/inva2_rlaunch"): frame 1: loading pic
^7Draw_CachePic("gfx/inva2_srlaunch"): frame 1: loading pic
^7Draw_CachePic("gfx/inva2_lightng"): frame 1: loading pic
^7Draw_CachePic("gfx/inva3_shotgun"): frame 1: loading pic
^7Draw_CachePic("gfx/inva3_sshotgun"): frame 1: loading pic
^7Draw_CachePic("gfx/inva3_nailgun"): frame 1: loading pic
^7Draw_CachePic("gfx/inva3_snailgun"): frame 1: loading pic
^7Draw_CachePic("gfx/inva3_rlaunch"): frame 1: loading pic
^7Draw_CachePic("gfx/inva3_srlaunch"): frame 1: loading pic
^7Draw_CachePic("gfx/inva3_lightng"): frame 1: loading pic
^7Draw_CachePic("gfx/inva4_shotgun"): frame 1: loading pic
^7Draw_CachePic("gfx/inva4_sshotgun"): frame 1: loading pic
^7Draw_CachePic("gfx/inva4_nailgun"): frame 1: loading pic
^7Draw_CachePic("gfx/inva4_snailgun"): frame 1: loading pic
^7Draw_CachePic("gfx/inva4_rlaunch"): frame 1: loading pic
^7Draw_CachePic("gfx/inva4_srlaunch"): frame 1: loading pic
^7Draw_CachePic("gfx/inva4_lightng"): frame 1: loading pic
^7Draw_CachePic("gfx/inva5_shotgun"): frame 1: loading pic
^7Draw_CachePic("gfx/inva5_sshotgun"): frame 1: loading pic
^7Draw_CachePic("gfx/inva5_nailgun"): frame 1: loading pic
^7Draw_CachePic("gfx/inva5_snailgun"): frame 1: loading pic
^7Draw_CachePic("gfx/inva5_rlaunch"): frame 1: loading pic
^7Draw_CachePic("gfx/inva5_srlaunch"): frame 1: loading pic
^7Draw_CachePic("gfx/inva5_lightng"): frame 1: loading pic
^7Draw_CachePic("gfx/sb_shells"): frame 1: loading pic
^7Draw_CachePic("gfx/sb_nails"): frame 1: loading pic
^7Draw_CachePic("gfx/sb_rocket"): frame 1: loading pic
^7Draw_CachePic("gfx/sb_cells"): frame 1: loading pic
^7Draw_CachePic("gfx/sb_armor1"): frame 1: loading pic
^7Draw_CachePic("gfx/sb_armor2"): frame 1: loading pic
^7Draw_CachePic("gfx/sb_armor3"): frame 1: loading pic
^7Draw_CachePic("gfx/sb_key1"): frame 1: loading pic
^7Draw_CachePic("gfx/sb_key2"): frame 1: loading pic
^7Draw_CachePic("gfx/sb_invis"): frame 1: loading pic
^7Draw_CachePic("gfx/sb_invuln"): frame 1: loading pic
^7Draw_CachePic("gfx/sb_suit"): frame 1: loading pic
^7Draw_CachePic("gfx/sb_quad"): frame 1: loading pic
^7Draw_CachePic("gfx/sb_sigil1"): frame 1: loading pic
^7Draw_CachePic("gfx/sb_sigil2"): frame 1: loading pic
^7Draw_CachePic("gfx/sb_sigil3"): frame 1: loading pic
^7Draw_CachePic("gfx/sb_sigil4"): frame 1: loading pic
^7Draw_CachePic("gfx/face1"): frame 1: loading pic
^7Draw_CachePic("gfx/face_p1"): frame 1: loading pic
^7Draw_CachePic("gfx/face2"): frame 1: loading pic
^7Draw_CachePic("gfx/face_p2"): frame 1: loading pic
^7Draw_CachePic("gfx/face3"): frame 1: loading pic
^7Draw_CachePic("gfx/face_p3"): frame 1: loading pic
^7Draw_CachePic("gfx/face4"): frame 1: loading pic
^7Draw_CachePic("gfx/face_p4"): frame 1: loading pic
^7Draw_CachePic("gfx/face5"): frame 1: loading pic
^7Draw_CachePic("gfx/face_p5"): frame 1: loading pic
^7Draw_CachePic("gfx/face_invis"): frame 1: loading pic
^7Draw_CachePic("gfx/face_invul2"): frame 1: loading pic
^7Draw_CachePic("gfx/face_inv2"): frame 1: loading pic
^7Draw_CachePic("gfx/face_quad"): frame 1: loading pic
^7Draw_CachePic("gfx/sbar"): frame 1: loading pic
^7Draw_CachePic("gfx/ibar"): frame 1: loading pic
^7Draw_CachePic("gfx/scorebar"): frame 1: loading pic
^7Draw_CachePic("gfx/ranking"): frame 1: loading pic
^7Draw_CachePic("gfx/complete"): frame 1: loading pic
^7Draw_CachePic("gfx/inter"): frame 1: loading pic
^7Draw_CachePic("gfx/finale"): frame 1: loading pic
^7S_Startup: initializing sound output format: 48000Hz, 2 bit, 2 channels...
^7SndSys_Init: using the SDL module
^7Wanted audio Specification:
^7    Channels  : 2
^7    Format    : 0x8010
^7    Frequency : 48000
^7    Samples   : 2048
^7^1Failed to open the audio device! (WASAPI can't find requested audio endpoint: Element not found.

^7)
^7S_Startup: SndSys_Init failed.
^7CD Audio Initialized
^7Draw_CachePic("gfx/loading"): frame 1: loading pic
^7Compiling shader mode 0 permutation 5
^7^5GLSL shader glsl/combined_crc33764.glsl generic diffuse viewtint compiled (1 textures).
^7execing config.cfg
^7Cbuf_InsertText: overflow
^7couldn't exec autoexec.cfg
^7Cbuf_InsertText: overflow
^73 demo(s) in loop
^7Cbuf_InsertText: overflow
^7Draw_CachePic("gfx/mainmenu"): frame 1: loading pic
^7========Initialized=========
^7Draw_CachePic("white"): frame 2: loading pic
^7Draw_CachePic("gfx/qplaque"): frame 2: loading pic
^7Draw_CachePic("gfx/ttl_main"): frame 2: loading pic
^7Draw_CachePic("gfx/menudot1"): frame 2: loading pic
^7Compiling shader mode 4 permutation 20000000
^7^5GLSL shader glsl/combined_crc33764.glsl vertexcolor alphagenvertex compiled (1 textures).
^7Draw_CachePic("gfx/menudot2"): frame 3: loading pic
^7Draw_CachePic("gfx/menudot3"): frame 5: loading pic
^7Draw_CachePic("gfx/menudot4"): frame 7: loading pic
^7Draw_CachePic("gfx/menudot5"): frame 9: loading pic
^7Draw_CachePic("gfx/menudot6"): frame 11: loading pic
^7Draw_CachePic("gfx/ttl_sgl"): frame 12: loading pic
^7Draw_CachePic("gfx/sp_menu"): frame 12: loading pic
^7Draw_CachePic("gfx/conback"): frame 17: loading pic
^7"maxplayers" set to "1"
^7Cbuf_InsertText: overflow
^7Draw_CachePic("gfx/box_tl"): frame 46: loading pic
^7Draw_CachePic("gfx/box_ml"): frame 46: loading pic
^7Draw_CachePic("gfx/box_bl"): frame 46: loading pic
^7Draw_CachePic("gfx/box_tm"): frame 46: loading pic
^7Draw_CachePic("gfx/box_mm"): frame 46: loading pic
^7Draw_CachePic("gfx/box_mm2"): frame 46: loading pic
^7Draw_CachePic("gfx/box_bm"): frame 46: loading pic
^7Draw_CachePic("gfx/box_tr"): frame 46: loading pic
^7Draw_CachePic("gfx/box_mr"): frame 46: loading pic
^7Draw_CachePic("gfx/box_br"): frame 46: loading pic
^7CL_Disconnect
^7Client using an automatically assigned port
^7Client opened a socket on address 0.0.0.0:0
^7Client opened a socket on address [0:0:0:0:0:0:0:0]:0
^7OpenGL backend shutting down
====== Log stopped (Fri Jun 11 13:26:03 2021) ======


Lighting bug when using Quake 1 remastered files from steam

Playing around in darkplaces when I spotted this lighting bug on the second level of q1 (E1M2):

Non full lighting:
dp20221104012431-00

Full lighting:

dp20221104012411-00

The torch on the left is much brighter than the torch on the right is. No other torches have this bug on the map.

sv_gameplayfix_nogravityonground 1 prevents movers from detecting players

When walking from a world brush onto a mover (without jumping or otherwise having z velocity) the player is not carried by the mover.
On Q3 map midnight_keep / ctctf2 the func_bobbing will slide out from under the player and drop them into the pit. If the player jumps while standing on the mover or lands onto it from a jump, it will carry them.

Copy pasted from https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/2394 because this bug exists in both Xonotic QC physics and DP engine physics.

Self assigned because the fix in QC will be directly applicable to DP so I'll do a PR here as well.

Multithread feature

If Darkplaces is a single-threaded game engine, would be possible to add multithread feature to increase performance?

It would interact better and it wouldn't take a lot of time when loading resources.

Map thumbnail overrides broken

When maps have poor or missing thumbnails they can be overridden with a standalone image. This functionality no longer works - either the missing-texture texture shows up, or the missing-preview image shows up. The console will show Couldn't load maps/<map_name> using "%s.tga", "%s.png", "%s.jpg", "%s.pcx" or "%s.lmp".. Scruffy did some bisection and confirmed it appears to break in 0766a43.

sv_gameplayfix_stepmultipletimes 1: Stepping up is unreliable

When attempting to climb a square obstacle tall enough that jump height is insufficient and a step up is also required, from a position directly adjacent the obstacle such that horizontal speed is close to zero, the player will often fail to make the jump (pressing +forward and +jump and looking directly at it). When starting from further back (run up), the player will succeed in mounting the obstacle. Attempting to strafe jump at the obstacle also increases the chance of success.

On q3df map pornstar-goethe are small stairs the player can climb at very high speed (many step ups per frame, requires sv_gameplayfix_stepmultipletimes 1). Sometimes the player comes to a dead stop on these stairs, and it's not always at the same position. I think this is the same bug as above.

Copy pasted from https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/2643 because this bug exists in both Xonotic QC physics and DP engine physics.

Self assigned because the fix I'm testing in QC will be directly applicable to DP so I'll do a PR here as well.

Expansion of master server list

Hi all,

I'm wondering if there would be any opposition to adding additional sv_master or sv_masterextra slots?

With the addition of two new masters, and separation of IPv4 and IPv6, there is no further room in the Xonotic project for additional masters. tchr.no is now back up, and I'd like to add it back to my config without removing any others.

Cheers.

Request: Realtime Global illumination (sunlight)

A realtime global illumination option to enable SUNLIGHT DIRECTION such as the one used in FTEQW realtime lights would be really good to have especially in conjunction with realtime raytracing support. It should also be possible to make the angle of this light change over time to simulate daylight cycles.

It would improve vastly the quality of every game which uses this engine and give more immersiveness to those games that have more outdoors settings.

This feature in FTEQW is added using a flag to one of the realtime lights, however, I feel it should be done in a different file and there should be a chance to toggle it.

Wrong sky shown on map change

I start DarkPlaces, loading e2m2, with its purple sky:

./darkplaces-sdl +map e2m2

then bring down the console and load e1m1:

map e1m1

And the sky is purple instead of its intended blue:
dp20221002111803-00

Invalid comparison in cl_collision

../../../cl_collision.c:981:22: warning: the comparison will always evaluate as 'true' for the address of 'frameblend' will never be NULL [-Waddress]
981 | if ((&touch->priv.server->frameblend[0] && (touch->priv.server->frameblend[0].lerp != 1.0 || touch->priv.server->frameblend[0].subframe != 0)) || touch->priv.server->skeleton.relativetransforms)

What are the semantics of the first argument meant to be here?

Quake re-release compatibility

  • Gameplay
  • Sounds
  • "campaign" cvar
  • New models
  • New textures
  • centerprint strings. They seem to be using placeholder strings and referencing the actual string outside of progs.dat
  • Maps are too bright.
  • Skybox texture looks fogged up.

[ft2] should we remove the `r_font_use_alphatexture`? It’s broken for a long time

As the developer of #67 I had to deal with the r_font_use_alphatexture thing appeared in ft2.c. Workarounds like this are considered (before testing and finding out this true issue) but didn’t rescue this fact —

After searching around I’ve found that this commit in master cause the configuration r_font_use_alphatexture 1 to segfault the game, and probably also caused #66.

That commit is from 2018 and so far no relative hassles have been reported, that further explains that this “feature” isn’t used.

For the ease of code maintenance (and #67) it’s suggested to remove it just like #66.

Other notes:

  • r_font_use_alphatexture 1 can work in div0-stable branch for not including this commit, but it shows only black text (rather than white & shadowed). You can see it easily by launching xonotic 0.8.5 with this as parameter:
    $ ./xonotic-linux64-sdl +r_font_use_alphatexture 1
  • With the commit before that (5a126af930cb0f3c66b3065218d939d4bbacb613), the game can start with r_font_use_alphatexture 1 but glyphs are all white squares, also considered broken
  • You may git checkout to these branches/commits and compile to test all these out

[ft2] The way of DarkPlaces to render text is unfriendly to CJK text

Brief Description

The way of DarkPlaces to render text is unfriendly to CJK text.
There is too much overhead on "caching", causing bad game performance.
Good fixing should be possible, by reworking on that part.

Below is detailed analysis. Idea to solution is at bottom.

Symptom

The game will "lag" for few frames when showing individual CJK string for the first time.
It's simply annoying, period.

The impact of the game Xonotic is described here in Xonotic Forums. In which reply #11 also have explanation, but you may want to read this issue instead.

Basic Concepts

  • CJK: Shorthand for Chinese/Japanese/Korean.
    CJK characters are so many, occupying large amount of Unicode code space of Plane 1. Just common "CJK Unified Ideographs" range from U+4E00 to U+9FFF, that's 20992 ones.

  • The way of DarkPlaces to render text:

    • DP will render (from ttf/otf) & cache the font texture as maps, on demand if required, as seen around here. Rendering is resource-costing, but only once.
    • By default a map is 16x16 chars in size, as in these constants; that means 256 chars will be rendered, whenever a single character among them is on the way, as in this for loop
    • At very start DP will cache the very first ASCII chars, that means languages like English will only need one or two additional maps -- DP just use the cached ones all the way
    • It's applicable to most of Western languages, and is indeed working well

But, matter is going different on CJK text.

  • A typical Chinese sentence have several characters
  • But, unlike Western languages, the chars will spread across several "maps"
  • The worst case is that every character will cause a fresh "map" to be rendered & cached, and that's the usual case
  • That further tells, about 255x of the effort is overhead. More than that, most of cached chars are uncommon and won't ever be used in the game, so isn't optimal at all

So, when players use CJK language:

  • Earlier in the game, players will experience graphical lag very often. It's very unpleasant in a fast-paced game like Xonotic
  • Though, it's lesser after caching many of the maps. But of course higher the memory cost.
  • Well, not the end yet: the texture cache slots have limit (I see Xonotic have 1024), they will run out, sooner or later, after that following in-game textures will appear to be gibberish (indeed becoming texture of the first font map), only restarting the game can save
  • Experience the fear again from the begining!

What can help?

I had some trials to reduce the matter, but they are ineffective to the real problem.

Click to expand anyway

To decrease chars-per-map:

  • Yes, by halving the count, the game become far less laggy. But the overhead is still there, useless chars are still rendered, and cache slots run out even more quickly.

To increase chars-per-map:

  • Only see segmentation faults, by out-of-memory. It isn't realistic to put all of the chars in few maps either.

To increase cache slots:

  • Not so good. As said, it runs out sooner or later.

The only future-keeping approach in my mind is to rewrite the corresponding procedure, to:

When encountered those CJK chars, instead of regular mapping, reserve some kind of special texture map, to cache the only used chars, incrementally, one by one. And also keep an array map, query existing chars with that.

And that's all other games around (free or proprietary) are doing: only used chars are in the assets.


Thanks for the Great engine, flexible like that! Best wishes :)

Fix ODE Support

Currently when trying to use ODE via QC, physic objects will clip through the world, thus falling out of the level indefinitely, no matter which Geomtype is used.

ODE Version : 0.16.2 with double precision and

  • ODE_EXT_no_debug
  • ODE_EXT_threading
  • ODE_double_precision

enabled (also tried with Trimesh support enabled, same results)

Using newest Darkplaces git version compiled with mysys2 on Windows 10 64 bit Build 19043

HTTP download progress no longer shown

When connecting to a server requiring new assets to be downloaded over http, there is no longer any visual indication in the info bar of that occurring. In previous versions the download queue was displayed with active downloads indicating progress and speed. This area now indicates which connection stage the client is in, which is a great addition, but the download indication is completely missing. Depending on the size and speed of the asset download, this gives the user the impression that the connection is timing out or otherwise failing to progress. It would be great if both could be indicated.

New:
image

Old:
image

TF Flame Thrower = instant Death

Team Fortress version 2.8 (2.9 doesn't work, because there is only a qwprogs.dat available)

If you run into the flames of the flamethrower you die almost instantly. We tried it even with HWGuy 200armor 100health: 1 Mississip.. dead. Flamethrower damage is like in QW when you walk away from Pyro or just stand.

Also walking down the spiral slopes in 2fort5 (and other variants) can lead to instant death when you are touching a wall while you do it. "Fell to death" message appears.

Both issues might have the same origin. I don't know though. Thanks for working on this engine again. We greatly enjoy it. Have been playing TF regularly on it for almost two years now.

Packet loss and lag for all players when connecting a new player

I don't know whose mistake, so I'll duplicate the bug report fot xonotic https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/2738.

I've noticed strange behavior on my server. When a new player connects, all players show packet loss and lag occurs. The most interesting, lag occurs only after the player has downloaded the map. In this way, it has nothing to do with network quality and bandwidth overflow. I noticed the same behavior on other large xonotic servers as well. Therefore, it is probably possible to rule out a problem with my server. The usage of one cpu core does not exceed 30%. There is no swapping or interrupting the processor. The lag appears around the time of the "username connected" message. master and div0-stable branches affected.

R_BeginPolygon plus 3D plus video mode switch

If I draw in 3d space using R_BeginPolygon with DRAWFLAG_MIPMAP , upon video restart say from switching windowed to fullscreen, often (always?) the engine will crash with a texture callback that appears to be a trashed deleted pointer.

In csqc I have found that precache will avoid this crash if and only if PRECACHE_PIC_MIPMAP is added --- precache_pic itself is not enough.

Like:
precache_pic ("fonts/chess/kill.tga", PRECACHE_PIC_MIPMAP);

Example:

https://www.moddb.com/mods/zircon-galaxy-alpha-10

  1. Type "map blackjack" make sure you are windowed mode.
  2. Start a blackjack game.
  3. Your score is drawn in 3d space using R_BeginPolygon
  4. Type vid_width 1366; vid_height 768 vid_fullscreen 1; vid_restart
  5. Depending on how screwed up the stale pointer is, you will crash or get a message about stretch textures.

[ft2] should we keep that “font_diskcache”? it’s broken as for now

The “font diskcache” thing isn’t working: cache are only stored, but no code is using them. (and they are overwrote again in the next game startup)

In usual scenario we are just gonna fix it. But, by patching #49 (and #65), caching seems unnecessary for increased overall performance; and the fix will become complicated, since map state should be cached too, that’s probably not optimal.

(Another problem of caching: cache path only contains “primary” font, changes to font “groups” will not apply without cleaning them)

So I’d give a proposal: turn this into “diskdump” for developers with new CVar like r_font_map_dumptexture, and deprecate the CVar r_font_diskcache (leave it ignored)

I will do it along with fixes, if you are affirmative :)

Windows Scaling Screws Up 2D Drawing + Fix

Windows scaling settings other than 100 pct cause very annoying issues in drawing. And I think it is not uncommon for some computer setups to have scaling default to non 100 values like 125 pct.

In fact, I was just examining a laptop that is not mine trying to figure out why the menu was off center in DarkPlaces.

Here is the fix.

[code]// Baker: From Quakespasm
typedef enum { ENUM_FORCE_INT_GCC_ (dpi_awareness) dpi_unaware = 0, dpi_system_aware = 1, dpi_monitor_aware = 2 } dpi_awareness;
typedef BOOL (WINAPI *SetProcessDPIAwareFunc)();
typedef HRESULT (WINAPI *SetProcessDPIAwarenessFunc)(dpi_awareness value);

//static void System_SetDPIAware (void)
void Shell_Platform_Init_DPI (void) // Windows DPI awareness
{
HMODULE hUser32, hShcore;
SetProcessDPIAwarenessFunc setDPIAwareness;
SetProcessDPIAwareFunc setDPIAware;

/* Neither SDL 1.2 nor SDL 2.0.3 can handle the OS scaling our window.
  (e.g. https://bugzilla.libsdl.org/show_bug.cgi?id=2713)
  Call SetProcessDpiAwareness/SetProcessDPIAware to opt out of scaling.
*/

hShcore = LoadLibraryA ("Shcore.dll");
hUser32 = LoadLibraryA ("user32.dll");
setDPIAwareness = (SetProcessDPIAwarenessFunc) (hShcore ? GetProcAddress (hShcore, "SetProcessDpiAwareness") : NULL);
setDPIAware = (SetProcessDPIAwareFunc) (hUser32 ? GetProcAddress (hUser32, "SetProcessDPIAware") : NULL);

if (setDPIAwareness) /* Windows 8.1+ */
	setDPIAwareness (dpi_monitor_aware);
else if (setDPIAware) /* Windows Vista-8.0 */
	setDPIAware ();

if (hShcore)
	FreeLibrary (hShcore);
if (hUser32)
	FreeLibrary (hUser32);

}
[/code]

Call the function early before creating a window, so in DarkPlaces somewhere early in say, vid_wgl.c

Browse Mods menu shows no mods

Checked in the following versions:

  • darkplaces-linux-x86_64-sdl-20170829
  • darkplaces-linux-x86_64-sdl-20180412
  • darkplaces-sdl (compiled from master)

The Browse Mods menu lists nothing under Available Mods, and nothing under Enabled Mods, even when a mod is enabled via -game.

Also added a modinfo.txt to a mod directory but still not listed.

Weapon modeling systems like v_*.md3 are originally *.iqm files, IQM compatibility problem

We found a model compatibility issue where stayed for years.

The weird thing is that the modeler managed to rename the extension, *.iqm files to *.md3 ones in order to import and run successfully the models in the game.

We tried to change the code in QuakeC about definitions of weapon files like g_electro.md3 to g_electro.iqm, v_electro.md3 to v_electro.iqm ... Even changing ".iqm" string and removing line in qcsrc/common/weapons/all.qc But it didn't work...
iqmnoncompatiblemd3

Logically, IQM should give support and shouldn't only work only using MD3 in this kind of cases.

Reference and more info: https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/2629#note_686988936

We believe that a patch should solve this compatibility problem.

Incorrect if guarding in r_shadow

../../../r_shadow.c:513:93: note: ...this statement, but the latter is misleadingly indented as if it were guarded by the 'if'

if (r_shadow_bouncegrid_state.blurpixels[0]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]); r_shadow_bouncegrid_state.blurpixels[0] = NULL;

There are dozens and dozens of these.
They have no effect because the second operation has no effect if the statement wasn't true. It may even be the more performant way of doing things, as the if statement may resolve to a faster operation with only one callable function.
However the second operations should be put on secondary lines for clarity, or the entire line replaced with:
if (r_shadow_bouncegrid_state.blurpixels[0])
{
Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]);
r_shadow_bouncegrid_state.blurpixels[0] = NULL;
}

Black and transparent elements in maps

In xonotic some maps like mental-gap-beta4 show black shadows instead of jump pads, in maps like toxicity teleports is empty and transparent, also in some maps doors transparent. In FT frost not visible.
The map c-fun-v1r1 loaded completely black.
The problem affects apparently old maps. New maps don't have this problem.
In dlcache, all maps load successfully and their checksums match. If these maps are loaded simply in xonotic, then they are displayed normally.
The problem occurs only when starting these maps from the server and server set sv_onlycsqcnetworking 1.

With sv_onlycsqcnetworking 0 the problem does not appear.

sv_onlycsqcnetworking disables legacy entity networking code for higher performance
(except on clients, which can still be legacy)

Please port Q2RTX renderer into DP

Q2RTX seems like the only complete RTX path tracing Vulkan renderer out there with almost all RTX features implemented (and it works on both Nvidia and AMD).

Would it even be possible to port it into DP, while maintaining support for q3bsp, Quake 3 materials and DPM/IQM ?

If so, is there any chance for it to happen in my lifetime ? :)

CSQC - clearscene() clear-color incorrectly set to VF_FOG_COLOR / should be no color or transparent.

example: when CSQC calls clearscene() and CSQC has set setproperty( VF_DRAWWORLD, 0 ) , the background color of the render window ( using VF_MIN, and VF_SIZE) is totally random - but usally uses the VF_FOG_COLOR value.

I've set my CSQC to render 2 mini viewports during gameplay. 1 viewport is a black background (serviceable) but the other display ends up the VF_FOG_COLOR.

Is there anyway to enforce a black background?

preferably there's an option for alpha transparency.

[ft2] another huge memory waste of struct `ft2_font_map_s`

The first giant memory (and computing power) waste found is #49.

Now comes the second: every ft2_font_map_s allocated have half an MiB of float square array for kerning info while only the first 256 characters will initialize and make use of them 😶‍🌫️

Note that, this effectively affects all languages, since there are usually multiple font sizes in use for one font and maps are allocated per-size basis.
And CJK suffers even further...

I’m working on a fix to all of these 🙂

FTEQW Compatability: CSQC - VF_ gobals

VF_MIN et al.

Currently their values do not completely match to FTEQWs value range.
Additionally, certain functionality is not available, example:
FTEQW : VF_AFOV (/engine/client/pr_csqc.c#L1758)

The ask here is to make sure DP acts like FTEQC for this set of functions and variables.

Needs explanation to `KTX` usage (when building for Android)

I’m trying to build an “dedicated” DarkPlaces executable for Android (with clang from Android NDK)
(purpose? to host server in Termux or from an apk package, or test if Xonotic on Android is ever possible)

I’ve found that DP have some special code for Android, that involves usage of KTX headers.

It’s included around here, and there are usages to something like KTX_dimensions, ktxLoadTextureM, etc.

But the problem is, none of these things are found in KTX header files — some are only mentioned in Revision History.

From git blame, relative code is written in 2013 by probably @ladyhavoc. Maybe they’ve existed that time?

Anyway, without documentation, there’s no way to continue.
Maybe I could revert KTX git history to 2013 to have a look. But reality condition is preventing me to successfully clone it.

Explanation is appreciated 😉

P.S. I’m wondering in this case if it’s really useful for a “dedicated” server to have texture processing ability.

Strange invisible entities problem in "The Seal of Nehahra"

There are some scenes in the machinima's demos where entities are suddenly nolonger drawn, it doesn't matter if I change the entity culling cvar's and r_novis at all, not sure what's happening here.

What's really odd is particles are shown correctly, just none of the sprites or models as if the entities are completely invisible. The map still renders properly when this is happening as do the dynamic lights (if any).

Screenshots:
Screenshot_2021-10-04_11-32-23
Screenshot_2021-10-04_11-33-37

Extended texture loading capabilities in shaders

The idea is to be able to mix different diff, norm, spec etc. maps inside a shader, to create new materials without having tons of redundant texture files.

So in a shader this would look like that:
diffusemap foo.tga
normalmap foo_norm.tga
specularmap foo_gloss.tga
fullbrightmap foo_glow.tga
reflectmask foo_reflect.tga

Request restructure/reorganize repo

This might be a weird request, but if the repo is a little more organized it might (should) help new contributors to join in more easily.

  1. Arrange everything in subdirectories.
  2. Get rid of external stuff (like FT2, support latest libraries instead).
  3. Add higher res icon (256x256).
  4. Add versioning.
  5. Use LF in all files (yeah, this ones a bit subjective, considering the repo deliberately goes for CRLF).
  6. Use Github's own workflows for CI, code checks, and what not.
  7. Etc.

This can be done along with #26

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