From dietrich_joerg at t-online.de Sun Mar 2 12:15:15 2008 From: dietrich_joerg at t-online.de (Joerg Dietrich) Date: Sun, 02 Mar 2008 18:15:15 +0100 Subject: [quake3-commits] r1270 - trunk/code/client Message-ID: <47CAE0A3.4040705@t-online.de> Why this change? It will always return the last position in the file because the OGG-code reads the whole file into memory and than uses the the in-memory image with its own fseek(), ftell(), ... Joerg > Author: tma > Date: 2008-03-02 10:28:39 -0500 (Sun, 02 Mar 2008) > New Revision: 1270 > > Modified: > trunk/code/client/snd_codec_ogg.c > Log: > * Ogg codec fix regarding ogg files in pk3s (Tr3b) From stephan.reiter at gmail.com Tue Mar 4 10:31:18 2008 From: stephan.reiter at gmail.com (Stephan Reiter) Date: Tue, 4 Mar 2008 16:31:18 +0100 Subject: Elite Force Raytraced Message-ID: Hi everyone! I've been working on a raytracing library during the last few months. Last week I was able to integrate it into the ioquake3 source code. This allows for switching between traditional rasterization and raytracing using a cvar. There are also some debug modes specific to the raytracing-mode. I've posted two videos at YouTube showing Elite Force Raytraced, which is based on Thilo Schulz's excellent Elite Force patch for ioquake3. The 1st video focuses on raytraced reflections and other changes of the look: http://youtube.com/watch?v=jLFrP0c7VWw The 2nd video is basically a record of a bot deathmatch: http://youtube.com/watch?v=C_6Icf2m_C4 I intend to release this code soon, but I plan to take some more time to polish it some more. Comments are appreciated. Keep up the good work, ioquake3-community! Thanks, Stephan -------------- next part -------------- An HTML attachment was scrubbed... URL: From kamikaze at bsdforen.de Tue Mar 4 11:26:36 2008 From: kamikaze at bsdforen.de (Dominic Fandrey) Date: Tue, 04 Mar 2008 17:26:36 +0100 Subject: [quake3] Elite Force Raytraced In-Reply-To: References: Message-ID: <47CD783C.2080509@bsdforen.de> Stephan Reiter wrote: > Hi everyone! > > I've been working on a raytracing library during the last few months. Last week I was able to integrate it into the ioquake3 source code. This allows for switching between traditional rasterization and raytracing using a cvar. There are also some debug modes specific to the raytracing-mode. > > I've posted two videos at YouTube showing Elite Force Raytraced, which is based on Thilo Schulz's excellent Elite Force patch for ioquake3. > The 1st video focuses on raytraced reflections and other changes of the look: http://youtube.com/watch?v=jLFrP0c7VWw > The 2nd video is basically a record of a bot deathmatch: http://youtube.com/watch?v=C_6Icf2m_C4 > > I intend to release this code soon, but I plan to take some more time to polish it some more. > Comments are appreciated. > > Keep up the good work, ioquake3-community! > Thanks, > Stephan Do you have some screenshots? The video quality is so bad, it hardly gives in impression. Even though the framerates don't look playable, I'd love to see this in Q3. From arny at ats.s.bawue.de Tue Mar 4 11:55:42 2008 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Tue, 4 Mar 2008 17:55:42 +0100 Subject: [quake3] Elite Force Raytraced In-Reply-To: References: Message-ID: <200803041755.45928.arny@ats.s.bawue.de> On Dienstag, 4. M?rz 2008, Stephan Reiter wrote: > I've posted two videos at YouTube showing Elite Force Raytraced, which is > based on Thilo Schulz's excellent Elite Force patch for ioquake3. The 1st > video focuses on raytraced reflections and other changes of the look: > http://youtube.com/watch?v=jLFrP0c7VWw The 2nd video is basically a record > of a bot deathmatch: http://youtube.com/watch?v=C_6Icf2m_C4 > > I intend to release this code soon, but I plan to take some more time to > polish it some more. Comments are appreciated. Dude, this is totally awesome! I am curious about whether this could be made playable. I guess this is a long shot given that you demonstrated this on low resolutions only. Then again - you were capturing a movie at the same time which probably had a considerable impact on the framerate. FYI: the fact that the head model of the bot is not attached to the neck after it dies on the video suggests that you have used a pretty old version of my patch / of ioquake3. Maybe you have changed it, but there was a bug in early versions of my MD4 model implementation where tags were not correctly calculated. By the way, an updated version of my patch which applies against newer revisions of ioquake3 can be found here: http://thilo.kickchat.com/efport-progress/patches/quake3-ef_rev1245.diff I wish you good luck with your diploma thesis! -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: This is a digitally signed message part. URL: From zakk at timedoctor.org Tue Mar 4 11:59:44 2008 From: zakk at timedoctor.org (Zachary Slater) Date: Tue, 04 Mar 2008 08:59:44 -0800 Subject: [quake3] Elite Force Raytraced In-Reply-To: References: Message-ID: <47CD8000.7060400@timedoctor.org> Wow, very cool. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From zakk at timedoctor.org Tue Mar 4 12:18:42 2008 From: zakk at timedoctor.org (Zachary Slater) Date: Tue, 04 Mar 2008 09:18:42 -0800 Subject: [quake3] Elite Force Raytraced In-Reply-To: References: Message-ID: <47CD8472.8020409@timedoctor.org> Stephan Reiter wrote: > Hi everyone! > > I've been working on a raytracing library during the last few months. Last week I was able to integrate it into the ioquake3 source code. This allows for switching between traditional rasterization and raytracing using a cvar. There are also some debug modes specific to the raytracing-mode. > > I've posted two videos at YouTube showing Elite Force Raytraced, which is based on Thilo Schulz's excellent Elite Force patch for ioquake3. > The 1st video focuses on raytraced reflections and other changes of the look: http://youtube.com/watch?v=jLFrP0c7VWw > The 2nd video is basically a record of a bot deathmatch: http://youtube.com/watch?v=C_6Icf2m_C4 > > I intend to release this code soon, but I plan to take some more time to polish it some more. > Comments are appreciated. > > Keep up the good work, ioquake3-community! > Thanks, > Stephan http://ioquake3.org/2008/03/04/raytracing-ioquake3/ -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From stephan.reiter at gmail.com Tue Mar 4 13:33:22 2008 From: stephan.reiter at gmail.com (Stephan Reiter) Date: Tue, 4 Mar 2008 19:33:22 +0100 Subject: [quake3] Elite Force Raytraced In-Reply-To: <47CD8472.8020409@timedoctor.org> References: <47CD8472.8020409@timedoctor.org> Message-ID: <21564F3BEB544B78974A1578900E2401@Redmond> Awesome! Thank you, Zachary, for posting this on the front page! I'm truly honored! Stephan ----- Original Message ----- From: "Zachary Slater" To: Sent: Tuesday, March 04, 2008 6:18 PM Subject: Re: [quake3] Elite Force Raytraced > Stephan Reiter wrote: >> Hi everyone! >> >> I've been working on a raytracing library during the last few months. >> Last week I was able to integrate it into the ioquake3 source code. This >> allows for switching between traditional rasterization and raytracing >> using a cvar. There are also some debug modes specific to the >> raytracing-mode. >> >> I've posted two videos at YouTube showing Elite Force Raytraced, which is >> based on Thilo Schulz's excellent Elite Force patch for ioquake3. >> The 1st video focuses on raytraced reflections and other changes of the >> look: http://youtube.com/watch?v=jLFrP0c7VWw >> The 2nd video is basically a record of a bot deathmatch: >> http://youtube.com/watch?v=C_6Icf2m_C4 >> >> I intend to release this code soon, but I plan to take some more time to >> polish it some more. >> Comments are appreciated. >> >> Keep up the good work, ioquake3-community! >> Thanks, >> Stephan > > http://ioquake3.org/2008/03/04/raytracing-ioquake3/ > > -- > - Zachary J. Slater > zakk at timedoctor.org > zacharyslater at gmail.com > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > From stephan.reiter at gmail.com Tue Mar 4 13:49:48 2008 From: stephan.reiter at gmail.com (Stephan Reiter) Date: Tue, 4 Mar 2008 19:49:48 +0100 Subject: [quake3] Elite Force Raytraced In-Reply-To: <200803041755.45928.arny@ats.s.bawue.de> References: <200803041755.45928.arny@ats.s.bawue.de> Message-ID: <899E765C42754DCBB570924ED4597CA0@Redmond> Danke, Thilo!! I think it should be feasible to run this at 800x600 @ 30fps on any computer with a more or less up to date CPU. My computer is more than two years old and has a pretty limitting Athlon X2 3800 processor. So I really shouldn't be the one creating benchmarks here. Hopefully we can release this as a patch very soon. There are some minor problems and things to take care of first: 1. The raytracing library is pretty much finished already, but I plan on adding another acceleration structure (BIH) for dynamic scenes in the next weeks. I think EF raytraced could really benefit from that, because the current BVH-structure is more suited for retained mode rendering and not so much for rebuilding every frame. 2. At the moment I have an external tool that collects all shaders from the scripts-directory and outputs C++ code for sampling with scalar and SIMD code paths. The result is basically a huge code file that has to be compiled into a shared object (or dll) and is loaded by the game at runtime. I'd like to get rid of this and create shader code at runtime, probably using LLVM (llvm.org). But this remains to be investigated ... Btw, that floating head problem was an artifact of some jumbled up matrix calculations. So they're in no way related to your work and had already been fixed when the second video was recorded. I'll look into applying your latest patch though, so thanks for that! I really owe you a lot for creating such an excellent patch. I don't have Quake 3 and definitely wouldn't have bought it just to try my raytracer library. EF on the other hand is a mighty fine game and I'm glad I can play it on Linux now, too. Thanks to you! Regards, Stephan ----- Original Message ----- From: "Thilo Schulz" To: Sent: Tuesday, March 04, 2008 5:55 PM Subject: Re: [quake3] Elite Force Raytraced On Dienstag, 4. M?rz 2008, Stephan Reiter wrote: > I've posted two videos at YouTube showing Elite Force Raytraced, which is > based on Thilo Schulz's excellent Elite Force patch for ioquake3. The 1st > video focuses on raytraced reflections and other changes of the look: > http://youtube.com/watch?v=jLFrP0c7VWw The 2nd video is basically a record > of a bot deathmatch: http://youtube.com/watch?v=C_6Icf2m_C4 > > I intend to release this code soon, but I plan to take some more time to > polish it some more. Comments are appreciated. Dude, this is totally awesome! I am curious about whether this could be made playable. I guess this is a long shot given that you demonstrated this on low resolutions only. Then again - you were capturing a movie at the same time which probably had a considerable impact on the framerate. FYI: the fact that the head model of the bot is not attached to the neck after it dies on the video suggests that you have used a pretty old version of my patch / of ioquake3. Maybe you have changed it, but there was a bug in early versions of my MD4 model implementation where tags were not correctly calculated. By the way, an updated version of my patch which applies against newer revisions of ioquake3 can be found here: http://thilo.kickchat.com/efport-progress/patches/quake3-ef_rev1245.diff I wish you good luck with your diploma thesis! -- Thilo Schulz From stephan.reiter at gmail.com Tue Mar 4 13:53:02 2008 From: stephan.reiter at gmail.com (Stephan Reiter) Date: Tue, 4 Mar 2008 19:53:02 +0100 Subject: Elite Force Raytraced Screenshots In-Reply-To: <47CD783C.2080509@bsdforen.de> References: <47CD783C.2080509@bsdforen.de> Message-ID: <31B6184230BD46C8BF0DED986B0AF72E@Redmond> I've uploaded a collection of screenshots to my picasa album: http://picasaweb.google.de/stephan.reiter/EliteForceRaytraced The images were rendered at 512x384 like the posted videos. It's no problem to increase the resolution, but I prefer to have the frame rate at about 10-15fps, otherwise wandering around becomes tedious ... Stephan ----- Original Message ----- From: "Dominic Fandrey" To: Sent: Tuesday, March 04, 2008 5:26 PM Subject: Re: [quake3] Elite Force Raytraced > Stephan Reiter wrote: >> Hi everyone! >> >> I've been working on a raytracing library during the last few months. >> Last week I was able to integrate it into the ioquake3 source code. This >> allows for switching between traditional rasterization and raytracing >> using a cvar. There are also some debug modes specific to the >> raytracing-mode. >> >> I've posted two videos at YouTube showing Elite Force Raytraced, which is >> based on Thilo Schulz's excellent Elite Force patch for ioquake3. >> The 1st video focuses on raytraced reflections and other changes of the >> look: http://youtube.com/watch?v=jLFrP0c7VWw >> The 2nd video is basically a record of a bot deathmatch: >> http://youtube.com/watch?v=C_6Icf2m_C4 >> >> I intend to release this code soon, but I plan to take some more time to >> polish it some more. >> Comments are appreciated. >> >> Keep up the good work, ioquake3-community! >> Thanks, >> Stephan > > Do you have some screenshots? The video quality is so bad, it hardly gives > in impression. Even though the framerates don't look playable, I'd love to > see this in Q3. > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > From arny at ats.s.bawue.de Tue Mar 4 14:14:33 2008 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Tue, 4 Mar 2008 20:14:33 +0100 Subject: [quake3] Elite Force Raytraced In-Reply-To: <899E765C42754DCBB570924ED4597CA0@Redmond> References: <200803041755.45928.arny@ats.s.bawue.de> <899E765C42754DCBB570924ED4597CA0@Redmond> Message-ID: <200803042014.37497.arny@ats.s.bawue.de> On Dienstag, 4. M?rz 2008, Stephan Reiter wrote: > I think it should be feasible to run this at 800x600 @ 30fps on any > computer with a more or less up to date CPU. My computer is more than two > years old and has a pretty limitting Athlon X2 3800 processor. So I really > shouldn't be the one creating benchmarks here. This sounds really cool. Please bear with me - whether you believe it or not - I have little knowledge about OpenGL and rendering in general, let alone the theory behind ray-tracing. But from what I have gathered, resolution seems to be a heavy factor on framerate. What order of magnitude does the computational complexity rise with higher resolutions? > Btw, that floating head problem was an artifact of some jumbled up matrix > calculations. So they're in no way related to your work and had already > been fixed when the second video was recorded. I'll look into applying your > latest patch though, so thanks for that! I have made a newer patch, that applies against the latest rev 1270. http://thilo.kickchat.com/efport-progress/patches/quake3-ef_rev1270.diff It does not have any significant changes since ioEF 1.37, just fixed the conflicts. > I really owe you a lot for creating such an excellent patch. I don't have > Quake 3 and definitely wouldn't have bought it just to try my raytracer > library. EF on the other hand is a mighty fine game and I'm glad I can play > it on Linux now, too. Thanks to you! Thank you, I am really happy that you found and used my patch. That is what Open Source is all about. My motivation behind the patch really was so I could play it natively without wine, and I still play it today from time to time even almost 8 years after the game was released. By the way: as far as I gathered, most of the raytracing stuff is CPU based. Are there any plans to load tasks to the GPU? -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: This is a digitally signed message part. URL: From stephan.reiter at gmail.com Tue Mar 4 14:30:00 2008 From: stephan.reiter at gmail.com (Stephan Reiter) Date: Tue, 4 Mar 2008 20:30:00 +0100 Subject: [quake3] Elite Force Raytraced In-Reply-To: <200803042014.37497.arny@ats.s.bawue.de> References: <200803041755.45928.arny@ats.s.bawue.de> <899E765C42754DCBB570924ED4597CA0@Redmond> <200803042014.37497.arny@ats.s.bawue.de> Message-ID: <473F2BFDB5C74BB59E402E56F82C63F8@Redmond> I actually don't believe you, because you did a fabulous job with that patch. But on the other hand, not everybody is into raytracing. I wasn't until about two years ago, so ... > But from what I have gathered, resolution seems to be a heavy factor on > framerate. What order of magnitude does the computational complexity rise > with higher resolutions? The complexity rises linearly with the number of pixels rendered. But the really great thing about raytracing is, that it scales very well - almost linearly - with additional CPUs or CPU cores. And with Intel's new processors around the corner (8, 16, 32 cores!) we can really expect to get good performance out of this. But I have to be honest: I don't think that raytracing will replace rasterization anytime soon. As long as rasterization can deliver the great illusions we see in recent AAA games, there's no need for accurate simulations of light transport. Faking reflections/refrections/etc. will be fine for the average gamer. It's an interesting field to do research in though. :-) > By the way: as far as I gathered, most of the raytracing stuff is CPU > based. Are there any plans to load tasks to the GPU? I actually tried that with a GeForce 7 in 2006 and gave a poster presentation at a raytracing conference. But the idea didn't turn out so well: With current GPU architectures there's simply too much performance wasted when communicating CPU<->GPU, especially read-backs are problematic (even with PCI-Express). A CPU-only implementation running on two cores outperformed the graphics card by a factor of 4-5. Using the GPU as an additional processing unit to the CPUs also yields a reduction in performance due to the associated overhead. It might be a viable approach with GeForce 8 and 9 cards, especially with APIs like nVidias CUDA. And indeed, EF is still fun to play! I used to work on a coop-mod for EF, but with the release of the single player source code it kinda lost its appeal. ;-) Stephan ----- Original Message ----- From: "Thilo Schulz" To: Sent: Tuesday, March 04, 2008 8:14 PM Subject: Re: [quake3] Elite Force Raytraced On Dienstag, 4. M?rz 2008, Stephan Reiter wrote: > I think it should be feasible to run this at 800x600 @ 30fps on any > computer with a more or less up to date CPU. My computer is more than two > years old and has a pretty limitting Athlon X2 3800 processor. So I really > shouldn't be the one creating benchmarks here. This sounds really cool. Please bear with me - whether you believe it or not - I have little knowledge about OpenGL and rendering in general, let alone the theory behind ray-tracing. But from what I have gathered, resolution seems to be a heavy factor on framerate. What order of magnitude does the computational complexity rise with higher resolutions? > Btw, that floating head problem was an artifact of some jumbled up matrix > calculations. So they're in no way related to your work and had already > been fixed when the second video was recorded. I'll look into applying > your > latest patch though, so thanks for that! I have made a newer patch, that applies against the latest rev 1270. http://thilo.kickchat.com/efport-progress/patches/quake3-ef_rev1270.diff It does not have any significant changes since ioEF 1.37, just fixed the conflicts. > I really owe you a lot for creating such an excellent patch. I don't have > Quake 3 and definitely wouldn't have bought it just to try my raytracer > library. EF on the other hand is a mighty fine game and I'm glad I can > play > it on Linux now, too. Thanks to you! Thank you, I am really happy that you found and used my patch. That is what Open Source is all about. My motivation behind the patch really was so I could play it natively without wine, and I still play it today from time to time even almost 8 years after the game was released. By the way: as far as I gathered, most of the raytracing stuff is CPU based. Are there any plans to load tasks to the GPU? -- Thilo Schulz From trebor_7 at gmx.net Tue Mar 4 14:49:52 2008 From: trebor_7 at gmx.net (Robert Beckebans) Date: Tue, 04 Mar 2008 20:49:52 +0100 Subject: [quake3-commits] r1270 - trunk/code/client Message-ID: <47CDA7E0.20608@gmx.net> Well OGG files in .pk3 files just stopped playing too early with smaller ogg files like weapon sounds. It only worked well with background music. I guess S_OGG_Callback_tell is needed by the OGG library while loading the OGG file at the beginning and that caused the problem. I'm not 100% sure about it but the change using FS_FTell corrected it. Robert From arny at ats.s.bawue.de Tue Mar 4 15:37:35 2008 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Tue, 4 Mar 2008 21:37:35 +0100 Subject: [quake3] Elite Force Raytraced In-Reply-To: <473F2BFDB5C74BB59E402E56F82C63F8@Redmond> References: <200803042014.37497.arny@ats.s.bawue.de> <473F2BFDB5C74BB59E402E56F82C63F8@Redmond> Message-ID: <200803042137.37969.arny@ats.s.bawue.de> On Dienstag, 4. M?rz 2008, Stephan Reiter wrote: > I actually don't believe you, because you did a fabulous job with that > patch. But on the other hand, not everybody is into raytracing. I wasn't > until about two years ago, so ... You can believe me - most of the changes did not have anything to do with the renderer at all. It was actually more a browsing through the code with the debugger and see how things work, how they had to be changed so it works with EliteForce. > But I have to be honest: I don't think that raytracing will replace > rasterization anytime soon. As long as rasterization can deliver the great > illusions we see in recent AAA games, there's no need for accurate > simulations of light transport. Faking reflections/refrections/etc. will be > fine for the average gamer. It's an interesting field to do research in > though. :-) Yes, I'd like to do research on a similar problem: Auralisation, meaning: calculating impulse responses for sounds in rooms with some type geometry. I just need to get my lazy ass up and start leaning the stuff behind it. > And indeed, EF is still fun to play! I used to work on a coop-mod for EF, > but with the release of the single player source code it kinda lost its > appeal. ;-) Oh yes, I remember the coop mod. I was an active news admin at www.hazardteam.de back then and covered that story frequently. -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: This is a digitally signed message part. URL: From daniel at brightfire.com Tue Mar 4 17:13:35 2008 From: daniel at brightfire.com (Daniel Lord) Date: Tue, 4 Mar 2008 14:13:35 -0800 Subject: [quake3] Elite Force Raytraced In-Reply-To: <200803042137.37969.arny@ats.s.bawue.de> References: <200803042014.37497.arny@ats.s.bawue.de> <473F2BFDB5C74BB59E402E56F82C63F8@Redmond> <200803042137.37969.arny@ats.s.bawue.de> Message-ID: <2ad40b840803041413x51238168x8b48633192ebd478@mail.gmail.com> I have a First Gen 8-core with a mid-range gfx card I'd love to try this on.can't wait for you to check in the code. Yum. On 3/4/08, Thilo Schulz wrote: > > On Dienstag, 4. M?rz 2008, Stephan Reiter wrote: > > > I actually don't believe you, because you did a fabulous job with that > > patch. But on the other hand, not everybody is into raytracing. I wasn't > > until about two years ago, so ... > > > You can believe me - most of the changes did not have anything to do with > the > renderer at all. It was actually more a browsing through the code with the > debugger and see how things work, how they had to be changed so it works > with > EliteForce. > > > > But I have to be honest: I don't think that raytracing will replace > > rasterization anytime soon. As long as rasterization can deliver the > great > > illusions we see in recent AAA games, there's no need for accurate > > simulations of light transport. Faking reflections/refrections/etc. will > be > > fine for the average gamer. It's an interesting field to do research in > > though. :-) > > > Yes, I'd like to do research on a similar problem: Auralisation, meaning: > calculating impulse responses for sounds in rooms with some type geometry. > I > just need to get my lazy ass up and start leaning the stuff behind it. > > > > And indeed, EF is still fun to play! I used to work on a coop-mod for > EF, > > but with the release of the single player source code it kinda lost its > > appeal. ;-) > > > Oh yes, I remember the coop mod. I was an active news admin at > www.hazardteam.de back then and covered that story frequently. > > -- > > Thilo Schulz > > -- Some people building C++/Obj-C code on OS X with Xcode and who have a problem to solve think: "I know, I'll use the Boost Libraries". Now they have two problems--three if they are planning on using Boost for regular expressions. -------------- next part -------------- An HTML attachment was scrubbed... URL: From stephan.reiter at gmail.com Wed Mar 5 16:01:16 2008 From: stephan.reiter at gmail.com (Stephan Reiter) Date: Wed, 5 Mar 2008 22:01:16 +0100 Subject: Elite Force Comparison Shots In-Reply-To: <47CE19C7.6090405@gmail.com> References: <200803041755.45928.arny@ats.s.bawue.de> <899E765C42754DCBB570924ED4597CA0@Redmond> <200803042014.37497.arny@ats.s.bawue.de> <473F2BFDB5C74BB59E402E56F82C63F8@Redmond> <47CE19C7.6090405@gmail.com> Message-ID: <1FA18D66273441EE92CF6A078C0D3EBA@Redmond> I've fixed some problems today, I'd like to let you know about: 1. Aligned cameras - the raytracer now renderes the exact same view as the original version. 2. I've been able to integrate the previously standalone shader compiler into the ioquake3 engine. When a map loads, shaders are compiled to native code much like the VM for x86-64. Basically C++ code is written into a temporary file, g++ is invoked to create a shared library, which is then loaded into memory. Some things I'd like to fix before giving you a first version of the code: 1. Get rid of GLEW-dependencies: I'll simply add the required extensions to QGL. Basically just PBO-support, which should be easy to do. 2. Test it on my Mac. :-) 3. Backport the changes to the latest revision of the ioquake3 code. I think you'd be happy to get it this way and not with included EF stuff. Thilo's patch should be easy to apply, because I'm basically just touching code in the renderer-subdirectory. And to let the subject of this mail make sense: I've uploaded a collection of comparison screenshots of the original and the raytraced version. Take a look at them here: http://picasaweb.google.de/stephan.reiter/EliteForceComparisonShots Enjoy! Thanks for your support, Stephan From arny at ats.s.bawue.de Wed Mar 5 18:23:28 2008 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Thu, 6 Mar 2008 00:23:28 +0100 Subject: [quake3] Elite Force Comparison Shots In-Reply-To: <1FA18D66273441EE92CF6A078C0D3EBA@Redmond> References: <47CE19C7.6090405@gmail.com> <1FA18D66273441EE92CF6A078C0D3EBA@Redmond> Message-ID: <200803060023.31436.arny@ats.s.bawue.de> On Mittwoch, 5. M?rz 2008, Stephan Reiter wrote: > 3. Backport the changes to the latest revision of the ioquake3 code. I > think you'd be happy to get it this way and not with included EF stuff. > Thilo's patch should be easy to apply, because I'm basically just touching > code in the renderer-subdirectory. Yes, indeed. I can always resolve conflicts in my patch at a later time.. So, don't be considerate about the EF patch. > http://picasaweb.google.de/stephan.reiter/EliteForceComparisonShots http://picasaweb.google.de/lh/viewPhoto?uname=stephan.reiter&aid=5174363176888592129&iid=5174363395931924450 This is one of the more impressive shots. By the way, I got a few things on my mind still: Firstly, if you did not change too much in the renderer, you should be able to use the built-in /video command in ioquake3 to record videos. In more recent revisions, a bug in sound recording was fixed, so if you use that one and don't use OpenAL you can even record sound. You can record videos with higher resolutions, as the engine will record a constant 25fps and will slow down if the performance does not suffice such that the time scale is correct in the video. Secondly, I was curious whether the rendering in your ioquake3 version is already multicore capable. And thirdly, complexity in ray-tracing is probably also dependent on the number of triangles in a scene. I also had the impression that the videos showed maps with not that many polygons. Fourthly, what are windows users going to do? g++ is not common there as you probably know. That's enough questions for now :) -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: This is a digitally signed message part. URL: From stephan.reiter at gmail.com Thu Mar 6 16:07:49 2008 From: stephan.reiter at gmail.com (Stephan Reiter) Date: Thu, 6 Mar 2008 22:07:49 +0100 Subject: [quake3] Elite Force Comparison Shots In-Reply-To: <200803060023.31436.arny@ats.s.bawue.de> References: <47CE19C7.6090405@gmail.com> <1FA18D66273441EE92CF6A078C0D3EBA@Redmond> <200803060023.31436.arny@ats.s.bawue.de> Message-ID: <135ebb010803061307y59f7a506p2addfb73e16d82e1@mail.gmail.com> 2008/3/6, Thilo Schulz arny at ats.s.bawue.de: > By the way, I got a few things on my mind still: > Firstly, if you did not change too much in the renderer, you should be able to > use the built-in /video command in ioquake3 to record videos. In more recent > revisions, a bug in sound recording was fixed, so if you use that one and > don't use OpenAL you can even record sound. You can record videos with higher > resolutions, as the engine will record a constant 25fps and will slow down if > the performance does not suffice such that the time scale is correct in the > video. Might be worth a try, thanks for the hint! > Secondly, I was curious whether the rendering in your ioquake3 version is > already multicore capable. Yep, it spawns a thread for each core. > And thirdly, complexity in ray-tracing is probably also dependent on the > number of triangles in a scene. I also had the impression that the videos > showed maps with not that many polygons. I thought Breach was one of the more complex maps, hmm. Suggestions? > Fourthly, what are windows users going to do? g++ is not common there as you > probably know. I think we should investigate using the Tiny C Compiler ( http://www.landley.net/code/tinycc/) for this. It can be compiled as a library and embedded into the ioquake 3 engine. Rewriting the shader transcoder to emit C code instead of C++ should be too hard. Stephan -------------- next part -------------- An HTML attachment was scrubbed... URL: From stephan.reiter at gmail.com Thu Mar 6 16:16:27 2008 From: stephan.reiter at gmail.com (Stephan Reiter) Date: Thu, 6 Mar 2008 22:16:27 +0100 Subject: Quake 3 Raytracing Patch In-Reply-To: <200803060023.31436.arny@ats.s.bawue.de> References: <47CE19C7.6090405@gmail.com> <1FA18D66273441EE92CF6A078C0D3EBA@Redmond> <200803060023.31436.arny@ats.s.bawue.de> Message-ID: <6FB3B163CDE440C395275EFC04D53DCD@Redmond> I've fetched the latest revision of ioquake3 (1270) and embedded the raytracer. You can download a patch here: http://myfreefilehosting.com/f/129de03d75_0.08MB Please note the following: 1. Before compiling the engine go to code/renderer/rapido and compile the raytracing library first. Maybe someone can modify the ioquake3-makefile to take care of this automatically. 2. This has been tested only on a Ubuntu 64-bit system. There will most certainly be bugs on other platforms (I didn't come around to testing this on my Mac as I wanted it to get out asap), if you manage to compile it, that is ... 3. The raytracing library 'Rapido' is still incomplete. I've also removed some features that aren't required for this project. 4. You'll notice that several other things are still missing, e.g. lightmap support or some entity shading related things ... I hope I didn't forget any files when building the patch. In case you're experiencing problems compiling the code, please send me a message. Some screenshot goodness: http://picasaweb.google.de/stephan.reiter/IoQuake3Raytraced Looking forward to hearing from the brave that try this, :-) Stephan From daniel at brightfire.com Thu Mar 6 16:44:48 2008 From: daniel at brightfire.com (Daniel Lord) Date: Thu, 6 Mar 2008 13:44:48 -0800 Subject: [quake3] Quake 3 Raytracing Patch In-Reply-To: <6FB3B163CDE440C395275EFC04D53DCD@Redmond> References: <47CE19C7.6090405@gmail.com> <1FA18D66273441EE92CF6A078C0D3EBA@Redmond> <200803060023.31436.arny@ats.s.bawue.de> <6FB3B163CDE440C395275EFC04D53DCD@Redmond> Message-ID: <2ad40b840803061344x7795a0f7x426203c5574225fd@mail.gmail.com> Had a few minutes on my hands so I tried it: Error: "patch: *** malformed patch at line 10565:" Didn't get too far ;-) Daniel On 3/6/08, Stephan Reiter wrote: > > I've fetched the latest revision of ioquake3 (1270) and embedded the > raytracer. You can download a patch here: > http://myfreefilehosting.com/f/129de03d75_0.08MB > > Please note the following: > 1. Before compiling the engine go to code/renderer/rapido and compile the > raytracing library first. Maybe someone can modify the ioquake3-makefile > to > take care of this automatically. > 2. This has been tested only on a Ubuntu 64-bit system. There will most > certainly be bugs on other platforms (I didn't come around to testing this > on my Mac as I wanted it to get out asap), if you manage to compile it, > that > is ... > 3. The raytracing library 'Rapido' is still incomplete. I've also removed > some features that aren't required for this project. > 4. You'll notice that several other things are still missing, e.g. > lightmap > support or some entity shading related things ... > > I hope I didn't forget any files when building the patch. In case you're > experiencing problems compiling the code, please send me a message. > > Some screenshot goodness: > http://picasaweb.google.de/stephan.reiter/IoQuake3Raytraced > > Looking forward to hearing from the brave that try this, :-) > Stephan > > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > -- Some people building C++/Obj-C code on OS X with Xcode and who have a problem to solve think: "I know, I'll use the Boost Libraries". Now they have two problems--three if they are planning on using Boost for regular expressions. -------------- next part -------------- An HTML attachment was scrubbed... URL: From stephan.reiter at gmail.com Thu Mar 6 17:00:15 2008 From: stephan.reiter at gmail.com (Stephan Reiter) Date: Thu, 6 Mar 2008 23:00:15 +0100 Subject: [quake3] Quake 3 Raytracing Patch In-Reply-To: <2ad40b840803061344x7795a0f7x426203c5574225fd@mail.gmail.com> References: <47CE19C7.6090405@gmail.com> <1FA18D66273441EE92CF6A078C0D3EBA@Redmond> <200803060023.31436.arny@ats.s.bawue.de> <6FB3B163CDE440C395275EFC04D53DCD@Redmond> <2ad40b840803061344x7795a0f7x426203c5574225fd@mail.gmail.com> Message-ID: Hmm, that's odd. I added the new files with "svn add" and then execuated a "svn diff" to create the patch. Should have worked, I guess ... Any ideas about what might be wrong? Stephan Am 06.03.2008 um 22:44 schrieb Daniel Lord: > Had a few minutes on my hands so I tried it: > > > Error: "patch: *** malformed patch at line 10565:" > > Didn't get too far ;-) > > Daniel > > On 3/6/08, Stephan Reiter wrote: > I've fetched the latest revision of ioquake3 (1270) and embedded the > raytracer. You can download a patch here: > http://myfreefilehosting.com/f/129de03d75_0.08MB > > Please note the following: > 1. Before compiling the engine go to code/renderer/rapido and > compile the > raytracing library first. Maybe someone can modify the ioquake3- > makefile to > take care of this automatically. > 2. This has been tested only on a Ubuntu 64-bit system. There will > most > certainly be bugs on other platforms (I didn't come around to > testing this > on my Mac as I wanted it to get out asap), if you manage to compile > it, that > is ... > 3. The raytracing library 'Rapido' is still incomplete. I've also > removed > some features that aren't required for this project. > 4. You'll notice that several other things are still missing, e.g. > lightmap > support or some entity shading related things ... > > I hope I didn't forget any files when building the patch. In case > you're > experiencing problems compiling the code, please send me a message. > > Some screenshot goodness: > http://picasaweb.google.de/stephan.reiter/IoQuake3Raytraced > > Looking forward to hearing from the brave that try this, :-) > Stephan > > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > > > > -- > Some people building C++/Obj-C code on OS X with Xcode and who have > a problem to solve think: "I know, I'll use the Boost Libraries". > Now they have two problems--three if they are planning on using > Boost for regular expressions. -------------- next part -------------- An HTML attachment was scrubbed... URL: From tjw at webteam.net Thu Mar 6 17:17:28 2008 From: tjw at webteam.net (Tony J. White) Date: Thu, 6 Mar 2008 16:17:28 -0600 Subject: [quake3] Quake 3 Raytracing Patch In-Reply-To: References: <47CE19C7.6090405@gmail.com> <1FA18D66273441EE92CF6A078C0D3EBA@Redmond> <200803060023.31436.arny@ats.s.bawue.de> <6FB3B163CDE440C395275EFC04D53DCD@Redmond> <2ad40b840803061344x7795a0f7x426203c5574225fd@mail.gmail.com> Message-ID: <20080306221727.GF3331@morbo.webteam.net> On Thu, Mar 06, 2008 at 11:00:15PM +0100, Stephan Reiter wrote: > Hmm, that's odd. I added the new files with "svn add" and then execuated a > "svn diff" to create the patch. > Should have worked, I guess ... Any ideas about what might be wrong? > Stephan > Am 06.03.2008 um 22:44 schrieb Daniel Lord: > > Had a few minutes on my hands so I tried it: > > Error: "patch: *** malformed patch at line 10565:" > Didn't get too far ;-) Yeah, I can't see why patch is choking there, but FWIW you can continue the rest of the patch with: tail +10565 /path/to/rt.diff | patch -p0 This worked for me anyway. I don't have gcc-4.2/gomp though so I can't build it. -Tony From stephan.reiter at gmail.com Thu Mar 6 17:21:33 2008 From: stephan.reiter at gmail.com (Stephan Reiter) Date: Thu, 6 Mar 2008 23:21:33 +0100 Subject: [quake3] Quake 3 Raytracing Patch In-Reply-To: <20080306221727.GF3331@morbo.webteam.net> References: <47CE19C7.6090405@gmail.com> <1FA18D66273441EE92CF6A078C0D3EBA@Redmond> <200803060023.31436.arny@ats.s.bawue.de> <6FB3B163CDE440C395275EFC04D53DCD@Redmond> <2ad40b840803061344x7795a0f7x426203c5574225fd@mail.gmail.com> <20080306221727.GF3331@morbo.webteam.net> Message-ID: OpenMP is not strictly required, so you can comment that out in the Makefiles. Beware that building the static acceleration structure when the level loads will take longer, as it then runs on a single core only. + You'll have to hard code the function GetNumberOfProcessors in tr_raytracer.cpp, as it depends on OpenMP ... Stephan Am 06.03.2008 um 23:17 schrieb Tony J. White: > On Thu, Mar 06, 2008 at 11:00:15PM +0100, Stephan Reiter wrote: >> Hmm, that's odd. I added the new files with "svn add" and then >> execuated a >> "svn diff" to create the patch. >> Should have worked, I guess ... Any ideas about what might be >> wrong? >> Stephan >> Am 06.03.2008 um 22:44 schrieb Daniel Lord: >> >> Had a few minutes on my hands so I tried it: >> >> Error: "patch: *** malformed patch at line 10565:" >> Didn't get too far ;-) > > Yeah, I can't see why patch is choking there, but FWIW you can > continue > the rest of the patch with: > > tail +10565 /path/to/rt.diff | patch -p0 > > This worked for me anyway. I don't have gcc-4.2/gomp though so I > can't > build it. > > -Tony > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > From daniel at brightfire.com Thu Mar 6 17:28:09 2008 From: daniel at brightfire.com (Daniel Lord) Date: Thu, 6 Mar 2008 14:28:09 -0800 Subject: [quake3] Quake 3 Raytracing Patch In-Reply-To: References: <47CE19C7.6090405@gmail.com> <1FA18D66273441EE92CF6A078C0D3EBA@Redmond> <200803060023.31436.arny@ats.s.bawue.de> <6FB3B163CDE440C395275EFC04D53DCD@Redmond> <2ad40b840803061344x7795a0f7x426203c5574225fd@mail.gmail.com> Message-ID: <2ad40b840803061428g6aa9fef6p79785d327c2e004@mail.gmail.com> It patched quite a few of the files. The last successful patch was of: code/rapido/matrix.h it chokes on code/rapido/src/packet.h and the line is a blank one ("+"). It is possible there is a non-printable ASCII character in there of something. I'll keep investigating but I am not a patch expert by any means. Below is the section it chokes on and I have marked the line stating CHOKES HERE. +#ifdef RECORDRAYSTATS + struct + { + int visitedInnerNodes, visitedLeaves; + int intersectedTriangles; + } staticStats, dynamicStats; +#endif + + inline packet(ray *rays) : triangle4(NoHit4), distance4(Infinity4) + { + for(int i = 0; i < 4; ++i) this->rays[i] = rays + i; + <<<<<========== CHOKES HERE line number 10565 +#ifdef SHUFFLERAYDATA + __m128 xy10 = _mm_setzero_ps(), zw10 = _mm_setzero_ps(); + __m128 xy32 = _mm_setzero_ps(), zw32 = _mm_setzero_ps(); + xy10 = _mm_loadl_pi(xy10, (__m64 *)&rays[0].origin.x); + zw10 = _mm_loadl_pi(zw10, (__m64 *)&rays[0].origin.z); On 3/6/08, Stephan Reiter wrote: > > Hmm, that's odd. I added the new files with "svn add" and then execuated a > "svn diff" to create the patch. > > Should have worked, I guess ... Any ideas about what might be wrong? > Stephan > > Am 06.03.2008 um 22:44 schrieb Daniel Lord: > > Had a few minutes on my hands so I tried it: > > Error: "patch: *** malformed patch at line 10565:" > > > Didn't get too far ;-) > > Daniel > > On 3/6/08, Stephan Reiter wrote: > > > > I've fetched the latest revision of ioquake3 (1270) and embedded the > > raytracer. You can download a patch here: > > http://myfreefilehosting.com/f/129de03d75_0.08MB > > > > Please note the following: > > 1. Before compiling the engine go to code/renderer/rapido and compile > > the > > raytracing library first. Maybe someone can modify the ioquake3-makefile > > to > > take care of this automatically. > > 2. This has been tested only on a Ubuntu 64-bit system. There will most > > certainly be bugs on other platforms (I didn't come around to testing > > this > > on my Mac as I wanted it to get out asap), if you manage to compile it, > > that > > is ... > > 3. The raytracing library 'Rapido' is still incomplete. I've also > > removed > > some features that aren't required for this project. > > 4. You'll notice that several other things are still missing, e.g. > > lightmap > > support or some entity shading related things ... > > > > I hope I didn't forget any files when building the patch. In case you're > > experiencing problems compiling the code, please send me a message. > > > > Some screenshot goodness: > > http://picasaweb.google.de/stephan.reiter/IoQuake3Raytraced > > > > Looking forward to hearing from the brave that try this, :-) > > Stephan > > > > > > --- > > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > > > > > > > -- > Some people building C++/Obj-C code on OS X with Xcode and who have a > problem to solve think: "I know, I'll use the Boost Libraries". Now they > have two problems--three if they are planning on using Boost for regular > expressions. > > > > -- Some people building C++/Obj-C code on OS X with Xcode and who have a problem to solve think: "I know, I'll use the Boost Libraries". Now they have two problems--three if they are planning on using Boost for regular expressions. -------------- next part -------------- An HTML attachment was scrubbed... URL: From daniel at brightfire.com Thu Mar 6 18:35:11 2008 From: daniel at brightfire.com (Daniel Lord) Date: Thu, 6 Mar 2008 15:35:11 -0800 Subject: [quake3] Quake 3 Raytracing Patch In-Reply-To: <2ad40b840803061428g6aa9fef6p79785d327c2e004@mail.gmail.com> References: <47CE19C7.6090405@gmail.com> <1FA18D66273441EE92CF6A078C0D3EBA@Redmond> <200803060023.31436.arny@ats.s.bawue.de> <6FB3B163CDE440C395275EFC04D53DCD@Redmond> <2ad40b840803061344x7795a0f7x426203c5574225fd@mail.gmail.com> <2ad40b840803061428g6aa9fef6p79785d327c2e004@mail.gmail.com> Message-ID: <2ad40b840803061535x24621054xdfb8ede8f4803272@mail.gmail.com> Tony, Thanks for the tip. I was just going to cut out that line but I like you idea better. Got to love UNIX tools. Patch seems to have succeeded now to compile. On 3/6/08, Daniel Lord wrote: > > It patched quite a few of the files. The last successful patch was of: > code/rapido/matrix.h > > > it chokes on code/rapido/src/packet.h and the line is a blank one ("+"). > It is possible there is a non-printable ASCII character in there of > something. > I'll keep investigating but I am not a patch expert by any means. > > > Below is the section it chokes on and I have marked the line stating > CHOKES HERE. > > > +#ifdef RECORDRAYSTATS > + struct > + { > + int visitedInnerNodes, visitedLeaves; > + int intersectedTriangles; > + } staticStats, dynamicStats; > +#endif > + > + inline packet(ray *rays) : triangle4(NoHit4), distance4(Infinity4) > + { > + for(int i = 0; i < 4; ++i) this->rays[i] = rays + i; > + <<<<<========== CHOKES HERE line number 10565 > +#ifdef SHUFFLERAYDATA > + __m128 xy10 = _mm_setzero_ps(), zw10 = _mm_setzero_ps(); > + __m128 xy32 = _mm_setzero_ps(), zw32 = _mm_setzero_ps(); > + xy10 = _mm_loadl_pi(xy10, (__m64 *)&rays[0].origin.x); > + zw10 = _mm_loadl_pi(zw10, (__m64 *)&rays[0].origin.z); > > > On 3/6/08, Stephan Reiter wrote: > > > > Hmm, that's odd. I added the new files with "svn add" and then > > execuated a "svn diff" to create the patch. > > > > Should have worked, I guess ... Any ideas about what might be wrong? > > Stephan > > > > Am 06.03.2008 um 22:44 schrieb Daniel Lord: > > > > Had a few minutes on my hands so I tried it: > > > > Error: "patch: *** malformed patch at line 10565:" > > > > > > Didn't get too far ;-) > > > > Daniel > > > > On 3/6/08, Stephan Reiter wrote: > > > > > > I've fetched the latest revision of ioquake3 (1270) and embedded the > > > raytracer. You can download a patch here: > > > http://myfreefilehosting.com/f/129de03d75_0.08MB > > > > > > Please note the following: > > > 1. Before compiling the engine go to code/renderer/rapido and compile > > > the > > > raytracing library first. Maybe someone can modify the > > > ioquake3-makefile to > > > take care of this automatically. > > > 2. This has been tested only on a Ubuntu 64-bit system. There will > > > most > > > certainly be bugs on other platforms (I didn't come around to testing > > > this > > > on my Mac as I wanted it to get out asap), if you manage to compile > > > it, that > > > is ... > > > 3. The raytracing library 'Rapido' is still incomplete. I've also > > > removed > > > some features that aren't required for this project. > > > 4. You'll notice that several other things are still missing, e.g. > > > lightmap > > > support or some entity shading related things ... > > > > > > I hope I didn't forget any files when building the patch. In case > > > you're > > > experiencing problems compiling the code, please send me a message. > > > > > > Some screenshot goodness: > > > http://picasaweb.google.de/stephan.reiter/IoQuake3Raytraced > > > > > > Looking forward to hearing from the brave that try this, :-) > > > Stephan > > > > > > > > > --- > > > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > > > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > > > > > > > > > > > > > -- > > Some people building C++/Obj-C code on OS X with Xcode and who have a > > problem to solve think: "I know, I'll use the Boost Libraries". Now they > > have two problems--three if they are planning on using Boost for regular > > expressions. > > > > > > > > > > > > -- > Some people building C++/Obj-C code on OS X with Xcode and who have a > problem to solve think: "I know, I'll use the Boost Libraries". Now they > have two problems--three if they are planning on using Boost for regular > expressions. > -- Some people building C++/Obj-C code on OS X with Xcode and who have a problem to solve think: "I know, I'll use the Boost Libraries". Now they have two problems--three if they are planning on using Boost for regular expressions. -------------- next part -------------- An HTML attachment was scrubbed... URL: From daniel at brightfire.com Thu Mar 6 18:42:07 2008 From: daniel at brightfire.com (Daniel Lord) Date: Thu, 6 Mar 2008 15:42:07 -0800 Subject: [quake3] Quake 3 Raytracing Patch In-Reply-To: <2ad40b840803061535x24621054xdfb8ede8f4803272@mail.gmail.com> References: <47CE19C7.6090405@gmail.com> <1FA18D66273441EE92CF6A078C0D3EBA@Redmond> <200803060023.31436.arny@ats.s.bawue.de> <6FB3B163CDE440C395275EFC04D53DCD@Redmond> <2ad40b840803061344x7795a0f7x426203c5574225fd@mail.gmail.com> <2ad40b840803061428g6aa9fef6p79785d327c2e004@mail.gmail.com> <2ad40b840803061535x24621054xdfb8ede8f4803272@mail.gmail.com> Message-ID: <2ad40b840803061542j3aa9a4e9wec288fe665e145b6@mail.gmail.com> Okay this is going to take some fiddling with compiler options.I'll work on it later and post results. Makefile.osx:48: warning: overriding commands for target `librapido.a' Makefile.osx:17: warning: ignoring old commands for target `librapido.a' Makefile.osx:62: warning: overriding commands for target `clean' Makefile.osx:31: warning: ignoring old commands for target `clean' Makefile.osx:79: warning: overriding commands for target `librapido.a' Makefile.osx:48: warning: ignoring old commands for target `librapido.a' Makefile.osx:93: warning: overriding commands for target `clean' Makefile.osx:62: warning: ignoring old commands for target `clean' Makefile.osx:110: warning: overriding commands for target `librapido.a' Makefile.osx:79: warning: ignoring old commands for target `librapido.a' Makefile.osx:124: warning: overriding commands for target `clean' Makefile.osx:93: warning: ignoring old commands for target `clean' g++ -DNDEBUG -I. -O3 -Wall -c src/rapido.cpp -o src/rapido.o src/rapido.cpp:312: error: redefinition of 'class Rapido' src/rapido.cpp:7: error: previous definition of 'class Rapido' src/rapido.cpp:558: error: redefinition of 'static IRapido* IRapido::Create()' src/rapido.cpp:252: error: 'static IRapido* IRapido::Create()' previously defined here src/rapido.cpp:567: error: redefinition of 'static IStaticScene* IStaticScene::CreateFromVertexList(float3*, int, StaticSceneType)' src/rapido.cpp:261: error: 'static IStaticScene* IStaticScene::CreateFromVertexList(float3*, int, StaticSceneType)' previously defined here src/rapido.cpp:576: error: redefinition of 'static IStaticScene* IStaticScene::CreateFromFile(const char*)' src/rapido.cpp:270: error: 'static IStaticScene* IStaticScene::CreateFromFile(const char*)' previously defined here src/rapido.cpp:604: error: redefinition of 'static IDynamicScene* IDynamicScene::Create(DynamicSceneType)' src/rapido.cpp:298: error: 'static IDynamicScene* IDynamicScene::Create(DynamicSceneType)' previously defined here src/rapido.cpp:618: error: redefinition of 'class Rapido' src/rapido.cpp:7: error: previous definition of 'class Rapido' src/rapido.cpp:864: error: redefinition of 'static IRapido* IRapido::Create()' src/rapido.cpp:252: error: 'static IRapido* IRapido::Create()' previously defined here src/rapido.cpp:873: error: redefinition of 'static IStaticScene* IStaticScene::CreateFromVertexList(float3*, int, StaticSceneType)' src/rapido.cpp:261: error: 'static IStaticScene* IStaticScene::CreateFromVertexList(float3*, int, StaticSceneType)' previously defined here src/rapido.cpp:882: error: redefinition of 'static IStaticScene* IStaticScene::CreateFromFile(const char*)' src/rapido.cpp:270: error: 'static IStaticScene* IStaticScene::CreateFromFile(const char*)' previously defined here src/rapido.cpp:910: error: redefinition of 'static IDynamicScene* IDynamicScene::Create(DynamicSceneType)' src/rapido.cpp:298: error: 'static IDynamicScene* IDynamicScene::Create(DynamicSceneType)' previously defined here src/rapido.cpp:924: error: redefinition of 'class Rapido' src/rapido.cpp:7: error: previous definition of 'class Rapido' src/rapido.cpp:1170: error: redefinition of 'static IRapido* IRapido::Create()' src/rapido.cpp:252: error: 'static IRapido* IRapido::Create()' previously defined here src/rapido.cpp:1179: error: redefinition of 'static IStaticScene* IStaticScene::CreateFromVertexList(float3*, int, StaticSceneType)' src/rapido.cpp:261: error: 'static IStaticScene* IStaticScene::CreateFromVertexList(float3*, int, StaticSceneType)' previously defined here src/rapido.cpp:1188: error: redefinition of 'static IStaticScene* IStaticScene::CreateFromFile(const char*)' src/rapido.cpp:270: error: 'static IStaticScene* IStaticScene::CreateFromFile(const char*)' previously defined here src/rapido.cpp:1216: error: redefinition of 'static IDynamicScene* IDynamicScene::Create(DynamicSceneType)' src/rapido.cpp:298: error: 'static IDynamicScene* IDynamicScene::Create(DynamicSceneType)' previously defined here make: *** [src/rapido.o] Error 1 On 3/6/08, Daniel Lord wrote: > > Tony, > > Thanks for the tip. I was just going to cut out that line but I like you > idea better. > Got to love UNIX tools. > > Patch seems to have succeeded now to compile. > > On 3/6/08, Daniel Lord wrote: > > > > It patched quite a few of the files. The last successful patch was of: > > code/rapido/matrix.h > > > > > > it chokes on code/rapido/src/packet.h and the line is a blank one ("+"). > > It is possible there is a non-printable ASCII character in there of > > something. > > I'll keep investigating but I am not a patch expert by any means. > > > > > > Below is the section it chokes on and I have marked the line stating > > CHOKES HERE. > > > > > > +#ifdef RECORDRAYSTATS > > + struct > > + { > > + int visitedInnerNodes, visitedLeaves; > > + int intersectedTriangles; > > + } staticStats, dynamicStats; > > +#endif > > + > > + inline packet(ray *rays) : triangle4(NoHit4), distance4(Infinity4) > > + { > > + for(int i = 0; i < 4; ++i) this->rays[i] = rays + i; > > + <<<<<========== CHOKES HERE line number 10565 > > +#ifdef SHUFFLERAYDATA > > + __m128 xy10 = _mm_setzero_ps(), zw10 = _mm_setzero_ps(); > > + __m128 xy32 = _mm_setzero_ps(), zw32 = _mm_setzero_ps(); > > + xy10 = _mm_loadl_pi(xy10, (__m64 *)&rays[0].origin.x); > > + zw10 = _mm_loadl_pi(zw10, (__m64 *)&rays[0].origin.z); > > > > > > On 3/6/08, Stephan Reiter wrote: > > > > > > Hmm, that's odd. I added the new files with "svn add" and then > > > execuated a "svn diff" to create the patch. > > > > > > Should have worked, I guess ... Any ideas about what might be wrong? > > > Stephan > > > > > > Am 06.03.2008 um 22:44 schrieb Daniel Lord: > > > > > > Had a few minutes on my hands so I tried it: > > > > > > Error: "patch: *** malformed patch at line 10565:" > > > > > > > > > Didn't get too far ;-) > > > > > > Daniel > > > > > > On 3/6/08, Stephan Reiter wrote: > > > > > > > > I've fetched the latest revision of ioquake3 (1270) and embedded the > > > > raytracer. You can download a patch here: > > > > http://myfreefilehosting.com/f/129de03d75_0.08MB > > > > > > > > Please note the following: > > > > 1. Before compiling the engine go to code/renderer/rapido and > > > > compile the > > > > raytracing library first. Maybe someone can modify the > > > > ioquake3-makefile to > > > > take care of this automatically. > > > > 2. This has been tested only on a Ubuntu 64-bit system. There will > > > > most > > > > certainly be bugs on other platforms (I didn't come around to > > > > testing this > > > > on my Mac as I wanted it to get out asap), if you manage to compile > > > > it, that > > > > is ... > > > > 3. The raytracing library 'Rapido' is still incomplete. I've also > > > > removed > > > > some features that aren't required for this project. > > > > 4. You'll notice that several other things are still missing, e.g. > > > > lightmap > > > > support or some entity shading related things ... > > > > > > > > I hope I didn't forget any files when building the patch. In case > > > > you're > > > > experiencing problems compiling the code, please send me a message. > > > > > > > > Some screenshot goodness: > > > > http://picasaweb.google.de/stephan.reiter/IoQuake3Raytraced > > > > > > > > Looking forward to hearing from the brave that try this, :-) > > > > Stephan > > > > > > > > > > > > --- > > > > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > > > > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > > > > > > > > > > > > > > > > > > > -- > > > Some people building C++/Obj-C code on OS X with Xcode and who have a > > > problem to solve think: "I know, I'll use the Boost Libraries". Now they > > > have two problems--three if they are planning on using Boost for regular > > > expressions. > > > > > > > > > > > > > > > > > > > > -- > > Some people building C++/Obj-C code on OS X with Xcode and who have a > > problem to solve think: "I know, I'll use the Boost Libraries". Now they > > have two problems--three if they are planning on using Boost for regular > > expressions. > > > > > > -- > Some people building C++/Obj-C code on OS X with Xcode and who have a > problem to solve think: "I know, I'll use the Boost Libraries". Now they > have two problems--three if they are planning on using Boost for regular > expressions. > -- Some people building C++/Obj-C code on OS X with Xcode and who have a problem to solve think: "I know, I'll use the Boost Libraries". Now they have two problems--three if they are planning on using Boost for regular expressions. -------------- next part -------------- An HTML attachment was scrubbed... URL: From arny at ats.s.bawue.de Thu Mar 6 21:02:35 2008 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Fri, 7 Mar 2008 03:02:35 +0100 Subject: [quake3] Quake 3 Raytracing Patch In-Reply-To: <6FB3B163CDE440C395275EFC04D53DCD@Redmond> References: <200803060023.31436.arny@ats.s.bawue.de> <6FB3B163CDE440C395275EFC04D53DCD@Redmond> Message-ID: <200803070302.38498.arny@ats.s.bawue.de> On Donnerstag, 6. M?rz 2008, Stephan Reiter wrote: > Some screenshot goodness: > http://picasaweb.google.de/stephan.reiter/IoQuake3Raytraced > > Looking forward to hearing from the brave that try this, :-) > Stephan I managed to compile your code and tested it on my system of course. Know also, apart from the not completely applyable part, that the patch applied without any conflicts at all against my EliteForce stuff. A few things I noticed: the Quake3 game assets are a bit older than EliteForce's, and thus standard quake3 offers fewer opportunities to show off the raytracing stuff. A few textures seem to be garbled. E.g. the shadow of the player is a garbled rectangular on the floor, but you know that already I guess. And finally the lighting is of course very different and sometimes not what you would expect. Considering that quake3 was never meant to be raytraced this is understandable. It runs on my Athlon 64 3200 with about 2-3 fps at a resolution of 800x600 :) As your videos were pretty small and not as much could be seen on them I created a video with larger resolution, encoded using the ffmpeg h.264 codec. Mplayer or VLC should play it alright. Here's the link: http://thilo.tjps.eu/download/raytracing2.avi I rendered this at a resolution of 1024x768 using ioquake3's built-in video recorder. Average framerate was about 1 fps :) -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: This is a digitally signed message part. URL: From daniel at brightfire.com Thu Mar 6 23:08:22 2008 From: daniel at brightfire.com (Daniel Lord) Date: Thu, 6 Mar 2008 20:08:22 -0800 Subject: [quake3] Quake 3 Raytracing Patch In-Reply-To: <200803070302.38498.arny@ats.s.bawue.de> References: <200803060023.31436.arny@ats.s.bawue.de> <6FB3B163CDE440C395275EFC04D53DCD@Redmond> <200803070302.38498.arny@ats.s.bawue.de> Message-ID: <2ad40b840803062008s29ee293fr1c432c4648832723@mail.gmail.com> Thilo,You are running on LInux right? I guess this needs work for Mac OS X UNIX. When I get some time, I'll poke around and see what I can accomplish. Daniel On 3/6/08, Thilo Schulz wrote: > > On Donnerstag, 6. M?rz 2008, Stephan Reiter wrote: > > Some screenshot goodness: > > http://picasaweb.google.de/stephan.reiter/IoQuake3Raytraced > > > > Looking forward to hearing from the brave that try this, :-) > > Stephan > > > I managed to compile your code and tested it on my system of course. Know > also, apart from the not completely applyable part, that the patch applied > without any conflicts at all against my EliteForce stuff. > > A few things I noticed: the Quake3 game assets are a bit older than > EliteForce's, and thus standard quake3 offers fewer opportunities to show > off > the raytracing stuff. > A few textures seem to be garbled. E.g. the shadow of the player is a > garbled > rectangular on the floor, but you know that already I guess. > And finally the lighting is of course very different and sometimes not > what > you would expect. Considering that quake3 was never meant to be raytraced > this is understandable. > > It runs on my Athlon 64 3200 with about 2-3 fps at a resolution of 800x600 > :) > > As your videos were pretty small and not as much could be seen on them I > created a video with larger resolution, encoded using the ffmpeg h.264codec. > Mplayer or VLC should play it alright. > Here's the link: > > http://thilo.tjps.eu/download/raytracing2.avi > > I rendered this at a resolution of 1024x768 using ioquake3's built-in > video > recorder. Average framerate was about 1 fps :) > > -- > > Thilo Schulz > > -- Some people building C++/Obj-C code on OS X with Xcode and who have a problem to solve think: "I know, I'll use the Boost Libraries". Now they have two problems--three if they are planning on using Boost for regular expressions. -------------- next part -------------- An HTML attachment was scrubbed... URL: From escapedturkey at gmail.com Thu Mar 6 23:31:42 2008 From: escapedturkey at gmail.com (EscapedTurkey) Date: Thu, 06 Mar 2008 20:31:42 -0800 Subject: Linux Binaries Broken Message-ID: <47D0C52E.1030702@gmail.com> The Linux binaries from the ioquake3.org site for some reason aren't compiled correctly for libcurl. The url (http) redirect doesn't work. I know this because it works fine for OpenArena and UrbanTerror. I've tested it for all 3. From stephan.reiter at gmail.com Fri Mar 7 01:20:49 2008 From: stephan.reiter at gmail.com (Stephan Reiter) Date: Fri, 7 Mar 2008 07:20:49 +0100 Subject: [quake3] Quake 3 Raytracing Patch In-Reply-To: <200803070302.38498.arny@ats.s.bawue.de> References: <200803060023.31436.arny@ats.s.bawue.de> <6FB3B163CDE440C395275EFC04D53DCD@Redmond> <200803070302.38498.arny@ats.s.bawue.de> Message-ID: Woah, Thilo, that video is gorgeous! Thank you so much for your effort, you already made my day! :-) I'm also glad that you were able to apply it to the EF version without additional steps necessary ... As for your questions and remarks, I might shed some light on the issues: > A few things I noticed: the Quake3 game assets are a bit older than > EliteForce's, and thus standard quake3 offers fewer opportunities > to show off > the raytracing stuff. That's right. Raytracing shines especially when rendering surfaces with interesting properties regarding light transport, i.e reflections or refractions. EF is a great playground for this, because you glass, shiny weapons and a lot of metal. > A few textures seem to be garbled. E.g. the shadow of the player is > a garbled > rectangular on the floor, but you know that already I guess. Thanks for pointing that out, but you're right - I noticed that, too, and I have an explanation. There are two aspects to consider, both are related to numerical precision, or, actually, a lack there of. The player shadow is basically a quad with a special partially transparent texture. It's placed on the floor and when doing rasterization rendered in a seperate pass after the world so blending works. As shadow and floor are aligned they end up with identical depth values on screen. The only reason for the player shadow to stay on top is because it is rendered last with a depth comparison of <=. If you would render the floor first (we're ignoring blending here) and then the shadow, you'd not see any pixels of the quad in the final image, because they would have been overwritten by then. The problem with raytracing is that there's no order like this: All triangles are in memory at the same time and the raytracer basically returns the id of a hit triangle that is closest to the camera. When it comes to floor and shadow it cannot make a decision and you'll end up with a noisy pattern due to floating point imprecisions. Furthermore as we need to perform alpha blending on the player shadow, we have to get its backcolor - the floor. We do this by spawning a secondary ray at the hit point with a slight offest along the direction vector to avoid self-intersection. Due to this offset we're not even guaranteed to hit the floor at all, so even if the player shadow ends up on top, it might be shaded with a missing or incorrect background. That's a world of pain, isn't it? The only way to solve this problem will be adding an offset to all decals along their normal (away from the surface they rest on). Randomizing this offset avoids problems with decals that are in the same plane. I actually tried to do this in RE_AddPoly in tr_scene.c, but it either does not cover this case or is not working as expected. > And finally the lighting is of course very different and sometimes > not what > you would expect. Considering that quake3 was never meant to be > raytraced > this is understandable. Lighting is different because the lightmap is ignored and the camera is treated as a point light source. I actually planned on implementing a realtime photon mapper and ditch the lightmaps, but I never got around to it. I think I'll invest some time later today and add lightmap support. There's also something important about the raytracing effects in the EF version: The only reason we actually get these is due to the fact that the shader compiler actively modifies the scripted shaders! It looks for the use of an environment map and replaces it with the reflected color at the intersection point. To add effects like these to Q3 you'll most definitely have to modify said lines in the shader compiler. A better solution would be adding new keywords to the shader language and then modifying the scripts by hand. We could also add keywords for refraction (interesting for water!) and other new effects. But since this is a lot of work I decided to go the automated route for my thesis ... I'm glad it works for you! Stephan Am 07.03.2008 um 03:02 schrieb Thilo Schulz: > On Donnerstag, 6. M?rz 2008, Stephan Reiter wrote: >> Some screenshot goodness: >> http://picasaweb.google.de/stephan.reiter/IoQuake3Raytraced >> >> Looking forward to hearing from the brave that try this, :-) >> Stephan > > I managed to compile your code and tested it on my system of > course. Know > also, apart from the not completely applyable part, that the patch > applied > without any conflicts at all against my EliteForce stuff. > > A few things I noticed: the Quake3 game assets are a bit older than > EliteForce's, and thus standard quake3 offers fewer opportunities > to show off > the raytracing stuff. > A few textures seem to be garbled. E.g. the shadow of the player is > a garbled > rectangular on the floor, but you know that already I guess. > And finally the lighting is of course very different and sometimes > not what > you would expect. Considering that quake3 was never meant to be > raytraced > this is understandable. > > It runs on my Athlon 64 3200 with about 2-3 fps at a resolution of > 800x600 :) > > As your videos were pretty small and not as much could be seen on > them I > created a video with larger resolution, encoded using the ffmpeg h. > 264 codec. > Mplayer or VLC should play it alright. > Here's the link: > > http://thilo.tjps.eu/download/raytracing2.avi > > I rendered this at a resolution of 1024x768 using ioquake3's built- > in video > recorder. Average framerate was about 1 fps :) > > -- > Thilo Schulz From bnoordhuis at gmail.com Fri Mar 7 03:37:54 2008 From: bnoordhuis at gmail.com (Ben Noordhuis) Date: Fri, 7 Mar 2008 09:37:54 +0100 Subject: [quake3] Linux Binaries Broken In-Reply-To: <47D0C52E.1030702@gmail.com> References: <47D0C52E.1030702@gmail.com> Message-ID: <54885e060803070037n34307762l31697c0742fd5a0c@mail.gmail.com> On Fri, Mar 7, 2008 at 5:31 AM, EscapedTurkey wrote: > The Linux binaries from the ioquake3.org site for some reason aren't > compiled correctly for libcurl. The url (http) redirect doesn't work. I > know this because it works fine for OpenArena and UrbanTerror. I've > tested it for all 3. I think this has already been fixed in SVN, see: http://svn.icculus.org/quake3?view=rev&revision=1265 http://svn.icculus.org/quake3?view=rev&revision=1266 http://svn.icculus.org/quake3?view=rev&revision=1267 Is it perhaps time for a feature freeze, two to four weeks to iron out the show stopping bugs, and then a new point-release? 1.34 is based on rev. 892 and we're at 1270 now. Note that rev. 892 dates from August or September 2006. From arny at ats.s.bawue.de Fri Mar 7 04:32:54 2008 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Fri, 7 Mar 2008 10:32:54 +0100 Subject: [quake3] Quake 3 Raytracing Patch In-Reply-To: References: <200803070302.38498.arny@ats.s.bawue.de> Message-ID: <200803071033.01040.arny@ats.s.bawue.de> From Daniel Lord: > Thilo,You are running on LInux right? yes. On Freitag, 7. M?rz 2008, Stephan Reiter wrote: > There's also something important about the raytracing effects in the > EF version: The only reason we actually get these is due to the fact > that the shader compiler actively modifies the scripted shaders! It > looks for the use of an environment map and replaces it with the > reflected color at the intersection point. To add effects like these > to Q3 you'll most definitely have to modify said lines in the shader > compiler. Yes, I wondered about that when playing, and already had a hunch that this is what happens. > A better solution would be adding new keywords to the shader language > and then modifying the scripts by hand. We could also add keywords > for refraction (interesting for water!) and other new effects. But > since this is a lot of work I decided to go the automated route for > my thesis ... For a start, this is a legitimate way to make it work. I was wondering about Anti-Aliasing and flares. Anti-Aliasing gets lost when using the raytraced version and flares, which are an effect after any rendering has been done. For the radiant, there are shader keywords that make shaders be light sources of a certain color which is then only used in the lighting pass but not in the game. However, these keywords are not dropped for the game I think. So maybe you could use that information in your raytracer? -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: This is a digitally signed message part. URL: From slack at developersteam.com.br Fri Mar 7 09:24:13 2008 From: slack at developersteam.com.br (dt.Sl4cK*] - [Developers Team) Date: Fri, 07 Mar 2008 11:24:13 -0300 Subject: Bug in cyclemap In-Reply-To: <200803071033.01040.arny@ats.s.bawue.de> References: <200803070302.38498.arny@ats.s.bawue.de> <200803071033.01040.arny@ats.s.bawue.de> Message-ID: <47D1500D.4030001@developersteam.com.br> Hello, Anyone seen that when there are repeated names of maps in the mapcycle happens a bug? For example if a map in ctf and a map on ts, it is repeating a sequence of the second map . Or someone knows whether this is the bug ioquake3 or urban terror mod? Tkz, [dt.Sl4cK*] Admin of www.urtbr.com.br Developers Team From diego1609 at gmail.com Fri Mar 7 11:43:32 2008 From: diego1609 at gmail.com (Diego de Estrada) Date: Fri, 7 Mar 2008 13:43:32 -0300 Subject: [quake3] Quake 3 Raytracing Patch In-Reply-To: References: <200803060023.31436.arny@ats.s.bawue.de> <6FB3B163CDE440C395275EFC04D53DCD@Redmond> <200803070302.38498.arny@ats.s.bawue.de> Message-ID: <5dc44ec70803070843t133e4e4fsa3fedfef613fa08f@mail.gmail.com> > And finally the lighting is of course very different and sometimes > not what > you would expect. Considering that quake3 was never meant to be > raytraced > this is understandable. Actually it has been done, with quite success: http://www.youtube.com/watch?v=bpNZt3yDXno From monk at rq3.com Fri Mar 7 14:10:13 2008 From: monk at rq3.com (monk at rq3.com) Date: Fri, 7 Mar 2008 12:10:13 -0700 (MST) Subject: [quake3] Quake 3 Raytracing Patch In-Reply-To: <5dc44ec70803070843t133e4e4fsa3fedfef613fa08f@mail.gmail.com> References: <200803060023.31436.arny@ats.s.bawue.de> <6FB3B163CDE440C395275EFC04D53DCD@Redmond> <200803070302.38498.arny@ats.s.bawue.de> <5dc44ec70803070843t133e4e4fsa3fedfef613fa08f@mail.gmail.com> Message-ID: <56253.63.150.173.150.1204917013.squirrel@mail.rq3.com> >> And finally the lighting is of course very different and sometimes >> not what >> you would expect. Considering that quake3 was never meant to be >> raytraced >> this is understandable. > > Actually it has been done, with quite success: > http://www.youtube.com/watch?v=bpNZt3yDXno I had wondered about that. However: http://graphics.cs.uni-sb.de/~sidapohl/egoshooter/ No source for downloading. And I don't think that's Quake 3. It's just using Q3 assets. Under "about": "The game engine was written from scratch..." They use http://www.openrt.de/ for their raytracing engine, I guess, and just load Q3 stuff. Kinda like those Quake 1 projects that can load Q3 or Doom 3 assets. This is the first RT project I've seen that adds an additional renderer to an existing game engine and the first one that I've seen opensores. OpenRT sure as 'eck ain't opensores... So kudos, you RT renderer codin' guy! Thanks! Monk. From stephan.reiter at gmail.com Fri Mar 7 14:31:03 2008 From: stephan.reiter at gmail.com (Stephan Reiter) Date: Fri, 7 Mar 2008 20:31:03 +0100 Subject: [quake3] Quake 3 Raytracing Patch In-Reply-To: <56253.63.150.173.150.1204917013.squirrel@mail.rq3.com> References: <200803060023.31436.arny@ats.s.bawue.de> <6FB3B163CDE440C395275EFC04D53DCD@Redmond> <200803070302.38498.arny@ats.s.bawue.de> <5dc44ec70803070843t133e4e4fsa3fedfef613fa08f@mail.gmail.com> <56253.63.150.173.150.1204917013.squirrel@mail.rq3.com> Message-ID: <35AE0F471C1B4D36A7C697FE090BF396@Redmond> You know, the fact that the source code for Daniel Pohl's project is still not available after all these years was one of the reasons why I considered donating my work to the ioquake3 project. I simply hope that some people pick it up and continue development because there's still so much to do, more than a single person can handle! I don't want my diploma thesis to just leave some screenshots and a long text behind. I want it to have a future and I want it to be useful for others, who might be interested in learning this stuff. I was also working on a "level viewer" like Daniel Pohl (see http://www.youtube.com/watch?v=F31kVvyx1Fw), but that can hardly be considered a game. It's more useful for benchmarking of raw ray tracing performance Now, ioquake3 on the other hand can be used to assess the quality of a raytracer when it comes to real world gaming environments. Stephan ----- Original Message ----- From: To: Sent: Friday, March 07, 2008 8:10 PM Subject: Re: [quake3] Quake 3 Raytracing Patch >>> And finally the lighting is of course very different and sometimes >>> not what >>> you would expect. Considering that quake3 was never meant to be >>> raytraced >>> this is understandable. >> >> Actually it has been done, with quite success: >> http://www.youtube.com/watch?v=bpNZt3yDXno > > I had wondered about that. However: > > http://graphics.cs.uni-sb.de/~sidapohl/egoshooter/ > > No source for downloading. And I don't think that's Quake 3. It's just > using Q3 assets. Under "about": > > "The game engine was written from scratch..." > > They use http://www.openrt.de/ for their raytracing engine, I guess, and > just load Q3 stuff. Kinda like those Quake 1 projects that can load Q3 or > Doom 3 assets. > > This is the first RT project I've seen that adds an additional renderer to > an existing game engine and the first one that I've seen opensores. > OpenRT sure as 'eck ain't opensores... > > So kudos, you RT renderer codin' guy! Thanks! > > Monk. > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > From monk at rq3.com Fri Mar 7 14:47:28 2008 From: monk at rq3.com (monk at rq3.com) Date: Fri, 7 Mar 2008 12:47:28 -0700 (MST) Subject: [quake3] Elite Force Raytraced In-Reply-To: <473F2BFDB5C74BB59E402E56F82C63F8@Redmond> References: <200803041755.45928.arny@ats.s.bawue.de> <899E765C42754DCBB570924ED4597CA0@Redmond> <200803042014.37497.arny@ats.s.bawue.de> <473F2BFDB5C74BB59E402E56F82C63F8@Redmond> Message-ID: <56241.63.150.173.150.1204919248.squirrel@mail.rq3.com> >> By the way: as far as I gathered, most of the raytracing stuff is CPU >> based. Are there any plans to load tasks to the GPU? > I actually tried that with a GeForce 7 in 2006 and gave a poster > presentation at a raytracing conference. But the idea didn't turn out so > well: With current GPU architectures there's simply too much performance > wasted when communicating CPU<->GPU, especially read-backs are problematic > (even with PCI-Express). A CPU-only implementation running on two cores > outperformed the graphics card by a factor of 4-5. Using the GPU as an > additional processing unit to the CPUs also yields a reduction in > performance due to the associated overhead. > > It might be a viable approach with GeForce 8 and 9 cards, especially with > APIs like nVidias CUDA. I was wondering this myself. With the "stream processor" parallelism in the GF8/GF9 and the ATI 2xxx/3xxx/4xxx series of video cards, these are beasts at some specific floating point operations like folding at home and whatnot. From rwillmore at gmail.com Thu Mar 13 11:37:41 2008 From: rwillmore at gmail.com (Rob Willmore) Date: Thu, 13 Mar 2008 10:37:41 -0500 Subject: sv_dlURL Message-ID: <9841a34a0803130837v60b19432y2c4e2c0dde5ea2d4@mail.gmail.com> I'm looking for help with sv_dlURL. Specifically, it say to add the command to the SERVERINFO string. Now, what exactly *is* the server info string? This would be for a normal Quake 3 server that I want to push files via HTTP to clients connecting with the ioQuake client. I've tried adding it to my q3config.cfg on the server, but it doesn't appear to work. When I try to play the game and download the custom file via HTTP, it still says it's trying to download it from baseQ3 via UDP and not the http redirect I've set up. The server is set up to serve via http and the ioquake client is setup to receive files in that manner. In a nutshell, what I need is the location to place this command and the correct format. I've been trying it in the q3config.cfg as this: sets sv_dlURL "http://216.246.26.11" with no luck...it still seems to be pointing to the old baseq3 dir on the server. -------------- next part -------------- An HTML attachment was scrubbed... URL: From escapedturkey at gmail.com Thu Mar 13 11:58:43 2008 From: escapedturkey at gmail.com (EscapedTurkey) Date: Thu, 13 Mar 2008 08:58:43 -0700 Subject: [quake3] sv_dlURL In-Reply-To: <9841a34a0803130837v60b19432y2c4e2c0dde5ea2d4@mail.gmail.com> References: <9841a34a0803130837v60b19432y2c4e2c0dde5ea2d4@mail.gmail.com> Message-ID: <47D94F33.20909@gmail.com> You're probably using the old version without the redirect. http://home.isp.studenten.net/algemeen/ioq3svn_precompiled/r1250/ Format for redirect: set sv_allowDownloads "1" set sv_dlURL "http://mydomain.com/mygamefolder" You'll want to make a server.cfg because q3config.cfg will over-write itself. It's automatically generated by q3. Rob Willmore wrote: > I'm looking for help with sv_dlURL. Specifically, it say to add the > command to the SERVERINFO string. Now, what exactly *is* the server info > string? This would be for a normal Quake 3 server that I want to push > files via HTTP to clients connecting with the ioQuake client. I've tried > adding it to my q3config.cfg on the server, but it doesn't appear to > work. When I try to play the game and download the custom file via HTTP, > it still says it's trying to download it from baseQ3 via UDP and not the > http redirect I've set up. The server is set up to serve via http and > the ioquake client is setup to receive files in that manner. In a > nutshell, what I need is the location to place this command and the > correct format. I've been trying it in the q3config.cfg as this: sets > sv_dlURL "http://216.246.26.11" with no luck...it still seems to be > pointing to the old baseq3 dir on the server. From tjw at webteam.net Thu Mar 13 12:12:30 2008 From: tjw at webteam.net (Tony J. White) Date: Thu, 13 Mar 2008 11:12:30 -0500 Subject: [quake3] sv_dlURL In-Reply-To: <9841a34a0803130837v60b19432y2c4e2c0dde5ea2d4@mail.gmail.com> References: <9841a34a0803130837v60b19432y2c4e2c0dde5ea2d4@mail.gmail.com> Message-ID: <20080313161230.GA16690@morbo.webteam.net> On Thu, Mar 13, 2008 at 10:37:41AM -0500, Rob Willmore wrote: > I'm looking for help with sv_dlURL. Specifically, it say to add the > command to the SERVERINFO string. Now, what exactly *is* the server info > string? This would be for a normal Quake 3 server that I want to push > files via HTTP to clients connecting with the ioQuake client. I've tried > adding it to my q3config.cfg on the server, but it doesn't appear to work. > When I try to play the game and download the custom file via HTTP, it > still says it's trying to download it from baseQ3 via UDP and not the http > redirect I've set up. The server is set up to serve via http and the > ioquake client is setup to receive files in that manner. In a nutshell, > what I need is the location to place this command and the correct format. > I've been trying it in the q3config.cfg as this: sets sv_dlURL > "http://216.246.26.11" with no luck...it still seems to be pointing to the > old baseq3 dir on the server. I don't know, it sounds like you are doing things properly. You are using the 'sets' command to add the sv_dlURL cvar into the SERVERINFO string. Also, It sounds like you have the sv_allowDownload cvar set to 1 since you are getting UDP downloads. First, I would verify that your server's SERVERINFO string is really getting set up properly. You can do this with the qstat utility from here: http://www.qstat.org With the command 'qstat -R -q3s If that command shows that sv_dlURL is set and sv_allowDownload is 1, then it points to a client problem. Make sure you have an ioq3 binary that supports cURL downloads, cl_allowDownload is set to a value that allows cURL downloads. Finally, it's possible that even though your ioq3 client supports cURL, it is unable to load the cURL library on your system. If this is the case there should be a warning about it in your client console. -Tony From escapedturkey at gmail.com Thu Mar 13 12:55:27 2008 From: escapedturkey at gmail.com (EscapedTurkey) Date: Thu, 13 Mar 2008 09:55:27 -0700 Subject: [quake3] sv_dlURL In-Reply-To: <9841a34a0803130837v60b19432y2c4e2c0dde5ea2d4@mail.gmail.com> References: <9841a34a0803130837v60b19432y2c4e2c0dde5ea2d4@mail.gmail.com> Message-ID: <47D95C7F.70900@gmail.com> You're probably using the old version without the redirect. http://home.isp.studenten.net/algemeen/ioq3svn_precompiled/r1250/ Format for redirect: set sv_allowDownloads "1" set sv_dlURL "http://mydomain.com/mygamefolder" You'll want to make a server.cfg because q3config.cfg will over-write itself. It's automatically generated by q3. Rob Willmore wrote: > I'm looking for help with sv_dlURL. Specifically, it say to add the > command to the SERVERINFO string. Now, what exactly *is* the server info > string? This would be for a normal Quake 3 server that I want to push > files via HTTP to clients connecting with the ioQuake client. I've tried > adding it to my q3config.cfg on the server, but it doesn't appear to > work. When I try to play the game and download the custom file via HTTP, > it still says it's trying to download it from baseQ3 via UDP and not the > http redirect I've set up. The server is set up to serve via http and > the ioquake client is setup to receive files in that manner. In a > nutshell, what I need is the location to place this command and the > correct format. I've been trying it in the q3config.cfg as this: sets > sv_dlURL "http://216.246.26.11" with no luck...it still seems to be > pointing to the old baseq3 dir on the server. From rwillmore at gmail.com Fri Mar 14 23:24:14 2008 From: rwillmore at gmail.com (Rob Willmore) Date: Fri, 14 Mar 2008 22:24:14 -0500 Subject: [quake3] sv_dlURL In-Reply-To: <47D95C7F.70900@gmail.com> References: <9841a34a0803130837v60b19432y2c4e2c0dde5ea2d4@mail.gmail.com> <47D95C7F.70900@gmail.com> Message-ID: <9841a34a0803142024k208a3566qeaac19a8051cefa3@mail.gmail.com> I *still* can't get this to work. When I tried qstat, it shows me that set sv_dlURL is set to just "http://" and nothing follows. It just ignore my http addess I have in there.I can even only get that far if I set sets sv_dlURL in my server launch script. If I try putting it in *any* config files, it totally doesn't see it. Thoughts? On Thu, Mar 13, 2008 at 11:55 AM, EscapedTurkey wrote: > You're probably using the old version without the redirect. > > > http://home.isp.studenten.net/algemeen/ioq3svn_precompiled/r1250/ > > Format for redirect: > > set sv_allowDownloads "1" > set sv_dlURL "http://mydomain.com/mygamefolder" > > You'll want to make a server.cfg because q3config.cfg will over-write > itself. It's automatically generated by q3. > > Rob Willmore wrote: > > I'm looking for help with sv_dlURL. Specifically, it say to add the > > command to the SERVERINFO string. Now, what exactly *is* the server info > > string? This would be for a normal Quake 3 server that I want to push > > files via HTTP to clients connecting with the ioQuake client. I've tried > > adding it to my q3config.cfg on the server, but it doesn't appear to > > work. When I try to play the game and download the custom file via HTTP, > > it still says it's trying to download it from baseQ3 via UDP and not the > > http redirect I've set up. The server is set up to serve via http and > > the ioquake client is setup to receive files in that manner. In a > > nutshell, what I need is the location to place this command and the > > correct format. I've been trying it in the q3config.cfg as this: sets > > sv_dlURL "http://216.246.26.11" with no luck...it still seems to be > > pointing to the old baseq3 dir on the server. > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > -- Willmore *Fortitudo, aequitas, fidelitas.* "Strength, justice, loyalty" (GC) (512)524-7045 -------------- next part -------------- An HTML attachment was scrubbed... URL: From rwillmore at gmail.com Fri Mar 14 23:27:56 2008 From: rwillmore at gmail.com (Rob Willmore) Date: Fri, 14 Mar 2008 22:27:56 -0500 Subject: [quake3] sv_dlURL In-Reply-To: <9841a34a0803142024k208a3566qeaac19a8051cefa3@mail.gmail.com> References: <9841a34a0803130837v60b19432y2c4e2c0dde5ea2d4@mail.gmail.com> <47D95C7F.70900@gmail.com> <9841a34a0803142024k208a3566qeaac19a8051cefa3@mail.gmail.com> Message-ID: <9841a34a0803142027q36b3db0rd04ab04e90cc7b50@mail.gmail.com> Sorry, to be exact it shows up as "http:" and that's it. It appears to be truncating it but I can't figure out why. On Fri, Mar 14, 2008 at 10:24 PM, Rob Willmore wrote: > I *still* can't get this to work. When I tried qstat, it shows me that set > sv_dlURL is set to just "http://" and nothing follows. It just ignore my > http addess I have in there.I can even only get that far if I set sets > sv_dlURL in my server launch script. If I try putting it in *any* config > files, it totally doesn't see it. > > Thoughts? > > > On Thu, Mar 13, 2008 at 11:55 AM, EscapedTurkey > wrote: > > > You're probably using the old version without the redirect. > > > > > > http://home.isp.studenten.net/algemeen/ioq3svn_precompiled/r1250/ > > > > Format for redirect: > > > > set sv_allowDownloads "1" > > set sv_dlURL "http://mydomain.com/mygamefolder" > > > > You'll want to make a server.cfg because q3config.cfg will over-write > > itself. It's automatically generated by q3. > > > > Rob Willmore wrote: > > > I'm looking for help with sv_dlURL. Specifically, it say to add the > > > command to the SERVERINFO string. Now, what exactly *is* the server > > info > > > string? This would be for a normal Quake 3 server that I want to push > > > files via HTTP to clients connecting with the ioQuake client. I've > > tried > > > adding it to my q3config.cfg on the server, but it doesn't appear to > > > work. When I try to play the game and download the custom file via > > HTTP, > > > it still says it's trying to download it from baseQ3 via UDP and not > > the > > > http redirect I've set up. The server is set up to serve via http and > > > the ioquake client is setup to receive files in that manner. In a > > > nutshell, what I need is the location to place this command and the > > > correct format. I've been trying it in the q3config.cfg as this: sets > > > sv_dlURL "http://216.246.26.11" with no luck...it still seems to be > > > pointing to the old baseq3 dir on the server. > > > > --- > > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > > > > > > > -- > Willmore > *Fortitudo, aequitas, fidelitas.* > "Strength, justice, loyalty" > (GC) (512)524-7045 -- Willmore *Fortitudo, aequitas, fidelitas.* "Strength, justice, loyalty" (GC) (512)524-7045 -------------- next part -------------- An HTML attachment was scrubbed... URL: From rwillmore at gmail.com Fri Mar 14 23:40:04 2008 From: rwillmore at gmail.com (Rob Willmore) Date: Fri, 14 Mar 2008 22:40:04 -0500 Subject: Pls disregard previous Message-ID: <9841a34a0803142040j7b1f2f72t87eac8d879e893e@mail.gmail.com> It figures. As soon as I post about still not being able to fix it, I fixed it. The problem was I was editing the wrong files, because I was running the threewave mod, I need the http info in the portal.cfg file. Quake 3 seems to be a rats warren of config files, or maybe there is some logic behind it, but I've never really grasped it. Thanks for listening and helping! Rob -------------- next part -------------- An HTML attachment was scrubbed... URL: From thebenmachine at googlemail.com Sat Mar 15 12:05:10 2008 From: thebenmachine at googlemail.com (Ben Millwood) Date: Sat, 15 Mar 2008 16:05:10 +0000 Subject: [quake3] sv_dlURL In-Reply-To: <9841a34a0803142027q36b3db0rd04ab04e90cc7b50@mail.gmail.com> References: <9841a34a0803130837v60b19432y2c4e2c0dde5ea2d4@mail.gmail.com> <47D95C7F.70900@gmail.com> <9841a34a0803142024k208a3566qeaac19a8051cefa3@mail.gmail.com> <9841a34a0803142027q36b3db0rd04ab04e90cc7b50@mail.gmail.com> Message-ID: // is probably recognised as a comment even in strings. Cut the http:// off and just put the domain in the cvar. On Sat, Mar 15, 2008 at 3:27 AM, Rob Willmore wrote: > Sorry, to be exact it shows up as "http:" and that's it. It appears to be > truncating it but I can't figure out why. > > > On Fri, Mar 14, 2008 at 10:24 PM, Rob Willmore > wrote: > > > I *still* can't get this to work. When I tried qstat, it shows me that > > set sv_dlURL is set to just "http://" and nothing follows. It just ignore my > > http addess I have in there.I can even only get that far if I set sets > > sv_dlURL in my server launch script. If I try putting it in *any* config > > files, it totally doesn't see it. > > > > Thoughts? > > > > > > On Thu, Mar 13, 2008 at 11:55 AM, EscapedTurkey > > wrote: > > > > > You're probably using the old version without the redirect. > > > > > > > > > http://home.isp.studenten.net/algemeen/ioq3svn_precompiled/r1250/ > > > > > > Format for redirect: > > > > > > set sv_allowDownloads "1" > > > set sv_dlURL "http://mydomain.com/mygamefolder" > > > > > > You'll want to make a server.cfg because q3config.cfg will over-write > > > itself. It's automatically generated by q3. > > > > > > Rob Willmore wrote: > > > > I'm looking for help with sv_dlURL. Specifically, it say to add the > > > > command to the SERVERINFO string. Now, what exactly *is* the server > > > info > > > > string? This would be for a normal Quake 3 server that I want to > > > push > > > > files via HTTP to clients connecting with the ioQuake client. I've > > > tried > > > > adding it to my q3config.cfg on the server, but it doesn't appear to > > > > work. When I try to play the game and download the custom file via > > > HTTP, > > > > it still says it's trying to download it from baseQ3 via UDP and not > > > the > > > > http redirect I've set up. The server is set up to serve via http > > > and > > > > the ioquake client is setup to receive files in that manner. In a > > > > nutshell, what I need is the location to place this command and the > > > > correct format. I've been trying it in the q3config.cfg as this: > > > sets > > > > sv_dlURL "http://216.246.26.11" with no luck...it still seems to be > > > > pointing to the old baseq3 dir on the server. > > > > > > --- > > > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > > > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > > > > > > > > > > > > > -- > > Willmore > > *Fortitudo, aequitas, fidelitas.* > > "Strength, justice, loyalty" > > (GC) (512)524-7045 > > > > > -- > Willmore > *Fortitudo, aequitas, fidelitas.* > "Strength, justice, loyalty" > (GC) (512)524-7045 > -------------- next part -------------- An HTML attachment was scrubbed... URL: From thebenmachine at googlemail.com Sat Mar 15 12:08:59 2008 From: thebenmachine at googlemail.com (Ben Millwood) Date: Sat, 15 Mar 2008 16:08:59 +0000 Subject: [quake3] sv_dlURL In-Reply-To: References: <9841a34a0803130837v60b19432y2c4e2c0dde5ea2d4@mail.gmail.com> <47D95C7F.70900@gmail.com> <9841a34a0803142024k208a3566qeaac19a8051cefa3@mail.gmail.com> <9841a34a0803142027q36b3db0rd04ab04e90cc7b50@mail.gmail.com> Message-ID: Oh, I suppose I should read all of my emails before replying to them :/ sorry about that. Also I should check that what I say is actually true. It seems that it only applies when you forget your quotation marks. Damn, my first mailing list reply sucks. -------------- next part -------------- An HTML attachment was scrubbed... URL: From stephan.reiter at gmail.com Sat Mar 15 12:17:33 2008 From: stephan.reiter at gmail.com (Stephan Reiter) Date: Sat, 15 Mar 2008 17:17:33 +0100 Subject: [quake3] sv_dlURL In-Reply-To: References: <9841a34a0803130837v60b19432y2c4e2c0dde5ea2d4@mail.gmail.com> <47D95C7F.70900@gmail.com> <9841a34a0803142024k208a3566qeaac19a8051cefa3@mail.gmail.com> <9841a34a0803142027q36b3db0rd04ab04e90cc7b50@mail.gmail.com> Message-ID: <23734DAD5DE04085AA41E169A55BACF4@Redmond> > Damn, my first mailing list reply sucks. No way! That actually made me smile, so: Well done! :-) Steph ----- Original Message ----- From: Ben Millwood To: quake3 at icculus.org Sent: Saturday, March 15, 2008 5:08 PM Subject: Re: [quake3] sv_dlURL Oh, I suppose I should read all of my emails before replying to them :/ sorry about that. Also I should check that what I say is actually true. It seems that it only applies when you forget your quotation marks. Damn, my first mailing list reply sucks. -------------- next part -------------- An HTML attachment was scrubbed... URL: From zcat at zcat.geek.nz Sat Mar 15 21:47:39 2008 From: zcat at zcat.geek.nz (Bruce Kingsbury) Date: Sun, 16 Mar 2008 14:47:39 +1300 Subject: Admin tools Message-ID: <54e2f3c80803151847y3ff07865i3ad029d45701c81a@mail.gmail.com> Something I would really like to see in Urban Terror and World of Padman is the same admin tools that are in Tremulous; multiple admin levels and flags for who has access to the different !commands. This would probably happen automatically if someone takes the Tremulous admin code and ports it back into ioQuake. Is this likely to happen? -------------- next part -------------- An HTML attachment was scrubbed... URL: From spirolat at gmx.net Sat Mar 15 23:53:32 2008 From: spirolat at gmx.net (uwe koch) Date: Sun, 16 Mar 2008 04:53:32 +0100 Subject: [quake3] Admin tools In-Reply-To: <54e2f3c80803151847y3ff07865i3ad029d45701c81a@mail.gmail.com> References: <54e2f3c80803151847y3ff07865i3ad029d45701c81a@mail.gmail.com> Message-ID: <47DC99BC.4070208@gmx.net> Bruce Kingsbury schrieb: > Something I would really like to see in Urban Terror and World of > Padman is the same admin tools that are in Tremulous; multiple admin > levels and flags for who has access to the different !commands. This > would probably happen automatically if someone takes the Tremulous > admin code and ports it back into ioQuake. > > Is this likely to happen? Admin commands contain a lot of game specific code, also some of the commands are game specific (e.g. denybuild). Other than that, porting them to WoP is not so much work, i've done this for a WoP 1.1 mod. You can find the code here: https://opensvn.csie.org/wopcompmod Urban Terror uses the Quake3 SDK license, so unless TJW grants them the right to use his code, they can't. From rwillmore at gmail.com Sun Mar 16 00:31:01 2008 From: rwillmore at gmail.com (Rob Willmore) Date: Sat, 15 Mar 2008 23:31:01 -0500 Subject: Quake 3 and Quakelive source code. Message-ID: <9841a34a0803152131k1f16258do335a05a84bc2bc6@mail.gmail.com> Here's an interesting question. Will iD be bound to release any changes they make to the Quake 3 source code when they release Quake Live? I assume any web based stuff for matching, etc wouldn't be covered, but certainly improvements, changes to the engine and hooks to web interfaces would? -------------- next part -------------- An HTML attachment was scrubbed... URL: From zakk at timedoctor.org Sun Mar 16 00:39:54 2008 From: zakk at timedoctor.org (Zachary Slater) Date: Sat, 15 Mar 2008 21:39:54 -0700 Subject: [quake3] Quake 3 and Quakelive source code. In-Reply-To: <9841a34a0803152131k1f16258do335a05a84bc2bc6@mail.gmail.com> References: <9841a34a0803152131k1f16258do335a05a84bc2bc6@mail.gmail.com> Message-ID: <47DCA49A.8080104@timedoctor.org> Rob Willmore wrote: > Here's an interesting question. Will iD be bound to release any changes > they make to the Quake 3 source code when they release Quake Live? I > assume any web based stuff for matching, etc wouldn't be covered, but > certainly improvements, changes to the engine and hooks to web > interfaces would? tl;dr version: Nope. The code they own is their code, they can't use our changes. They can choose which "Version" of the code to use if they chose to use the GPL'd version, they could use our code and then they would release the changes. If they chose to use their internal version, it is under their license and copyright. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From bougard.g at gmail.com Sun Mar 16 06:39:27 2008 From: bougard.g at gmail.com (G) Date: Sun, 16 Mar 2008 11:39:27 +0100 Subject: GUID & game statistics purpose Message-ID: <1205663967.17845.19.camel@localhost> Hi, just to be consistent with the enhancement I just propose (see https://bugzilla.icculus.org/show_bug.cgi?id=3570). I know about and I hacked a little VSP to support Smokin'Guns (previously known as WesternQ3). That product can support players GUID and I need some little work to let it support GUID for Q3. Also I think VSP is not intended to be hacked as its code is obfuscated... but I did not found any legal mention about that. So just few questions before I lost my time ;P : do you know about product managing game statistics with GUID support ? Did such a kind of work still have been done for any kind of Q3 mod ? Thanks all From thebenmachine at googlemail.com Sun Mar 16 08:46:53 2008 From: thebenmachine at googlemail.com (Ben Millwood) Date: Sun, 16 Mar 2008 12:46:53 +0000 Subject: [quake3] GUID & game statistics purpose In-Reply-To: <1205663967.17845.19.camel@localhost> References: <1205663967.17845.19.camel@localhost> Message-ID: I believe tremstats (http://www.dasprids.de/programs/tremstats) recently added GUID tracking. On Sun, Mar 16, 2008 at 10:39 AM, G wrote: > Hi, > > just to be consistent with the enhancement I just propose (see > https://bugzilla.icculus.org/show_bug.cgi?id=3570). > > I know about and I hacked a little VSP to support Smokin'Guns > (previously known as WesternQ3). That product can support players GUID > and I need some little work to let it support GUID for Q3. Also I think > VSP is not intended to be hacked as its code is obfuscated... but I did > not found any legal mention about that. > > So just few questions before I lost my time ;P : do you know about > product managing game statistics with GUID support ? Did such a kind of > work still have been done for any kind of Q3 mod ? > > Thanks all > > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From slack at developersteam.com.br Mon Mar 17 09:59:01 2008 From: slack at developersteam.com.br (dt.Sl4cK*] - [Developers Team) Date: Mon, 17 Mar 2008 10:59:01 -0300 Subject: Obtain value of the player cvar via rcon In-Reply-To: References: <1205663967.17845.19.camel@localhost> Message-ID: <47DE7925.2090204@developersteam.com.br> Is there any way to create a cvar and read the value of the user, using the rcon? Tkz, Elizandro From rwillmore at gmail.com Mon Mar 17 13:32:43 2008 From: rwillmore at gmail.com (Rob Willmore) Date: Mon, 17 Mar 2008 12:32:43 -0500 Subject: Server inactivity setting Message-ID: <9841a34a0803171032o79ec1558p883c860e62a9d9a9@mail.gmail.com> How would I go about setting it so that clients are not dropped by the server for inactivity? I'd like people to able to loiter as long as necessary without getting disconnected. I've tried setting seta g_inactivity to "", "0" and "999999999999999" with no success. -------------- next part -------------- An HTML attachment was scrubbed... URL: From ludwig.nussel at suse.de Mon Mar 17 16:29:53 2008 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Mon, 17 Mar 2008 21:29:53 +0100 Subject: [quake3] Server inactivity setting In-Reply-To: <9841a34a0803171032o79ec1558p883c860e62a9d9a9@mail.gmail.com> References: <9841a34a0803171032o79ec1558p883c860e62a9d9a9@mail.gmail.com> Message-ID: <200803172129.54139.ludwig.nussel@suse.de> Rob Willmore wrote: > How would I go about setting it so that clients are not dropped by the > server for inactivity? I'd like people to able to loiter as long as > necessary without getting disconnected. I've tried setting seta g_inactivity > to "", "0" and "999999999999999" with no success. There is no value for indefinitely. g_inactivity stores seconds so just compute how many seconds you need. I'd expect that you can't have more than about one and a half week in practice as the client inactivity computation overflows then. cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From rwillmore at gmail.com Mon Mar 17 23:44:59 2008 From: rwillmore at gmail.com (Rob Willmore) Date: Mon, 17 Mar 2008 22:44:59 -0500 Subject: Bots crash server.. Message-ID: <9841a34a0803172044t6d0878bbs315a098b6ba73eb2@mail.gmail.com> Here's a question maybe someone can help me with regarding bots. I run a threewave server and whenever I enable bots in my server startup script, everything appears to work fine. That is, I can join the portal select the map and game type and when I join the bots pop into existence as well. The problem is when I log off. The bots play for a few minutes and then the server essentially crashes. People can attempt to login to the server, but they hang at the "awaiting snapshot" screen. Ideally, what I'd love to see happen is for when the last human player leaves the game, to have the game reset back to the portal. If not that, then I'd at least like the server to not crash as the bots finish out the match where it should then go back to the portal itself.. This is with the latest ioQuake DEDserver btw. Thoughts? If this is a specific Threewave problem, I apologize in advance. -------------- next part -------------- An HTML attachment was scrubbed... URL: From monk at rq3.com Tue Mar 18 14:38:27 2008 From: monk at rq3.com (monk at rq3.com) Date: Tue, 18 Mar 2008 12:38:27 -0600 (MDT) Subject: [quake3] Bots crash server.. In-Reply-To: <9841a34a0803172044t6d0878bbs315a098b6ba73eb2@mail.gmail.com> References: <9841a34a0803172044t6d0878bbs315a098b6ba73eb2@mail.gmail.com> Message-ID: <56357.63.150.173.150.1205865507.squirrel@mail.rq3.com> I know this was a problem on Quake 2; letting bots sit around without a human player would cause the server to crap itself when timelimit or fraglimit was hit and the server tried to cycle to the next map in rotation. I have a vague sense that the problem you describe also affects vq3. You might want to do a quick test without the mod to see if it's mod-specific. Probably the "go back to the portal" might be mod-specific but I wonder if there's still a problem when a bot-only server cycles to the next map in rotation. I'd assume the proper behavior (proper meaning intuitive to a human, not what the code says) should be for the server to go to the next map and then wait until a human player connects before spawning the bots and starting the map. Monk. From tim at ngus.net Tue Mar 18 14:41:25 2008 From: tim at ngus.net (Tim Angus) Date: Tue, 18 Mar 2008 18:41:25 +0000 Subject: Bots crash server.. In-Reply-To: <9841a34a0803172044t6d0878bbs315a098b6ba73eb2@mail.gmail.com> References: <9841a34a0803172044t6d0878bbs315a098b6ba73eb2@mail.gmail.com> Message-ID: <20080318184125.c0e60782.tim@ngus.net> On Mon, 17 Mar 2008 22:44:59 -0500 Rob wrote: > Thoughts? If this is a specific Threewave problem, I apologize in > advance. A backtrace would help if you can get one. From rwillmore at gmail.com Tue Mar 18 18:57:25 2008 From: rwillmore at gmail.com (Rob Willmore) Date: Tue, 18 Mar 2008 17:57:25 -0500 Subject: [quake3] Re: Bots crash server.. In-Reply-To: <20080318184125.c0e60782.tim@ngus.net> References: <9841a34a0803172044t6d0878bbs315a098b6ba73eb2@mail.gmail.com> <20080318184125.c0e60782.tim@ngus.net> Message-ID: <9841a34a0803181557y6583e645x8a10099db73c71c@mail.gmail.com> I'll run one if no one minds me admitting my ignorance by asking how... On Tue, Mar 18, 2008 at 1:41 PM, Tim Angus wrote: > On Mon, 17 Mar 2008 22:44:59 -0500 Rob wrote: > > Thoughts? If this is a specific Threewave problem, I apologize in > > advance. > > A backtrace would help if you can get one. > > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > -- Willmore *Fortitudo, aequitas, fidelitas.* "Strength, justice, loyalty" (GC) (512)524-7045 -------------- next part -------------- An HTML attachment was scrubbed... URL: From tim at ngus.net Tue Mar 18 20:10:06 2008 From: tim at ngus.net (Tim Angus) Date: Wed, 19 Mar 2008 00:10:06 +0000 Subject: Bots crash server.. In-Reply-To: <9841a34a0803181557y6583e645x8a10099db73c71c@mail.gmail.com> References: <9841a34a0803172044t6d0878bbs315a098b6ba73eb2@mail.gmail.com> <20080318184125.c0e60782.tim@ngus.net> <9841a34a0803181557y6583e645x8a10099db73c71c@mail.gmail.com> Message-ID: <20080319001006.34263fd3.tim@ngus.net> On Tue, 18 Mar 2008 17:57:25 -0500 Rob wrote: > I'll run one if no one minds me admitting my ignorance by asking > how... $ make debug Copy the debug binary to the correct place $ gdb --args ./ioq3ded +set fs_game ra3 ... gdb> r Do stuff that makes it crash gdb> bt Copy the output to an email... From bougard.g at gmail.com Wed Mar 19 04:27:24 2008 From: bougard.g at gmail.com (G) Date: Wed, 19 Mar 2008 09:27:24 +0100 Subject: [quake3] GUID & game statistics purpose In-Reply-To: References: <1205663967.17845.19.camel@localhost> Message-ID: <1205915244.27253.2.camel@localhost> Thank you for your response. I checked it a little and it looks pretty. I will review it in depth before hacking VSP. Le dimanche 16 mars 2008 ? 12:46 +0000, Ben Millwood a ?crit : > I believe tremstats (http://www.dasprids.de/programs/tremstats) > recently added GUID tracking. > > On Sun, Mar 16, 2008 at 10:39 AM, G wrote: > Hi, > > just to be consistent with the enhancement I just propose (see > https://bugzilla.icculus.org/show_bug.cgi?id=3570). > > I know about and I hacked a little VSP to support Smokin'Guns > (previously known as WesternQ3). That product can support > players GUID > and I need some little work to let it support GUID for Q3. > Also I think > VSP is not intended to be hacked as its code is obfuscated... > but I did > not found any legal mention about that. > > So just few questions before I lost my time ;P : do you know > about > product managing game statistics with GUID support ? Did such > a kind of > work still have been done for any kind of Q3 mod ? > > Thanks all > > > --- > To unsubscribe, send a blank email to > quake3-unsubscribe at icculus.org > Mailing list archives: > http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > From zcat at zcat.geek.nz Wed Mar 19 14:49:03 2008 From: zcat at zcat.geek.nz (Bruce Kingsbury) Date: Thu, 20 Mar 2008 07:49:03 +1300 Subject: [quake3] GUID & game statistics purpose In-Reply-To: <1205915244.27253.2.camel@localhost> References: <1205663967.17845.19.camel@localhost> <1205915244.27253.2.camel@localhost> Message-ID: <54e2f3c80803191149j586d285i595713be719d4402@mail.gmail.com> Speaking of GUID.. a friend of mine (at my request) is working on a secure GUID patch for Tremulous (and he's apparently designed the patch in a way that it can be ported to any game) Admin GUID's can optionally be associated with a public key on the server. At connection the server and client will launch a separate 'authentication' thread ..The server immediately sets verifiable GUID's to XXXX and sends a cryptographic challenge to the client, the client signs and returns it at which time the server set the GUID back and flags it as 'verified'. This is (IMHO) a much better solution than TJW's 'different GUID on every server' -- You can have the same GUID and public key everywhere, but a hostile server owner or network sniffer can't use that to pretend to be you on other servers. I tried to design the scheme to be backward-compatible too. Older servers don't send the challenge and the new client behaves as normal. Older clients can continue to use an unverified GUID, server owners can decide if they want only verifiable GUID's to have admin. I'm not sure how we're handling the initial key generation and exchange yet, I'll have to ask James. It probably won't be automatic unless he's found a way of doing that too.. On 19/03/2008, G wrote: > > Thank you for your response. > > I checked it a little and it looks pretty. I will review it in depth > before hacking VSP. > > Le dimanche 16 mars 2008 ? 12:46 +0000, Ben Millwood a ?crit : > > > I believe tremstats (http://www.dasprids.de/programs/tremstats) > > recently added GUID tracking. > > > > On Sun, Mar 16, 2008 at 10:39 AM, G wrote: > > Hi, > > > > just to be consistent with the enhancement I just propose (see > > https://bugzilla.icculus.org/show_bug.cgi?id=3570). > > > > I know about and I hacked a little VSP to support Smokin'Guns > > (previously known as WesternQ3). That product can support > > players GUID > > and I need some little work to let it support GUID for Q3. > > Also I think > > VSP is not intended to be hacked as its code is obfuscated... > > but I did > > not found any legal mention about that. > > > > So just few questions before I lost my time ;P : do you know > > about > > product managing game statistics with GUID support ? Did such > > a kind of > > work still have been done for any kind of Q3 mod ? > > > > Thanks all > > > > > > --- > > To unsubscribe, send a blank email to > > quake3-unsubscribe at icculus.org > > Mailing list archives: > > http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > > > > > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From escapedturkey at gmail.com Wed Mar 19 15:18:03 2008 From: escapedturkey at gmail.com (EscapedTurkey) Date: Wed, 19 Mar 2008 12:18:03 -0700 Subject: [quake3] GUID & game statistics purpose In-Reply-To: <54e2f3c80803191149j586d285i595713be719d4402@mail.gmail.com> References: <1205663967.17845.19.camel@localhost> <1205915244.27253.2.camel@localhost> <54e2f3c80803191149j586d285i595713be719d4402@mail.gmail.com> Message-ID: <47E166EB.3000108@gmail.com> What will prevent the client from simply resetting or clearing his/her key and starting over? Is the GUID based on the client's hardware somehow? Bruce Kingsbury wrote: > Speaking of GUID.. a friend of mine (at my request) is working on a > secure GUID patch for Tremulous (and he's apparently designed the patch > in a way that it can be ported to any game) > > Admin GUID's can optionally be associated with a public key on the > server. At connection the server and client will launch a separate > 'authentication' thread ..The server immediately sets verifiable GUID's > to XXXX and sends a cryptographic challenge to the client, the client > signs and returns it at which time the server set the GUID back and > flags it as 'verified'. This is (IMHO) a much better solution than TJW's > 'different GUID on every server' -- You can have the same GUID and > public key everywhere, but a hostile server owner or network sniffer > can't use that to pretend to be you on other servers. > > I tried to design the scheme to be backward-compatible too. Older > servers don't send the challenge and the new client behaves as normal. > Older clients can continue to use an unverified GUID, server owners can > decide if they want only verifiable GUID's to have admin. > > I'm not sure how we're handling the initial key generation and exchange > yet, I'll have to ask James. It probably won't be automatic unless he's > found a way of doing that too.. > > > On 19/03/2008, *G* > wrote: > > Thank you for your response. > > I checked it a little and it looks pretty. I will review it in depth > before hacking VSP. > > Le dimanche 16 mars 2008 ? 12:46 +0000, Ben Millwood a ?crit : > > > I believe tremstats (http://www.dasprids.de/programs/tremstats) > > recently added GUID tracking. > > > > On Sun, Mar 16, 2008 at 10:39 AM, G > wrote: > > Hi, > > > > just to be consistent with the enhancement I just propose > (see > > https://bugzilla.icculus.org/show_bug.cgi?id=3570). > > > > I know about and I hacked a little VSP to support Smokin'Guns > > (previously known as WesternQ3). That product can support > > players GUID > > and I need some little work to let it support GUID for Q3. > > Also I think > > VSP is not intended to be hacked as its code is obfuscated... > > but I did > > not found any legal mention about that. > > > > So just few questions before I lost my time ;P : do you know > > about > > product managing game statistics with GUID support ? Did such > > a kind of > > work still have been done for any kind of Q3 mod ? > > > > Thanks all > > > > > > --- > > To unsubscribe, send a blank email to > > quake3-unsubscribe at icculus.org > > > Mailing list archives: > > http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > > > > > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > From zcat at zcat.geek.nz Wed Mar 19 15:22:36 2008 From: zcat at zcat.geek.nz (Bruce Kingsbury) Date: Thu, 20 Mar 2008 08:22:36 +1300 Subject: [quake3] GUID & game statistics purpose In-Reply-To: <47E166EB.3000108@gmail.com> References: <1205663967.17845.19.camel@localhost> <1205915244.27253.2.camel@localhost> <54e2f3c80803191149j586d285i595713be719d4402@mail.gmail.com> <47E166EB.3000108@gmail.com> Message-ID: <54e2f3c80803191222u3b1e4222i695e284ce01d8f54@mail.gmail.com> On 20/03/2008, EscapedTurkey wrote: > > What will prevent the client from simply resetting or clearing his/her > key and starting over? Is the GUID based on the client's hardware somehow? If he's an ordinary player; nothing. If he's an admin, he won't be an admin any more. This isn't intended to enforce bans. It's intended to prevent non-admins from finding out and admin's GUID and spoofing it. -------------- next part -------------- An HTML attachment was scrubbed... URL: From ludwig.nussel at suse.de Sat Mar 22 13:46:24 2008 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Sat, 22 Mar 2008 18:46:24 +0100 Subject: [PATCH] prevent unloading a running vm Message-ID: <200803221846.24399.ludwig.nussel@suse.de> Hi, Some older version of World of Padman called trap_Cmd_ExecuteText(EXEC_NOW, "snd_restart"); during UI_INIT. That in turn leads to vid_restart which unloads and reloads the ui. That means the generated program code which is being executed in that moment is rewritten. Turns out that this works with vm_interpreted and vm_x86. I assume by accident as the newly generated code is placed at the exact same address so a return from a function actually jumps back at the correct code. Not so with vm_x86_64. Code apparently gets mapped at a different place the second time and the previous vm jumps into the void... Anyways, that situation is not meant to happen and the mod headers clearly state that EXEC_NOW should not be used. So my fix would be to 1. translate EXEC_NOW into EXEC_INSERT if used together with snd_restart or vid_restart. That maintains backward compatability. 2. gracefully die if VM_Free is called on a running vm instead of waiting for segfault to happen. Patches are attached. Ack/nack anyone? cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ -------------- next part -------------- A non-text attachment was scrubbed... Name: 0001-catch-Cbuf_ExecuteText-EXEC_NOW-.-from-the-ui-as.patch Type: text/x-diff Size: 891 bytes Desc: not available URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: 0002-use-vm-callLevel-to-count-recursive-calls-to-VM_Cal.patch Type: text/x-diff Size: 4513 bytes Desc: not available URL: From acano at fastmail.fm Thu Mar 27 13:51:56 2008 From: acano at fastmail.fm (acano at fastmail.fm) Date: Thu, 27 Mar 2008 13:51:56 -0400 Subject: little bug in game/ai_chat.c lasthurt_client should be lasthurt_mod Message-ID: <20080327175156.GA30926@localhost.localdomain> -------------- next part -------------- A non-text attachment was scrubbed... Name: 2008-03-27-ai_chat_botweapnamemod-type.patch Type: text/x-diff Size: 953 bytes Desc: not available URL: From forum_posting at hotmail.com Thu Mar 27 20:16:22 2008 From: forum_posting at hotmail.com (Forum Posting) Date: Fri, 28 Mar 2008 00:16:22 +0000 Subject: Help: Registered on the forum last week but keep saying my id is inactive ??? Message-ID: Sorry to use the list but since I cannot find the admin's email no matter where I looked on the site and forum, then this is the only resort I have. I registered last Friday and everytimes I try to log in for the first time, it keeps telling me my id is inactive and that I should contact an admin. So can someone fix this problem ? Thx. _________________________________________________________________ Send a smile, make someone laugh, have some fun! Start now! http://g.msn.ca/ca55/208 From zakk at timedoctor.org Thu Mar 27 22:51:08 2008 From: zakk at timedoctor.org (Zachary Slater) Date: Fri, 28 Mar 2008 11:51:08 +0900 Subject: [quake3] Help: Registered on the forum last week but keep saying my id is inactive ??? In-Reply-To: References: Message-ID: <47EC5D1C.9020807@timedoctor.org> Please do not e-mail my list for trivial items like web forum registration. Please do not use obviously bogus e-mail addresses like forum_posting at hotmail.com when addressing my list or myself. My e-mail address is at the bottom of every page on the site, clearly marked as such. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From ludwig.nussel at suse.de Fri Mar 28 11:10:50 2008 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Fri, 28 Mar 2008 16:10:50 +0100 Subject: semi automatic installer builds Message-ID: <200803281610.50431.ludwig.nussel@suse.de> Hi, Since the ioquake3 web site always offers rotten builds and users keep asking ... The openSUSE build service also builds loki-setup based installers for Linux and an NSIS based one for Windows since some time. They are produced as some kind of by-product of the regular rpm build so there is little manual intervention required unless someone breaks the scripts in SVN. All I need to do is to upload a new tarball snapshot of ioquake3, fix the version number in the .spec file, wait for everything to successfully build, download the rpms and extract the installers with a script. The scripts can be found in home:lnussel:win32/ioquake3 in the build service for those interested. I've uploaded the installers to ftp://ftp.suse.com/pub/people/lnussel/ioquake3 for now and intend to update them every now and then. The Windows installer probably needs some love to make it look better, volunteers? Things I know zakk doesn't like: - the installers are engine only so you need to install baseq3 manually. The data files never change anyways so IMO a separate installer that installs them as sub component of ioquake3 is the solution here (same for "standalone" mods). - there are separate installers for i386 and x86_64. The build service cannot combine packages from different architectures. - there are no ppc packages as the build service still does not offer ppc support (it has been promised for ages that support will be added). Well, I wonder how many non-geeks (ie those who want installers) use ppc Linux anyways. So, that's it from my side. Any feedback whether this service is useful and is worth continuing or whether I should better concentrate on things I'm actually paid for is welcome ;-) cu Ludwig -- (o_ Ludwig Nussel //\ V_/_ http://www.suse.de/ SUSE LINUX Products GmbH, GF: Markus Rex, HRB 16746 (AG Nuernberg) From vincent at cojot.name Fri Mar 28 11:57:01 2008 From: vincent at cojot.name (vincent at cojot.name) Date: Fri, 28 Mar 2008 16:57:01 +0100 (CET) Subject: Bugzilla Nb #3579 In-Reply-To: <200803281610.50431.ludwig.nussel@suse.de> References: <200803281610.50431.ludwig.nussel@suse.de> Message-ID: Anyone care to please apply patch associated with bugzilla Nb #3579? That 'd make building on Solaris/Sparc work again (recent SUN patches). Thanks, Vincent From rwillmore at gmail.com Fri Mar 28 12:06:28 2008 From: rwillmore at gmail.com (Rob Willmore) Date: Fri, 28 Mar 2008 11:06:28 -0500 Subject: [quake3] semi automatic installer builds In-Reply-To: <200803281610.50431.ludwig.nussel@suse.de> References: <200803281610.50431.ludwig.nussel@suse.de> Message-ID: <9841a34a0803280906h5b4b28f1xe63a45220f553783@mail.gmail.com> Very nice, and very handy. Many thanks. On Fri, Mar 28, 2008 at 10:10 AM, Ludwig Nussel wrote: > Hi, > > Since the ioquake3 web site always offers rotten builds and users > keep asking ... > The openSUSE build service also builds loki-setup based installers > for Linux and an NSIS based one for Windows since some time. They > are produced as some kind of by-product of the regular rpm build so > there is little manual intervention required unless someone breaks > the scripts in SVN. All I need to do is to upload a new tarball > snapshot of ioquake3, fix the version number in the .spec file, wait > for everything to successfully build, download the rpms and extract > the installers with a script. The scripts can be found in > home:lnussel:win32/ioquake3 in the build service for those > interested. I've uploaded the installers to > ftp://ftp.suse.com/pub/people/lnussel/ioquake3 for now and intend to > update them every now and then. > > The Windows installer probably needs some love to make it look > better, volunteers? > > Things I know zakk doesn't like: > - the installers are engine only so you need to install baseq3 > manually. The data files never change anyways so IMO a separate > installer that installs them as sub component of ioquake3 is the > solution here (same for "standalone" mods). > - there are separate installers for i386 and x86_64. The build > service cannot combine packages from different architectures. > - there are no ppc packages as the build service still does not > offer ppc support (it has been promised for ages that support will > be added). Well, I wonder how many non-geeks (ie those who want > installers) use ppc Linux anyways. > > So, that's it from my side. Any feedback whether this service is > useful and is worth continuing or whether I should better > concentrate on things I'm actually paid for is welcome ;-) > > cu > Ludwig > > -- > (o_ Ludwig Nussel > //\ > V_/_ http://www.suse.de/ > SUSE LINUX Products GmbH, GF: Markus Rex, HRB 16746 (AG Nuernberg) > > > > > > > > > > > > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > -- Willmore *Fortitudo, aequitas, fidelitas.* "Strength, justice, loyalty" (GC) (512)524-7045 -------------- next part -------------- An HTML attachment was scrubbed... URL: From rstotts at cox.net Fri Mar 28 22:03:37 2008 From: rstotts at cox.net (Ryan) Date: Fri, 28 Mar 2008 21:03:37 -0500 Subject: Failed to open OpenAL device Message-ID: My sound is lagged and choppy. I'm looking for info to resolve this but it seems slim. Vista, onboard RealTek, ioquake3 from the ftp mentioned earlier(1.35). ----- Initializing Sound ------ Loading "OpenAL32.dll"... Failed to open OpenAL device. SDL_Init( SDL_INIT_AUDIO )... OK SDL audio driver is "waveout". SDL_AudioSpec: Format: AUDIO_S16LSB Freq: 22050 Samples: 5512 Channels: 2 Starting SDL audio callback... SDL audio initialized. ----- Sound Info ----- 1 stereo 131072 samples 16 samplebits 1 submission_chunk 22050 speed 01C2DDD8 dma buffer No background file. ---------------------- Sound initialization successful. -------------------------------- Sound memory manager started From thomas.a.roche at googlemail.com Fri Mar 28 23:14:53 2008 From: thomas.a.roche at googlemail.com (thomas roche) Date: Sat, 29 Mar 2008 03:14:53 +0000 Subject: possible security issues Message-ID: Hi, I was just looking for information on the source code of quake3, my knowledge in C/C++ being less than inadequate for reading the source code itself, and I found a web site about security mentioning several bugs in the engine. I thought It might be usefull to bring this here. http://aluigi.altervista.org/search.php?src=quake Please ignore this message if you have known this. Thomas -------------- next part -------------- An HTML attachment was scrubbed... URL: From arny at ats.s.bawue.de Sat Mar 29 08:59:19 2008 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Sat, 29 Mar 2008 13:59:19 +0100 Subject: [quake3] possible security issues In-Reply-To: References: Message-ID: <200803291359.21490.arny@ats.s.bawue.de> On Samstag, 29. M?rz 2008, thomas roche wrote: > I was just looking for information on the source code of quake3, my > knowledge in > C/C++ being less than inadequate for reading the source code itself, > and I found a web site about security mentioning several bugs in the > engine. > I thought It might be usefull to bring this here. > > http://aluigi.altervista.org/search.php?src=quake > > Please ignore this message if you have known this. We are aware of this page and most of the issues have already been fixed in ioquake3. -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: This is a digitally signed message part. URL: From zakk at timedoctor.org Sun Mar 30 06:00:29 2008 From: zakk at timedoctor.org (Zachary Slater) Date: Sun, 30 Mar 2008 19:00:29 +0900 Subject: [quake3] semi automatic installer builds In-Reply-To: <200803281610.50431.ludwig.nussel@suse.de> References: <200803281610.50431.ludwig.nussel@suse.de> Message-ID: <47EF64BD.8010902@timedoctor.org> Ludwig Nussel wrote: > Hi, > > Since the ioquake3 web site always offers rotten builds and users > keep asking ... Yes. I'd like to fix this through a cronjob that gets automated builds from somewhere. > I've uploaded the installers to > ftp://ftp.suse.com/pub/people/lnussel/ioquake3 for now and intend to > update them every now and then. This is very cool, I recall the last time I checked this out the exe's were stuck into RPMs. > > The Windows installer probably needs some love to make it look > better, volunteers? > I'll check out the latest one in a minute after I reboot. > Things I know zakk doesn't like: > - the installers are engine only so you need to install baseq3 > manually. The data files never change anyways so IMO a separate > installer that installs them as sub component of ioquake3 is the > solution here (same for "standalone" mods). I like how the windows pidgin installer (optionally) downloads aspell, then a dictionary, etc and puts it all together nicely. It'd be good to have something similar for baseq3, patch data, and a few other moddy choices for fun. Eventually I'd like to have a simple bare minimum (GPL'd) test chamber map, character, menu, etc included. This would probably be good just for people who want to start from something besides scratch without having to purchase the game or use OpenArena (the baby/momma drama of which I'd like to avoid) > - there are separate installers for i386 and x86_64. The build > service cannot combine packages from different architectures. That is weird. > - there are no ppc packages Can't really care about this. > > So, that's it from my side. Any feedback whether this service is > useful and is worth continuing or whether I should better > concentrate on things I'm actually paid for is welcome ;-) Yes to working on this more. First person to write me a nice SAFE cronjob to mirror these to ioquake3.org wins cuddles from Timbo. > > cu > Ludwig > Thank you, Ludwig. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From stephan.reiter at gmail.com Sun Mar 30 12:26:06 2008 From: stephan.reiter at gmail.com (Stephan Reiter) Date: Sun, 30 Mar 2008 18:26:06 +0200 Subject: New Raytracing Patch Message-ID: <22504DBD8BCD46BE8DF250F78B3487F5@Redmond> So, I have been working the past few weeks to get rid of some shortcomings of the older raytracing patch and present to you a new patch with the following features: Rapdio 0.7: - Restructured code, respects C++ RAII idiom and separates scene management from the acceleration structure through templates (next version will feature BIH and Grid as replacements for the BVH, BIH should yield better results in the ioquake3 environment). - Rewritten kd-tree builder, does not depend on openmp to utilize all cores (although openmp allows speeding up some parts of the process) rt-ioquake3: - Runtime code generation for shaders using the LLVM: this is blazingly fast and does not require GCC to be installed anymore! - SIMD code is not generated yet, expect lower performance due to use of scalar code only. - Support for reflections in Elite Force has been removed. We should think about adding new keywords to the Q3 shader language for raytraced effects. Some notes regarding compilation: - Code is based on revision 1270. - Rapido is not built with the ioquake3 makefile - build it manually in code/rapido - Get the latest version of the LLVM from their Subversion repository, svn co http://llvm.org/svn/llvm-project/llvm/trunk llvm - Expect a crash under Mac OS X: I know there is a bug in the kd-tree builder, but I haven't been able to locate until now. Maybe someone else is more lucky and could help, which I would appreciate A LOT! - Lightmaps are not sampled yet. Stephan -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: rtpatch.zip Type: application/x-zip-compressed Size: 84116 bytes Desc: not available URL: From cbunting99 at gmail.com Mon Mar 31 23:25:29 2008 From: cbunting99 at gmail.com (Chris Bunting) Date: Mon, 31 Mar 2008 23:25:29 -0400 Subject: Logging the load process and textures? Message-ID: <13D85B42732A4CCE80CF88F8C1FA6CEF@chrispc> Hello, Is there an easy way to log the textures that are loading when you first start the game? I keep missing textures while trying to create a small pack that just has what is needed to load up the menu. I looked at the botlib.log function but not sure how or where simular code would go to log the pack loading I assume. Thanks, Chris -------------- next part -------------- An HTML attachment was scrubbed... URL: