Daemon
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The Dæmon game engine. With some bits of ioq3 and XreaL.
Map overbright bits (`r_overbrightDefaultExponent`) defaults to 2, while `r_overbrightBits` defaults to 1. This configuration was always used for Quake 3 and Tremulous, but really it is stupid because you are...
Game doesn't exit one error anymore (for example in case of a GLSL syntax error), after clicking the popup to close the game, the game window never closes and the...
When the engine fails to run on the configured resolution, it falls back on `640×480`. But here on some Lenovo Thinkpad X1 carbon laptop (4th gen), that resolution isn't supported:...
I would like to see a mechanism that can rebuild a GLSL shader without needing a `vid_restart`. I assume this would be doable for GLSL shaders not requiring to load...
There are some things to do to avoid relying on exceptions in the VM. First some files from daemon are imported inside the VM and use exceptions in parts where...
To not confuse with [adaptative lighting](29) (#29). It would be cool to implement HDR lighting. @SomaZ has q3map2 patches to bake HDR lightmaps with q3map2: https://github.com/SomaZ/GtkRadiant/commits/master
Steps to reproduce: 1. add or trigger `Sys::Drop` in void `CL_ParseGamestate`, so that the the vm will crash 2. try starting unvanquished many time, `/dev/shm` will fill up (if that's...
I just noticed yesterday that XreaL had adaptative lighting (sometime called HDR), and gh's wip tremulous has it too. That's something I would like to see in Unvanquished since ages...
Here is what I get when I try to load an exe on arm: ``` $ ./daemonded -set vm.sgame.type 1 +devmap plat23 Using loader args: nacl_helper_bootstrap nacl_loader --r_debug=0xXXXXXXXXXXXXXXXX --reserved_at_zero=0xXXXXXXXXXXXXXXXX -v...
Reported by mail by bmorel. Reproduction: * system: debian stable amd64 * compile with dll mode, RelWithDebInfo * disable overcommit (to get crashes earlier and avoid thrashing on linux) *...