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This is an up-to-date fork of ioquake3 for UrbanTerror with changes from the ioUrbanTerror engine
License: GNU General Public License v2.0
This project forked from ioquake/ioq3
This is an up-to-date fork of ioquake3 for UrbanTerror with changes from the ioUrbanTerror engine
License: GNU General Public License v2.0
This is a strange one, had me scratching my head for a while.
If sv_hostname
is longer than 25 chars (including hidden colour code chars) the game type is forced to FFA. Note that the server will still advertise whatever g_gametype
was set to and rcon g_gametype
will still return whatever it was set to while running, yet the actual game mode used will be FFA.
This behaviour doesn't seem to occur with Barbatos's repo.
set sv_hostname "12345678901234567890123456" // 26 char name
[edit]
Thanks for everyones invaluable input on this. Rough plan from discussion bellow:
Exclude truncation based option since reviewing content of infostring (almost all cvars are not strings).
Exluded omitting cvars option because the optional ones are mostly auth cvars.
Kronik has detailed relevant functions here #30 (comment)
Just tried the engine with 4.3.4 UrT.
I really like that it's possible to Alt-Tab again on my Linux without any tricks.
However the mousespeed seems to be wrong.
The speed in the menu is way faster than with the other engine. In game I feel an acceleration even with
\cl_mouseAccelOffset 5 (default) or set to 0
\cl_mouseAccelStyle 0 (also tried 1 and 2)
all 3 had noticeable accelerations.
I use LinuxMint LMDE. To deactivcate the system mouse acceleration I use these two commands:
xinput set-prop 'Razer Razer DeathAdder' 'Device Accel Profile' -1
xinput set-prop 'Razer Razer DeathAdder' 'Device Accel Constant Deceleration' 1
Are these somehow overwritten and the system acceleration kicks in? I reverted to the original engine and the mousespeed was fine again.
Any idea what I might try to get rid of the acceleration at all?
Hey,
I just download your build115 and there is a delay between the shot and the sound of the shot.
Is there any way to fix this ? Or it's a bug from this build ?
Os : windows10x64
cl_renderer opengl2
Thanks in advance,
logic
Built from d93f05d for windows x86_64
Fairly inconsistent to reproduce. Happened when /devmap-ing some of my own maps locally as well as some from the wardogs series. Unable to reproduce on the official maps. Doesn't happen using the official urbanterror client.
Seems like the client is misplacing the player's pov and moving independently of the player's coordinates issued by the game upon respawn. As a result, the player will feel like hovering and gliding above ground in an 'out-of-body'-like experience (as evidenced in the video below, gliding occurs when no key is pressed).
Entities not in view from the player's game position are not rendered (doors/railings in the following video).
Doors do not get triggered since the player's game entity is elsewhere.
https://www.youtube.com/watch?v=DB2pwAhl_W0
See at around 3:12, when firing and dropping a weapon, the bullet impacts and dropped colt python will reveal the actual player's position. Notice bullet marks never appear where the crosshair is aiming. 4:48 is another example.
Speedometer demonstrates the "icy surface" gliding feeling.
Issue will not show up on demos and goes away when taking a screenshot (pov is restored to the game's actual player position).
ui_radio bind disrupts movement in m9 build, but not fs build.
It happens that in your build it stops the movement when running/sliding and pressing "u", or whatever is binded with "ui_radio"
Hi,
I need to disable strict-aliasing while compiling. Otherwise urbanterror compiles and starts properly, but I'm not able to connect to any server.
I'm running Gentoo/Linux with gcc-11.2.1:
% gcc -march=native -E -v - </dev/null 2>&1 | grep cc1
/usr/libexec/gcc/x86_64-pc-linux-gnu/11.2.1/cc1 -E -quiet -v - -march=znver2 -mmmx -mpopcnt -msse -msse2 -msse3 -mssse3 -msse4.1 -msse4.2 -mavx -mavx2 -msse4a -mno-fma4 -mno-xop -mfma -mno-avx512f -mbmi -mbmi2 -maes -mpclmul -mno-avx512vl -mno-avx512bw -mno-avx512dq -mno-avx512cd -mno-avx512er -mno-avx512pf -mno-avx512vbmi -mno-avx512ifma -mno-avx5124vnniw -mno-avx5124fmaps -mno-avx512vpopcntdq -mno-avx512vbmi2 -mno-gfni -mno-vpclmulqdq -mno-avx512vnni -mno-avx512bitalg -mno-avx512bf16 -mno-avx512vp2intersect -mno-3dnow -madx -mabm -mno-cldemote -mclflushopt -mclwb -mclzero -mcx16 -mno-enqcmd -mf16c -mfsgsbase -mfxsr -mno-hle -msahf -mno-lwp -mlzcnt -mmovbe -mno-movdir64b -mno-movdiri -mmwaitx -mno-pconfig -mno-pku -mno-prefetchwt1 -mprfchw -mno-ptwrite -mrdpid -mrdrnd -mrdseed -mno-rtm -mno-serialize -mno-sgx -msha -mno-shstk -mno-tbm -mno-tsxldtrk -mno-vaes -mno-waitpkg -mwbnoinvd -mxsave -mxsavec -mxsaveopt -mxsaves -mno-amx-tile -mno-amx-int8 -mno-amx-bf16 -mno-uintr -mno-hreset -mno-kl -mno-widekl -mno-avxvnni --param l1-cache-size=32 --param l1-cache-line-size=64 --param l2-cache-size=512 -mtune=znver2 -dumpbase -
The given address of the server from where we'd download prebuild binaries, is no longer available. Just to make sure, is it still maintained?
If so, I'd recommend using GitHub releases for binary files.
Scenario: Server is setup so that client is forced into spectator mode on connect... If client tries to join a team then the engine crashes. Tested locally and on FA CTF server...
Hi, thanks you Mickel for make this repository. But i have a question, this code was create with the intention of replace the actual one (ioq3 Barbatos's code)? Or is just to be an other unnoficial?
Copied over all the files from the folder "release-mingw32-x86" (renderer_opengl1_x86.dll, renderer_opengl2_x86.dll, SDL2.dll, urbanterror-m9.x86.exe) into the installation directory of UrbanTerror and I'm getting the error below (even though that file is in the folder)... If I use renderer_opengl1_x86.dll and renderer_opengl2_x86.dll from the latest "release-mingw32-x86.zip" with the compiled urbanterror-m9.x86.exe then it oddly works... No errors during the build. I'm simply running the command "make".
Error log:
----- Initializing Renderer ----
Trying to load "renderer_opengl2_x86.dll" from "C:\Program Files (x86)\UrbanTerror43"...
Loading "renderer_opengl2_x86.dll" failed
failed:
"Failed loading C:\Program Files (x86)\UrbanTerror43\renderer_opengl2_x86.dll: The specified module could not be found.
"
Do not use protocol 71, the same mistake was done by FrozenSand for release 4.2.001. All GTV servers support only protocol 68, so this binary is a no-go for any league.
This CVAR is very useful for streamers and would be a good addition if it wasn't added yet.
Built from d93f05d for windows x86_64
Steps to reproduce:
Client crashes.
Doesn't happen in windowed mode.
Doesn't happen on the official build.
The demo record message would need a slight enhancement. It currently overrides both the clock and the team scores. If it would just say [RECORDING] it would be more than enough.
With the server binary, the games.log does not contain the ports of connected players anymore.
Even /rcon status does not show the ports.
new binary:
20:55 ClientUserinfo: 0 \ip\10.0.2.2\challenge\406103348\qport\16873\protocol\68\snaps\20\name...
original FS binary:
0:10 ClientUserinfo: 0 \ip\10.0.2.2:1337\challenge\20698676\qport\8072\protocol\68\snaps\20\name...
When I launch iourt, my keys are just fine. With ioq3, my AZERTY keyboard is not taken in account and it behaves as a QWERTY
#suckstobefrench
For some reason after a certain ammount of bullets fired (lr & g36 for example) the weapon slows the firerate down (after ~12 bullets fired).
This never happens with m4, negev and some other weapons. It's a really crazy issue.
Hard to give any footage of the bug, but I'll try and see if I can record something.
I've noticed that server list and favorites are being lost upon every switch between fs and m9 (100/104) builds.
Easy fix is running "get new list" for the current server, but it annoyed me more that favorites are lost when I'm switching from testing (m9) and playing for fun or competitions (fs)
Obviously this is not major / showstopper bug for adoption... but still, it is a "bug".
Normally players wont be switching clients, so I guess it doesn't even have to be fixed.
And I've scripted it on my end to copy the "correct" servercache.dat from backups into .q3a/q3ut4 folder when starting one or the other.
Anyway, small observation
Linux file sizes are: m9 - 928K & fs - 800K
Windows file sizes are: m9 - 892 KB & fs - 800 KB
Tranc3r told me this happened to him, so I tested it myself.
If you are scrolling mousewheel (a lot) during map download (connect to server with current map that you do not have), it will result in Client command overflow when using Windows binaries (fs and m9)
On Linux it works without these problems.
So, it happens in Windows clients only, both FS build (ioQ3 1.35 urt 4.3.2-hotfix win-x86 Jan 6 2018) and m9 from Jan and Feb (build-100 and build-104)... but it is manifested differently.
With m9, got error popup window stating "Client command overflow" on which I can press OK and got back to main screen.
With fs build, the game gets minimized, window with log file appears and it grabs mouse focus, so it is little tricky to get out of it, copy the logs etc... and have to close the game window...
ERROR: Client command overflow
recursive error after: Client command overflow
Sys_QueEvent: overflow
I would understand if you would not bother fixing this bug as it is corner case requiring specific scenario, scrolling the mouse wheel vigorously during map download. I mean, who does that :)
My key binds are set up so that my sprint key is left alt. Jump is space as usual. However, with this client I can only do one at a time. The vanilla client I can l-alt sprint then jump while sprinting. In the m9 client when I'm sprinting with left-alt I can no longer jump with space.
My OS is Mint 20.1. Thanks!
The server never sets up cvar g_nextmap so it is left blank always.
can this please be fixed?
I get this error whenever the game finishes loading a map, any idea why that is the case?
I'm trying to run it with the latest urt version.
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