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>> No.959750 [View]
File: 383 KB, 891x902, 1616496677326.jpg [View same] [iqdb] [saucenao] [google]
959750

>>442557185
>What's this supposed to be?
Opensource game, supports alot of formats.
Wants to support unreal formats too.

You should help: unity is getting expensive.
this is free. GPL

Also the screenshot is of a procedurally generated city you can do in this game. All buildings have interiors.

https://www.youtube.com/watch?v=Ul6Ygmy49yw

>> No.959748 [DELETED]  [View]
File: 383 KB, 891x902, 1616496677326.jpg [View same] [iqdb] [saucenao] [google]
959748

Does unity have procedural city generation? (it probably does). Our opensource stuff does too:

So could you assholes please help with formats:
https://sourceforge.net/p/chaosesqueanthology/tickets/2/

>> No.959660 [View]
File: 383 KB, 891x902, 1616496677326.jpg [View same] [iqdb] [saucenao] [google]
959660

>>>/pol/442259305
> Repost on /3/ I'll meet you there. I am familiar with the map format of unreal tournament 1999 and 2004, I used to make maps and moved on to udk (unreal engine 3) and then UE4 and UE5

We also used to map for Unreal (97) and UT (99). It was a golden age of user creation and fun. We had our CD, internet was slow, but everything we needed was on the CD.

And with UT even more so.
Here's maps and stuff we made from back then:
https://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/72c4ff80c1/8d68/attachment/t3dexamplefilesmore.zip

>> No.959462 [View]
File: 383 KB, 891x902, 1616496677326.jpg [View same] [iqdb] [saucenao] [google]
959462

Specifics:

> Our source code (GPL):
> http://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/72c4ff80c1/f23d/attachment/darkplaces_workingon_sep_06_2023_aug19cde_SOURCEONLY.tar.gz
>
> (relevant files: model_brush.c, relevant function: void
> T3d_Attempt_Which_will_Mod_OBJ_Load(dp_model_t *mod, void *buffer,
> void *bufferend)
>
> We "just" need to beable to load the t3d and/or unr levels. There is
> opensource code to do it:

>(.unr) UShock(C++): http://sourceforge.net/projects/ushock/

>(.t3d) T3d2Map(C++): http://github.com/mildred/t3d2map
>
>
> Note: Our engine is in the C programming language, We already implemented various other files
> (Wolfenstine Enemy Territory, MineTest Obj, BzFlag Obj) additions)
> We would like help in adding more formats like the Unreal ones!

Our project (everything is opensource, including media):
Description: https://libregamewiki.org/Chaos_Esque_Anthology
Screenshots: https://chaosesqueteam.itch.io/chaosesque-anthology
Collab: sourceforge.net/p/chaosesqueanthology/discussion/general/

>> No.955268 [View]
File: 383 KB, 891x902, 1616496677326.jpg [View same] [iqdb] [saucenao] [google]
955268

Hi, recently .. we... programmed better obj support into .. our... opensource 3d game. IE made it so they could very easily be used as the world map, not just static meshes added to it.

So I scoured sketchfab and downloaded the handful of unreal 1 and other 3d level maps (half life too) obj conversions.

And they're fun.

Now I want more.
It's so satisfying just putting the obj file in as .basescale1.loadstyle1.obj_from_mc map. It's so easy.

But I got all the sketchfab ones.
And no one converted DM-Radikus or any of the other cool Unreal1 maps to obj :(

https://ut99.org/viewtopic.php?t=12961

Anyone have any obj file maps I can enjoy?
After working on the engine I've been adding helper code to the game code, so you can tell the map which textures are ladders etc, set the height of the sky if it's too close, all kinds of things. Bullet penetration was coded correctly now so the maps feel solid

>Note: the native formats of the engine are bsp (Q1, Q3) and I added Wolfenstine:Enemy Territory and now Obj as map (before it would just crash and have other problems)

...Asking for a friend

Also: Russians I want you to answer . You people like C code.

>> No.945998 [View]
File: 383 KB, 891x902, 1616496677326.jpg [View same] [iqdb] [saucenao] [google]
945998

Xonotic
>Many developers.
>Has been rewritten several times. Few new features.
>10 weapons, they don't do any noticeable damage however.
>Literally castrated - engine developer is now "a woman"
>Readable font
>Pro-Gay, Accepts and promotes "Transgenderism", Pro-feminist.
>Wishes to revoke license of "Transphobic" developers, but thinks this is impossible.
>No racial awareness. Anti-racist.
>Motto: we strive for excellence

>Developers work for Google


ChaosEsque Anthology
>One developer
>Never rewritten. Many new features. Accepts mortality.
>217 Weapons
>Forked 10 years ago, before all of that faggot shit.
>TTT Font Displays the Cross of Jerusalem at every Opportunity TTT
>Understands the beauty of young girls.
>Understands US Copyright Law and that Free-Non-exclusive licenses are Revocable; Ignores it.
>Racial Awareness: Whites are woman worshiping faggots and Heretics.
>Motto: Only God is Perfect

>NEETs

https://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/0fb57e3232/

>> No.945990 [View]
File: 383 KB, 891x902, 1616496677326.jpg [View same] [iqdb] [saucenao] [google]
945990

Xonotic
>Many developers.
>Has been rewritten several times. Few new features.
>10 weapons, they don't do any noticeable damage however.
>Literally castrated - engine developer is now "a woman"
>Readable font
>Pro-Gay, Accepts and promotes "Transgenderism", Pro-feminist.
>Wishes to revoke license of "Transphobic" developers, but thinks this is impossible.
>No racial awareness. Anti-racist.
>Motto: we strive for excellence

>Developers work for Google


ChaosEsque Anthology
>One developer
>Never rewritten. Many new features. Accepts mortality.
>217 Weapons
>Forked 10 years ago, before all of that faggot shit.
>TTT Font Displays the Cross of Jerusalem at every Opportunity TTT
>Understands the beauty of young girls.
>Understands US Copyright Law and that Free-Non-exclusive licenses are Revocable; Ignores it.
>Racial Awareness: Whites are woman worshiping faggots and Heretics.
>Motto: Only God is Perfect

>NEETs

https://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/0fb57e3232/

>> No.945854 [View]
File: 383 KB, 891x902, 1616406313882.jpg [View same] [iqdb] [saucenao] [google]
945854

Xonotic
>Many developers.
>Has been rewritten several times. Few new features.
>10 weapons, they don't do any noticeable damage however.
>Literally castrated - engine developer is now "a woman"
>Readable font
>Pro-Gay, Accepts and promotes "Transgenderism", Pro-feminist.
>Wishes to revoke license of "Transphobic" developers, but thinks this is impossible.
>No racial awareness. Anti-racist.
>Motto: we strive for excellence

>Developers work for Google


ChaosEsque Anthology
>One developer
>Never rewritten. Many new features. Accepts mortality.
>217 Weapons
>Forked 10 years ago, before all of that faggot shit.
>TTT Font Displays the Cross of Jerusalem at every Opportunity TTT
>Understands the beauty of young girls.
>Understands US Copyright Law and that Free-Non-exclusive licenses are Revocable; Ignores it.
>Racial Awareness: Whites are woman worshiping faggots and Heretics.
>Motto: Only God is Perfect

>NEETs

https://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/0fb57e3232/

>> No.914511 [View]
File: 383 KB, 891x902, xrctfy_xcity.jpg [View same] [iqdb] [saucenao] [google]
914511

>>>/wsr/1249009
>nah, you're too hateful and stupid to bother with

If I'm so FUCKING stupid: Explain this:
> https://chaosesqueteam.itch.io/chaosesque-anthology
> https://libregamewiki.org/Chaos_Esque_Anthology

Why does chaosesque have procedural city generation if I'm so FUCKING stupid?
Why does it have 4million entity support?
Why does it have Wolfenstine:Enemy Territory Map support?

HOW DID THAT FUCKING HAPPEN YOU ____FUCKING____ PIECE OF SHIT.

When the Russians come: we will help them.
You got the vaxx too I bet you FUCKING SCUM.

>> No.913290 [View]
File: 383 KB, 891x902, xrctfy_xcity.jpg [View same] [iqdb] [saucenao] [google]
913290

> :)

Seethe and say
"DURRR IT LOOKS LIKE SHIT"
"DURRR IT ISNT RIGHT"
"DURRR NORMALS OR SOMTHING"

FUCK you faggots.

>> No.911668 [View]
File: 383 KB, 891x902, xrctfy_xcity.jpg [View same] [iqdb] [saucenao] [google]
911668

Here's the ChaosEsque wishlist for the engine, with X next to finished works
[x]More entity support
[x]Wolfenstine:Enemy Territory map support
BZFlag map support (.bzw) (opensource project)
Design It 3D! map support
Unreal 97 map support (Quake Army Knife opensource has this code)
UnrealTournament 99 map support (ditto)
procedural terrain, including procedural LOD
volumetric "block" terrain, but higher quality like in 7 days to die
PlanetSide2 map support

And for the Gamecode
[/] procedural map generation (spawnarrays, spawnradials done)
parsing simcity 2k maps (opensource lua code exists for this) (could be done engine wise too, up against limit for globals in QC (everything is a global) 65k)


>models_shared.c and models_shared.h are where the definitions/code for loading new models is. Mod_OBJ is a good starting point, then search for "obj" to find the magic-file-type-determinator code in there to point to the new function. (in the case of obj it just assumes it's an obj if the file ends with .obj)

>> No.911227 [View]
File: 383 KB, 891x902, xrctfy_xcity.jpg [View same] [iqdb] [saucenao] [google]
911227

> :)

>> No.908911 [View]
File: 383 KB, 891x902, xrctfy_xcity.jpg [View same] [iqdb] [saucenao] [google]
908911

>

>> No.908432 [View]
File: 383 KB, 891x902, xrctfy_xcity.jpg [View same] [iqdb] [saucenao] [google]
908432

>>87750797
Can you please help me with my opensource project. The source code is in the iso, in the git_repos_.zips. I got it to a state where it compiles and runs on newer mac OSX's.

It just errors on strlcpy.
The upstream of the engine, has not changed the code from what it's always been: they've dropped apple support or just haven't run the engine on apple in years (a decade maybe): if it compiles that's all the checking they'll do.

> https://libregamewiki.org/Chaos_Esque_Anthology
> https://chaosesqueteam.itch.io/chaosesque-anthology

It works everywhere else including grsecurity-linux.
This project wasn't made alone, though in the recent years I've mostly been doing it myself.
But I cannot defeat OSX myself.
I don't have the willpower to become an apple fag.
I don't like the way they think or the way they corrupt open standards.
So I need collective action.

/g/ asked for an OSX binary.
/g/ needs to help

>> No.906841 [View]
File: 383 KB, 891x902, xrctfy_xcity.jpg [View same] [iqdb] [saucenao] [google]
906841

The old OSX build runs fine (built in 2012).
The new one, where the code is pretty much the same, compiles and runs, but when it gets to a strlcpy invocation; the OSX kernel decides some memory was used incorrectly and terminates the process.

If I "fix" (ie hack around with a check) the first strlcpy "situation" ("does this pointer have the same contents as the other thing we're copying too allready? If so don't bother"), then the error just migrates to the next sorta similar code (and this time a blatant "you're not allowed to do that" error).

This code runs fine under the most memory secure stringent grsecurity-linux kernel. So it isn't like we're using the stack for execution of data-only stuff.
It also runs fine under regular linux and windows.
The code has not changed in these instances in 15 years, and the rest of the engine code is almost all the same as the 2012 working OSX version that it was branched off of a decade ago.

And yet when we compile today, on a recent OSX (High Sierra, but installed a few days ago); "you're not allowed to do that" and then the OSX kernel Aborts the process explicitly when we simply copy the name of a shader to the name field of a texture. This has worked fine for 15 years, maybe 20 or 30.

This code originates from John Carmack and Id software or Lord "Forest Hale" havoc. They're both good programmers and Forest Hale is very careful.

How do I fix this.
It's not the code: it's the build environment, or maybe OSX now needs some sort of hacks etc which it didn't have.

In the code, strlncpy etc from OpenBSD is provided in darkplaces/common.h and common.c. For BSDs it's Idefe'd out as they allready have the function and there would be a conflict.

Remeber this code worked for 30 years straight, and 15 years without any tampering at all: up till now trying to compile it on "modern" OSX. And yes we are doing it on a mac-mini; not crosscompiling.

Please help.
たすけて

>> No.906195 [View]
File: 383 KB, 891x902, xrctfy_xcity.jpg [View same] [iqdb] [saucenao] [google]
906195

(mac)

>> No.905815 [View]
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905815

I CANNOT COMPILE ON MAC OSX
I CANNOT COMPILE ON MAC OSX
I CANNOT COMPILE ON MAC OSX
THE FUCKING BINARY WILL ___N O T___ FUCKIN G LINK.
This works FINE on LINUX and WINDOWS.
But a FULL FUCKING WEEK INTO TRYING TO COMPILE ON MAC OS FUCKING X IT STILL DOESNT FUCKING PRODUCE A FUCKING BINARY
>It's unix, it will be EASY to compile!
Note: there is an older version .app so it IS possible (2012)
Installed Mac Ports on OSX High Sierra

> https://desuarchive.org/g/thread/87464681/#q87466887
> https://desuarchive.org/g/thread/87521054/

CPUOPTIMIZATIONS?=-fcommon -fno-math-errno -ffinite-math-only -fno-rounding-math -fno-signaling-nans -fno-trapping-math -D_THREAD_SAFE -I/opt/local/include/SDL2 -L/opt/local/lib -lSDL2


Build more but didn't link:
"_volume", referenced from:
_M_Draw in menu.o
_M_Menu_Options_AdjustSliders in menu.o
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
make[2]: *** [darkplaces-sdl] Error 1
make[1]: *** [bin-debug] Error 2
make: *** [sdl-debug] Error 2


https://pastebin.com/QwM2D7xh

Won't link and won't thusly create the binary.

This is the makefile.inc:

https://pastebin.com/GPkifHGn

this is the makefile (no extension)
https://pastebin.com/TP7rJCLP


my email is m i k e e u s a ( a t ) f i r e m a i l ( d o t ) c c
If anyone figures out what I have to do after the transfaggot canadian janitor deletes this thread.

Or put a thread here with the subject MAC, or my nickname in any of the posts, or discussing grsecurity: ill search on the archives, if a solution is known.

>> No.905636 [View]
File: 383 KB, 891x902, hrx.jpg [View same] [iqdb] [saucenao] [google]
905636

Installed Mac Ports on OSX High Sierra

> https://desuarchive.org/g/thread/87464681/#q87466887
> https://desuarchive.org/g/thread/87521054/

CPUOPTIMIZATIONS?=-fcommon -fno-math-errno -ffinite-math-only -fno-rounding-math -fno-signaling-nans -fno-trapping-math -D_THREAD_SAFE -I/opt/local/include/SDL2 -L/opt/local/lib -lSDL2


Build more but didn't link:
"_volume", referenced from:
_M_Draw in menu.o
_M_Menu_Options_AdjustSliders in menu.o
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
make[2]: *** [darkplaces-sdl] Error 1
make[1]: *** [bin-debug] Error 2
make: *** [sdl-debug] Error 2


https://pastebin.com/QwM2D7xh

Won't link and won't thusly create the binary.

This is the makefile.inc:

https://pastebin.com/GPkifHGn

this is the makefile (no extension)
https://pastebin.com/TP7rJCLP


my email is m i k e e u s a ( a t ) f i r e m a i l ( d o t ) c c
If anyone figures out what I have to do after the transfaggot canadian janitor deletes this thread.

Or put a thread here with the subject MAC, or my nickname in any of the posts, or discussing grsecurity: ill search on the archives, if a solution is known.


-----
Dear Janitor trannyfaggot mod: We are going to torture your kind when Putin Invades. Just as your kind is being skinned alive by Putin's Muslim soliders in Ukraine.

Laugh all you fucking want: you were claiming they would never invade a few months ago: they did. You were claiming "Row a boat" would never be overturned: it was. You now claim Russia will never make it into europe, into canada, etc. You laugh and delete our threads.

You will have your fucking skin removed from your body while you are upside-down and alive. Do you fucking understand you fucking pro-women's rights anti-child bride faggot tranny piece of fucking shit?

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