UPDATE: Version 2.0 and what it means

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UPDATE: Version 2.0 and what it means

Postby qreeves » 06 Nov 2017 10:24

The last few months have been a fervor of development, starting with the New UI and culminating in a full port of the Tesseract engine to Red Eclipse that is being dubbed "version 2.0". So, what does this mean?

A NEW RENDERING ENGINE

From the Tesseract website: Tesseract provides a unique open-source engine derived from Cube 2: Sauerbraten technology but with upgraded modern rendering techniques. The new rendering features include fully dynamic omnidirectional shadows, global illumination, HDR lighting, deferred shading, morphological/temporal/multisample anti-aliasing, and much more.

This is great news for us as we can take more advantage of newer hardware and do things we simply couldn't before due to the limitations of the old renderer. I know we've prided ourselves for a long time concerning the fact Red Eclipse can "run on a potato(tm)", but we're going to have to say goodbye to the potatoes in order to make progress. I am sorry to leave behind our root vegetable loving friends, but we are trying to make real progress by turning Red Eclipse into a beautiful looking game that people want to play.

You can read more about the renderer here, but this outlines the differences in design choice:

Sauerbraten was reliant on precomputed lightmapping techniques to handle lighting of the world. This approach posed several problems. Dynamic entities in the world could not fully participate in lighting and so never looked quite "right" due to mismatches between dynamic and static lighting techniques. Lightmap generation took significant amounts of time, making light placement a painful guess-and-check process for mappers, creating a mismatch between the ease of instantly creating the level geometry and the not-so-instant-process of lighting it. Finally, storage of these lightmaps became a concern, so low-precision lightmaps were usually chosen, at the cost of appearance to reduce storage requirements. Tesseract instead chooses to use a fully dynamic lighting engine to resolve the mismatch between lighting of dynamic and static entities while making better trade-offs between appearance and storage requirements.

MAPPING AND PORTING EXISTING MAPS

It is going to take a lot of time and effort to port some existing maps and create new ones with the new renderer specifically in mind. It is important to know that several changes to the way you map will need to be made. In v2.0 the world loader will only accept a map with version 43 or higher, so you will need to save your maps with at least v1.3.1 (Galactic Edition Patch as of Dec 5, 2012) to ensure your maps will load in the new version. From there you can get on with the work of porting your map. Also, I have already culled the map list significantly in order to focus on the quality of a few maps rather than relying on quantity.

LIGHTS. This is the number one thing you need to know when dealing with mapping in the new version: you can't have a ton of dynamic lights without things going terribly wrong. By default, all lights cast shadows, both static and dynamic. You need to think carefully about where you're going to place a light, and you shouldn't under any circumstances allow there to be a ton of lights spammed all over the place, especially if they are dynamic. Unfortunately, that's exactly the situation we face when porting our current maps, as spamming lights was the workaround for crappy static lightmaps due to their size.

You can change how a light behaves by modifying attribute 7 in a bitwise fashion. For those who can't imagine things in bits, the easiest way to think about it is that instead of (0, 1, 2, 3, 4, 5, 6 etc) you double each subsequent value (0, 1, 2, 4, 8, 16, etc) then add the ones you want together. For example: 1 + 2 + 4 = 7. The values are as follows:

  • 1 = L_NOSHADOW - does not cast shadows at all
  • 2 = L_NODYNSHADOW - does not cast shadows for dynamic entities (like players, etc)
  • 4 = L_VOLUMETRIC - creates a volumetric effect inside the area of influence for the light

Having lights that work in realtime has finally allowed me to add both "palette" and "palindex" attributes to the LIGHT entity at attributes 8 and 9. This means maps can be completely responsive to to the available palettes which includes team colours in team games, even allowing for a neutral fallback if it is a free-for-all game. You can use these attributes in conjunction with "texpalette" to make textures the same colours. I would like to see more maps taking advantage of this feature as we can actually change the colours of the teams with variables. Anyway, I'll try to explain how this works.

Palette "0" - rotating pulse colours:
  • 0 = this special value means apply no palette (0, 0)
  • 1 = PULSE_FIRE, fire like colours
  • 2 = PULSE_BURN, like fire, but darker (used for the burn residual)
  • 3 = PULSE_DISCO, disco colours (used for the bomber-ball)
  • 4 = PULSE_SHOCK, shock colours (used for the shock residual and zapper)
  • 5 = PULSE_BLEED, bleed colours (used for the bleed residual)
  • 6 = PULSE_BUFF, buff colours (used for the pulsation effect on buffed players)
  • 7 = PULSE_WARN, red like colours to highlight a problem or error (used when shooting a teammate)
Palette "1" - team colours:
  • 0 = team neutral colour
  • 1 through 4 = team colour (or neutral in ffa)
  • 5 through 8 = team colour (persistent regardless of mode)
Palette "2" - weapon colours: a little long to list, but the gist is 0-11 (claw to rocket) but will be white if that particular weapon is disabled by some method, 12-23 is persistently the weapon colour.

LIGHTFX. This has been our variation on Cube's SPOTLIGHT entity, but with several enhancements that include PULSE, FLICKER, and GLOW that have only really been used in the map "Test Chamber". Before, you could only use one LIGHTFX entity per light and get consistent results, but with the new lighting system I was able to revise this so you can link several LIGHTFX to LIGHTs and have it all work nicely in tandem. This means you could have a volumetric spotlight that flickers every so often, as if it were broken.

SUNLIGHT. For us, this used to be an entity that we'd spam a few times to get a more desirable effect with the lightmaps, but in the new renderer there is only one singular sunlight which is controlled with the variables "sunlight" (colour), "sunlightscale" (brightness) and "sunlightyaw/sunlightpitch" (direction). For older maps, this means I had to write an importer which takes all the values of the sunlight entities in the level, then average that out to come up with a single value, and in some cases this may not be 100% representative of where the sun actually is. An alias has been written so you can quickly set the sun direction by entering edit mode and looking in the direction of the sun, and issuing the command "getsundir".

VARIANT. Something we've talked about in the past and wanted to do but couldn't because of the static lightmap system. All maps now have two variants available, "day" and "night". When changing the map, the server will pick a random one (or default to "day" in editmode) to apply to the game. You can get the current value of this from "$mapvariant" which will be either 1 (day) or 2 (night). You can force a specific variant using the server variable "forcemapvariant" (same values, or 0 for off). Yes, this means you can have a server that only plays day or night maps.

This change involved duplicating a lot of variables and adding a new attribute to a ton of entities to support changing the entire map depending on the situation. And no, you don't have to use it to have a day and night version of your map (you can have two day versions for example), but it would be nice to see two variants of every map to keep things interesting for the players, even if that just means changing the lighting a little, placing items in different places, or changing the layout with mapmodels.

The following entities now have a "variant" attribute: light, playerstart, particles, sound, lightfx, decal, weapon, teleport, actor, trigger, pusher, affinity, checkpoint.

The following variables now have a "night" variant (eg. skybox -> skyboxnight) for variant 2: ambient, ambientscale, skylight, skylightscale, fog, fogcolour, skybgcolour, skybox, skycolour, skyblend, skyoverbright, skyoverbrightmin, skyoverbrightthreshold, spinsky, yawsky, cloudbox, cloudcolour, cloudblend, spinclouds, yawclouds, cloudclip, cloudlayer, cloudlayercolour, cloudlayerblend, cloudoffsetx, cloudoffsety, cloudscrollx, cloudscrolly, cloudscale, spincloudlayer, yawcloudlayer, cloudheight, cloudfade, cloudsubdiv, envlayer, envlayercolour, envlayerblend, envoffsetx, envoffsety, envscrollx, envscrolly, envscale, spinenvlayer, yawenvlayer, envheight, envfade, envsubdiv, atmo, atmoplanetsize, atmoheight, atmobright, atmolight, atmolightscale, atmodisksize, atmodiskbright, atmohaze, atmohazefade, atmohazefadescale, atmoclarity, atmodensity, atmoblend, fogdomeheight, fogdomemin, fogdomemax, fogdomecap, fogdomeclip, fogdomecolour, fogdomeclouds, skytexture, skyshadow.

Three new variables were added, and are used in place of sunlight for variant 2: moonlight, moonlightscale, moonlightyaw, moonlightpitch.

When importing a map, the game will copy all the "day" values to the "night" values for you so your map won't appear inconsistent when the server chooses to load the night variant. You can quickly copy all of the above variables from their day to their night equivalent using the command "copydayvars". This is especially of note if you don't want to create a second variant of your map for some reason. All map submissions from now on will be checked to ensure that both variants are valid for normal gameplay, so be sure to check both variants before saving your map.

GLASS. With the previous renderer, glass was pretty disgusting and static, so I had actually banned widespread use of it in maps. This lead to use of alpha material being used on geometry instead to achieve a better effect. The new renderer now supports glass colours and the application of a normal texture, which is then used to refract what is behind it depending on the pattern. Upon import, the game will reset the glass along with all other material textures stored in the config and apply the default textures to suit the new format, you can change them in your map config.

SKYLIGHT. By default, this is disabled unless there is a valid setting for the sunlight. As a result, the importer will add a minimal sunlight directly above the map to re-enable the feature. If you're setting the variable for skylight and getting no results, this is what you need to check, at the very least you need to set ("sunlight"/"moonlight") the colour for it to a non-zero value. This being said, it is highly discouraged to rely too much on skylight now as you will get better results from the sunlight/moonlight.

DECAL. This is a new entity which takes the place of the old SUNLIGHT spot. This allows you to apply textures over geometry in a way that respects the properties of the surface (like normals). I've included a selection of decals from Tesseract and made some variations of the panel textures found in the "jojo" set. The importer will automatically add the default list of decals to your map on load, after which you can find it in your map config file.

MAPDESC. This is a new map variable that should be set alongside "maptitle" and "mapauthor". It provides a short description of the map which is shown in menus, and should only be about 1 to 2 sentences long.

IN CONCLUSION

There's been a lot of work done since v1.5.8 was released, and there's a whole ton more still to do. This is actually an exciting time for the project and I hope you all enjoy the new rendering engine (I basically stayed up 40 hours at time for a whole week to get it done!). Also be sure to thank eihrul for all the hard work he's done on Tesseract and his tireless efforts helping us with everything technical in Red Eclipse, without him this game would not exist.

If I've missed anything, or you need more information regarding something, feel free to leave a comment.
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Re: UPDATE: Version 2.0 and what it means

Postby SniperGoth » 06 Nov 2017 12:52

A small comparison using the map Castle between 1.5.8 and 2.0 for everyone to see the jump in quality (no changes to accomodate the new renderer yet).
Attachments
castle 1.5.8.png
1.5.8
castle 2.0.png
2.0
castle 1.5.8 2.png
1.5.8 2
castle 2.0  2.png
2.0 2
20171106105030.png
Outside 1.5.8
20171106104826.png
Outside 2.0
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Re: UPDATE: Version 2.0 and what it means

Postby molexted » 06 Nov 2017 15:47

And this is the relit one that's been over on
viewtopic.php?f=5&t=1230
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Re: UPDATE: Version 2.0 and what it means

Postby ImQ009 » 06 Nov 2017 18:56

As far as I know (and from my actual experience) you can achieve the same exact effect with alpha'd geometry as with glass.
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Re: UPDATE: Version 2.0 and what it means

Postby ShaneRoach » 07 Nov 2017 01:50

Awesome news. I have been lurking pretty silently for a long time.

Any news on porting in new models from Blender et al? Or is there a modding link of some sort you might could point to?
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Re: UPDATE: Version 2.0 and what it means

Postby Honno » 07 Nov 2017 08:16

Yeeeeessssssssss
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Re: UPDATE: Version 2.0 and what it means

Postby qreeves » 07 Nov 2017 09:21

Update: I managed to hunt down the exact version and revision that can save maps that will still load in v2.0. The text above has been edited to reflect this: v1.3.1 (Galactic Edition Patch as of Dec 5, 2012)
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Re: UPDATE: Version 2.0 and what it means

Postby MirceaKitsune » 07 Nov 2017 12:33

Wait... wait. Are you saying... that Red Eclipse... was at long last, really, actually, fully, undoubtedly, seriously ported to the Tesseract engine?

Oh my god. Oh my god! Oh my god :D
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Re: UPDATE: Version 2.0 and what it means

Postby mrmister » 07 Nov 2017 21:18

I hope that the increased resource demands doesn't make a huge effect on how many people can play the game. I like games that can run on potatoes, it allows more people to play the game. Graphics are great and all, but that doesn't mean a thing if the person who is interested in the game, doesn't even have the machine to play the game. Having to pay for better parts is just like having to pay for the game, which makes the "free" title irrelevant. I hope you keep that in mind.
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Re: UPDATE: Version 2.0 and what it means

Postby Dziq » 07 Nov 2017 22:09

LONG LIVE DEVELOPERS !! LONG LIVE RED ECLIPSE !! I'm so happy with this, really great news. Earlier I was thinking that porting to Tess might take a few years! Imagine how surprised I was when I discovered that it is already in such working state!
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Re: UPDATE: Version 2.0 and what it means

Postby MirceaKitsune » 08 Nov 2017 01:21

I tried the latest Git version of Red Eclipse. Was hoping to test the Tesseract port there, but unfortunately this doesn't seem possible. Git master is completely broken, with barely the ability to start a game altogether. A few of the issues I noticed:

  • There is no sound.
  • The settings menu and potentially other menus don't open.
  • The mouse pointer disappears when hovered over a menu entry.
  • The player sees a floating body covering the camera (likely their player model).
  • All entities are misplaced and oversized, appearing at the wrong location / rotation / scale over the map.

I didn't see anything immediate other than that, but of course I didn't bother playing for more than one minute as it was clear that wasn't playable :P Is this just the progress made on the Tesseract port, or is the Git version broken for another reason?
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Re: UPDATE: Version 2.0 and what it means

Postby shacknetisp » 08 Nov 2017 01:54

Sounds like you have mismatched data, assuming your base repository is at the latest master version you will need to also update your submodules with:
Code: Select all
git submodule update --init
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Re: UPDATE: Version 2.0 and what it means

Postby qreeves » 08 Nov 2017 02:05

MirceaKitsune: Sounds like you neglected to update your submodules.

Try:
  • git submodule update --init ; and/or
  • git pull --recurse-submodules

If you have issues with that (possibly because of a detached head):
  • git submodule foreach 'git reset --hard HEAD; git checkout master; git pull || return 0'
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Re: UPDATE: Version 2.0 and what it means

Postby MirceaKitsune » 08 Nov 2017 02:45

qreeves wrote:MirceaKitsune: Sounds like you neglected to update your submodules.

Try:
  • git submodule update --init ; and/or
  • git pull --recurse-submodules

If you have issues with that (possibly because of a detached head):
  • git submodule foreach 'git reset --hard HEAD; git checkout master; git pull || return 0'


Oh... I forgot RE uses Git submodules. I updated these and most things work well again :D I still have no sound however... any thoughts on how to fix that?

Anyway, the sky is blue. No that's not a metaphor, but what looks like a rendering glitch with some skyboxes:

Image
Image

Also is it normal for the weapon model to become covered in a white smudge sometimes?

Image
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Re: UPDATE: Version 2.0 and what it means

Postby shacknetisp » 08 Nov 2017 02:54

If you are using SDL version 2.0.6 sound will be disabled due to a bug in SDL's mixer, there's an error message in the log and it should appear in the console at game startup.

Maps have not been converted to Tesseract yet, so lighting will be quite messed up as I assume is the case with these skyboxes.
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Re: UPDATE: Version 2.0 and what it means

Postby qreeves » 08 Nov 2017 03:25

"Wet" doesn't look like that when I load it up, so something is wrong on your end there I think. The "smudge" is the new residual (burn/bleed/shock/etc) decals being applied to the player models, the texture for it just sucks because I made it.
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Re: UPDATE: Version 2.0 and what it means

Postby qreeves » 08 Nov 2017 10:56

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Re: UPDATE: Version 2.0 and what it means

Postby MirceaKitsune » 08 Nov 2017 22:32

shacknetisp wrote:If you are using SDL version 2.0.6 sound will be disabled due to a bug in SDL's mixer, there's an error message in the log and it should appear in the console at game startup.

Maps have not been converted to Tesseract yet, so lighting will be quite messed up as I assume is the case with these skyboxes.


I seem to have SDL 2.0.1 / 2.0.7, which I assume still has the bug so that would explain it.

I've noticed that a lot of maps are dark with creepily pitch black areas... figured it would be due to that. The skybox I mentioned looks broken however, that blue is not natural looking.

qreeves wrote:"Wet" doesn't look like that when I load it up, so something is wrong on your end there I think. The "smudge" is the new residual (burn/bleed/shock/etc) decals being applied to the player models, the texture for it just sucks because I made it.


Probably a bug with my drivers then. I use the free drivers in Linux, which means Mesa 17.2.3 for the RadeonSI chipset. I wonder if anyone else has an AMD card and the free video drivers, and can replicate this bug with the overlay textures.
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Re: UPDATE: Version 2.0 and what it means

Postby molexted » 08 Nov 2017 22:48

Just as a FYI, the RadeonSI driver is depreciated and for all intents and purposes has been replaced by the AMDGPU driver for all cards Southern Islands and newer (7000 series and higher- 8000, 200, 300, 400, 500). Acerspyro runs AMDGPU on Arch with a 7870 so you would have to ask him about pecularities with the AMDGPU driver. I use the older r600 driver (also gallium3d) for my E6760 and it does not have similar issues with skybox rendering.

Mapmodels are much better rendered in Tesseract: no longer are the teething issues with flat shading making abutting models look discontinuous (e.g. modular geometry sections, complex large-scale mapmodels, floors made of grates). Modeling for Tess is the same as in Cube2 but for some scale changes, which can be fixed in the object.cfg file which initializes the mapmodel. The best way to make sense of how the mapmodel configuration file works is to look at some of the assets in /data.

Some things to note about Tesseract/Cube2's handling of mapmodels as they are used in RE:

  • All mapmodels are contained within their respective author's folders which contain their own submodule on GitHub
  • Each mapmodel is located within its own folder, however:
  • Shared textures are generally located in the submodule root directory (/data/author rather than /data/author/mapmodelname)
  • Mapmodels are generally in .obj, .md3, or .iqm format
  • The textures.cfg file within the submodule root directory, models.cfg, has entries to execute the config file within each mapmodel folder
  • The config file for each mapmodel will generally be named for the format of the mapmodel (md3.cfg, obj.cfg)
  • The easiest way to see if your mapmodels work correctly is to dump them in an existing folder and modify the models.cfg to add a link to it
  • Old maps will not have your newmapmodel in its configuration file unless it is added manually; a newmap will have the added mapmodel included
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Re: UPDATE: Version 2.0 and what it means

Postby MirceaKitsune » 08 Nov 2017 22:54

molexted wrote:Just as a FYI, the RadeonSI driver is depreciated and for all intents and purposes has been replaced by the AMDGPU driver for all cards Southern Islands and newer (7000 series and higher- 8000, 200, 300, 400, 500). Acerspyro runs AMDGPU on Arch with a 7870 so you would have to ask him about pecularities with the AMDGPU driver. I use the older r600 driver (also gallium3d) for my E6760 and it does not have similar issues with skybox rendering.


AMDGPU isn't ready yet for GCN 1.0 / Pitcairn Islands GPU, which my video card uses. I tried booting with it but just get stuck in a black console.
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Re: UPDATE: Version 2.0 and what it means

Postby shacknetisp » 08 Nov 2017 23:11

MirceaKitsune wrote:I seem to have SDL 2.0.1 / 2.0.7, which I assume still has the bug so that would explain it.


This particular bug exists only in SDL 2.0.6, so if there's no log/error message then you might try checking your variables (config.cfg and init.cfg) for volume and sound settings.
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Re: UPDATE: Version 2.0 and what it means

Postby acerspyro » 08 Nov 2017 23:15

Bitch what's this then?

Image
*screams internally*
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Re: UPDATE: Version 2.0 and what it means

Postby MirceaKitsune » 09 Nov 2017 00:25

acerspyro wrote:Bitch what's this then?

Image


Code: Select all
mircea@linux-qz0r:~> /sbin/lspci -nnk | grep -A3 VGA
03:00.0 VGA compatible controller [0300]: Advanced Micro Devices, Inc. [AMD/ATI] Curacao PRO [Radeon R7 370 / R9 270/370 OEM] [1002:6811] (rev 81)
        Subsystem: Gigabyte Technology Co., Ltd Device [1458:2015]
        Kernel driver in use: radeon
        Kernel modules: radeon, amdgpu


Feel free to ask the openSUSE or Kernel developers why they hate my specific card.
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Re: UPDATE: Version 2.0 and what it means

Postby acerspyro » 09 Nov 2017 01:20

lolsuse.

Install Arch.

https://wiki.archlinux.org/index.php/AM ... ght_driver
You have to compile your kernel with some extra flags if support for SI and CIK cards is not included in the default kernel release.
*screams internally*
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Re: UPDATE: Version 2.0 and what it means

Postby MirceaKitsune » 09 Nov 2017 02:20

acerspyro wrote:lolsuse.

Install Arch.

https://wiki.archlinux.org/index.php/AM ... ght_driver
You have to compile your kernel with some extra flags if support for SI and CIK cards is not included in the default kernel release.


I'm very happy with openSUSE, but that's good to keep in mind. They'll probably default it at some point, just gotta wait... ... ... any year now...
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Re: UPDATE: Version 2.0 and what it means

Postby qreeves » 09 Nov 2017 06:56

UPDATE: Added information for the "mapdesc" variable.

MAPDESC. This is a new map variable that should be set alongside "maptitle" and "mapauthor". It provides a short description of the map which is shown in menus, and should only be about 1 to 2 sentences long.
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Re: UPDATE: Version 2.0 and what it means

Postby molexted » 09 Nov 2017 07:35

Error is now the first map to be ported to RE 2.0 and is now available in master by updating it through normal means (updater script works). More map ports are incoming and can be found in viewtopic.php?f=8&t=1230 .

For those interested in following the map development or in contributing to it, there is an issue with current information on map port status at https://github.com/red-eclipse/maps/issues/48 .
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Re: UPDATE: Version 2.0 and what it means

Postby MirceaKitsune » 09 Nov 2017 13:01

The #1 question that I simply have to ask; Will maps that use skybox illumination benefit from bounce lighting? One of the coolest features in Tesseract is that sky lights can have pre-baked global illumination, and I've been dying to see this in Red Eclipse 2.0 as well. Which maps support this so far?
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Re: UPDATE: Version 2.0 and what it means

Postby SniperGoth » 09 Nov 2017 13:24

As far as i know, global illumination is rendered on the fly, instead of being baked.
And skylight doesn't really work like it should be (casting from the sky instead of being dependant on the sunlight's position like it is now. Look at Ghost 1.5 vs 2.0 for a propper comparison), but that's another story.
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Re: UPDATE: Version 2.0 and what it means

Postby Dziq » 09 Nov 2017 16:23

and when I asked on IRC devs say: "Skylight works, like old one - from all directions" .... blah, thats not true... skylight uses sun position :) I know it, thanks for clarify ;p
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Re: UPDATE: Version 2.0 and what it means

Postby SniperGoth » 09 Nov 2017 20:19

You can do a sunlight 1 1 1, sunlightpitch 90 to make the skylight look like the old behavior (casts light in all directions) as a workaround for the way it is now.
Unless it gets independent from the sunlight in the future, that is.
Anyway, @mrmister, about the performance problems we could have, most (if not all) official maps are running pretty good as it is, on my machine (gtx 650 ti, phenom II x4 965, mid-range ish :p ), even without optimized versions.
Unless you Spawn a good chunk of bots (20+), then things start to get dirty .
This release is still far from done, but so far, so good ^^.
Ex Iron fist level designer/ Ex Revelade Revolution level designer, 3d/2d artist, and still trying to figure out sound design...
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Re: UPDATE: Version 2.0 and what it means

Postby bonifarz » 26 Nov 2017 12:27

I know, I am super late with this comment, but hey...

That's awesome!

Sure, there is a long road to go, but it is cool to see how the community works together to make this possible! Thumbs up for the mappers that work on all these ports and also on the first original RE2.0 maps, and an extra "yaaay" to acerspyro for helping quin with the game menus.
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