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"water" edition released! (2006-09-12)

by Aardappel_ on 09/13/2006 01:21, 153 messages, last message: 09/02/2007 16:54, 165371 views, last view: 03/28/2024 21:44

http://sourceforge.net/project/showfiles.php?group_id=102911

* new water rendering supporting reflection & refraction
* added "setteam" command for forcing teams via mastermode
* added support for material texture slots
* added "shaderdetail" var that can turn off some expensive shaders
* monsters wake up if monsters close to them get shot by a visible player
* dying while using a menu doesn't pop up the scoreboard anymore
* added a static version of the wiki to the documentation
* uniformly scaled down the spec factor in all maps from 8 to 6 (as used in metl4)
* deaths now spawn a number gibs depending on the amount of excess damage, if that is a lot then no corpse is rendered
* increased the minimum ambient light factor for opponents in multiplayer a lot (can't hide in the dark anymore)
* added simple keybinding options to the menus
* added damageblendfactor & damagespherefactor var
* starting grenades reduced to just 1
* added support for md2 vweps
* added optional flipping over X and Y axes to "texture" command
* added makke's new ammo/health models
* added models for rocket/grenade launcher projectiles
* fixed broken world-specular on ATI cards
* changed rendering architecture to do seperate Z pass to get more accurate occlusion culling and reduced pixelshader load

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#61: ..

by SanHolo on 09/14/2006 16:55

Mac Version works fantastic. FPS have increased (from 33 to 52 at one of my test-spots on the roof in "the towers"!), too bad my Radeon 9000M can't draw the new water.

The armor looks nice, too, and it's cool that the ogre now has a visible weapon. Oh, and the rockets look great, especially the incoming ones...

Great work, keep it up!

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#62: Re: scraps of scripting

by MeatROme on 09/14/2006 21:25, refers to #62

please place scripting stuff on quadropolis - and simply post a link here.
That's way easier - for everybody.

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#63: new release

by maximusDM on 09/14/2006 23:12

Huge improvement!!
Models, water, gibs, some realy excelent maps, vweaps.
I tested tousands!! maps/tons of mods for quake/unreal series and i can say your game is AWESOME. Like the most DMSP. Only bots would be a remarcable addition.

Bravo and thanks Aard @ all the guys that worked with !!

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#64: ..

by CCmachine_firefox2 on 09/14/2006 23:12

try /map nmp5 ... woooooow i like the new water lol

but why is the water'ssurface always completely black from below?

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#65: Re: ..

by CrazyTB on 09/14/2006 23:35, refers to #64

> but why is the water'ssurface always completely black from below?

running at 16bbp ?

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#66: HOM and missing face?

by CrazyTB on 09/14/2006 23:54

I found two bugs on a map I was creating:

http://denilsonsa.sh.nu/~denilson/screenshots/sauerbraten-screw/screw.ogz

Open above map. Without moving, look up. You should notice hall-of-mirrors effect.

Now, walk around and look at those spots shown in screenshots. There is a missing face. Pulling corners will make that missing face reappear, but pushing them back will make it disappear again. Changing geometry nearby might remove this bug.

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#67: ..

by celestial on 09/15/2006 01:38

weird bug...
Sauer compiled perfectly (64-bit Ubuntu) but it seems there is some problem with the textures:

http://img99.imageshack.us/img99/2840/screenshot101535zi3.png

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#68: Re: ..

by CrazyTB on 09/15/2006 02:21, refers to #67

Did you run it using the provided shell script? Did you run it from the correct directory? (hum... but it loaded the map... so I guess it was at correct directory)

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#69: Another bug

by CrazyTB on 09/15/2006 03:35

At "cerberus" map, I found a little bug:

http://www.quadropolis.us/node/287
http://img129.imageshack.us/my.php?image=sauerbratencerberusfj9.jpg

Sometimes, at some spots, a portion of map is not drawn. The screenshot above shows a player start location, from which I haven't moved, just rotated the view (just moved the mouse). Depending on camera angle, that big portion of map was or was not rendered.

You should now be tired of my bugs... :)

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#70: ..

by Max of S2D [Fr] on 09/15/2006 13:15

That's occlusion culling.

I found a thing of that type in METL4, but that's not very disturbing :)

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#71: General and capture HUD improvement, and capture teams

by CrazyTB on 09/15/2006 19:26

I think we must have some HUD improvements for capture mode:

- Show how many bases the team own, the enemy team own, and not owned.
- Show how many people are on each team. (maybe this could be shown only on scores screen)
- On scores screen, show how many bases each team own, instead of just the team score.
- When you are capturing a flag, there is a small message and counter displayed on top of the flag. My suggestion is this message being displayed also on HUD (probably at middle of screen). This way, we won't need to keep looking up (an being a lot vulnerable) to find when the base has been captured.


These improvements might be implemented in all modes (maybe not in capture):
- Show current game time/remaining time.
- Show how many people are playing, and what is your position at scorelist. Maybe also how many frags you must get to go up one position.


Lastly, I have to say current capture teams (maybe all team modes suffer from this) are very confusing. Let me explain:
If you are on blue team, your teammates are blue, and your enemies are red.
But if you are on red team, your teammates are blue, and your enemies are red! This is very confusing.

I know why this behaves this way (since we can have unlimited teams with any names), but it is confusing. Maybe changing the default team names to "A" and "B", or "sauer" and "braten" (we still have 4-chars limit?).


One more thing: on a little dark places (like urban_c map), it is a bit difficult to know if a player some meters far from us is a friend or an enemy. I suggest using "glowmaps" for player skins, so we can brightly see the red or blue from them.

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#72: ..

by makkE on 09/15/2006 20:00

Those are good suggestions.

Glowmaps arenĀ“t possible on md2 though.

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#73: ..

by voldemar on 09/15/2006 22:30

why i cant select by lmb in edit mode? also, i have misplaced textures on the

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#74: Re: 1/2 a Q

by MeatROme on 09/15/2006 23:20, refers to #73

if you have "strange behaviour" in sauer:
- stop sauer
- remove/rename your config.cfg
- restart sauer

but I haven't edited in the water release yet and I saw some posts claiming some config stuff needed to be fixed for edit-mode ... so maybe it's a general thing !?

But usually it's the config.cfg that just saved bogus stuff from last run - send it to it's room for l8r spanking!

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#75: ..

by voldemar on 09/16/2006 00:21

Thanks, that helped with LMB :) but i have misplaced textures and strande bugs. Maybe i gave to reinstall drivers.

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#76: waterfall bug (i know its old!)

by whobob121 on 09/16/2006 00:33

well the waterfalls and all....

i know i should give it a rest and such but its annoying! i have a map ( that i just uploaded on quadropolis!!
http://www.quadropolis.us/node/315)

on this map with the underwater passages that sudenly emtpy out with water that has the waterfall its just rendered with crosshair. Please post a new version with the waterfall fix!!

i downloaded the new version, but im stil using the old one (7-22) because my card cant render the shiny water. :0


9+2=?????!!!! lol

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#77: ..

by Passa on 09/16/2006 03:56

"- Show how many bases the team own, the enemy team own, and not owned.
- Show how many people are on each team. (maybe this could be shown only on scores screen)
- On scores screen, show how many bases each team own, instead of just the team score.
- When you are capturing a flag, there is a small message and counter displayed on top of the flag. My suggestion is this message being displayed also on HUD (probably at middle of screen). This way, we won't need to keep looking up (an being a lot vulnerable) to find when the base has been captured."

They are all fantastic suggestions, and I think they make perfect sense. Especially the last one (this is coming from a guy who played 3 hours of capture yesterday :P was an absoloute blast now with the setteam command :P )


"- Show current game time/remaining time.
- Show how many people are playing, and what is your position at scorelist. Maybe also how many frags you must get to go up one position."

I like these ideas too :)
Especially the time remaining one. In capture yesterday, I had to wait until I say the time left on the console (which is once a minute) and with alot of quick frags and caps going on, it only stays there for like 5 seconds, so I normally have no idea how much time is left in the round. (and this is particuarly important in capture :)

I also like your suggestions about the team colours, now that its limited to red abd blue, can the teams actually be coloured this way? I kept getting TKed by alot of newbies yesterday :/

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#78: Re: ..

by CrazyTB on 09/16/2006 05:00, refers to #77

> I also like your suggestions about the team colours, now that its limited
> to red abd blue, can the teams actually be coloured this way?

No, it is not limited to just two teams. After the match has started, you can type "/team anyteam" (at most 4 chars). You can also press Esc (I guess) on team select menu.

BTW, it is hard to choose a good team if we don't know how many people are on each one.

> I kept getting TKed by alot of newbies yesterday :/

Sometimes I team-kill too, because of this confusion. And sometimes I get killed because I can't see if the guy in front of me (a few meters away) is a friend or enemy.


Hum... Another thing: maybe sauer could add a warning (or forbid) when playing a non-capture map in capture mode. Today I saw people playing this way for too much time...


To makkE: .md2 does not support glowmaps? I thought the .md2 stored only the polygons (plus UV coords), and the texture was "external". So, the engine could also load an external texture that would be a glowmap.

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#79: Wow.

by Pxtl on 09/16/2006 06:03

Just gave it a try - just played SP.

The new VWeps are awesome. Only thing that disappointed me was that of Slith's full vwep set the standard blaster was chosen - he has some much sexier weapons (like the fully-animated claw-shaped hyperblaster).

Shiny water effect = teh coolness, but makes my 9600 crawl. Still no fullscreen shader support for that either - not that I expected different. Friggin' ATI.

New pickup models are also tres sexy, ditto the little HUD icons for them. Oh, and nice idea on changing the pickup-text-colour.

Any plans to tweak the behindview? I just tried a quick SP runthrough, and with the VWeps it looks very stylish... only problem is that your player model is quite in-the-way... perhaps a further zoom-out and a higher camera would be a good option?

Only problem with the new water - it looks so good that it makes everything around it look apallingly bad. Seeing that super-sexy water surrounded by 1996-era landscape is just jarring.

6*1=6

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#80: Re: General and capture HUD improvement, and capture teams

by Pxtl on 09/16/2006 06:07, refers to #71

My solution to "red team is green" problem:

Don't name your teams colours. I've had plenty of games between the terrifying teams of foo, saue, and asdf

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