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New Release June 15th! FINALIZE CONTRIBUTIONS!

by eihrul@work on 05/12/2008 00:14, 173 messages, last message: 06/18/2008 03:20, 82960 views, last view: 04/27/2024 02:48, closed on 06/18/2008 03:26

It's getting about that time where the amount of stuff in CVS has reached critical mass, a boat load of good stuff in terms of the engine being prettier, faster, smoother, CTFier, etc.

So I am tentatively setting a release date for June 15. There are still things that need to get done before then, so the release may be later than that, or if everything falls into place earlier, it may be earlier, but not earlier than June 1.

In any event, if you were planning on contributing anything, please get that finalized by at least June 1, to make sure it gets in.

Among things we still need: more CTF maps. They still need to be at least release quality in playability, if not visuals (on which we may be more lenient, but please, no ugly maps either).

Also, I encourage people to hunt for any relevant bugs (by playtesting!) in the CVS stuff that need to be fixed before release. It should be mostly stable (i.e. won't blow up your computer or anything), and mostly in the state it will be at release (minus one or two things still in the works), so feel free to try it out. But do make sure your entire CVS install is up to date as of at least today before you test, so that there are no false alarms.

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#154: Re: gravity

by dshfkjsconorkjdsh on 06/16/2008 06:33, refers to #152

gravity var would be cool, Bloodfrontier has this, and it blocks you from doing it outside of the CFG. and it is locked otherwise too i think.

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#155: ..

by Jaki on 06/16/2008 12:35

.ogz is already a compressed format!

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#156: Client Numbers

by annonymouswriter'08 on 06/16/2008 14:24

Is it possible to view client numbers with out being the master? This would really help spectators that want to follow people or go to them.

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#157: Re: ..

by MovingTarget on 06/16/2008 14:31, refers to #151

Making the variable accessible is easy, but some of the issues associated with very low gravity are discussed in another thread. I can't remember which right now, though.

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#158: Re: ..

by JadeMatrix on 06/16/2008 14:31, refers to #151

There was already a thread about this... or maybe it was in the main discussion thread... Basically, the conclusion was that gravity manipulation would be most useful as part of the map file, ie an entity.

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#159: Re: Client Numbers

by K!NG_Berk on 06/16/2008 14:35, refers to #156

type /showclientnum 1 and you can see all the player ID\'s on your scoreboard.

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#160: Updated Jake5

by 777Jake777 on 06/16/2008 16:13

http://www.quadropolis.us/node/1015

Heres another map you may take a look at. I just updated it today so feel free to comment.

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#161: Re: gravity

by Quin on 06/17/2008 00:44, refers to #154

Yay us! :P

We actually have a system in SVN of "world variables" that can only be modified in editmode or when loading the map. They are actually stored inside the map file itself too these days.

Don't expect this kind of thing in Sauer though, as I'd say it defeats the "simplistic" design model. But heck, we're always looking for good maps in BF if you wanna play with it and gimme some feedback :P

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#162: ..

by smartalco on 06/17/2008 03:26

so, err, is there any news on when the next release is /really/ coming out?

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#163: Re: ..

by SheeEttin on 06/17/2008 04:53, refers to #162

Umm... Soon? ;)

eihrul did some pruning of the old maps over the weekend (i.e. files at http://sauerbraten.cvs.sourceforge.net/sauerbraten/sauerbraten/packages/base/?hideattic=0 marked "removing old/unplayable maps", among some others).

I'd expect to see the release within the next two weeks, if not the end of this one. But the release happens at eihrul's discretion, so I can't really claim to know anything. :P

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#164: Re: Material

by tentus_ on 06/17/2008 06:23, refers to #131

Huh, you got your wish. Eihrul just made clip and water independant, as illustrated by the "Shipwreck" map.

It'd be kinda nice to have an example map for the materials, especially now that some can be mixed. It took me several minutes of experimenting before it was all clear to me. The documentation definitely needs to mention the difference between the two types, and the possibilities that come from it.

Heh heh, now the geometry fish idea has a nice ring to it: you could put the death material in front of the fish's mouth, allowing the fish to "eat" the player. Piranha geometry! :D

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#165: Gothic2 map

by Marwo on 06/17/2008 08:28

<a href="http://www.quadropolis.us/node/1083" target="_blank">http://www.quadropolis.us/node/1083</a>

Ive done an update to the Gothic2 map. bit late now, but finally got the time to update:)

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#166: Message censored by administrator

by SC9999 on 06/17/2008 14:35

#167: Message censored by administrator

by Dracion on 06/17/2008 15:35

#168: ..

by leim1901 on 06/18/2008 01:18

New release should be extremely soon.. sauerbraten.exe in the CVS was just with the description "release build"
:) :) :)

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#169: ACK!

by Nomad on 06/18/2008 02:01

The New Release is out!!!!! But, it's only for Mac and Linux!! :(

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#170: Re: ACK!

by noerrorsfound== on 06/18/2008 02:10, refers to #169

Maybe that's because the Windows version is being uploaded right now and that's why the release hasn't been announced. ;)

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#171: ..

by Julius on 06/18/2008 02:10

Haha, take that you MS suckers :p

Downloading for Linux NOW!

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#172: WHAT!?

by mimu on 06/18/2008 02:54

ONLY LINUX AND MS!? >:(

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#173: Re: WHAT!?

by noerrorsfound== on 06/18/2008 03:20, refers to #172

No, the first two uploaded were actually Linux and Mac (maybe you misread an earlier post). However, the Windows version is now available along with the rest:
http://sourceforge.net/project/showfiles.php?group_id=102911&package_id=110363&release_id=607702

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