home home

downloads files

forum forum

docs docs

wiki wiki

faq faq

Cube & Cube 2 FORUM

CTF edition released!

by eihrul@work on 06/18/2008 03:22, 92 messages, last message: 06/28/2008 17:47, 95777 views, last view: 06/18/2024 06:36

Go forth and download: http://sourceforge.net/project/showfiles.php?group_id=102911

Quoth the history.html:
* added new MP maps by Nieb (hallo, shipwreck), schmutzwurst (akroseum, berlin_wall), KillHour (hog2), KaiserTodretter (paradiselost), Mayhem & mIscreant (duomo), Mayhem (tejen), Hero & WahnFred (mach2), TUX (capture_night), SATAN!!! (reissen), Redon (c_egypt), and Kal & DairyKing (kalking1)
* added MitaMAN's new SP campaign: "Private Stan Sauer"
* added Fanatic's new 10 song soundtrack "Spontaneous Failure"
* added geartrooper's new MD5 character model: Mr. Fixit
* added ctf and insta ctf game modes
* added support for cloud boxes and cloud layers over sky box
* added in-game text editor for editing cfg files
* texture browser now displays glow, rotation, and offsets
* added console message filter (controlled via "confilter" and "fullconfilter" vars)
* "follow" command now works in first-person (can spectate in third-person via "thirdperson" var or 9 key)
* added support for Cube Server Lister extended information
* added support for Mumble positional audio (contributed by The Conquerors clan)
* added "apply changes now?" dialog using "resetgl" command (toggled via "applydialog" var)
* made clip material coexist with other materials (so water/lava can clip)
* added "death" material for forcing player suicide
* added "fullconsize" var for controlling the percent of the screen the full console occupies
* undo now works with heightmap editing mode
* now automatically pick up ammo boxes when touching a base in normal capture mode (toggled via "autorepammo" var)
* lowered the minimum gridpower to 0
* added "texoffset", "texrotate", and "texscale" commands for more easily specifying texture slot parameters
* texture rotation is now done via texture coordinate generation (instead of making copies/wasting memory)
* added "sayteam" command for chatting to teammates (bound to Y key by default)
* added optional t-joint removal to fix world sparklies (toggled via "filltjoints" var)
* made hit crosshair show when successfully hit enemy (duration set via "hitcrosshair" var)
* made teammate crosshair show when aiming at a teammate (toggled via "teamcrosshair" var)
* player is now dumped to an empty map if he does not have the particular map in multiplayer
* added support for soft particles/explosions (toggled via "depthfx" var)
* added support for "pulseglow" shaders in fixed-function mode
* added "texscroll" command for scrolling texture slots
* added cheaper/more-controlled glow/specular bloom (controlled via "glare" var)
* added "texgui2d" var for toggling whether the texture palette uses a 2D or 3D gui
* scoreboard now always defaults to 2D, regardless of GUI settings (controlled via "scoreboard2d" var)
* added "waterfallcolour" command to control coloring of waterfalls separately from water
* optimized water reflection/refraction with scissoring and tighter frustum culling
* added refractive waterfalls (controlled via "waterfallrefract" var, disabled by default due to cost)
* added environment-mapped waterfalls (controlled via "waterfallenv" var)
* added tethers that show who is capturing a base (controlled via "capturetether" var)
* rewrote particle renderer to make it more extensible
* rewrote world renderer to more efficiently batch draw calls
* made lightmaps use a texture atlas to enable better batching of draw calls
* locked physics at fixed rate of 200 Hz (no more variable rate)
* revised handling of slopes in physics to reduce sticking problems
* made underwater fog/caustics fade in instead of turn on immediately at the surface
* added "resetgl" command to restart the renderer while running
* added builtin zoom (toggled via G key or "zoom" var)
* added directional damage indicator to the HUD (toggled via "damagecompass" var)
* smoothed out the shadow boundary caused by the shadowmap depth peeling
* softened water edges now work when under water
* players can now reconnect to private games when disconnected, so long as their IP matches
* added precomputed visibility/PVS system for occlusion culling on 3D cards that don't support OQ (see editref.html)
* added support for environment-mapped water reflections as a cheap fallback (used if "waterreflect" is off)
* added movement smoothing for other players in multiplayer (reduces jumpiness from packet loss)
* added "fullbrightmodels" var for controlling fullbright-ness of player models
* added MD5 model support with new skeletal animation system (see models.html)
* added OBJ model support (see models.html)
* added new decal system for bullet holes, scorch marks, etc.

Go to first 20 messagesGo to previous 20 messages    Board Index   

#73: maybe not

by Smiff2 on 06/25/2008 14:26

(cant post under my old name for some reason)..
after getting some new people to play this game today and watching them, first get a shock at the speed, and then adjust to it, i\\\'ve decided its pretty damn good.. and as a game, overall i mean.. but surely though a server speed option can only increase its appeal? don\\\'t change the default speed then :)

reply to this message

#74: Memory Leak?

by TomCat39 on 06/26/2008 02:15

Ever since this release I've been getting virtual memory errors after playing Saub.

I even had Saub crash with a not enough virtual memory.

And after a bunch of play for a couple of days my page file was 1.06 GIG. Normally doesn't get over 540 meg.

I had to reboot just to go surf the web.

I didn't reboot after installing this version over the last version, but I did wipe out the config file and let it remake it, then I just adjusted some variables back to the previous config.

What areas should I look to see if it's my fault, like config settings etc?

Doesn't seem like anyone else is having this problem.

Thanks for any info ahead of time.

reply to this message

#75: load hit

by Maddog1906 on 06/26/2008 03:13

is there a command in the game to load a differant hit crosshair texture? for example: /loadcrosshair

reply to this message

#76: Re: load hit

by noerrorsfound_newcookie on 06/26/2008 04:38, refers to #76

I wonder if I'm the only one who found that funny.

reply to this message

#77: Re: load hit

by tman_elite on 06/26/2008 04:39, refers to #76

Nope, I found it funny too.

reply to this message

#78: Re: load hit

by {Qs}Homicidal on 06/26/2008 05:10, refers to #75

you need a cross hair add-on pack may I recommended one I made some time ago altho there are lots of others

you may need to adjust the size


reply to this message

#79: Re: load hit

by SheeEttin on 06/26/2008 05:18, refers to #77

It was indeed quite humorous.

reply to this message

#80: Re: load hit

by tentus_ on 06/26/2008 05:28, refers to #76

Yeah, that was pretty funny. I love how eihrul did it in the 'net equivalent of a perfect straight face.

reply to this message

#81: ..

by smartalco on 06/26/2008 06:15

I find it funny when people ask if something will do something, obviously without trying first, and it is actually right... (yes, that was funny)

reply to this message

#82: Death material

by steve_e on 06/26/2008 13:11

* added "death" material for forcing player suicide

eihrul, you are a wonderful, wonderful man :)

reply to this message

#83: ..

by MovingTarget on 06/26/2008 18:09

The monster menu still needs to be updated with the spider.

reply to this message

#84: =)

by 5846686468 on 06/26/2008 19:07

not so bad! yup theres much more things to do!=) i hope you guys like it ...

reply to this message

#85: Trap door

by steve_e on 06/27/2008 09:38

Thank you for including my trap door into the CTF release - I feel very honoured and was over joyed to see it included in the models!! :))

reply to this message

#86: Re: Trap door

by mitaman1 on 06/27/2008 12:36, refers to #85

Hi Steve_e,

Your trapdoors added a lot to the Seriously Big Valley sp map I made for this release. Great fun to have bad guys drop in front of the player in a previously cleared area. I'll be using plenty of those trap doors in the new sp map I'm working on.

Thanks - MitaMAN

reply to this message

#87: Re: Trap door

by steve_e on 06/27/2008 12:55, refers to #86

Thanks, MitaMAN - that's really cool - I will have to check your map out - I haven't had time to devote time to Sauerbraten or this forum for 5 or so months (just logged back on in the past day as I prepare a staff development session on Sauer for my staff) so it is really a great surprise to see that the trapdoor has been included in the release and now that it has also been included in a released map! Cheers!

reply to this message

#88: Re: Trap door

by mitaman1 on 06/27/2008 18:28, refers to #87

To steve_e,

**spoiler alert:**

You'll find the trap door in 2 places in my "seriously large valley" map.

1st place is in the well on top of a hill in front of the 1st large building. It's triggered open from a switch on the moving platforms going across the water. It's sort of a "secret area" with various teleports leading to pickups.

The 2nd place is in the last room that leads across the bridge. On the way back across, trap doors are triggered to release some nasty bad guys.


reply to this message

#89: cloudboxes :D

by filthylombax on 06/27/2008 21:37

i really enjoyed using the cloud boxes :)

reply to this message

#90: ..

by SanHolo on 06/28/2008 15:26

It looks like on the Mac DMG, the hudgun-sounds are missing. I'm getting various messages that "packages/models/hudguns/xy/xz.ogg could not be loaded" instead of firing/weapon-pickup sounds. I re-downloaded the DMG, those are still missing.

Anyone else?

I'll fetch the Linux Tarball and transfer those files.

reply to this message

#91: Re: ..

by SanHolo on 06/28/2008 16:08, refers to #90

Hmmm, even in the Linux-Package, they don't seem to be there. Am I missing something? See the screenshot, happens when I run over rocket-ammo or pull the pistol trigger...


reply to this message

#92: Re: ..

by SanHolo on 06/28/2008 17:47, refers to #90

Forget it, there was a "sounds.cfg" lying around in the separate config directory...

reply to this message

Go to first 20 messagesGo to previous 20 messages    Board Index   

Unvalidated accounts can only reply to the 'Permanent Threads' section!

content by Aardappel & eihrul © 2001-2024
website by SleepwalkR © 2001-2024
54899336 visitors requested 72748717 pages
page created in 0.064 seconds using 10 queries
hosted by Boost Digital