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Sauerbraten release 2006-06-11 out!

by Aardappel_ on 06/12/2006 07:21, 322 messages, last message: 07/31/2007 16:33, 376069 views, last view: 11/01/2024 18:31

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

As usual, feedback SPECIFIC TO THIS RELEASE in this thread! thanks!

* scripting language: every command/block/exp can now return string values (no more use of variable "s", much cleaner code)
* scripting language: reduced allocations a great deal, should execute faster now
* scripting language: can now write X = Y instead of alias X Y for more readable code
* If sauer crashes on a non-programmer machine on Windows, it will now output a stacktrace (both in a popup and the console window) which can be copy-pasted and sent to the developers (do this before you press "OK" to close the program, from the console windows menu).
* added provisional "sendmap"/"getmap" commands for coopedit mode
* explicit sky polies are now outlined in editmode (toggled by "showsky" var)
* now shows names of entities floating in edit mode (in green, closest = red)
* any non-multiplayer games can now be paused (variable "paused", default key F1)
* fixed rockets exploding mid-air if they were aimed at a moving target
* copy/paste now work in coop-edit
* moved all mapmodels into the menus
* new SP respawning system! read "SP Respawning" in game.html
* console language macros now allow code generation (see config.html)
* added customizable file completion (via "complete" command)
* aliases and vars set in map cfgs are now sandboxed (don't persist)
* world shaders can now work with any number of textures (see "texture" command).
* support for specularity maps and glow maps on md2/md3 models (see md2.txt/md3_sauer_howto.txt)
* new "editbind" works like "bind", only the key is only available in edit mode. cleaned up keymap/default cfg files (no more bindings in keymap)
* added triggerable mapmodels (see editref.html for more info)
* removed the z-offset attribute from mapmodel info and ents and moved mapmodel ent skin attribute to mapmodel info (see editref.html)
* added support for full screen pixel shader effects (see setfullscreenshader, and the "option" menu)
* removed obsolete editheight command
* added powerful new heightmap mode! use getheightmap command [default H key] when there is a selection box to activate (see editref.html for more info)
* added selectbrush modifier [default J key] that switches between brushes defined in data/brush.cfg
* added copybrush [default K key] to use current heightmap as brush. see data/brush.cfg for more info.
* editable brushes for heightmap mode. see data/brush.cfg for more info.
* capture gameplay mode fixes
* ip address lookups now use the concurrent resolver
* added redo command [default I key]
* made importcube remip while importing to save memory
* removed some lighting/physics bottlenecks in SP mode
* removed 256 textures per map limit (is now 64k)
* fixed incorrect mapmodel shadows on Windows
* fixed invincibility bug

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#102: Re: nice work, still needs some tweaking

by Passa on 06/16/2006 23:42, refers to #101

They dont save the map name with sendmap getmap because the are not designed so people can play on custom maps. They are for coopedit only.

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#103: Re: server crash

by Passa on 06/17/2006 03:01, refers to #97

http://paradoxproject.servegame.org/server%20crash.JPG

There is a screenshot.
Happened again today, with 8 people on.

Also, I banned a hacker (Dan) and he kept trying to reconnect (n00b). So I got him back (ddos) but of course he kept trying to reconnect (n00b) which made the server lag (dickhead).

Yeah I'm pissed.

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#104: Re: server crash

by Passa on 06/17/2006 04:37, refers to #103

I have given up. My server is down until the bug is fixed. Also hacking is out of control. Mainly because I cannot get master of my own server. Some dick head (168.103.236.232 is his IP) kept hacking, and of course with these server errors his bans were reset.

And n00bs get into master and go 'wtf no im not reconnecting fuck off' when I simply ask to be master because they don't know anything (all unnameds). So one dickhead has made Sauerbraten online unplayable all day.

Please get this bug fixed. All three screenshots are here:
http://paradoxproject.servegame.org/server%20crash.JPG
http://paradoxproject.servegame.org/sauerservererror2.JPG
http://paradoxproject.servegame.org/sauerservererror3.JPG

And can we PLEASE have an admin system? I know you are against it Aardappel, but it is needed to combat n00b masters combined with hackers.

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#105: Re: server crash

by Passa on 06/17/2006 04:39, refers to #104

Oh forgot to mention, you might notice that in ALL three screenshots, it shows the hacker trying to connect or being banned. Everytime he trys to reconnect after being banned, it lags out the server for around 10 seconds. Could you possibly change that so after a ban there is no data transfer between the server and banned client at all?

Sorry for the triple post :P, the first one was an hour ago anyway.

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#106: Re: server crash

by Passa on 06/17/2006 05:42, refers to #105

No problem, eihrul has issued me a server patch, and my server is now fixed, and also protected against some certain hacks. Just connect to paradoxproject.servegame.org in console or {sX}Australia in server browser.

Cya online :)

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#107: Re: nice work, still needs some tweaking

by DTurboKiller (LT) on 06/17/2006 10:39, refers to #102

They are for CoopEdit only for now... I forgot to say this: what if we send the map to the server as usual (that people receive with the same name of course) and if someone wants that map, they type /getmap as usual and while they're downloading (why not make a progress bar to see how much they have downloaded of the level?) they continue playing? That would kick some frustration off their heads!

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#108: insta

by Passa on 06/17/2006 14:30

Had a massive instagib brawl on my server tonight, alot of people are playing Sauerbraten now it seems, so many my server started choking.

Oddly, it kept forcing me into spectator mode (I was master). There also needs to be a max clients launch command, like in Cube.

Also, just on weapons for a second, I binded LSHIFT to switch between fist and rifle in insta, but infortunately fist is rather useless. If you fire a rifle shot, miss the enemy, then switch to fist for a quick kill, the fist will not attack until the rifle has reloaded, even though it is not selected. Try it yourself, fire a rifle shot, quickly switch to fist and you cannot punch.

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#109: ..

by makkE on 06/17/2006 14:34

That´s normal. Whatever weapon you chose it needs to wait till the reload time of the previous is over. Otherwise you could switch constantly from rifle to mg for example, and shoot succesively.
Fist in insta is useful when you know your opponent will bump into you.

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#110: ..

by SanHolo on 06/17/2006 18:37

This version breaks the gamma-setting on my Machine, setting the gamma worked so far, be it from Console or by hand in the config-file.

G4 1GHz, ATI Radeon 9000M 64MB.

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#111: ..

by TentusResurrect on 06/18/2006 07:45

I've been unable to get the last several versions of Sauer to function on my Windows gaming box, I think it's related to my RAM. I'll try a re-download and see if it works next time, but I'm fairly sure it's hardware. I'll try some swapping around too, to see if that fixes it. Depending on what I get I'll post my results tomorrow, with specs.

It's an AMD processor with a gig of DDR ram, and an ATI Radeon at the moment, SP2 installed on XP Pro. I'll be more specific tomorrow.

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#112: Re: ..

by Koi Kitsune2006 on 06/18/2006 09:56, refers to #111

Maybe you can update your drivers. Sometimes that works. It may be hardware maybe.

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#113: Multiplayer

by SanHolo on 06/18/2006 12:29

Hmmm, this version became unplayable for me.

I get only slightly lower framerates, but as soon as I connect to a server, the game runs like a slideshow, even though the fps stay above 30 and there is no lag (LAN-server: the same).

Why can that be?

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#114: Re: Multiplayer

by Pbrane102 on 06/18/2006 21:07, refers to #113

SanHolo: Are you on a mac? If you are I already contacted the mac porter about this issue (since i have the same problem). Hes trying to resolve it ATM.

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#115: OSX resolver bug

by rpointon on 06/19/2006 14:48, refers to #31

Basically using SDL_KillThread is evil, you'd be better to wake each thread and let them terminate themselves gracefully using an extra semaphore and flag. Problem is that on OSX the SDL_KillThread does a nice pthread_join while waiting for the thread to die, i.e. it's not as evil as the linux or win implementations...

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#116: Missing Textures

by mdkuser on 06/19/2006 16:19

there are some missing textures for the sky as well as spawnpoints which drops players in space outside the map.

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#117: Bug report: Missing Textures & wrong Spawnpoints

by mdkuser_again on 06/19/2006 20:11

A short notice to the Sauerbraten developer

I just want to let you know about some bugs I have found in the latest Sauerbraten release.

1.) In map \\\\\\\"nmp10\\\\\\\" the sky textures are missing. It drops error message it could not find:

packages/nieb/morn_up.jpg
packages/nieb/morn_rt.jpg
packages/nieb/morn_dn.jpg
packages/nieb/morn_bk.jpg
packages/nieb/morn_lf.jpg
packages/nieb/morn_ft.jpg

Having a closer look at the package folder, I figured out, the folder nieb doesn\\\\\\\'t exist. So a workaround should do the deal:
creating the folder nieb under packages and then copy (or symlink) all the files named morning_*.jpg from the folder skyboxes into the new created folder nieb renameing morning_*.jpg to morn_*.jpg

I think this should be fixed!

2.) If you start the map \\\\\\\"firstevermap\\\\\\\" the spawn point is set outside the map resulting in immediatly falling of the map. So in short terms this map is not playable because as soon as you enter it you\\\\\\\'ll fall down and respawn all the time again outside the map.

This is a seriously bug and should be fixed soon!

3.) This is not a bug, but I better let you know: Selecting single player gives you an option of different episodes, but only first episode is available. I think it should only display episodes which are currently installed.

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#118: Re: OSX resolver bug

by guest57 on 06/19/2006 20:25, refers to #117

Well gethostbyname() should timeout eventually :-) Someone told me it was only 5 secs on OSX... If you believe that then the following is okay-ish:

void resolverclear() {
SDL_LockMutex(resolvermutex);
resolverqueries.setsize(0);
SDL_UnlockMutex(resolvermutex);
}

What is annoying is the current CVS version works fine on my G5 at work, yet my older home G5 will lock up - the above code works fine on both...

-aka rpointon

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#119: Re: Bug report: Missing Textures & wrong Spawnpoints

by Aardappel_ on 06/19/2006 21:51, refers to #117

1) fixed
2) that map is for nostalgia purposes only... it was generated algorithmically when sauer was first being designed
3) much of sauer is WiP...

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#120: Re: Multiplayer

by SanHolo on 06/19/2006 23:54, refers to #114

Yes, I'm on a Mac. Good to hear that I'm not alone, thanks. =)

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#121: still bugs present

by mdkuser2 on 06/20/2006 09:04

1.) In map nmp10 the sky textures are missing. It drops error message it could not find some textures in packages/nieb/morn_*.jpg

Aardappel:

You wrote, this bug is fixed. I downloaded the actual version of sauerbraten yesterday and the bug is still present. :(
However I managed it to fix it by my self by using the workaround described above.

But while playing around I found another issue I should point attention to:

in map space the jumpads on one side will always drop you out in space, I think this has to be rearranged. I would do this by myself if I would know how to edit angel, boost and acceleration for a jumpad.
Is there a Howto?

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