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NEW RELEASE: 2007-04-13 spring edition

by Aardappel_ on 04/13/2007 10:23, 170 messages, last message: 10/07/2007 19:55, 218733 views, last view: 11/01/2024 07:09

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

from history.html:

* scoreboard now displays mode, map, and time remaining
* bases now produce ammo in capture mode (take ammo with R key or "repammo" command)
* added reflective water in fixed-function mode
* added reflective glass in fixed-function mode
* made waterfall top/bottom correctly align with water surface
* player vs. player collisions now use ellipses instead of bounding boxes
* added new functionality to the rpg prototype (WiP)
* added planar shadows for most dynamic entities
* added -o option for servers to disable "locked" and "private" mastermodes
* dead players now colored gray on scoreboard
* changed experimental movement speedup code to include both jumping & forward independently (see game.html)
* added F key support to heightmap editing.
* improved "fastshader" system to support more than 2 performance levels
* added environment-mapped geometry shaders (via "bumpenv*world" shaders)
* added ambient sound entities (via "mapsound" and "newent sound")
* added alpha-masked shadows for mapmodels with alpha-channel skins (via "calclight 3")
* added animated caustics effect to underwater geometry
* added experimental animated grass system
* added support for GLSL shaders
* added entautoview, entitysurf and selectionsurf
* added Marc's latest 8 tracks, for a total of 31 now!
* added visual entity box handle. allows easy choice of orientation. hovering over an ent now replaces closest ent as implicit ent selection.
* added smoothmap command for heightmaps. (default press H when already in hmap mode) executes a moving avg filter over hmap
* added context sensitive entity menu (default TAB)
* added a scale parameter to the "texture" command, for changing the apparent size
* texture combining now scales combined texture to match size of base texture
* command "showtexgui" (default F2) allows for comfortable texture browsing
* made gui stick to player's Z
* fixed server lockup (in patch)

Enjoy!

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#105: Re: Bug

by PunDit@work on 04/26/2007 04:49, refers to #104

Also I have applied all of the patches.

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#106: Re: Bug

by Deadboy on 04/26/2007 05:22, refers to #105

I can confirm it, too. Sometimes red, sometimes white; ~2-5 sec. in duration. Triangly aberrations along a horizontal axis about 1/3 of the way from the top of the screen (14\" TFT @ 1024x768). I thought it was my old video chipset.

Dell Latitude D600, ATI Radeon Mobility 9000 (M9), Slackware-current (X.org 7.2.0-ish, Xserver 1.3.0, xf86-video-ati 6.6.191, etc. etc.). I\'ve tweaked the autoexec.cfg for my low-end card and otherwise it works great.

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#107: Re: Bug

by wqer on 04/26/2007 06:26, refers to #104

same problem

powerbook g4, ATI Mobility Radeon 9700, osx

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#108: Message censored by administrator

by Burnys(REAL!) on 04/26/2007 09:51

#109: Message censored by administrator

by Burnys(REAL!) on 04/26/2007 10:50

#110: Message censored by administrator

by Burnys(REAL!) on 04/26/2007 10:52

#111: ..

by SanHolo on 04/26/2007 12:49

No such problem, MacBook Pro Core2Duo, ATI X1600 Mobility, OS X 10.4.9. =)

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#112: Re: Bug

by PunDit@work on 04/26/2007 18:43, refers to #104

Myabe it has something to do with lower performing cards/pc's. All of the people I questioned about this had about the same frame rate 60-75.

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#113: lines

by mIscreant_at_school on 04/26/2007 23:29

I have the flickering horizontal line problem, too; always thought it was just me until I saw this thread.

WinXP, nVidia 6600.

My framerate is usally between 130-199.

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#114: Re: lines

by eihrul on 04/26/2007 23:44, refers to #113

Well, at least we know NV's driver bugs are consistent across all platforms. :)

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#115: Re: Bug

by kurtis84 on 04/27/2007 00:16, refers to #112

looks like another ati driver issue here. Some of the systems reporting this are not very powerfull though...9000 is an old chipset, combine the age with the laptop factors, and theres bound to be something ugly going on ;)

I'm sort of shocked that it happens on the Macs, too.

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#116: hiccups

by mayhem on 04/27/2007 06:23

I get the framerate drop for 1-2 secs but that's it.
1.8 GHz PPC G5 with a geforce fx5200 64meg card. My framerate is prettly low as it is so i figured it was just my vid card.

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#117: Thanks Aardapple.

by dugout on 04/27/2007 15:22

Thanks Aardapple for getting my map in the latest version :)
Could you get the mapmsg working for the next release?

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#118: game keeps crashing

by asc on 04/29/2007 04:27

everytime i shoot a gernade launcher or rocket launcher the program crashes, what can i do?

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#119: Re: game keeps crashing

by Passa on 04/29/2007 04:43, refers to #118

Fixed in CVS, ie wait until the next release and your problem will be fixed (or you could update your version of Sauerbraten through CVS and use that instead). You might have to compile from the source yourself though (as the Windows bin isn't updated much nowadays).

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#120: Apparent getmap/savemap bug

by Morosoph on 05/11/2007 04:16

I've got coopedit maps, for example pinball.ogz, but when I hit savemap, it saved as nmp8_d.ogz; I similarly managed to overwrite metl4.ogz :o(

I've compiled sauer for my Opteron.

$ uname -a
Linux venus.pantheon 2.6.18-1.2257.fc5 #1 SMP Fri Dec 15 16:07:14 EST 2006 x86_64 x86_64 x86_64 GNU/Linux


How embarrasing; through pressing return instead of tab after filling in the subject line, I get my first maths failure error :o(

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#121: Re: Apparent getmap/savemap bug

by Acord on 05/11/2007 06:01, refers to #120

When you type /newmap, if you type /savemap then it automatically saves over whatever map you were just on.

Make sure to type

/savemap path/map

Where path is your path under the packages directory and map is the filename of your map AS SOON AS YOU START A NEW MAP so you don't accidentally overwrite anything.

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#122: Re: Apparent getmap/savemap bug

by Morosoph on 05/11/2007 11:55, refers to #121

Thanks, but this is a map that was uploaded to the server. I didn't type /newmap, but /getmap, after the console told me that it couldn't find pinball.ogz.

So maybe this isn't a bug report, but a suggestion (that the map saves as what the server told you to fetch).

Thanks for the help, though!

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#123: ..

by absinth on 05/14/2007 00:19

i've seen much "corrupted" geometry with the new release when playing online. previously changes to the map meant a cheater was editing the map - but those where extruded cubes.

in the new releases i'm just seeing the vertices of single triangles displaced and it doesn't seem like anybody is cheating ... but it doesn't happen when loading the same map in single player.

screenshots:
http://tinyurl.com/2na6ns
http://tinyurl.com/32mny9

(intel mac, ATI X1900XT)

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#124: Re: ..

by Quin on 05/14/2007 10:04, refers to #123

Try /recalc

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