Sauerbraten release 2006-06-11 out! |
by Aardappel_
on 06/12/2006 07:21, 322 messages, last message: 07/31/2007 16:33, 375946 views, last view: 11/01/2024 11:26 |
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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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Board Index
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#116: Missing Textures |
by mdkuser
on 06/19/2006 16:19
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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
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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
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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
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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
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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
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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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#122: .. |
by virtualblackfox
on 06/20/2006 09:55
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Go near to the jumppad and type
/entproperty [propindex] [value]
jumppad have 3 properties, zpush ypush xpush, play with them.
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#123: Re: .. |
by mdkuser3
on 06/20/2006 10:27, refers to #122
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Thanks for the hint.
Can I also display the values of other jumpads (to get an idea of the correct values)?
So editing of the jumpad value would be:
/entpoperty zpush 40
/entpoperty ypush 100
/entpoperty xpush 80
Correct?
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#124: .. |
by virtualblackfox
on 06/20/2006 10:37
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No because it is the index of the prop, not the name : 0, 1, 2...
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#125: Re: .. |
by mdkuser_
on 06/20/2006 11:47, refers to #124
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So this is the correct way?
/entpoperty 0 40
/entpoperty 1 100
/entpoperty 2 80
And how to display the value of other jumppads?
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#126: Re: .. |
by MeatROme
on 06/20/2006 11:51, refers to #123
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RTFM && use your eyes ;-)
when in edit mode you see the closest entities properties displayed on your HUD.
that's how you can learn from maps like door_demo or every other map you've got in your installation.
look at the "editing reference" linked from README.html in your sauerbraten folder - there is a small paragraph to every command you can wish to use - read the rest of the documentation too - it's really worth it,
you'll be that much more productive much faster that way!
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#127: Re: .. |
by MeatROme
on 06/20/2006 11:56, refers to #125
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even
/loop i 2 [entproperty (+ 2 $i) -192]
... which is a loop I use to tweak light entities sometimes ... place them from menu and turn the knobs :)
You might want to bind stuff like
<SNIP>
editbind KP0 "entproperty 0 -1"
editbind KP1 "entproperty 1 -1"
editbind KP2 "entproperty 1 +1"
editbind KP4 "entproperty 2 -1"
editbind KP5 "entproperty 2 +1"
editbind KP7 "entproperty 3 -1"
editbind KP8 "entproperty 3 +1"
editbind KP_PERIOD "entproperty 0 +1"
</SNIP>
in your autoexec.cfg.
That way you can fine tune entity properties w/o typing specific values every time ;-)
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#128: .. |
by Max of S2D [Fr]
on 06/20/2006 12:53
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Pxtl said the FSS don't work cause my screen is rectangular... does it mean i should set the resolution at 1024*1024 ?
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#129: Re: OSX resolver bug |
by absinth
on 06/20/2006 13:32, refers to #118
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what about just using the resolver-implementation of the occlusion release on macosx, since it did work fine?
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#130: Re: OSX resolver bug |
by eihrul
on 06/20/2006 17:34, refers to #129
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You are using the old resolver implementation. That's what you added the #ifdef for.
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#131: HOM |
by jengelh2
on 06/20/2006 17:39
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I get Hall of mirrors everywhere. Not limited to this release, I have tried all past version, same problem. Is this normal? Any ideas on how to resolve this?
I have an NVIDIA GF2 MX400 (chip NV11 - yes, one of those which sets /nvidia_texgen_bug in Sauerbraten), running it under Linux 2.6.17 with NVIDIA 1.0-8756, xorg 6.9.0, SDL 1.2.9.
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#132: Re: OSX resolver bug |
by guest57
on 06/20/2006 20:44, refers to #130
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Something must be different - but I can't see it either. Deadlock on the mutex occurs:
Thread 1: resolverclear(): in the SDL_SemTryWait
Thread6: resolverloop(): in the first SDL_LockMutex
- aka rpointon
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#133: Re: Multiplayer |
by bloo
on 06/20/2006 21:38, refers to #120
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Definitely not alone. Somewhere in this thread are my problems with gamma as well.
I also have the 'slideshow' problem on networked games.
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#134: Re: OSX resolver bug |
by eihrul
on 06/20/2006 21:57, refers to #132
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I implemented a workaround in CVS, but it may leave around stale threads depending on how nice the resolver is on MacOS about timing out.
OTOH, it gets rid of that pthread kluge that was there earlier that never really worked.
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#135: Re: OSX resolver bug |
by guest57
on 06/20/2006 22:52, refers to #134
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Waw... sorry but no. The thread exits from the while() immediately because rt->killtime==0 the first time, or it rt->killtime==killtime other times...
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