Sauerbraten release 2006-06-11 out! |
by Aardappel_
on 06/12/2006 07:21, 322 messages, last message: 07/31/2007 16:33, 376072 views, last view: 11/01/2024 18:32 |
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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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#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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#136: Re: OSX resolver bug |
by eihrul
on 06/21/2006 02:45, refers to #135
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Try again.
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#137: Re: HOM |
by kurtis84
on 06/21/2006 03:47, refers to #131
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I would be willing to bet that an mx400 is not enough to run sauerbraten...at all. Theres plenty of warnings about htis all over this forum.
After reading all of these bugs, etc, I cannot help but notice how many of them pertain to video cards/chipsets that are simply too damn old. So much discussion about how to overcome this issue. In the long run, this is just going to get worse. More GPU-intensive features are going into maps right now.
I know, at first glance Sauerbraten doesn't look any different than glquake1, as far as rendering...but it CAN do a whole lot more, and the future maps will show this. Of course, this means using things like the -f switch will ruin maps that use the shaders for geometry textures.
You say you don't need shaders?...well the engine DOES. Everything is being rendered via the shader system. By disabling the shaders, you're undoing all the hard work the programmers have done for the last 3 releases.
I hope at some point people stop asking these guys to work forward, and backward at the same time.
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#138: Re: HOM |
by Passa
on 06/21/2006 04:52, refers to #137
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Problem is, people think that if their PC can run Cube, it can run Sauerbaten (An example was some guy complaining the minimum system requirements I made were too high). What they don't realise is that Sauerbraten is now an exremerly modern engine.
Newer maps and new shader features along with normal maps is making my 7800GT lag, Sauerbraten now rivals modern engines.
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