Sauerbraten release 2006-06-11 out! |
by Aardappel_
on 06/12/2006 07:21, 322 messages, last message: 07/31/2007 16:33, 376099 views, last view: 11/01/2024 20:28 |
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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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#147: Re: OSX resolver bug |
by guest57
on 06/21/2006 20:34, refers to #147
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No offense intended - just an offer to help... See email...
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#148: Re: OSX resolver bug |
by absinth
on 06/21/2006 21:55, refers to #147
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if you find a working solution please tell me so i can respin the release...thx
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#149: Re: OSX resolver bug |
by eihrul
on 06/21/2006 23:17, refers to #147
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I incorporated your changes, with a few changes here and there. Thanks. Please check CVS to make sure it works now.
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#150: Re: OSX resolver bug |
by guest57
on 06/21/2006 23:52, refers to #149
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Yes, that looks good. Thanks :-)
-aka rpointon
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#151: fpsclient crash |
by guest57
on 06/22/2006 00:30
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Just observed this:
Version: Sauerbraten 2006-06-11 (1.0)
- OSX, G5
PID: 311
Thread: 0
Exception: EXC_BAD_ACCESS (0x0001)
Codes: KERN_INVALID_ADDRESS (0x0001) at 0x55aa5554
Thread 0 Crashed:
0 libSystem.B.dylib 0x90002f48 strlen + 8
1 libSystem.B.dylib 0x9000d7d0 __vfprintf$LDBL128 + 5912
2 libSystem.B.dylib 0x900273cc vsnprintf$LDBL128 + 300
3 sauerbraten 0x00009db4 conoutf(char const*, ...) + 136 (tools.h:76)
4 sauerbraten 0x00004d14 gets2c() + 596 (client.cpp:215)
5 sauerbraten 0x000718fc fpsclient::updateworld(vec&, int, int) + 5844 (fps.cpp:184)
6 sauerbraten 0x00011fdc SDL_main + 1716 (main.cpp:397)
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#152: Re: fpsclient crash |
by eihrul
on 06/22/2006 00:42, refers to #151
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Strange, someone would almost purposely have to send a malformed disconnect packet for that to happen.
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#153: Re: fpsclient crash |
by absinth
on 06/22/2006 01:28, refers to #152
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i was also seeing this and am now using the fix in client.cpp to build the new release
thanks for the resolver-fixes to both of you
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#154: Re: fpsclient crash |
by eihrul
on 06/22/2006 01:47, refers to #153
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Actually, that fix I made for the event.data thing was not really correct, but it will prevent it from crashing at least.
What really needed to happen was the server needed to send the disconnect data in network byte order, and the client properly convert it to host order. Oh well, guess it'll get fixed in next release.
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#155: mac release (hopefully) fixed |
by absinth
on 06/22/2006 02:11
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http://prdownloads.sourceforge.net/sauerbraten/sauerbraten_2006_06_11_sp_edition_mac_fixed.dmg?download
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#156: setting gamma values > 100 does not work anymore |
by john_j
on 06/22/2006 03:07
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I'm using linux 2.6.16 and nvidia driver 1.0-8762.
I have problems with setting a gamma value greater than 100.
It works just fine elsewhere, I can even use xgamma -gamma <n> to set a gamma value.
The problem is that sauerbraten gameplay is very dark, so I'd really appreciate that would work again.
In previous sauerbraten releases I had no problems.
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#157: .. |
by SanHolo
on 06/22/2006 14:55
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Thanks for the Mac-Release, I was having trouble compiling it myself from CVS since I'm not really into XCode. (Yes, SDL-Frameworks are installed).
Gonna test it now...
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#158: Re: scroll broken? |
by JoelKnight
on 06/22/2006 17:17, refers to #45
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I had the same problem, and deleting config.cfg (after reading message #48) fixed it for me too.
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#159: Re: Multiplayer |
by rpointon
on 06/22/2006 17:23, refers to #113
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I saw the "slideshow effect" last night, it lasted for about 30 seconds in the middle of a game - very odd - the fps was showing about 20 (normal is 150+), and visually it seem like 2fps. (At a guess maybe there were short bursts of frames and then it was blocked with screen frozen for the remaining 1/2 a second?)
But out of many games I've only observed this once in the last week... Sauer doesn't push my machine that much and there weren't any other major apps running in the background. OSX 2xG5, 1.5Gb, ATIx800
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#160: .. |
by absinth
on 06/22/2006 17:33
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>I saw the "slideshow effect" last night
hmm with the "fixed" release?
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#161: Re: .. |
by rpointon
on 06/22/2006 17:52, refers to #160
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No, the slideshow effect was in the original release - can you clarify exactly what other changes from CVS are in the fixed release beyond that of the launcher and resolver tweaks?
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#162: .. |
by absinth
on 06/22/2006 18:14
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• the fixed resolver
• 32 bit z-buffer (really makes a positive difference)
• fix for the crash with the broken server-response
• the map-rotation fix
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#163: Re: .. |
by rpointon
on 06/22/2006 18:42, refers to #162
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Okay, thanks for the info.
Meanwhile in terms of the slideshow effect, maybe it was one of these idiot script kiddies as there was a bad vibe in the talk on the map... If I observe it again, then I'll see if I can set up my client with Sampler ready to run via some trigger - a bit of a pain.
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#164: .. |
by absinth
on 06/22/2006 19:57
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>one of these idiot script kiddies
saw quite a lot of interesting cheaters lately, those were able to edit maps on non-edit servers, instant kill everyone, turn everything red for everyone (like after resurrection), etc
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#165: OSX 'slideshow' effect |
by guest57
on 06/22/2006 20:40, refers to #164
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Could those who have experience this recently please check the /var/log/system.log file to see if there are a mass of:
kernel[0]: IOHIDSystem: postEvent LLEventQueue overflow.
messages at the appropriate time...
If there is a pattern then I suspect it's a bug for SDL or Apple to fix.
- aka rpointon
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#166: another crash |
by absinth
on 06/22/2006 22:17
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sometimes i manage to "shoot" wile the level is still loading, leads to this:
Thread 0 Crashed:
0 sauerbraten 0x00034e90 particle_splash(int, int, int, vec const&) + 64 (geom.h:35)
1 sauerbraten 0x0006558c fpsclient::weaponstate::shootv(int, vec&, vec&, fpsent*, bool) + 432 (weapon.h:327)
2 sauerbraten 0x0006fd2c fpsclient::weaponstate::shoot(fpsent*, vec&) + 5956 (weapon.h:463)
3 sauerbraten 0x000728fc fpsclient::updateworld(vec&, int, int) + 5840 (fps.cpp:207)
4 sauerbraten 0x00012ba4 SDL_main + 1848 (main.cpp:400)
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