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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, 376011 views, last view: 11/01/2024 15:04

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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#156: setting gamma values > 100 does not work anymore

by john_j on 06/22/2006 03:07

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

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

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

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

>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

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

• 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

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

>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

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

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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#167: Underwater color inconsistent

by rpointon on 06/23/2006 16:47

When underwater the color overlay is always a blue tint, it should really use 'watercolor'... see renderextras.cpp:gl_drawhud()

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#168: Re: HOM

by jengelh on 06/24/2006 01:08, refers to #138

"""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."""

It somehow feels the design goals ("brute force rather than finely-optimized rendernig" or similar) have been abandoned.

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#169: Re: HOM

by eihrul on 06/24/2006 01:11, refers to #168

Brute force is not a design goal when it means the engine would be many times slower than it is already.

Taking out the optimizations we have made would not make it run any better on older hardware. It would run worse.

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#170: Re: HOM

by Passa on 06/24/2006 01:19, refers to #168

A GeForce 2 MX is too old. In fact, I am going to write new system requirements matching the new fullscreen shaders and the normal mapping.

Just because its open source does not mean it will run on a slow computer. Pretend the Sauerbraten engine is the Doom3 engine. Suddenly you woulden't have bothered to run it.. right? ;)

On another note, I thought of a new fullscreen shader that you might implement, cel shading. I've been playing XIII alot lately and I can see how cool cel shading looks :)

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#171: Re: HOM

by Pxtl on 06/25/2006 02:25, refers to #170

I'm pretty sure that cartoon shaders need to be done as a pixel shader, not a fullscreen shader. There are alternate ways to do it though without shaders - look at Warsow for example. For the black-line effect, there's a non-shader way to do it by copying every vertex, flipping the face normals, and pushing it out along the vertex normal. Self-illumination can provide a nice non-shaded surface for parts you want even. It's not perfect, but it can do some nice things. You can download Warsow to try out a game based on that effect.

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#172: Re: HOM

by Passa on 06/25/2006 03:21, refers to #171

I have Warsow.. and yeah I see what you mean. It was just a thought, some people might like a cel shader effect, if you have ever seen XIII it looks quite nice.

It really gives a nice excuse for low detail textures resulting in great performance.

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#173: ..

by makkE on 06/25/2006 03:56

Cell shading isn´t only outlines but also the 2 or 3-tone shading, wich can´t be simply done by a fullscreenshader I guess.
Still the warsow kind is a simple way to get a cartoony effect (at the price of double tri count of course).

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#174: Scroll Wheel Prob

by Ferko on 06/25/2006 06:50

Scrolling with my mouse to change weapons or to edit maps resulats in the error "Unknown Command". Anyone know why?

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#175: Re: Scroll Wheel Prob

by Ferko on 06/25/2006 06:51, refers to #174

Woah, I can't belive I missed that. I see now it has been mentioned here before, my bad.

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