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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, 376056 views, last view: 11/01/2024 18:23

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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#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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#176: Re: Scroll Wheel Prob

by MeatROme on 06/25/2006 11:22, refers to #174

Try renaming your config.cfg to
possible_backup_config.cfg

The engine will rewrite it with defaults;
sometimes the configuration will contain an error in some script - the defaults will work though.

Keeping a backup is useful if you've aliased something on your console,
if you just use the menus and some singular commands in the console you could even simply delete the config.cfg.
I like to keep backups ...

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#177: Re: OSX 'slideshow' effect

by SanHolo on 06/25/2006 19:03, refers to #165

"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."

No mention of 'IOHIDSystem' in my syslog; I run the fixed version.

What I discovered when I recently joined a game, someone fired at me with a machinegun, and my health + armor ROSE to 8-thousand-something and 3-thousand-something respectively...

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#178: Pistol model missing; Falling bombs in Sauer

by D-TurboKiller on 06/25/2006 21:12

This version is very good, I\\\'m making a level with this version (about 60% complete), I don\\\'t know if i\\\'ll add doors but by the way I\\\'ve created a server yesterday to show the unfinished map and people liked it!

Anyway, I noticed you took out the pistol model. Why? It\\\'s not very interesting to me shooting without seeing a pistol on my hand!

About the falling bombs in Sauerbraten. I know I posted this on the \\\"Most Wanted Feature\\\" topic, but here it goes again: This is probably very interesting. Why not add an entity (/newent mortarhit) that makes an explosion on that spot once in a while? It has a certain chance of hitting someone that isn\\\'t careful enough, plus in SinglePlayer games it could kill careless monsters! I\\\'ll explain: we place about 20 entities of that type on the ground. Once in a while one or more entities of that type get a chance of getting hit by a mortar shot! To do that, we create a sound of a mortar falling, and when it hits the ground, BOOM! It creates an explosion that can almost kill someone! This would be interesting to add, especially in multiplayer, so that people try to cover while fighting! And overall, it\\\'s fun and easy to add to Sauerbraten!

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#179: ..

by Pbrane102 on 06/25/2006 21:50

D-Turbokiller, I dont think your idea would fit this game's personality very well atm.(or ever, but thats just my opinion)

As for the pistol model, I dont seem to get where you are coming from. Its still there!

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#180: Re: Pistol model missing; Falling bombs in Sauer

by Passa on 06/25/2006 23:16, refers to #178

1. Err you didn't need to make a server just to showcase a map, you could have just gotten master of another one. Also remember that the sendmap getmap feature is not to be used to distribute a finished map, its used in coop edit only.

2. Err the pistol model is still there, what are you on about?

3. You mentioned this already, I'm sure Aardappel read your suggestion, no need to repeat it again.

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#181: Re: Pistol model missing; Falling bombs in Sauer

by D-TurboKiller on 06/26/2006 21:26, refers to #180

Passa's:

1. It was an unfinished map, and I like to make a server, but anyway it was kind of a curiosity.

2. I guarantee you that the pistol model doesn't appear at all! I select the pistol and it doesn't appear! But I see the shots getting fired, otherwhise it's fine for the rest.

3. Well you could be right, but no one posted a comment about it.

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#182: Re: Pistol model missing; Falling bombs in Sauer

by Passa on 06/27/2006 07:44, refers to #181

1. Ok, rightio..

2. I can show you a screenshot if you like, because the pistol is there.

3. Because no-one agreed with the idea. People will only post about something if its a good idea.

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#183: Re: Pistol model missing; Falling bombs in Sauer

by D-TurboKiller on 06/27/2006 11:07, refers to #182

Passa, here's a picture of my unfinished map using the pistol. And as you can see in the screenshot, the pistol model is missing!

See it here: http://www.image-upload.net/files/3760/My%20Sauerbraten%20Levels/Unfinished/LTs_Desert_Unfinished.JPG

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#184: Re: HOM

by spentron on 06/27/2006 12:04, refers to #170

Tried the latest Sauer finally and it does run better. I was about to give up on it, as of a few versions back none of the alleged speed increases were perceptable. Running GF2 integrated with a 2G CPU. It now runs at least as good as Cube did on my Celeron. I'll increasingly not be seeing what you guys are seeing but at least it plays half decent. And at least it doesn't require a new OS like Doom 3 et al. For Win 98 you need to stick a dbghelp.dll in /windows if anyone had trouble figuring that part out.

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