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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, 376143 views, last view: 11/01/2024 22:28

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

by Passa on 06/27/2006 12:57, refers to #183

:o
OMG NOW I BELIEVE YOU!! No seriously, I believed you from the start, but common sense would suggest you to reinstall Sauerbraten from scratch, as it is most likely a missing model that is causing the problem.

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

by Passa on 06/27/2006 15:31, refers to #183

Oh, also try hudgun 1 into console. Never know, could work ;)

eihrul: maybe add something to the docs about dbghelp.dll and windows 98SE?

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

by D-TurboKiller on 06/27/2006 16:29, refers to #186

Ok, I installed Sauerbraten from scratch and it worked! The pistol model is there again :) Thanks Passa.

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#188: SetCooperativeLevel error

by D-TurboKiller on 06/27/2006 16:41

Remember this error?

Sauerbraten fatal error
Unable to initialize SDL: DirectInputDevice::SetCooperativeLevel: Unknown DirectInput error: 0x80004001

Turns out I was missing dinput8.dll and I had to get it. If someone happens to get this error just go get dinput8.dll here: http://www.dll-files.com/dllindex/dll-files.shtml?dinput8

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

by eihrul on 06/27/2006 17:25, refers to #186

That was Aard's idea about the whole debugging trace thingy. I have no control over the Windows releases. You need to talk to him about it.

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#190: Re: HOM

by da-old-mitaman on 06/27/2006 23:05, refers to #184

Spentron, good to see you posting. I'm glad your still "part of the scene". Any plans for mapping?
MitaMAN

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#191: Nice

by panzersharker on 06/29/2006 02:53

I like the new release, new font too lol.

Anyway the new thing that sparkerlers do, that thing where the sparklers show where the object is instead of where the player was when he placed it like in older versions.

^ big read ^



Found out how to fix the scroll whell problem, just delete config.cfg in the sauer folder and run the game and it will be normal.

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#192: ..

by Passa on 06/29/2006 07:58

Argh, can't run the the SP edition of Sauerbraten on my new laptop, occlusion edition works :/

Specs are Pentium M 1.4GHz, 256MB RAM, Radeon 7500. Runs occlusion edition fine, 30 FPS on average, 60+ FPS on aard3. (I only want to use it for mapping so thats fine)

http://members.iinet.com.au/~passarello/laptoperror.JPG
Thats the error. Also nice new message Aard when there is no shader support ;)

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#193: Re: ..

by CC_machine4 on 06/30/2006 00:03, refers to #192

try disabling shadars using the -f commandline.

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#194: Gamma...

by SanHolo on 07/02/2006 12:28

On some levels like curvedm, it really is a pain not to be able to set the gamma again.

Setting the gamma worked for me until the latest version came out, is there anything I can do to get it back?

OS X.4.7, TiBook 1 GHz, 768 MB RAM, ATI Radeon 9000M 64MB.

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#195: Re: Gamma...

by MeatROme on 07/02/2006 12:39, refers to #194

I can`t see any reason this shouldn`t work.
The source for the gamma command would display an error if your card failed to comply - but it used to work you said.

My guess is try moving your config.cfg to a safe location.

This usually deals with any and all weird behaviour of sauerbraten.

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#196: SP respawning

by da-old-mitaman on 07/02/2006 19:04

I finally played some sp maps in this version, and I like how the "sp repawning" works. But is it possible to quit a map at some point, and then "reload" your last "sp respawn point"? If so, how? I did not find any mention of it in the manual.

The sp maps presently in sauer are not too big so it's easy to finish "in one sitting". But larger maps could be a pain if you always need to start from the beginning after quitting the game mid-point. (I'm working on a rather large sp map, that's why I'm "concerned".)

MitaMAN

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#197: Re: SP respawning

by MeatROme on 07/02/2006 19:26, refers to #196

Currently there are only the "respawn points" and no saving of the last one activated.

But if you noticed - the best score isn't saved yet either (although this is already fixed in CVS).

Since Eisenstern will really have big maps this issue must be addressed at some time.

Sooner or later ...

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#198: Compiles for x86-64; Ideas for Monster AI

by Morosoph on 07/02/2006 19:34

Cube also compiles for the Opteron, if you change a couple of (int *) casts to (long *) [int is 32 bits on both CPUs, but long is the same length as the pointer size].

Just a couple of ideas; feel free to ignore:

1: Monsters show more (+2?) loyalty to their own species than others (consider how humans treat other primates, eg. in labs).

2. Monsters have variable skill, say +/- three levels difficulty. Spawning can autogenerate [level]+d4-d4; level designers can adjust difficulty offset to create eg. endlevel/endstage enemy. Perhaps skin-tone could cue the player as to the offset (or absolute level) of their opponent?

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#199: Re: Compiles for x86-64; Ideas for Monster AI

by MeatROme on 07/02/2006 19:57, refers to #198

@1: UTSL : the anger currently gets divided by 2 if it's the same monster-type. (src/fpsgame/monster.h [in monsterpain()]).

@2: do you know about the "/skill X" command? in sauerbraten it is the player who chooses his difficulty setting!

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