Sauerbraten release 2006-06-11 out! |
by Aardappel_
on 06/12/2006 07:21, 322 messages, last message: 07/31/2007 16:33, 376223 views, last view: 11/02/2024 04:31 |
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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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#222: Re: Gamma... |
by absinth
on 07/05/2006 23:38, refers to #221
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i can confirm this, gamma > 100 is just broken at least on osx in this version, on a fresh install.
see #166 for a exactly the same problem in linux
even if "its an SDL/driver/OS thing" it's weird thats it broken for so many people in this release and worked fine in the last one ^^
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#223: Re: Gamma... |
by eihrul
on 07/05/2006 23:43, refers to #222
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We didn't change gamma at all, or anything with the SDL setup, and gamma still works for me and Aard. So unless anyone else can figure out what the issue is, not much that can be done.
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#224: .. |
by makkE
on 07/06/2006 00:33
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Gamma still working here too, winxp.
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#225: Re: .. |
by MeatROme
on 07/06/2006 00:46, refers to #224
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gamma 150 is my friend on Debian Sarge (linux) too :)
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#226: Re: Gamma... |
by absinth
on 07/06/2006 18:57, refers to #226
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hm thanks i already suspected that.
unfortunatly we need to use SDL > 1.2.9 on macosx for "Universal Binary" support (intel macs)
i also couldn't find anything to about this (to track the bug) in http://bugzilla.libsdl.org
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#227: Re: Gamma... |
by absinth
on 07/06/2006 20:50, refers to #226
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it's already fixed in SDL 1.2.11 so 1.2.10 is the only version to avoid...
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#228: Re: Gamma... |
by absinth
on 07/06/2006 23:35, refers to #227
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so for those on a mac you can just replace the SDL framework in the application bundle with the new 1.2.11 version if the gamma issue bugs you
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#229: Maps all look wierd on my screen. |
by Rogerdg
on 07/07/2006 02:52
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I enjoyed the original Cube. This program looks very washed out on my screen. The console shows the following:
C:\Program Files\Sauerbraten>bin\sauerbraten.exe -w1024 -h768
init: sdl
init: enet
init: video: mode
init: video: misc
init: console
init: gl
WARNING: No vertex_buffer_object extension! (geometry heavy maps will be SLOW)
WARNING: No shader support! Using fixed function fallback. (no fancy visuals for
you)
WARNING: No occlusion query support! (large maps may be SLOW)
WARNING: Non-power-of-two textures not supported!
init: world
game mode is ffa/default
init: sound
init: cfg
init: localconnect
init: mainloop
read map packages\base\metl2.ogz (0.4 seconds)
Elsinore by metlslime
game mode is ffa/default
Where should I look for my problem?
Thanks.
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#230: Re: Maps all look wierd on my screen. |
by rancor
on 07/07/2006 03:38, refers to #229
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I'm guessing your video card is too old.
However, you might try the gamma command.
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#231: .. |
by SanHolo
on 07/08/2006 11:46
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okay, absinth, thank you for checking this out.
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#232: .. |
by SanHolo
on 07/08/2006 22:18
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Me again – after compiling from CVS with libsdl 1.2.11, gamma > 100 works as it should. Wonderful.
...only drawback is that it has a new protocol again and you can't play against other sauerfraggers using the latest official build. =)
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#233: .. |
by virtualblackfox
on 07/09/2006 11:25
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Just download the release : it contain the source as it was used to build it and rebuild with a newer libsdl.
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#234: master/spectator bug |
by guest57
on 07/10/2006 22:30
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When the master is spectator they exit spectator mode at their current location rather than at a spawn point.
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#235: Re: master/spectator bug |
by eihrul
on 07/10/2006 22:57, refers to #234
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Not a bug, necessarily, it's supposed to work that way.
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#236: Gamma fix |
by bloo
on 07/11/2006 15:00
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Here is a mini-tutorial on replacing SDL to fix the gamma problem on Macs.
1) Download SDL 1.2.11.dmg from here: http://www.libsdl.org/release/SDL-1.2.11.dmg
2) Mount the image and open it in a finder window.
3) Go to sauerbraten->sauerbraten->sauerbraten.app Right click or control-click on sauerbraten.app. Select Show Package Contents.
4) Replace the current SDL.framework folder with the new SDL.framework folder from the mounted image.
Thanks to absinth for pointing this fix out.
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#237: win32 exceptions |
by jws
on 07/14/2006 06:34
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I\'m using windows with a Intel mobile graphics 82852/82.885 GM/GME chip.
Example #1 -
Exception when hitting a teleporter
C:\\Program Files\\Sauerbraten>bin\\sauerbraten.exe -w1024 -h768
init: sdl
init: enet
init: video: mode
init: video: misc
init: console
init: gl
Using GL_ARB_vertex_buffer_object extension.
WARNING: No shader support! Using fixed function fallback. (no fancy visuals for you)
WARNING: No occlusion query support! (large maps may be SLOW)
WARNING: Non-power-of-two textures not supported!
init: world
game mode is ffa/default
init: sound
init: cfg
Could not set gamma (card/driver doesn\'t support it?)
sdl:
init: localconnect
init: mainloop
read map packages\\base\\metl2.ogz (0.5 seconds)
Elsinore by metlslime
game mode is ffa/default
read map packages\\base\\sp2.ogz (0.4 seconds)
Untitled Map by Unknown
game mode is SP
you have a permanent +10 health bonus! (110)
respawn point set!
Sauerbraten Win32 Exception: 0xc0000005 [0x0]
Example #2 -
Me being toasted by a Bauul rocket launcher.
C:\\Program Files\\Sauerbraten>bin\\sauerbraten.exe -w1024 -h768
init: sdl
init: enet
init: video: mode
init: video: misc
init: console
init: gl
Using GL_ARB_vertex_buffer_object extension.
WARNING: No shader support! Using fixed function fallback. (no fancy visuals for you)
WARNING: No occlusion query support! (large maps may be SLOW)
WARNING: Non-power-of-two textures not supported!
init: world
game mode is ffa/default
init: sound
init: cfg
Could not set gamma (card/driver doesn\'t support it?)
sdl:
init: localconnect
init: mainloop
read map packages\\base\\metl2.ogz (0.5 seconds)
Elsinore by metlslime
game mode is ffa/default
read map packages\\base\\sp2.ogz (0.3 seconds)
Untitled Map by Unknown
game mode is SP
you have a permanent +10 health bonus! (110)
Sauerbraten Win32 Exception: 0xc0000005 [0xcff9000]
Is there more information I can provide somehow? How do I get a stack trace?
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#238: Missing map files? |
by Zundfolge
on 07/17/2006 05:12
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I downloaded:
sauerbraten_2006_06_11_sp_edition_mac_fixed.dmg
It runs great with no errors on my G4 MacMini except that the only single player map in the sp_maps folder is sauer_sp1-1.ogz, so when you get through the level it is unable to continue.
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#239: DMSP max. frag no(30) how to modify ?? |
by octav
on 07/18/2006 00:23, refers to #238
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Can anyone tell me how to modify/ raise this parameter in DMSP mode: maximum frag score (default 30) ?
- in Sauerbraten
- in cube
Thanks
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#240: Re: Missing map files? |
by kurtis84
on 07/18/2006 02:29, refers to #238
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At the time the files were packaged for the current release, that was the only map completed. Nieb has made a couple more maps, and I'm sure they'll be in the next release package.
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#241: Re: DMSP max. frag no(30) how to modify ?? |
by octav
on 07/18/2006 22:26, refers to #239
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Hey, anyone can help with my problem (customising frag-target in DMSP- default 30) ??
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