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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, 376251 views, last view: 11/02/2024 08:26

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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#267: Message censored by administrator

by crapsvzr on 08/16/2006 17:55

#268: Message censored by administrator

by spanish 21 on 08/17/2006 15:22

#269: ..

by CCmachine_firefox2 on 08/17/2006 16:42

cant someone close the thread?

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#270: Message censored by administrator

by free porn on 08/18/2006 19:26

#271: ..

by Passa on 08/18/2006 23:44

How about image verification when you sign up for the forum?

That would own the spam bots

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#272: Re: ..

by Aardappel_ on 08/19/2006 00:19, refers to #271

SleepwalkR is about to add math verification to the forum. Below your reply box it will say things like 3x7 and then you have to type 21 into an additional box.

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#273: Re: ..

by Passa on 08/19/2006 11:31, refers to #272

Hmm is this for every post or just for when you create a new user?

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#274: Re: ..

by >driAn<. on 08/19/2006 11:46, refers to #273

..for every post to increase your math skills.

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#275: Re: ..

by Aardappel_ on 08/19/2006 18:46, refers to #273

yup, every post... think of it, it will be fun!

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#276: Well---

by Matsute on 08/20/2006 19:11

I\'ve tried it out,and it isn\'t working...
The screen is just... black.
The controls are intact and I can hear the shooting,running,jumping and all sounds,but I can\'t get far without any visuals... =/
Any tips?

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#277: Message censored by administrator

by ishecrsbf on 08/20/2006 21:20

#278: Message censored by administrator

by cheap xanax on 08/21/2006 09:47

#279: Message censored by administrator

by online pharmacy on 08/21/2006 10:50

#280: Message censored by administrator

by lysergicjava on 08/21/2006 13:26

#281: ..

by Max of S2D [Fr] on 08/22/2006 20:05

3 x 7 = 21.
2 x 2 = 4.
3 x 3 = 9.
SleepWalkR x SpamBots = Math Training.

XD

---------------------------------

Ahem, i get a bug with the lastest nvidia drivers... i wanna get sauerbraten with the default res and 75hz, but after have activating the 75hz mode, Sauerbraten is only displaying on one half of my screen (left). The image is, i think so, compressed -_-. maybe I'll post a screen soon....

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#282: ..

by Max of S2D [Fr] on 08/22/2006 20:11

Here is the screen. http://www.myfilehut.com/userfiles/view/49517/Temp/75hz_mode.JPG

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#283: I love this game!

by voldemar on 08/22/2006 22:37

My big respect to authors of this game! :-)

P.S. If you will add vehicles i will be happy :)

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#284: Where is enemies?

by voldemar on 08/22/2006 22:40

In last two versions i can't find enemies in all levels. Where are they?

Also, when i shoot i dave small sound delay.

How to fix this?

reply to this message

#285: sorry about enemies...

by voldemar on 08/22/2006 23:39

sorry about enemies... i can't founs them only on campaign maps :)

reply to this message

#286: Re: ..

by Passa on 08/23/2006 02:59, refers to #282

Looks like you have to simply use the auto-adjust button on your monitor.. assuming you are not using DVI and are using VGA.. changing the refresh rate can do that.

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