Sauerbraten release 2006-06-11 out! |
by Aardappel_
on 06/12/2006 07:21, 322 messages, last message: 07/31/2007 16:33, 375927 views, last view: 11/01/2024 10:12 |
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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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Board Index
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#30: .. |
by absinth
on 06/12/2006 22:08
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>Working fine on PPC.
yes, singleplayer works fine now, but it seems the new resolver doesn't work here ... ;(
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#31: Re: .. |
by eihrul
on 06/12/2006 22:35, refers to #30
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I committed a new version of resolverwait in serverbrowser.cpp that may or may not fix it. Try it see if it works now.
If not, you can just make the resolverwait version defined in server.cpp the default for Macs, which will suck, but it is better than nothing.
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#32: .. |
by absinth
on 06/12/2006 22:55
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it didn't fix it but the workaround works (more or less), thx
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#33: mac-version released |
by absinth
on 06/12/2006 23:03
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ok, i'm uploading the mac-version ATM.
mac-specific launcher-changes from rpointon include:
- double clicking the *.ogz maps opens them in sauerbraten
- option to disable hw-occlusion-culling
- option to start server with integrated console viewer and start/stop button
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#34: Re: mac-version released |
by guest57
on 06/13/2006 00:10, refers to #33
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Success, downloaded and fragged folk already.
In multiplayer mode server browser sometimes locks up...
Your improvements look good too absinth - and thank you for your kind words :-)
- aka rpointon
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#35: .. |
by absinth
on 06/13/2006 00:20
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>Success, downloaded and fragged folk already.
i also had fun in the pre-release testing ;->
>In multiplayer mode server browser sometimes locks up...
yes we need to do something about this but it was more important to get a mostly working release out...
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#36: door_demo |
by guest57
on 06/13/2006 00:38
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I see switches, carrots and doors but nothing happens - no messages, no opening doors... Is it broken for Mac/others?
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#37: Re: door_demo |
by eihrul
on 06/13/2006 00:47, refers to #36
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triggers only work in SP mode
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#38: Re: door_demo |
by absinth
on 06/13/2006 00:55, refers to #36
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the single player "campain" works fine for me including opening doors ;)
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#39: Re: door_demo |
by kurtis84
on 06/13/2006 02:08, refers to #38
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I enjoyed the single player map...should point out to NOT load the map from the console, unless you've already specified the correct game mode from the console. Otherwise, just use the menu :)
Nice release guys...seems to run great, and has lots of new features!
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#40: .. |
by user
on 06/13/2006 04:08
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this new release is the continue of oclusion edition?
and is possible to have torrent link because some people with bad conection is a pain to download the entire file without pause.
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#41: Re: .. |
by Aardappel_
on 06/13/2006 04:18, refers to #7
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from that screenshot, the glowmap seems to work correct.. I can't tell exactly what effect you're expecting that you are not getting.
You're gonna have to describe it in more mathematical terms to me :) Or show pictures.
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#42: news sites... |
by Aardappel_
on 06/13/2006 04:21
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seeing as how we have a relatively stable release, I think its ok to promote this one a bit further than just this website. So if you frequent any gaming, game development, open source or tech websites that you think are appropriate, send them news of this release.
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#43: Re: news sites... |
by Koi Kitsune2006
on 06/13/2006 05:03, refers to #42
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Done
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#44: Re: .. |
by makkE
on 06/13/2006 12:18, refers to #41
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Can´t really talk in math, aard :)
Well, it should be the other way round, or the same:
Either, the glowmap says: draw these parts always at full illumination, so the green light and it´s reflections are always the same intensity, no matter how much light is around.
I don´t know how realistic it is, all I know it makes a nice effect.
But right now it´s the opposite. Less light, less intensity. This would work if I only had the led on the glowmap. But it fails when it comes to the reflections.
Here´s an example from the darkplaces engine:
http://makke.snieb.com/glow_light.jpg
http://makke.snieb.com/glow_dark.jpg
the yellowish tint in the daylight comes from the specmap.
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#45: scroll broken? |
by shadow,516
on 06/13/2006 16:24
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in the newest release the scroll wheel doesnt do anything for me. It either displays "unknown command game" or "unknown command edit" depending on whether im in edit mode or not
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#46: Re: scroll broken? |
by shadow,516
on 06/13/2006 16:27, refers to #45
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Never mind. Deleting Config.cfg fixed it
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#47: Re: .. |
by kurtis84
on 06/13/2006 17:00, refers to #44
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this glowing effect you see is probably just an extra alpha masked layer on the skin thats not effected by lightlevels around it...we can do that with geometry now...I assume models use the same shader methods? For example, makke could make another skin that is the same dimentions as the original, but make all areas of the skin trans, except the part he wants to glow. Then use the "decal" shader to load this second skin over the original.
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#48: gamma |
by bloo
on 06/14/2006 01:02
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The /gamma command does not work the same way it did in the last release for me.
As I understand the gamma range is 30 to 300. I can get the command to function from 30 to 100, but any value 101 to 300 does not change the screen. It seems to cap at 100.
I am running a G4 with an ATI card. I tried the bug command, but neither setting made a difference for gamma.
Any thoughts?
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#49: Bug fix - z buffer |
by guest57
on 06/14/2006 01:49
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I note that placing a:
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 32 );
just before the:
SDL_SetVideoMode(...) in main.cpp
fixes many z-buffer accuracy bugs I was having with small (or distant) textures...
- aka rpointon
OSX 10.4.6 2x2Ghz PPC, ATIx800
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