NEW RELEASE: 2007-04-13 spring edition |
by Aardappel_
on 04/13/2007 10:23, 170 messages, last message: 10/07/2007 19:55, 218711 views, last view: 11/01/2024 00:58 |
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https://sourceforge.net/project/showfiles.php?group_id=102911
from history.html:
* scoreboard now displays mode, map, and time remaining
* bases now produce ammo in capture mode (take ammo with R key or "repammo" command)
* added reflective water in fixed-function mode
* added reflective glass in fixed-function mode
* made waterfall top/bottom correctly align with water surface
* player vs. player collisions now use ellipses instead of bounding boxes
* added new functionality to the rpg prototype (WiP)
* added planar shadows for most dynamic entities
* added -o option for servers to disable "locked" and "private" mastermodes
* dead players now colored gray on scoreboard
* changed experimental movement speedup code to include both jumping & forward independently (see game.html)
* added F key support to heightmap editing.
* improved "fastshader" system to support more than 2 performance levels
* added environment-mapped geometry shaders (via "bumpenv*world" shaders)
* added ambient sound entities (via "mapsound" and "newent sound")
* added alpha-masked shadows for mapmodels with alpha-channel skins (via "calclight 3")
* added animated caustics effect to underwater geometry
* added experimental animated grass system
* added support for GLSL shaders
* added entautoview, entitysurf and selectionsurf
* added Marc's latest 8 tracks, for a total of 31 now!
* added visual entity box handle. allows easy choice of orientation. hovering over an ent now replaces closest ent as implicit ent selection.
* added smoothmap command for heightmaps. (default press H when already in hmap mode) executes a moving avg filter over hmap
* added context sensitive entity menu (default TAB)
* added a scale parameter to the "texture" command, for changing the apparent size
* texture combining now scales combined texture to match size of base texture
* command "showtexgui" (default F2) allows for comfortable texture browsing
* made gui stick to player's Z
* fixed server lockup (in patch)
Enjoy!
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Board Index
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#45: Re: .. |
by absinth_nocookie
on 04/16/2007 01:12, refers to #44
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>will there be a full install update for mac users?
mac version will come tomorrow
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#46: .. |
by w4
on 04/16/2007 01:15
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I had to turn off the menu moving up and down with the player because i liked it the other way and just can get used to it.
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#47: Re: .. |
by randomcivilian [just found linux]
on 04/16/2007 01:23, refers to #38
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I dont understand it becuaes i looked in the default_map_settings.cfg but all it told me was how to do it in the game??
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#48: .. |
by absinth_nocookie
on 04/16/2007 01:24
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hm should go to bed somehow can't get it to compile tonight:
shared/geom.h:77: error: expected ',' or '...' before numeric constant
shared/geom.h:77: error: '_Y' was not declared in this scope
shared/geom.h:77: error: '_Z' was not declared in this scope
shared/geom.h:77: error: call of overloaded 'vec(long int)' is ambiguous
shared/geom.h:15: note: candidates are: vec::vec(float*) <near match>
shared/geom.h:14: note: vec::vec(int*) <near match>
shared/geom.h:12: note: vec::vec(float)
shared/geom.h:11: note: vec::vec(int)
shared/geom.h:3: note: vec::vec(const vec&)
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#49: .. |
by absinth_nocookie
on 04/16/2007 01:25
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btw rpointon, some of the new stuff in the launcher doesn't seem to be 10.3 clean:
Launcher.m: In function '-[Map text]':
Launcher.m:46: warning: no '-initWithContentsOfFile:encoding:error:' method found
Launcher.m: In function '-[Launcher initViews]':
Launcher.m:139: warning: 'NSWindow' may not respond to '-setShowsToolbarButton:'
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#50: Re: .. |
by baby rabbit
on 04/16/2007 02:01, refers to #49
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People still using 10.3? gosh... See fix in CVS
- aka rpointon
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#51: Teleport model && more announcements? |
by CrazyTB
on 04/16/2007 02:23
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I think the new teleport model looks better than the previous one. However, to look more realistic/natural/conceivable, it should have an animated texture at center.
BTW, would be nice to have some more announcements, like "Killing Spree".
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#52: .. |
by W4,.
on 04/16/2007 04:07
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The only flaw i noticed was on some textures with bumb mapping, when the player moved closer to the texture, the texture began to warp around the cursor.
Also lights still bleed through walls but this has always happened
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#53: .. |
by Grogan
on 04/16/2007 10:51
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Wow, this release is impressive. Marvelous work, folks. A big thanks, too.
I love the new sounds, textures, effects, decent looking splatter and maps. In addition to the fabulous new maps, I like the new textures in some of the old maps. It's like they got a makeover.
I even got to play some instagib on one of the akrion.net servers. That's come to be my favourite mode of game play. (not that I'm good at it or anything). Lost in Space was a blast.
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#54: .. |
by absinth_nocookie
on 04/16/2007 16:01
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thanks rpointon
new mac version up
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#55: .. |
by w4
on 04/16/2007 16:27
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I think the bump map warping thing is only on some video cards and varries because i get it all the time but only on one type of wall facing one direction. It also effects only some of the bump map textures. Even with a calclight its wont go away.
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#56: .. |
by w4
on 04/16/2007 16:30
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The last thing i dislike in this great realease is that the noise brush is gone. It was really helpful for terrain and a more natural look
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#57: .. |
by Acord
on 04/16/2007 19:09
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I've noticed that the bumpmap bug can be fixed by reducing the contrast on the heightmap files so that there isn't an extreme high or low.
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#58: ogromines |
by CrazyTB
on 04/16/2007 20:37
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Hey, wtf happend to that old \"ogromines\" map? It is so ugly now!
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#59: .. |
by enigma_0Z
on 04/16/2007 20:58
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Nice release, but is there somewhere that details the new grass? It automagically appears on the default "green bumps" texture...
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#60: Re: see backlog |
by MeatROme
on 04/16/2007 21:42, refers to #59
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Post #39 already explains the lack of documentation.
http://cubeengine.com/forum.php4?action=display_thread&thread_id=1347&start=20
Try looking at exisiting cfg-files and just experimenting with settings for now.
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#61: Re: ogromines |
by SanHolo
on 04/16/2007 22:27, refers to #58
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Ogromines is indeed uglier, plus you can't climb the big ladder any more – maybe it works again with the new 15-4-2007 release, haven't checked.
But altogether GREAT release; needs some time to get used to the air-control, but it feels good. Thank you all!!
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#62: Re: see backlog |
by randomcivilian [just found linux]
on 04/17/2007 00:34, refers to #60
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I looked at the default_map_settings.cfg file but all it told me was the default grass texture for the autograss.... can I have some help on how to put it ingame.
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#63: Re: see backlog |
by enigma_0Z
on 04/17/2007 00:44, refers to #60
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LOL. thanks for not saying "RTFM" or... RTFP as the case may be.
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#64: bumpmapped textures |
by kurtis84
on 04/17/2007 04:11
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Seeing these oddities in a non-lit area is common, it's the parallax causing it. Solution: have no ambient lighting in maps, or try to cast light from a nearby light entity....or just ignore it. I had to be told about this before I noticed it, not a big deal. The one thing I would not do to the textures, is smooth out the heightmaps. There are shader scripts controlling these features, if you do not like them, turn them down, or off.
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