Sauerbraten release 2006-06-11 out! |
by Aardappel_
on 06/12/2006 07:21, 322 messages, last message: 07/31/2007 16:33, 375928 views, last view: 11/01/2024 10:24 |
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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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#51: Map rotation patch |
by eihrul
on 06/14/2006 06:47
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There is now map_rotation_patch.zip in the files section for this release. It is a client-side fix for map rotation, which we somehow managed to break in this release.
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#52: Re: Map rotation patch |
by eihrul
on 06/14/2006 06:48, refers to #51
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Forgot to add: unzip within your sauerbraten directory.
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#53: Re: Map rotation patch |
by Passa
on 06/14/2006 09:47, refers to #51
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Meaning it is needed for servers? What does it do? Did you bump the protocol version?
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#54: Re: Map rotation patch |
by MeatROme
on 06/14/2006 13:24, refers to #53
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it's just a replacement for "data/menus.cfg" ...
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#55: curious crash command |
by MeatROme
on 06/14/2006 13:27
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If you want to crash your engine,
simply try entering "%s" in your console at any time.
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#56: .. |
by Max of S2D [Fr]
on 06/14/2006 14:46
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I don't understand if the fullscreenshader is working. I type "setfullscreenshader" command, while watching the sun. I don't see differences. I'm look like an idiot, or not ? XD
And after, two thumbs up ^^ for the Sauerbraten crew :) thanks you a lot, Aardappel !
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#57: .. |
by makkE
on 06/14/2006 16:31
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Try esc -> "Options" "Fullscreenshader"
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#58: Re: .. |
by Pxtl
on 06/14/2006 16:59, refers to #57
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Doesn't work on my box, but I get the "non-square textures" warning on startup which probably means my little ATI 9600 isn't really specced out for the blooming mode.
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#59: .. |
by Max of S2D [Fr]
on 06/14/2006 17:32
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It's the same for me, ah, DAMNED ! I was really boring while i was waiting the fss, and my graphic card isn't enough good ! -_-'
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#60: Re: .. |
by rpointon
on 06/14/2006 17:37, refers to #59
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I have a ATI 9600 at work and it works fine, and yes, thats with a "non-square textures" warning. I assume you have shaders turned on?
type: setfullscreenshader bloom 400, or use the menu.
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#61: .. |
by Max of S2D [Fr]
on 06/14/2006 17:59
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I got a lot of Win32 exceptions v_v
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#62: Triggers in edit mode |
by MeatROme
on 06/14/2006 19:38
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Is it a bug or a feature?
The mapmodel now also triggers when floated through during editing.
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#63: Re: .. |
by Pxtl
on 06/14/2006 20:00, refers to #60
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Nope, I get the "non-power-of-two textures not supported" warning, and I enable the blooming (or even try the reversing shader in the menu) and I don't see anything. I've got the normal default startup - no "-f" or anything, so presumably shaders are enabled. Any tips on why I'm not getting blooming?
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#64: Re: .. |
by Pxtl
on 06/14/2006 20:11, refers to #64
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Hooray for ATI.
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#65: Nope. |
by Pxtl
on 06/14/2006 20:52
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Just updated my drivers. My AIW 9600 still doesn't like the fullscreen shaders.
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#66: Re: Triggers in edit mode |
by MeatROme
on 06/14/2006 20:59, refers to #63
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well. I've been working on an SP map and it had a couple of triggers.
I replaced them with mapmodel-triggers (20060611 release) and if I fly through these during edit mode I get the same result as having touched it during normal play.
Also doors open/close for me if I fly through them in edit mode.
See sauerbraten FPS Episode #1 or door_demo (only non-triggered doors!).
Mmmh. Just did a re-check - I can't reproduce it now either. Probably some glitch occured while I was working on the map ...
... but I distinctley remember being freaked out by a door opening/closing for me in edit-mode (FPS Ep.#1) so it wasn't just on my map for sure!
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#67: spawning locations |
by guest57
on 06/14/2006 23:09
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I seem to be re-spawning outside of the map more often now - especially when more than about six players...
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#68: Re: Nope. |
by guest57
on 06/14/2006 23:12, refers to #65
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What OS? What messages in the console/error log?
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#69: Re: Triggers in edit mode |
by shadow,516
on 06/14/2006 23:16, refers to #66
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It happens when you START the map in edit mode.
And check this file out for a bug that has to do with physics only applying to monsters when they are activated.
http://shadow516.googlepages.com/triggertest.ogz
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#70: % problem |
by Passa
on 06/14/2006 23:24
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Open console and try put a % sign. Nothing comes up unless you do it again, and then you end up with a massive space between the percentage sign and the cursor.
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