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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, 376052 views, last view: 11/01/2024 18:20

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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#58: Re: ..

by Pxtl on 06/14/2006 16:59, refers to #57

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

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

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

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

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

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

Hooray for ATI.

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#65: Nope.

by Pxtl on 06/14/2006 20:52

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

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

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

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

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

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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#71: Re: Triggers in edit mode

by eihrul on 06/14/2006 23:27, refers to #69

It's not really a bug per se, it's a feature.

I did manage to fix that triggers-in-edit-mode thing.

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#72: Re: % problem

by MeatROme on 06/14/2006 23:42, refers to #70

try typing "%s" ... :)
it's bye bye sauerbraten for me every time.

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#73: Re: Triggers in edit mode

by shadow,516 on 06/14/2006 23:48, refers to #71

I still would like the ability to drop monsters on players' heads :/

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#74: Re: Triggers in edit mode

by MeatROme on 06/14/2006 23:48, refers to #71

ah. great work eihrul.

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#75: Sauerbraten not working!!!

by DTurboKiller (LT) on 06/15/2006 10:29

I downloaded the game and installed it. No problem here. But when I start Sauerbraten, it gives me this fatal error:

Sauerbraten fatal error
Unable to initialize SDL: DirectInputDevice::SetCooperativeLevel: Unknown DirectInput error: 0x80004001

Can someone help? I think it\\\'s because of the dinput.dll file that got damaged and I got a new one, but now my gamepad and my joystick for example don\\\'t work!

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#76: Re: Sauerbraten not working!!!

by Passa on 06/15/2006 11:12, refers to #75

Because thats dbox's mod, not the official release.

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#77: Re: ..

by absinth on 06/15/2006 11:12, refers to #31

>"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."

well it seems this workaround only works for the first server-update, but freezes sauerbraten on subsequent server-updates. i think we should look into fixing this and re-spinning the (mac)release, but i'm away at least until sunday...

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