Sauerbraten release 2006-06-11 out! |
by Aardappel_
on 06/12/2006 07:21, 322 messages, last message: 07/31/2007 16:33, 376017 views, last view: 11/01/2024 16:05 |
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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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#78: Re: Sauerbraten not working!!! |
by DTurboKiller (LT)
on 06/15/2006 11:56, refers to #76
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What do you mean Passa? I downloaded Sauer, not a mod!
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#79: Re: Sauerbraten not working!!! |
by Passa
on 06/15/2006 12:34, refers to #78
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You mentioned joystick support, that comes in dbox's mod, not the official Sauerbraten release.
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#80: .. |
by Max of S2D [Fr]
on 06/15/2006 13:19
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"You just need GL_ARB_texture_rectangle for fullscreen shaders, but unfortunately fullscreen shaders will not work without it."
Ah ? Where can i get that... GL_ARB ?
(info : my screen res is 1024*768 under sauer)
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#81: .. |
by makkE
on 06/15/2006 13:57
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That scaling stuff on hudguns owns :D No more sinking into geometry. thnx!!
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#82: Re: .. |
by Passa
on 06/15/2006 14:49, refers to #81
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It might need a bit more tweaking, I can still sink the grenade launcher and the shotgun into geometry, but still, great work.
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#83: .. |
by makkE
on 06/15/2006 17:08
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I can´t only the tip of the rifle is singing in ca 0.5 cm (wich is totally neglectible)..
Either it´s some ati stuff, or you´re just trying way to hard to find that geometry where they sink into. It´s fixed on walls and everything, the rest isn´t important. (say you have 2 places in a level where it might happen on some rocks or so.. who cares.)
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#84: .. |
by makkE
on 06/15/2006 17:08
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*sinking
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#85: .. |
by Max of S2D [Fr]
on 06/15/2006 17:36
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"You just need GL_ARB_texture_rectangle for fullscreen shaders, but unfortunately fullscreen shaders will not work without it."
Ah ? Where can i get that... GL_ARB ?
(info : my screen res is 1024*768 under sauer)
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#86: New Weapon |
by Koi Kitsune2006
on 06/15/2006 19:52
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Do you think it'll be appropriate for a new weapon on the next release?
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#87: Re: New Weapon |
by Pxtl
on 06/15/2006 19:54, refers to #86
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What new weapon could be added? Cube's already got all the bog-standard FPS guns. The shortrange+rapidfire guns (lighting/plasma) or a superweapon could be added theoretically, but otherwise it's pretty much set for weapons.
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#88: Re: Sauerbraten not working!!! |
by DTurboKiller (LT)
on 06/15/2006 20:45, refers to #79
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But I don't have that mod and I don't use joysticks or gamepades in Sauer. I was talking in general. If I put a game with joystick support, it won't work. If I go to the joystick's configuration, it says it's not responding. Most probably it's because of the dinput.dll file in Windows\system that got damaged and I got a new one, but the devices (Gamepad, joystick) are not working. What should I do to fix that? It's probably what's causing the error!
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#89: Re: New Weapon |
by Koi Kitsune2006
on 06/15/2006 22:22, refers to #87
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Use your imagination when it comes to making new weapons. Even so if Sauer has all the basic weapons that every FPS game has doesn't mean it shouldn't have anymore.
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#90: Re: Sauerbraten not working!!! |
by Passa
on 06/15/2006 23:06, refers to #88
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reinstall directx 9.0c
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#91: .. |
by Max of S2D [Fr]
on 06/16/2006 09:02
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Where i can obtain you GL_ARB extension ?
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#92: Re: .. |
by Aardappel_
on 06/16/2006 09:54, refers to #91
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it comes bundled for free with newer drivers, or failing that, newer graphics cards.
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#93: server crash |
by Passa
on 06/16/2006 12:18, refers to #92
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my server crashed today, came up with an error window, forgot to take a screenshot !
I will post it when get it again, but it was a popup window, with references to parts of the source code files, maybe an exploit crashed the server?
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#94: .. |
by Max of S2D [Fr]
on 06/16/2006 13:30
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Ah, damned. If i don't got fss, i can say good bye to the sauerbraten bump graphics -_-
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#95: capture |
by Passa
on 06/16/2006 13:48
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Played alot of capture games tonight on my server, setting fair teams and stuff is annoying, I could not concerntrate on the game as I had to help n00bs set their teams and force others to change their teams if it was one sided. At one point it was 2 {sX} people vs 6 saue people.
Capture mode really needs that popup with team selection on game start, also displaying current teams and players, so they can choose fairly.
Could masters possibly have a command to force team changes in capture mode only? That would help, and maybe team balancing as well.
Also, a mastergive command.. my friend always likes me being master in 1 on 1 insta, so he has to disconnect and reconnect, and if someone else joins it messes that up. Just so people can give mastermode if necessary.
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#96: Minor graphic artefacts |
by rpointon
on 06/16/2006 17:30
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1/ Seams - whats looks like texture seams (tiny pixel gaps between/edging some polys) where the background colour leaks through. Note: Enabling FSAA helps to get rid of the majority.
2/ Triangles - if a cube has three vertices flattened down so that the it is in effect a tetrahedron then the flattened trangle piece likes to flicker annoyingly as you move around it. Note: easy enough to fix when editing by just contracting the far flattened corner towards the body of the tetrahedron!
Are these specific to ATI, to Mac, to endian-ness?
OSX, G5 PPC - occurs on both ATI9600 and ATIx800.
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#97: Re: server crash |
by Aardappel_
on 06/16/2006 19:33, refers to #93
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yes people, PLEASE make sure to copy the information when you get a crash. That's what I put it in for.
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