Sauerbraten release 2006-06-11 out! |
by Aardappel_
on 06/12/2006 07:21, 322 messages, last message: 07/31/2007 16:33, 376018 views, last view: 11/01/2024 16:24 |
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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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Board Index
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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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#98: Re: capture |
by Aardappel_
on 06/16/2006 19:33, refers to #95
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its on the todo list... but a lot of this is because people are playing for the first time... anything new will be a mess.
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#99: Re: Minor graphic artefacts |
by Aardappel_
on 06/16/2006 19:35, refers to #96
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1) this is not going to change any time soon.. sauer doesn't fix T-junctions.
2) this will be fixed
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#100: Re: Sauerbraten not working!!! |
by DTurboKiller (LT)
on 06/16/2006 22:52, refers to #90
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Still doesn't work. I guess if someone doesn't give me a solution, I have to do one thing: Delete dinput.dll every time I play Sauerbraten (and also Cube) which is very annoying.
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#101: nice work, still needs some tweaking |
by DTurboKiller (LT)
on 06/16/2006 23:05
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Anyway, nice work about this new version, BUT you still need to improve the /Getmap and /Sendmap commands so that they work in all modes and the name of the levels stay exactly the same.
By the way, fix the "best score" thingy. I finish a level and it always says to beat the best time, that is 0. Of course, 0 is impossible to beat (unless you use some kind of cheat... lol). Those checkpoints are a good idea, especially for huge singleplayer levels. Also, on the first (and only) SinglePlayer Sauerbraten level, why does the secret area 2 doesn't have anything? The door_demo level works just fine. I think I can do doors now :)
Unfortunately I don't have a mouse wheel now. Hom am I supposed to do levels? :( There's nothing in the docs!
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#102: Re: nice work, still needs some tweaking |
by Passa
on 06/16/2006 23:42, refers to #101
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They dont save the map name with sendmap getmap because the are not designed so people can play on custom maps. They are for coopedit only.
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#103: Re: server crash |
by Passa
on 06/17/2006 03:01, refers to #97
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http://paradoxproject.servegame.org/server%20crash.JPG
There is a screenshot.
Happened again today, with 8 people on.
Also, I banned a hacker (Dan) and he kept trying to reconnect (n00b). So I got him back (ddos) but of course he kept trying to reconnect (n00b) which made the server lag (dickhead).
Yeah I'm pissed.
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#104: Re: server crash |
by Passa
on 06/17/2006 04:37, refers to #103
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I have given up. My server is down until the bug is fixed. Also hacking is out of control. Mainly because I cannot get master of my own server. Some dick head (168.103.236.232 is his IP) kept hacking, and of course with these server errors his bans were reset.
And n00bs get into master and go 'wtf no im not reconnecting fuck off' when I simply ask to be master because they don't know anything (all unnameds). So one dickhead has made Sauerbraten online unplayable all day.
Please get this bug fixed. All three screenshots are here:
http://paradoxproject.servegame.org/server%20crash.JPG
http://paradoxproject.servegame.org/sauerservererror2.JPG
http://paradoxproject.servegame.org/sauerservererror3.JPG
And can we PLEASE have an admin system? I know you are against it Aardappel, but it is needed to combat n00b masters combined with hackers.
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#105: Re: server crash |
by Passa
on 06/17/2006 04:39, refers to #104
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Oh forgot to mention, you might notice that in ALL three screenshots, it shows the hacker trying to connect or being banned. Everytime he trys to reconnect after being banned, it lags out the server for around 10 seconds. Could you possibly change that so after a ban there is no data transfer between the server and banned client at all?
Sorry for the triple post :P, the first one was an hour ago anyway.
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