Sauerbraten release 2006-06-11 out! |
by Aardappel_
on 06/12/2006 07:21, 322 messages, last message: 07/31/2007 16:33, 375960 views, last view: 11/01/2024 12:27 |
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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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#10: problems |
by absinth
on 06/12/2006 16:36
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sorry but i'm having problems building the mac release:
while play-testing the new mac-binary only the default gun shows and i get tons of this messages:
"md3: corrupted header
could not load packages/models/hudguns/gl/tris.md3"
and some of these:
"failed to load sample: packages/sounds/aard/itempick.wav
failed to load sample: packages/sounds/aard/jump.wav
failed to load sample: packages/sounds/aard/land.wav
failed to load sample: packages/sounds/free/itempick.wav"
i've been having these errors with recent CVS for a while now and always assumed that would be fixed for release (but it seems it's only me)....i did a completely new CVS checkout right now, but the error remains...any ideas?
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#11: Re: .. |
by eihrul
on 06/12/2006 16:37, refers to #9
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No one messed with it that I know of. That's what it looked like when we got it.
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#12: Re: problems |
by eihrul
on 06/12/2006 16:42, refers to #10
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I made sure the files you listed were flagged as binary in CVS. Just update those files from CVS now, but do not update the source code to the latest from CVS. We made a lot of changes last night that we don't want in this release. Stick to the source code that's in the unix tarball.
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#13: Bug in singleplayer |
by Pxtl
on 06/12/2006 18:04
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The "try to beat your best score so far" always says 0. Obviously, a score of zero is impossible and unbeatable.
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#14: .. |
by ticko88
on 06/12/2006 18:18
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it still has that bug when u try to play its extremely slow with ati graphic cards, how do you fix it?
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#15: Re: problems |
by absinth
on 06/12/2006 18:23, refers to #12
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>Stick to the source code that's in the unix tarball.
thx, but unfortunately the very same problems also appear with the files from the tarball. cvs updating also didn't help. i can also confirm that the data files work just fine with the linux binary. could it be that an endian-bug crept in about 1-2 weeks ago?
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#16: Re: problems |
by absinth
on 06/12/2006 18:31, refers to #16
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i'll try
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#17: .. |
by ticko88
on 06/12/2006 18:39
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i tried
/ati_texgen_bug 0
it doesn't work, is therre a specific place where i type it?
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#18: Re: problems |
by rpointon
on 06/12/2006 19:09, refers to #16
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Endian bugs:
I'm getting a "md3: corrupted header"
>>>>
fread(&header, sizeof(md3header), 1, f);
if(strncmp(header.id, "IDP3", 4) != 0 || header.version != 15) // header check
{ conoutf("md3: corrupted header"); return false; };
>>>
Your're missing some endian swap lines in there!!
OSX 2x2Ghz PPC
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#19: door_demo |
by Sparr
on 06/12/2006 20:01
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i am told that the door_demo map is cool... i cant tell, because it doesnt work for me. i see no triggers in edit mode, but other people who also see no triggers say it works for them. what gives?
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#20: Re: problems |
by >driAn<.
on 06/12/2006 20:34, refers to #18
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> Your're missing some endian swap lines in there
True. Sorry for being inactive lately, im very busy with school atm :/
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#21: .. |
by ticko88
on 06/12/2006 20:39
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i need it to stop being slow when i open it up!!!! someone help, i typed in the ati_texgen_bug 0 code
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#22: .. |
by absinth
on 06/12/2006 21:13
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i would be all for giving rpointon CVS access since he has produced good patches for the mac-launcher recently (already merged) and he also has preliminary fixes for the endian bugs in md3.h
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#23: md3 endianness |
by eihrul
on 06/12/2006 21:32
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I committed a new version of md3.h that should handle all the endian conversions. Could someone on a big endian platform make sure it works now?
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#24: .. |
by ticko88
on 06/12/2006 21:35
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why cant they fix the bug that makes it slow as hell?
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#25: Re: .. |
by eihrul
on 06/12/2006 21:35, refers to #17
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Try typing that in the console. If that doesn't work, use the -f command line switch to turn off shaders if they are not already.
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#26: Re: md3 endianness |
by guest57
on 06/12/2006 21:45, refers to #23
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should use endianswap(&tags[i].pos, sizeof(float), 12);
not 10.
- aka rpointon
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#27: Re: md3 endianness |
by eihrul
on 06/12/2006 21:48, refers to #26
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okay, fixed that.
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#28: Re: md3 endianness |
by >driAn<.
on 06/12/2006 21:49, refers to #26
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rpointon, and &frames[i].min_bounds instead of &frames[0].min_bounds in line 308.
Do you have a platform to test that?
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#29: Re: md3 endianness |
by guest57
on 06/12/2006 21:58, refers to #28
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or just '&frames[i]' if you wish to be fussy...
Your code now looks the same as mine :-)
Working fine on PPC.
- aka rpointon
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