Sauerbraten release 2006-06-11 out! |
by Aardappel_
on 06/12/2006 07:21, 322 messages, last message: 07/31/2007 16:33, 375935 views, last view: 11/01/2024 10:38 |
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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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#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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#106: Re: server crash |
by Passa
on 06/17/2006 05:42, refers to #105
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No problem, eihrul has issued me a server patch, and my server is now fixed, and also protected against some certain hacks. Just connect to paradoxproject.servegame.org in console or {sX}Australia in server browser.
Cya online :)
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#107: Re: nice work, still needs some tweaking |
by DTurboKiller (LT)
on 06/17/2006 10:39, refers to #102
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They are for CoopEdit only for now... I forgot to say this: what if we send the map to the server as usual (that people receive with the same name of course) and if someone wants that map, they type /getmap as usual and while they're downloading (why not make a progress bar to see how much they have downloaded of the level?) they continue playing? That would kick some frustration off their heads!
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#108: insta |
by Passa
on 06/17/2006 14:30
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Had a massive instagib brawl on my server tonight, alot of people are playing Sauerbraten now it seems, so many my server started choking.
Oddly, it kept forcing me into spectator mode (I was master). There also needs to be a max clients launch command, like in Cube.
Also, just on weapons for a second, I binded LSHIFT to switch between fist and rifle in insta, but infortunately fist is rather useless. If you fire a rifle shot, miss the enemy, then switch to fist for a quick kill, the fist will not attack until the rifle has reloaded, even though it is not selected. Try it yourself, fire a rifle shot, quickly switch to fist and you cannot punch.
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#109: .. |
by makkE
on 06/17/2006 14:34
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That´s normal. Whatever weapon you chose it needs to wait till the reload time of the previous is over. Otherwise you could switch constantly from rifle to mg for example, and shoot succesively.
Fist in insta is useful when you know your opponent will bump into you.
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#110: .. |
by SanHolo
on 06/17/2006 18:37
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This version breaks the gamma-setting on my Machine, setting the gamma worked so far, be it from Console or by hand in the config-file.
G4 1GHz, ATI Radeon 9000M 64MB.
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#111: .. |
by TentusResurrect
on 06/18/2006 07:45
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I've been unable to get the last several versions of Sauer to function on my Windows gaming box, I think it's related to my RAM. I'll try a re-download and see if it works next time, but I'm fairly sure it's hardware. I'll try some swapping around too, to see if that fixes it. Depending on what I get I'll post my results tomorrow, with specs.
It's an AMD processor with a gig of DDR ram, and an ATI Radeon at the moment, SP2 installed on XP Pro. I'll be more specific tomorrow.
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#112: Re: .. |
by Koi Kitsune2006
on 06/18/2006 09:56, refers to #111
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Maybe you can update your drivers. Sometimes that works. It may be hardware maybe.
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