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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, 375921 views, last view: 11/01/2024 09:28

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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#96: Minor graphic artefacts

by rpointon on 06/16/2006 17:30

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Maybe you can update your drivers. Sometimes that works. It may be hardware maybe.

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#113: Multiplayer

by SanHolo on 06/18/2006 12:29

Hmmm, this version became unplayable for me.

I get only slightly lower framerates, but as soon as I connect to a server, the game runs like a slideshow, even though the fps stay above 30 and there is no lag (LAN-server: the same).

Why can that be?

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#114: Re: Multiplayer

by Pbrane102 on 06/18/2006 21:07, refers to #113

SanHolo: Are you on a mac? If you are I already contacted the mac porter about this issue (since i have the same problem). Hes trying to resolve it ATM.

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#115: OSX resolver bug

by rpointon on 06/19/2006 14:48, refers to #31

Basically using SDL_KillThread is evil, you'd be better to wake each thread and let them terminate themselves gracefully using an extra semaphore and flag. Problem is that on OSX the SDL_KillThread does a nice pthread_join while waiting for the thread to die, i.e. it's not as evil as the linux or win implementations...

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