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"water" edition released! (2006-09-12)

by Aardappel_ on 09/13/2006 01:21, 153 messages, last message: 09/02/2007 16:54, 165854 views, last view: 04/23/2024 09:16

http://sourceforge.net/project/showfiles.php?group_id=102911

* new water rendering supporting reflection & refraction
* added "setteam" command for forcing teams via mastermode
* added support for material texture slots
* added "shaderdetail" var that can turn off some expensive shaders
* monsters wake up if monsters close to them get shot by a visible player
* dying while using a menu doesn't pop up the scoreboard anymore
* added a static version of the wiki to the documentation
* uniformly scaled down the spec factor in all maps from 8 to 6 (as used in metl4)
* deaths now spawn a number gibs depending on the amount of excess damage, if that is a lot then no corpse is rendered
* increased the minimum ambient light factor for opponents in multiplayer a lot (can't hide in the dark anymore)
* added simple keybinding options to the menus
* added damageblendfactor & damagespherefactor var
* starting grenades reduced to just 1
* added support for md2 vweps
* added optional flipping over X and Y axes to "texture" command
* added makke's new ammo/health models
* added models for rocket/grenade launcher projectiles
* fixed broken world-specular on ATI cards
* changed rendering architecture to do seperate Z pass to get more accurate occlusion culling and reduced pixelshader load

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#1: drool

by kurtis84 on 09/13/2006 01:32

nice work guys...as usual :)

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#2: ..

by SanHolo on 09/13/2006 01:43

Eating my fingernails while waiting for the Mac version...

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#3: ..

by Phoenixx on 09/13/2006 01:43

Is there going to be a patch in addition to the full download?

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#4: ..

by Stakhanov on 09/13/2006 02:09

2 major bugs : items use the old models with the new textures , so they look borked ; scrolling water texture is gone , replaced by a scrolling \"grid\" texture (but of the same color)

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#5: ..

by guest57 on 09/13/2006 02:21

Very cool, congrats!

Minor question: Maybe I'm vain, but should I be able to see myself in the water reflection?

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#6: ..

by Stakhanov on 09/13/2006 02:33

I don\'t think seeing an ugly , blurry ogro is worth the effort :>

I stand in awe of Gilt\'s Ruby of Midnight , a jewel of Cube mapping indeed... gritty and elegent , shiny and contrasted , just grand in its architecture. Not flawless though - I noticed some tiny gaps and octree holes.

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#7: um

by kurtis84 on 09/13/2006 02:48

Stakhanov : those errors you mentioned...I think you are the only one that sees these problems....maybe you installed over an old version? ;)

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#8: Re: ..

by Aardappel_ on 09/13/2006 03:32, refers to #4

does anyone else have these problems? what OS/card, stakhanov?

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#9: ..

by Stakhanov on 09/13/2006 03:36

Sorry , he was right - I had overwritten the previous sauerbraten installation. I fixed the model problem by removing the old models folder - but I can't find the odd textures used in scrolling water. Besides that , the new water effects work perfectly.

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#10: Re: ..

by eihrul on 09/13/2006 03:48, refers to #5

Ideally you can, but because of the Fresnel effect, your reflection is very faint if you're looking at the water straight down. You can see yourself in places if you look carefully.

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#11: Re: visual glitches on ATI

by eihrul on 09/13/2006 06:32, refers to #11

NOTE: if water performance is an issue, you can tone it down with "waterrefract 0". Also, you can turn down the detail of shaders in general by setting the "shaderdetail" variable to values less than 3 (the default).

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#12: Re: ..

by guest57 on 09/13/2006 09:46, refers to #10

ah... yeap - I do see a subtle reflection of myself. My dream is spoilt, I am an ugly little ogro after all - lol.

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#13: ..

by StillPeter on 09/13/2006 10:18

The ruby map is fantastic.

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#14: ..

by Max of S2D [Fr] on 09/13/2006 12:48

OH MY FUCKING GOD

THAT'S AMAZING

(sorry, i'm so excited)

Great, GREAT work !

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#15: ..

by Max of S2D [Fr] on 09/13/2006 13:13

I found a bug. >_>

A hall of mirrors. It's in MaxIsland2.

http://img168.imageshack.us/img168/4153/bugmj1.jpg

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#16: ..

by makkE on 09/13/2006 13:47

You´re not really supposed to have water touching bare sky. It´s rather bad design on your behalf than a bug that would need to be fixed.

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#17: ..

by Questioner on 09/13/2006 13:51

Please, please, please support some form of 3D import from other programs, e.g. through maya, max, direct x files, etc

please.....

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#18: ..

by makkE on 09/13/2006 13:58

You can use blender or ms3d to import almost any 3d file format and export to .md3 (or .md2 but it´s a bit painfull with blender).

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#19: Re: ..

by Passa on 09/13/2006 14:01, refers to #15

Well I can confirm this bug on k_rpg (but the hall of mirrors is not under the water, its above)

Ill post a screenie later.

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#20: ..

by StillPeter on 09/13/2006 14:11

When you are in water, look upwards and jump all the while moving forward, there's no splashing sound when you hit the water's surface after the jump.

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