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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, 165402 views, last view: 03/29/2024 16:50

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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#113: Re: ..

by rock.n.rol on 09/30/2006 15:20, refers to #112

I agree.

Having teams red/blue and colours red/blue are confusing to many ppl, it seems.

Maybe using teamnames alpha/omega or whatever should solve it ?

reply to this message

#114: ..

by Drakas on 09/30/2006 17:50

Should. Would be a good idea :)

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#115: how do you make water look as in screens

by fumples on 10/07/2006 23:54

i cant make the water look like it was in the screens...

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#116: Re: how do you make water look as in screens

by CrazyTB on 10/08/2006 00:56, refers to #115

Make you sure you have a recent video card (one that supports shaders or something like that). GeForce FX (5200, 5500, ...) or newer works. I don't know about ATI.

Make you sure you are in 24 or 32 bpp color mode (since 16 bit is currently broken).

Then, type "/waterreflect 1" and "/waterrefract 1" (even thought I think this is the default).

If you can't make water look like that, then your video card does not support that, or your video drivers are outdated.

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#117: ..

by Passa on 10/08/2006 01:33

ATI is very odd in Sauerbraten.. I've got a PC with a 9600XT, and it gets all sorts of anomalies with bumpmaps and the new water.

Performance is sketchy too.

As long as the GPU supports shader model 2.0, it should be able to show the new water. ATI is strange again with that, alot of shader model 2.0 cards that are ATI display things strangely or not at all.

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#118: ..

by Max of S2D [Fr] on 10/08/2006 08:25

Everyone know nVidia is the best :p

And i know the ATI drivers are not very good... they can crash :p (it happend in my previous PC :x)

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#119: Re: ..

by Passa on 10/08/2006 08:29, refers to #118

Well if you've got ATI, at least use the Omega Drivers. Theyre far better than the standard Catalyst ones.

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#120: Re: ..

by sinsky on 10/09/2006 02:33, refers to #119

I tried the Omega drivers, they increase my frags effectively since I always play with shaders and they're optimized for Radeon (9550 here). With the standard Catalyst drivers I get high quality shaders and lower fps. I haven't figured out how to switch to high-quality shaders with the Omega stuff yet - God bless me :)

Other than that, I get "anomalies" with both drivers like dots in the sky, blinking triangles on heightfields and some extra dots of different sort, present since Cube (and on my previous Radeon 7500 too). But overall it's nothing serious, I fully enjoy the game and can't really complain as most of the time I don't see glitches at all.

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#121: ..

by Max of S2D [Fr] on 10/09/2006 12:35

Anyway...

# changed rendering architecture to do seperate Z pass to get more accurate occlusion culling and reduced pixelshader load.

Huh ? Did you noticed it create MANY bugs ?

http://wouter.fov120.com/cube/forum.php4?action=display_thread&thread_id=1033

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#122: ..

by Drakas on 10/11/2006 20:07

Maybe those bugs are caused by the drivers?

nVidia is better. If you want to play better, get an nVidia GFX card.

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#123: Re: ..

by Max of S2D [Fr] on 10/11/2006 20:54, refers to #122

I got a nVidia GFX Card :p

And this is not caused by the drivers... it wasn't do that in the previous version of Sauer, plus some blocks, when you're viewing them FAR away, are... strange. Same thing with players models. Go in a newmap with SP Mode, make an ogro, go far away, zoom...

9 + 9 : 99

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#124: Problem with the water version

by conorkirk-where-is-my-cookie? on 10/12/2006 04:45

Ok whenever I try to update the master server list, I get this error:

http://www.webstick.co.uk/accounts/macpid/error.jpg



my specs:


1) Sigma Tel Audio
2) Intel Extreme Graphics
3) Most recent windows XP (updated)
4) This is a Stock Dell XPS 200.

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#125: Re: Problem with the water version

by conorkirk-where-is-my-cookie? on 10/12/2006 04:46, refers to #124

sorry, you will have to copy and paste that url into your adress bar.

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#126: Re: Problem with the water version

by conorkirk-where-is-my-cookie? on 10/12/2006 05:06, refers to #125

sorry, also i can't see the chat messages, but i can see their names for example


Art:
Oord:
Conor:
unnamed:

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#127: nobody?

by conorkirk-where-is-my-cookie? on 10/13/2006 09:09

This seems a pretty serious error.

Anybody have any ideas.

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#128: Re: Problem with the water version

by MeatROme on 10/13/2006 15:01, refers to #124

maybe you tried to install over a previous version?
_Always_ install into a fresh directory!
HTH

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#129: Falling water texture problem

by Jc1991 on 10/14/2006 01:33

The texture used for falling water is gone, replaced with a falling grid, after I install this version. I uninstalled all previous versions before installing this one, so it\'s not a conflicting resources problem.

My video card is an NVIDIA GeForce4 4200 Go on a Dell Inspiron 8600 laptop, and I\'ve never had this problem before. (IE: Falling water has worked up to this version.)

reply to this message

#130: Re: Falling water texture problem

by Jc1991 on 10/14/2006 01:36

Oh, and I\'m running in 32 bit with a screen resolution of 1680 by 1050. My drivers are up all also up to date.

Any idea what the problem is? Any help is appreciated.

reply to this message

#131: Re: Falling water texture problem

by c0rdawg on 10/14/2006 02:15, refers to #130

Yes this error is known, and has been fixed. It will be in the next version. (currently in the cvs too)

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#132: Re: Problem with the water version

by conor-my-cookiw on 10/14/2006 03:53, refers to #128

I just did a clean install and i get the same error :/

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