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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, 165892 views, last view: 04/25/2024 03:19

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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#24: Re: ..

by cronos on 09/13/2006 16:49, refers to #21

Nice water works fine in my new level

http://www.ghmk.de/images/sb/SB_GK_SC01.jpg

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#25: ..

by makkE on 09/13/2006 16:51

That maps looks suberb! Great job. Where are the textures from?

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#26: Re: ..

by cronos on 09/13/2006 17:06, refers to #25

The textures are out of my new texture collection that I am currently creating.
As soon as I am finished with the map and the texture set I am going to make both available to everyone.

It is going to be a texture collection with around 60 Textures in 512 and 1024 and even some 2048 created from high resolution photos with normal, height, spec and colure maps.

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#27: ..

by makkE on 09/13/2006 17:09

Great news and awesome textures, cronos, those would be perfect for the rpg :)
Do you make the normalmaps from height maps?

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#28: Re: ..

by cronos on 09/13/2006 17:13, refers to #27

I paint most of them in normal map colures combined with the NVIDIA plug-in or I use my http://www.sensable.com/products/3ddesign/freeform/ClayTools_System.asp to make the moor complex ones.

You’re welcome to use them for the rpg once I have them ready :)

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#29: Re: ..

by shadow516 (school) on 09/13/2006 17:23, refers to #26

Holy crap cronos. The more I see of your work, the more my jaw drops!

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#30: Re: ..

by cronos on 09/13/2006 17:26, refers to #29

some earlier screenshots out of the level with the new textures

http://www.ghmk.de/images/sb/sc.rar

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#31: Windows+Linux version

by CrazyTB on 09/13/2006 18:49

I suggest having one package (tar.gz or tar.bz2) with both linux and windows versions at same time.

This way, people who want to play on both systems won't need to re-download 100MB of data that is shared between both versions.

The windows-only setup.exe version can be kept, since it is good for non-advanced users.

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#32: Re: Windows+Linux version

by eihrul on 09/13/2006 18:52, refers to #31

The downloads are huge enough, and the Windows stuff is quite a few extra unnecessary MB for Linuxers. We're thinking of splitting up the downloads further as is.

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#33: Re: Windows+Linux version

by CrazyTB on 09/13/2006 19:06, refers to #32

Well, a few MB is "nothing", when compared to a hundred MB.

But if you plan to split in sauer_data, sauer_linux, sauer_win32, sauer_macosx; then go on. The people will need to download two files (the data files and the OS-specific one).

Of course, some really-easy-to-follow instructions-for-dummies about how to download and install the game will be needed.

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#34: Re: Windows+Linux version

by Aardappel_ on 09/13/2006 19:43, refers to #33

we used to have a .zip or .gz download for both, but then we got windows users not knowing how to extract/install/run, and linux users thinking it wasn't for them or not knowing how to chmod etc. It was as disaster.

If you're a pro user and don't want to download twice, use cvs. There's far less of you than the above newbs, anyway :)

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#35: Windows+Linux version

by CrazyTB on 09/13/2006 20:09

> we used to have a .zip or .gz download for both

I remember that time... But a tar.gz (or tar.bz2) can keep permissions, and can be extracted on Windows (WinRAR).

CVS is not as easy as just downloading one file. Sometimes I might not have a cvs client around (if it happens I am at a windows machine, ugh!)

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#36: Use "$@", and not $*

by CrazyTB on 09/13/2006 20:11

Little fix for sauerbraten_unix script: use "$@" (quotes included), instead of $*

The difference is subtle, and is related about how spaces in parameters are treated.

Even though sauer does not have any parameter with space, please change it, to act as a "good example" if someone copies that line for another script.

Thanks.

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#37: Splitting sauer

by shadow,516 on 09/13/2006 21:05

How about having a download that dowloads and installs the rest of the files for you? You could check which optional files you want, and it would automatically download them.

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#38: Water reflection/refraction on 16bpp

by CrazyTB on 09/13/2006 21:16

If you set color depth to 16 bpp, then water reflection/refraction becomes crazy or corrupt. See:

http://denilsonsa.sh.nu/~denilson/screenshots/sauerbraten-water-16bpp/

Notice the "wooden water" at frozen map. :)

Pentium III 800MHz, 768MB of RAM, GeForce FX5500, Gentoo Linux, nvidia-1.0.8178 driver. No problems when using 24bpp.

BTW, looks like this release, with all effects turned on, is a lot faster than previous.

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#39: Re: Splitting sauer

by CrazyTB on 09/13/2006 21:18, refers to #37

> How about having a download that dowloads and installs the rest of the files for you?

That means running an executable code in client machine. That means need for one "downloader" for each OS. That means more work.

Also, it is a lot annoying for the user. (remember how is the IE6 install done?)

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#40: Re: Water reflection/refraction on 16bpp

by makkE on 09/13/2006 21:58, refers to #38

Can´t confirm, this works fine on 16bpp here. No diffrence to running on 32bit ,no matter what settings in the water´s vars.

But I have to agree. The scalability options are great, especially turning off refraction seems good. (I even like it better when it´s off).

Shaderdetail should help the people with weaker systems as well.

Great release.

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#41: gibs

by rancor on 09/13/2006 22:03

it would be nice to have a command that adjusted the amount of time before gibs vanished, e.g. gibtime.

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#42: Re: ..

by Passa on 09/13/2006 23:04, refers to #24

Holy shit, that is quite possibly the best looking thing I have seen in Sauerbraten!

Somehow reminds me of Oblivion, except those textures look better :D

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#43: ..

by marcpullen on 09/14/2006 00:25

Wow! The new water is just awesome! :)

I also see that you fixed the issue on my rocky dark RPG map where you could look out of a cave behind the waterfall and see the water surfaces below it, very nice. Now we need some Quake 1 style pixelated splashy sparky effects for waterfalls and bubbling brooks (splashes and steam and looping sounds). And all the other stuff everyone wants now. :)

Keep it coming! You are doing amazing work!

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