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2006-12-04 "gui edition" release is out!

by Aardappel_ on 12/04/2006 07:50, 107 messages, last message: 01/15/2007 09:53, 89854 views, last view: 04/27/2024 20:18

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

from the history:

* added 'particletext' var for toggling particle text
* alias arguments now set by 'push' on execution, and restored by 'pop' after
* added 'push' and 'pop' commands for saving and restoring aliases
* glass reflection using environment maps
* added environment map entities (created by "newent envmap") for reflecting geometry
* added S3 texture compression support (controlled by "mintexcompresssize" var)
* added Gregor's new texture set and map, and many other new maps/media
* added heightmaps for most existing normalmapped textures, so we can have parallax on everything
* added scripting documentation for the rpg
* model rendering code now automatically generates triangle strips for both md2s and md3s
* added workaround for garbage in skybox on ATI cards (must be enabled explicitly by "/ati_skybox_bug 1" if necessary)
* fixed lighting bug in fixed-function mode that caused textures to saturate
* made selections solid. you can still use 'passthrough' to suppress it
* changed some default editing key bindings. right mouse is now the 'editextend' command, B is now change brush, Alt is now passthrough
* added multiple entity selection.
* added boolean operators to cubescript: &&(and), ||(or), ^(xor), !(not)
* exposed selecting to cube script. see "entselect, moving, dragging, entmoving" and related commands. ex: KP_Enter selects entity's within selection, etc.
* added a bunch of new editing commands to seperate much of the entity and cube commands in engine. overloading behaviours is now left to scripts. see data/stdedit.cfg
* new gui/menu system
* added surface merging that drastically reduces world geometry (done on remip/calclight)
* teams now automatically selected on any team mode by server
* added support for md3 vweps
* default enemy ogro skin is now always red (teammates always blue)
* added progress meters for base captures
* server will now pick map with most pending votes (if possible) at the end of a match
* reflections now use occlusion queries instead of distance check
* changed geometry rendering to use triangles instead of quads (consistent subdivision on all platforms)
* "newmap" is now synchronized across all clients in coopedit
* revised networking code to better utilize enet (less lag and bandwidth usage)

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#21: Bad idea :/

by w00p|sdk on 12/04/2006 19:04

I find new menu definitely not practical at all. When I tap \'tab\' I\'d like to see scores, not to walk side close of hanging table. I think you don\'t want people to stop moving/playing to see actual scores?

Btw. navigating by mouse is a waaay slower - I feel like potato now ;) Navigating by keyboard was good.

I like the idea - I mean - leave it, but allow people to use classic ones. Thanks!

Regards,
sdk | w00p clan.

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#22: Hotkey-spawned dropped-windows...

by Pxtl on 12/04/2006 19:16

It just, in general, seems to be a dead-end idea. I mean, hotkey-spawned windows means windows that are tied to the user, while the dropped windows are tied to a location. In cases where the the windows really are location-context-related, it makes perfect sense - but things that have no location-context don't really match well with located windows.

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#23: ..

by SanHolo on 12/04/2006 19:34

Thank you absinth for your work, I really appreciate that!

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#24: ..

by SanHolo on 12/04/2006 19:43

(note: Some mirrors seem to still have the old Mac-version mirrored)

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#25: Re: ..

by absinth on 12/04/2006 21:05, refers to #24

>(note: Some mirrors seem to still have the old Mac-version mirrored)

yeah their mirror system seems to have some serious bugs

you could use these mirrors to be sure you get the fixed version:

europe:
http://kent.dl.sourceforge.net/sourceforge/sauerbraten/sauerbraten_2006_12_04_gui_edition_mac.dmg

america:
http://superb-west.dl.sourceforge.net/sourceforge/sauerbraten/sauerbraten_2006_12_04_gui_edition_mac.dmg

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#26: ..

by Passa on 12/04/2006 21:52

@ the menus, I think its innovative and good. I've been using it in CVS for ages now and generally I've gotten the hang of it. Only bitch being the tab score check, which is now completely useless unfortunately, unless you want to stop moving for a couple of seconds in-game to check the score.

Other than that, impressive release, cool new menu, the geometry optimizations are amazing too, I can now run Sauerbraten at respectable framerates on my laptop.

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#27: Re: ..

by absinth on 12/04/2006 22:22, refers to #26

>Only bitch being the tab score check

the other bitch is when beeing underwater and drifting always away from the menu...you need good shooting skillz to hit the right button ;) we could call it a built-in mini-practice-game

displaying scores in the HUD, like in Q3 would lessen the score-tab problem...

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#28: about menus

by SDr on 12/04/2006 22:42

I've been playing Sauerbraten for several months now, and I really like the new update, however...
While the new menus looks innovating, they are unpractical, for several reasons:
-I've been killed while falling down: the score board appears in front of where I died, but the camera moves while the corpse obeys to the gravity. I can not check the score until I respawn.
-Since stopping the movement is a deadly sin in about all of the multiplayer game types, checking the score during gameplay is impossible [except for running backwards -which is still very unpractical]
But since there are players, who like the new one, I suggest including the old menu as an option -this way would be satisfying for both parties.

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#29: Re: about menus

by guest57 on 12/04/2006 23:00, refers to #28

This debate had been done to death in "the new GUI" thread... lets move on folks and appreciate all the other new goodness that this release brings!

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#30: great!

by CC_machine-coookie#7billionAddAFewMore on 12/05/2006 00:00

wow, great! loving the innovative new menu!

btw like for scorebiad and such would be good to have an old style hud menu as well as the new one, just a thought

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#31: ..

by sinsky on 12/05/2006 01:53

The gui is not as shaking as the water was, but it's cool, and overall this release is as innovative as the previous. This time most interesting and entertaining to me was the rpg demo.

I don't like about the menu the bright red color of highlighted items, and also that it's always facing the player.

ati_skybox_bug works here but only for skybox dots. I still get my dots on land. Not that I mind :)

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#32: Re: mac version

by mayhem on 12/05/2006 03:04, refers to #20

Thank-you absinth, aard et al. Christmas is early this year!

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#33: ..

by PunDit_home_cookie on 12/05/2006 04:24

This release is great. I get much smoother gameplay and a bump in fps by 10. One annoyance is the frag menu dissapearing when you die in water. Other then that I really like the new menus. I also noticed that the other players on the screen somtimes turn very dark almost black. I am going to try a different map to see if it is specific to this one.

Great Work!!!!!!!!

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#34: ..

by Grogan on 12/05/2006 05:16

I love the new menu. I don't consider myself easily impressed, but I can't think of a cooler game menu that I've seen. I like being able to run right through it, and how it goes away once you get a certain distance from it.

Challenge: Try to use the menu while sinking under water :-)

I haven't had too much time to play with it yet, but I've sure been admiring the new "thor" map in addition to playing with the menu.

Thanks to all involved, for all the work that goes in to this.

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#35: ..

by SanHolo on 12/05/2006 10:16

The Thor Map is indeed impressive. Crazy is that I get 180-190 fps with shaders off and if I turn on shaders I get at max 2fps – I can only move with a delay of several seconds. :D

Looking forward to play that map online with lots of people.

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#36: Re: ..

by MeatROme on 12/05/2006 12:01, refers to #35

http://cube.wikispaces.com/Performance+Guide
my guess would be waterrefract/waterreflect should show results on thor - with the amount of water around ;-)

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#37: ..

by Drakzz on 12/05/2006 16:55

I start to see something...

Most players who are complaining about the 3D menu are the ones who spend most time on Sauerbraten.
People who are happy with it, though, are never, or rarely seen by me or other people who are more active. Does it make sense?
:-)

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#38: Suggestion

by Morosoph on 12/05/2006 17:13

The only real problem with the menu appears to be that it can vanish in some situations.

Perhaps it could follow the user in a soft way, so that it doesn't get too far out of sight?

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#39: New Sauer Release

by rock.n.rol_w/o_cookie on 12/05/2006 17:19

Hi,

thanks a lot for this awesome release !

Everything now runs more fluent, the new effects (for exmaple when rockest and grenades are exploding) fit well and some of the new maps are outstanding, very good job !
The solution with the teamcolours and the capture-progress-bars with coloured teamnames is just perfect.

The new parallax scrolling (on textures) is ingenious !

I dont know what it does change exactly, but the simplified geometry seems to make everything faster.

The map changes imo are a matter of taste, i always thought nmp8_d would be perfect as it was...

I also discovered some problems:

I know, some of them have been discussed in other threads already, but i´m just talking about this new
release.

1. The menu
Basically an awesome idea, and yes, it is looking fine, but moving in-menu is a pain, especially in edit mode and when looking at the scoretab (sometimes it is also important to know who is connected, we need a fast menu), but you know hat i wanna say.

It is also confusing to have the screen always moving while moving the mouse (scroll wheel was perfect before).

2. The lights have changed totally. I can´t see much contrast anymore (weak shadows), looks a bit like fullbright on.

3. Leaving 1st-person-view while dying is annoying, at least in ffa and insta (may fit in modes where u have to wait for respawn), its interrupting the game-flow.

Overall i must say :

The only thing that doesnt fit is the menu, the rest is like christmas :)

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#40: ..

by Passa on 12/05/2006 20:47

http://www.gamershell.com/download_16733.shtml
GamersHell link.

http://img2.freeimagehosting.net/uploads/72ef8b1134.jpg
This makes me happy :)


The new thor map is hawt. Cool new textures, and it didn't lag like hell :)

Also should make servers reset from coop mode when everyone leaves the server, I went on mine to find a map titled 'free porn links'.

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