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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, 90166 views, last view: 05/20/2024 15:15

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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#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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#41: Re: ..

by Passa on 12/05/2006 20:51, refers to #40

Uhm, last link is broken use this:
http://members.iinet.net.au/~passarello/sauertop10.JPG

Great to see Sauerbraten among BF2142 and the like :)

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#42: ..

by BAZOOKA on 12/06/2006 03:01

Thats nice man!
I like the menu alot, looks cool.

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#43: Re: ..

by SanHolo on 12/06/2006 11:37, refers to #36

Just tried waterreflect/waterrefract, and it has almost no influence. I guess it's the shaders and the heightmaps everywhere, turning shaders off has a huge influence.

I see the menu gives a lot to discuss. I think it's a great idea (and looks nice); but maybe there should be an option that it stays relative to the player (e.g. # units to the north of the player, north being north of the map). That way one could again use the scoretab, it's now completely unusable while in-game.

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#44: envmaps

by theButcher on 12/07/2006 00:15

What is reflection by envmaps? how do i use it?

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#45: ..

by BAZOOKA on 12/07/2006 01:26

I didnt notice it comes with Eisenstern, looks decent. Keep it working.
The only problem i see with the new menu is in multiplayer because you must stay quiet to see scoreboard and if you do you are being killed.

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#46: Re: ..

by eihrul on 12/07/2006 01:30, refers to #45

When you are dead you are perfectly still enough to view the menu...

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#47: Re: ..

by rancor on 12/07/2006 03:08, refers to #46

But see, dying negates the ownage that I need to look at the scoreboard to confirm.

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#48: ..

by Passa on 12/07/2006 11:59

Bug: If you submerge part of your hudgun underwater, and its the new uber leet water, it just disapears and does not appear under the water.

How to reproduce the bug: stick yo hudgun in the water..

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#49: Water

by Pxtl on 12/07/2006 15:00

I don't know if it's already been reported, but I've recently noticed water behaving wierdly on my Radeon 9600 - when I'm not moving, it looks fine, but when I move it flickers, as if it's being refreshed at a different rate from everything else..

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#50: Re: Water

by CrazyTB on 12/07/2006 21:31, refers to #49

> I don't know if it's already been reported, but I've recently noticed
> water behaving wierdly on my Radeon 9600 - when I'm not moving, it looks
> fine, but when I move it flickers, as if it's being refreshed at a different
> rate from everything else..

I guess that's "normal". There are some variables somewhere in-game that allow you modify how fast the water reflections will be updated. Normally this value is small, meaning you will see what you are seeing. :)

But I've not yet tried this release. I don't know if the default changed.

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#51: Re: Hotkey-spawned dropped-windows...

by CrazyTB on 12/07/2006 21:42, refers to #22

Pxtl said 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.

I've said that (with other words, of course) a few times at forums, and other times during in-game chat with some people.

I've said that menus related to game world (like RPG in-game menus) makes sense to being displayed in 3D and tied to a location. But menus (and any interface in general) "outside" of game world (like settings, connect, quit, etc.) really don't make sense being displayed "inside" game world.

When you are walking at street and use your PDA or access your mobile phone contact list, does it keep fixed into street or move with you? ;)

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#52: Re: Eisenstern

by Aardappel_ on 12/07/2006 22:05, refers to #50

it's a singleplayer RPG.

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#53: so........

by killer(who stole my name)im the origanal on 12/08/2006 01:28

is this edition ready to download

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#54: Re: so........

by eihrul on 12/08/2006 01:32, refers to #53

There's your sign.

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#55: Re: MMO

by Pxtl on 12/08/2006 04:07, refers to #53

Yes, because an MMO is trivial to implement.

Dude, MMOs have budgets that would blow your mind. Notice how many people want an OSS MMO, and how many successful OSS MMO projects there are.

MMOs are a merging of the challenges of enterprise software with the challenges of multiplayer game development, plus the added mayhem of needing more content than a dozen simpler games and managing playerbases like herding cats.

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