home home

downloads files

forum forum

docs docs

wiki wiki

faq faq

Cube & Cube 2 FORUM


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, 90062 views, last view: 05/10/2024 03:07

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)

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages

#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 :)

reply to this message

#42: ..

by BAZOOKA on 12/06/2006 03:01

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

reply to this message

#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.

reply to this message

#44: envmaps

by theButcher on 12/07/2006 00:15

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

reply to this message

#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.

reply to this message

#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...

reply to this message

#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.

reply to this message

#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..

reply to this message

#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..

reply to this message

#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.

reply to this message

#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? ;)

reply to this message

#52: Re: Eisenstern

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

it's a singleplayer RPG.

reply to this message

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

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

is this edition ready to download

reply to this message

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

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

There's your sign.

reply to this message

#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.

reply to this message

#56: No.

by eihrul on 12/08/2006 06:40

Neither me nor Wouter are at all interested in a MMORPG. We like SRPGs much more.

reply to this message

#57: ..

by Passa on 12/08/2006 07:22

MMOs encourage gay gaming anyway, Oblivion is over a billion times more enjoyable than say WoW or Guild Wars in my view (although Guild Wars isn't that terrible).

Considering Sauerbraten has enough cheaters as it is, imagine trying to stop cheaters with an open source MMO. Not to mention the time it would take to create an MMO, along with the high level of maintainence an MMO would need.

And like eihrul said, if he and Aardappel do not have an interest in something, they probably aint going to do it. I think one of the reasons they are doing Eisenstern is because both of them loved Oblivion.

reply to this message

#58: Re: ..

by eihrul on 12/08/2006 07:45, refers to #57

I hated Oblivion. I don't remember Aard liking it either, but I think he was impressed by the quality of their art. :P

reply to this message

#59: Re: ..ownage confirmation

by mayhem on 12/08/2006 07:54, refers to #47

how good are you with the zoom? i place the scoreboard in a wall and while holding tab down i press the saycommand key. it then stays there and i press esc to begin ownage. it remains until you die and a quick zoom will confirm any info you need from it. HTH

reply to this message

#60: ..

by sinsky on 12/08/2006 12:12

People always try to go the easy way, even when they get paid. I haven't seen many mmos but I think there isn't a mmo, or there are few, where PvP is shadowed by some kind of working in-game economy and trade. Haven't seen this anywhere except in Ultima, there might be more such games but I don't know of any really. Year after year new mmos emerge, with improved engines and fantastic art, but that part of gameplay is somehow neglected. My guess is that it's the ultimate, ultra-tough, ultimatistic mmo feature that would require tons of gold and long years of slave labor, as well as reworking entire gameplays and a good deal of luck, and piles of failed projects of course, to implement right :)

Oh that went way off-topic and surreal as usual. Anyway, here are some buggy screnshots from my Radeon 9550 videocard:

http://www.geocities.com/sdsinsky/cube/r9550.htm

These are not specific to this release, but since you fixed the skybox bug, perhaps you can make some kind of workaround for this too, or if it's trivial to fix, post a guide or something. I think this glitch is present on Radeon cards on Cube as well (can make screenshots if needed, don't have Cube installed right now). The dots are not static, they disappear and new ones appear someplace else while moving.

reply to this message

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages


Unvalidated accounts can only reply to the 'Permanent Threads' section!


content by Aardappel & eihrul © 2001-2024
website by SleepwalkR © 2001-2024
53946469 visitors requested 71724453 pages
page created in 0.095 seconds using 10 queries
hosted by Boost Digital