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 |
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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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#41: Re: .. |
by Passa
on 12/05/2006 20:51, refers to #40
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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
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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
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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
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What is reflection by envmaps? how do i use it?
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#45: .. |
by BAZOOKA
on 12/07/2006 01:26
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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
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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
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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
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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
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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
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> 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
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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
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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
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is this edition ready to download
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#54: Re: so........ |
by eihrul
on 12/08/2006 01:32, refers to #53
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There's your sign.
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#55: Re: MMO |
by Pxtl
on 12/08/2006 04:07, refers to #53
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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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#56: No. |
by eihrul
on 12/08/2006 06:40
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Neither me nor Wouter are at all interested in a MMORPG. We like SRPGs much more.
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#57: .. |
by Passa
on 12/08/2006 07:22
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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.
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#58: Re: .. |
by eihrul
on 12/08/2006 07:45, refers to #57
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I hated Oblivion. I don't remember Aard liking it either, but I think he was impressed by the quality of their art. :P
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#59: Re: ..ownage confirmation |
by mayhem
on 12/08/2006 07:54, refers to #47
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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
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#60: .. |
by sinsky
on 12/08/2006 12:12
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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.
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