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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, 89987 views, last view: 05/02/2024 06:39

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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#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.

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#61: Problem with 'gui release' for Cube 2

by Doomed666 on 12/08/2006 13:52

I can download the \\\'gui release\\\' of Cube 2 with no problem. However when it comes to playing it this is when the problem begins because it loads in okay, but when I press the usual escape button the menu doesn\\\'t come up and an message appears at the top left corner of the screen which says \\\'Unknown command\\\'.

I can\\\'t do everything. When I try to quit it I can\\\'t by using the menu. So I have to quit it by pressing Ctrl, Alt and delete all together to quit Cube 2 and sometimes when I do this it crashes on me. As a result I have to turn my PC off altogether with the mains.

It\\\'s very annoying and it is not good for my PC. I will be happy if you can sort this problem out. ;(

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#62: ..

by Doomed666 on 12/08/2006 13:55

I can download the 'gui release' of Cube 2 with no problem. However when it comes to playing it this is when the problem begins because it loads in okay, but when I press the usual escape button the menu doesn't come up and an message appears at the top left corner of the screen which says 'Unknown command'.

I can't do everything. When I try to quit it I can't by using the menu. So I have to quit it by pressing Ctrl, Alt and delete all together to quit Cube 2 and sometimes when I do this it crashes on me. As a result I have to turn my PC off altogether with the mains.

It's very annoying and it is not good for my PC. I will be happy if you can sort this problem out. ;(

P.S sorry about my last post. I forgot to delete the '/' in my last entry. :p

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#63: New menu is terrible

by cohadar on 12/08/2006 14:33

map editing became unpossible.

I am going to stick to water edition
until you restore that menu.

old menu was great, simple, clean efficient

New manu is nice programming work but bad for gameplay.

Glass in game looks better now.
everything else seems to be the same

plz restore old menu or at least
pu a config option for menu type choice

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#64: ..

by makkE on 12/08/2006 14:44

Cohadar: Use commands for editing. You got tab completion, remember.

Doomed: Did you do a fresh install? Always install into a fresh directory. Try deleting your config.cfg if the problem persists.
That should fix it.

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#65: Hm

by cohadar on 12/08/2006 15:24

Ok I will learn command, I planned that anyway to speed the process,
but I still don't like that many,
and would like it to be an optional feature, not default.

I am really considering to recompile new game with old many.

but still I think there are other people out there who would like to have old many too.

Plz make this optional feature so we can switch to old many if we prefer

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#66: Re: volumetric clouds

by Pxtl on 12/08/2006 17:27, refers to #66

While I agree volumetric fog would be very useful in the Sauer engine, saying it's useful for making craters makes no sense. Fog is for explosions, or clouds, or gas - not for deforming terrain (like craters).

Maybe you're getting confused?

(that being said, I'd love to have volumetric fog in Sauer, so you could use Fog to mark pain/regen/zero-G/etc zones)

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#67: Re: volumetric clouds

by m3ep on 12/08/2006 19:43, refers to #66

^ Thats actually not the best way because it sucks on cpu-performance. It would be better to do a real fluid simulation (with low res-grid) directly on the GPU.

However: I think neither Eihrul nor Aard needs that. They are both ultra-programmers and I think their math knowledge includes simple things like creating a sphere xD

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#68: Fog

by shadow,516 on 12/09/2006 07:15

Umm... sauer pretty much already has volumetric fog. What do you think the water is? It would be fairly trivial to change that to volumetric fog, but there's so much potential for abuse, I'm not sure if it's worth it.

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#69: Re: Fog

by eihrul on 12/09/2006 08:00, refers to #68

Actually, it's very non-trivial to add volumetric fog. The water uses a LOT of tricks to do stuff more efficiently than if it had to do general case fogging.

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#70: Bugs! D:

by osbios_IDONTLIKELOSTCOOKIES on 12/09/2006 10:18

I cant move the corners like i want. :*(

Example: http://img222.imageshack.us/img222/2120/bug3vs2.gif

Btw: The new menu is just unusable for editing and during play. Accept it!

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#71: Re: Fog

by Passa on 12/09/2006 10:44, refers to #69

Volumetric fog ftw. Lets see particle spawners and whatnot first though ;)

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#72: New menu woes...

by enigma_0Z on 12/09/2006 18:16

OK, first off, the new menu for menus is great! I love it.

However, the new menu for the scoreboard is not so great. It is very difficult to look and refer to your score mid-game without dying in the process.

If you (all) want to keep the new scoreboard, that's fine, I don't care, but can you please put the old scoreboard back as an option? It was really nice for (quickly) referring to your score mid-game.

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#73: Re: Bugs! D:

by Xsaii_ on 12/10/2006 08:27, refers to #70

I remember that problem from many many versions ago. I am mad that it is back now.

Try moving some other corners first on the same cube or another one, otherwise I can't figure out a way around it.

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#74: Re: Re: Bugs! D:

by osbios_PlzChangeToPWLogin on 12/10/2006 10:51

I know this would be possible. But I dont want a work around!

This is terrible for editing.

I going to call this version "anti edit edition". :P

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#75: Re: Bugs! D:

by eihrul on 12/10/2006 14:49, refers to #73

This is just a bug. Calm down, people. As a workaround, just put "invalidcubeguard 0" in your autoexec.cfg

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#76: ..

by Grifter on 12/11/2006 09:50

the new gui is awesome, and by awesome, i mean totally sweet

-grifter

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#77: Re: ..

by Aardappel_ on 12/11/2006 11:02, refers to #76

griefer? :)

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#78: Re: ..

by Heresiarch on 12/11/2006 18:33, refers to #60

Why so you talk about MMO ?

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#79: Re: ..

by Heresiarch on 12/11/2006 18:35, refers to #78

bah just delete these posts

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