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NEW RELEASE: 2007-04-13 spring edition

by Aardappel_ on 04/13/2007 10:23, 170 messages, last message: 10/07/2007 19:55, 206271 views, last view: 04/28/2024 20:28

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

from history.html:

* scoreboard now displays mode, map, and time remaining
* bases now produce ammo in capture mode (take ammo with R key or "repammo" command)
* added reflective water in fixed-function mode
* added reflective glass in fixed-function mode
* made waterfall top/bottom correctly align with water surface
* player vs. player collisions now use ellipses instead of bounding boxes
* added new functionality to the rpg prototype (WiP)
* added planar shadows for most dynamic entities
* added -o option for servers to disable "locked" and "private" mastermodes
* dead players now colored gray on scoreboard
* changed experimental movement speedup code to include both jumping & forward independently (see game.html)
* added F key support to heightmap editing.
* improved "fastshader" system to support more than 2 performance levels
* added environment-mapped geometry shaders (via "bumpenv*world" shaders)
* added ambient sound entities (via "mapsound" and "newent sound")
* added alpha-masked shadows for mapmodels with alpha-channel skins (via "calclight 3")
* added animated caustics effect to underwater geometry
* added experimental animated grass system
* added support for GLSL shaders
* added entautoview, entitysurf and selectionsurf
* added Marc's latest 8 tracks, for a total of 31 now!
* added visual entity box handle. allows easy choice of orientation. hovering over an ent now replaces closest ent as implicit ent selection.
* added smoothmap command for heightmaps. (default press H when already in hmap mode) executes a moving avg filter over hmap
* added context sensitive entity menu (default TAB)
* added a scale parameter to the "texture" command, for changing the apparent size
* texture combining now scales combined texture to match size of base texture
* command "showtexgui" (default F2) allows for comfortable texture browsing
* made gui stick to player's Z
* fixed server lockup (in patch)

Enjoy!

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#124: Re: ..

by Quin on 05/14/2007 10:04, refers to #123

Try /recalc

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#125: Re: ..

by Seraph on 05/15/2007 02:46, refers to #123

I have an intel mac as well, and don't have any problems.

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#126: ..

by absinth on 05/18/2007 01:14

thanks recalc fixes is but it takes only a second until new corruptions become visible ;-(

i'll do some more investigations

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#127: Excellent new features and a grid issue

by _Fanatic on 05/21/2007 15:23

I\'m working on a new map using this release of Sauerbraten, and I gotta say some of the new changes make editing so much easier.

The new menu layout for the editing section is a lot easier to use. I don\'t have to use command line stuff anymore.

The entity moving is so much easier. The lines that extend to show all axis make positioning and rotating entities a really simple and easy task now. That with a snap to grid turned on, piece of cake to position multiple entities the same (like for torches or lamps that should be on the exact same height).

I know it\'s been asked for already, but a preview of the entities and other items in the menu system would be a huge benefit. Similar to the preview of a map.

One issue I\'m having, which isn\'t from this specific release, but rather any version of Sauerbraten, is when I\'m editing with a specific grid size and then change to another grid size. The selection seems to convert to that new grid size. So if I have an area with multiple grid sizes, and I want to lower the height a little, the whole thing goes bonkers (weird shaped blocks, all the detail is lost, etc).

Even worse is when I want to add water or some other material to a large area, those apparently do the same thing.

When it does this, it also creates what I\'ll describe as \"slivers\" of cubes. Very thin squares that pop out from a wall or floor. The only way to see and clean these up is to fly really close to the surface of a wall or floor (or ceiling) and look for these triangles pointing out and mouse-wheel them back to flat.

I\'m not sure if this different grid sizes can be prevented from doing this, but it would be nice if they at least didn\'t create the slivers. If you need an example or some screenshots of this, let me know. The different grid sizes thing I\'m describing is where I\'m spending most of my time on rerworking areas that were previously fine.

This also can show up after doing a /remip or /recalc action (not sure which, isn\'t consistent, but it happens every now and then).

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#128: Slight installer issue

by Bad Sector on 05/23/2007 07:59

The installer wants to put some temporary files in C: even if i install the program in K:

There is a slight issue if i don't have enough free space in C: (namely around 200MB), which is the case in my setup (i use small partitions for my operating systems and a big shared partition for the programs). The installer says that it cannot write the file, even though there is available space in K:.

I don't know how configurable NSIS is, but if possible, it would be a nice idea to fix this.

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#129: Re: Slight installer issue

by Quin on 05/23/2007 09:22, refers to #128

It would extract the contents of the archive into a temporary directory assigned by the operating system (namely, %WINDIR%\Temp, or %USERPROFILE%\Local Settings\Temp, usually the latter on NT based systems). Both are these are configurable through the registry, or via the TweakUI powertoy.

Asking for this to be fixed for Sauerbraten won't help the fact every other installer on the planet is gonna want to extract to the temporary directory (even most archivers do this before moving it to the requested location).

In some cases, depending on your archiver, you can extract the contents directly from the installer like a zip file (from memory 7zip does this). This may be a simpler workaround for you as you can set the temporary directory the archiver will use during extraction.

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#130: Re: Excellent new features and a grid issue

by kurtis84 on 05/24/2007 00:20, refers to #127

This problem will never go away. The only way to deal with it, is to remember it's going to happen every time. It's called subdivision, and it is not possible for the engine to do it correct every time/for every possible shape combination.

There is a way around the issue. If you need to edit a section of geometry that consists of more than one gridsize, you can somewhat control subdivision by using a heightfield. This will convert all selected geometry to the current gridsize, and it won't make a mess of it as long as you only tap the H key ONCE. Do not move anything while the heightfield is active. I'm not going to try to explain how it's done, as you would be better off to just try it yourself...just remember you can undo anything with a tap of the U key.

We should all get used to using heightfields...they act very similar to static meshes, and are usefull for far more than just random terrain.

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#131: ..

by makkE on 05/27/2007 01:23

Has anyone else noticed that sometimes you spawn looking at the walls?
Its rare, but it does happen sometimes, I have a feeling when theres lots of people on.

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#132: Re: ..

by eihrul on 05/27/2007 01:48, refers to #131

Could just be bad spawn points? At most the spawn code will move your position around to avoid collisions, but it always takes the player's yaw directly from the playerspawn entity.

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#133: Re: ..

by SanHolo on 05/27/2007 17:09, refers to #131

I noted that in nmap8d, using the (only) teleport, you sometimes spawn facing the "dead end" of that "balcony". Most of the time though, you spawn in such a way that you can move straight along the balcony.

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#134: Re: ..

by rock.n.rol on 05/28/2007 17:24, refers to #131

this happens also on map complex.

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#135: Problems With Every version of sauerbraten

by spacetrekker on 06/12/2007 06:25

here is the problem i,m having i have downloaded every version of
sauerbraten and i have tried and tested each one for bugs and playability
every version crashed on me i get exception errors or screen freeze ups i
cant believe that it is my computer my computer is rock solid as they come
for stability it is two years old 2005 it does have an intel 82915gv
graphics card my graphics card will work with windows vista home basic but
not windows vista home premium with windows aero i dont think my graphics
card supports pixel shader model 2.0 can you make the game so that it will
run on old hardware and can you make it so that it does not crash
here is some very interesting information that just might help you i have
downloaded cube (latest version) and played it and i must say that it works
perfect i have not found one problem with cube i must say whoever made cube
did an outstanding job i,m impressed also i have tried actioncube and that
works the same as cube absolutely perfect not one bug in either cube or
actioncube and no exception errors or crashes either
i dont know what the deal is here actioncube and cube
are rock solid stable on my computer but sauerbraten is not it crashes
allot to the point where i cant get a good gameplay experience i either get
exceptions or screen freeze-ups what is the problem here and why isnt it
getting fixed cant someone get this game to work right

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#136: Re: Problems With Every version of sauerbraten

by Drakas on 06/12/2007 08:33, refers to #135

I wonder why Punctuation was invented?

http://en.wikipedia.org/wiki/Punctuation

Try disabling shaders and water effects first, okay?

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#137: Re: Problems With Every version of sauerbraten

by ATIRULE on 06/12/2007 17:28, refers to #135

if your thinking about pixel shaders

and Vista thats directx and sauer uses opengl


PS VIST IS CRAP FOR GAMES ATM DONT USE IT OR BETTTER YET FORMAT YOUR HDD AND REVERT TO WINDOWS XP

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#138: Re: Problems With Every version of sauerbraten

by kurtis84 on 06/13/2007 02:48, refers to #137

Vista is just an Operating System, and has nothing to do with Sauerbraten not running well on an outdated PC.

Vista is also a nice OS that runs fine, and runs games fine...on NEW hardware. Everyone freaked out about windowsXP when it came out...same shit, different year.

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#139: ..

by Passa on 06/13/2007 05:37

"Everyone freaked out about windowsXP when it came out...same shit, different year."

Yep, so true. I remember the huge homesickness I felt after moving from 98SE to XP :P

ATIRULE, (and I can tell you know nothing just from your username heh :)) Vista imo is going to have an easier transition into the market than XP. I've found that even on older systems it is much faster than XP for general use. Games still run only slightly slower than on XP, even better once you disable some of the optimization stuff that isn't too friendly with games (ie ReadyBoost).

And to debunk another myth, Vista has nothing to do with OpenGL. The OGL problems under Vista are all to do with the GPU manufacturers and them not getting out decent drivers for Vista. Give it another six months and a service pack and you'll change your tune.. :)

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#140: Re: Problems With Every version of sauerbraten

by demosthenes on 06/13/2007 21:16, refers to #138

Vista does have display driver issues. So, regardless of hardware, Vista's lack of drivers does contribute to unplayability.

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#141: Re: ..

by SanHolo on 06/15/2007 19:06, refers to #139

Hmmm, how's the following quote to be interpreted then?

"...was disappointed because OpenGL support was dropped along the way, meaning that Windows Vista currently offers horrible performance for graphics applications utilizing the Open Graphics Library."
http://www.tomshardware.com/2007/01/29/xp-vs-vista/

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#142: ..

by Julius on 06/15/2007 19:29

AFAIK it only affects windowed applications and not fullscreen ones, as the entire desktop is now rendered in Direct3D to allow for the AERO special effects.

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#143: Re: ..

by kurtis84 on 06/16/2007 20:41, refers to #141

Well, thats sad to see tomshardware posting such crap...I thought that site was a good read in the past. Don't believe everything you see on the net.

When configured properly, and all proper drivers are installed to accompany a video card that supports opengl, opengl games run JUST FINE in Vista. The desktop is rendered in DirectX, but a game can do whatever the video drivers offer.

If you install Vista, and go straight to gaming without installing video drivers, you will NOT have opengl support...this has been this way with windows all the way back to windows 95! Get over it...please :)

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