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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, 205995 views, last view: 04/19/2024 09:56

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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#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.

reply to this message

#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

reply to this message

#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.

reply to this message

#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/

reply to this message

#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.

reply to this message

#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 :)

reply to this message

#144: ..

by Julius on 06/16/2007 22:41

It's not crap, since they explicitly said "graphics applications", which are not games but programms like modeling applications that run in a window on the desktop.

reply to this message

#145: ..

by makkE on 06/19/2007 12:43

I am trying to import some of my cube maps, but I bump on the ceiling all the time, and it´s hard to raise all ceilings while keeping it look right. :/
Imho, raising jump height was unnecessairy.




reply to this message

#146: Re: ..

by Aardappel_ on 06/20/2007 01:11, refers to #145

jump height wasn't raised, the physics of how you jump forward (the curve) was. Jumpheight has been mildly higher in sauer than cube pretty much since the start.

reply to this message

#147: Re: ..

by Drakas on 06/20/2007 17:28, refers to #145

C & V :P

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#148: Compiling Issues / 4-15

by ogrokiller on 06/21/2007 20:40

how do you compile enet for this version in the packaged version it seems to be unable to locate enet.h

reply to this message

#149: Re: Problems With Every version of sauerbraten

by aj.zd3z on 06/22/2007 01:04, refers to #135

spacetrekker
Is it one of those integrated graphic chipsets? If so, you will probably not be able to play the game as well as if you had an actual card. Cube and AssaultCube have lower system requirements, and can probably be played on that chipset.
Pixel Shader 2.0 is for DirectX I think.
Here is an article about OpenGL performance on Vista: http://www.opengl.org/pipeline/article/vol003_9/

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#150: Exception Errors?

by el3v3nty on 06/24/2007 08:06

When i'm playing sauerbraten i always get random exception errors.. ALWAYS 0x000005[0x0]... not very usefull.. I've been trying to figure out what causes it but it seems to just be random. I really wish someone would figure out how to fix this. I want to play but this error completely kills the game.

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