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Cube & Cube 2 FORUM


NEW RELEASE: 2007-04-13 spring edition

by Aardappel_ on 04/13/2007 10:23, 170 messages, last message: 10/07/2007 19:55, 206653 views, last view: 05/14/2024 02:37

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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#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.

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#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.




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#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.

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#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

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#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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#151: ..

by crudscurdler on 07/12/2007 05:20

hi,

double free or corruption!

can\'t reproduce, only happened once, don\'t have a core file, silly default setup doesn\'t dump cores.

here ya go anyway.

2good captured base 2
GNU|Jeffz:
0 bbl
attempting to connect to 206.246.100.123
disconnected
connected to server
*** glibc detected *** ./bin_unix/native_client: double free or corruption (out): 0x0000000007ae2160 ***
======= Backtrace: =========
/lib/libc.so.6[0x2ba8b7d34b23]
/lib/libc.so.6(cfree+0x8c)[0x2ba8b7d3826c]
./bin_unix/native_client[0x477e5c]
./bin_unix/native_client[0x4676c4]
./bin_unix/native_client[0x492b09]
./bin_unix/native_client[0x468608]
./bin_unix/native_client[0x42ee71]
/lib/libc.so.6(__libc_start_main+0xf4)[0x2ba8b7ce28e4]
./bin_unix/native_client(__gxx_personality_v0+0x379)[0x4059f9]

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#152: Re: ..

by rancor on 07/12/2007 06:23, refers to #151

A core dump wouldn't be terribly useful anyway, since the default build doesn't have debugging symbols. Also, the binary in the download is called linux_client, which implies to me that there is additional information required in any case.

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#153: ..

by crudscurdler on 07/12/2007 06:53

rancor,

ah ha, yes, native_client is the 64bit build acheived by typing make.

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by btyxbmedmc on 10/06/2007 20:27

#163: Re: btyxbmedmc

by SheeEttin on 10/06/2007 20:34, refers to #162

Perhaps a little more obscure math problem is in order (or one made of images)...

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