home home

downloads files

forum forum

docs docs

wiki wiki

faq faq

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, 206001 views, last view: 04/19/2024 19:49

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!

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages

#19: ..

by w4 on 04/14/2007 06:07

What version of OSX is supported for this. I know the previous release ran on 10.3 at least but does this one only support 10.4. I need to know if i could install it on my old G4. I also have a mac book pro but i cant run any games good since the update for the graphics card has not been released yet because i have a computer that hasent been anounced by apple. Everytime i run it on my G4, i get a message, the aplication sauerbraten has unexpectantly quit. The game will not even start up.

reply to this message

#20: Re: :D

by Aardappel_ on 04/14/2007 09:01, refers to #13

tentus, the current rpg code is still really basic. Getting a lot of real items in there will be the next step, and your models (new and old) can help there. Work with me & quin on that if you want.

reply to this message

#21: Hats off and bow deeply

by blikje bier on 04/14/2007 09:02

I am very impressed with this release, not only does the water reflections and other things work for me now, with everything on and a decent resolution of 1024 x 768 it still won\'t turn into a slideshow although it is very hard work for my old machine (1.8 athlon, 1 gig, TNT 3 Ti 200 (64 mb)).

I only haven't touched the grass yet.

Still very impressive

reply to this message

#22: Grass?

by blikje bier on 04/14/2007 09:12

Uh i said something about grass, yup.

It works as well and still it won't turn into a slide show.

reply to this message

#23: Re: 3D Menus are bad

by Aardappel_ on 04/14/2007 09:23, refers to #9

since your hands are already on WASD from playing, moving around to position the menu is very natural.

Feel free to not want to change. But the 2d menus are gone, and will not come back.

reply to this message

#24: Re: 3D Menus are bad

by Max of S2D [Fr] on 04/14/2007 10:07, refers to #23

Aardappel, glitch !

If you disable shaders (useful with my graphic card, lol), water is COMPLETELY BLACK.

Is it a glitch or me ?

reply to this message

#25: Re: 3D Menus are bad

by eihrul on 04/14/2007 10:58, refers to #24

5200 drivers have some stupid bugs in them. Run with shaders on, but shaderdetail set to 0. Only way to really fix that.

reply to this message

#26: Menus are good

by Eris on 04/14/2007 11:25, refers to #9

I disagree, I think that the menu stays.

reply to this message

#27: ..

by Eris on 04/14/2007 11:42

Man I cant wait to fire it up and MAP TO TEH MAX!!1

best game ever

reply to this message

#28: ok

by Mic on 04/14/2007 13:43

Just a question, but wasn't sauer ment to produce a good gameplay, instead of eye-candy?
But there's alot of eye candy..

Bumpmapping, grass, reflective water & some more shaders..

reply to this message

#29: ..

by Mic on 04/14/2007 13:48

ok srry, that was totally off-topic, and shoulden't be in this thread,

Good release :)
New sounds are good, and the new telport model is cool

reply to this message

#30: Re: 3D Menus are bad

by Max of S2D [Fr] on 04/14/2007 14:02, refers to #25

i found the way to fix them without turning on shaders.

waterreflect and waterrefract at 0 !

Oh, yeah, and are the weird distorsions of water when i move are glitches ?

thx :)

reply to this message

#31: ..

by Max of S2D [Fr] on 04/14/2007 14:38

http://img407.imageshack.us/img407/3947/waterfallbugkg8.jpg

That explains my only problem...

it's not animated, but in the second level, sometimes there's, um... little part, CAUSTICS SHAPED, that make some parts of the water a bit brighter.

Like if i was inside the water, um.

reply to this message

#32: Re: ..

by absinth_nocookie on 04/14/2007 16:05, refers to #19

should run on 10.3.9 and up as always...

if sauerbraten crashes you should post the crash logs here.

reply to this message

#33: Re: ..

by Eris on 04/14/2007 19:55, refers to #31

Looks like artifacts

If you got geForce then yea...

reply to this message

#34: ..

by randomcivilian [just found linux] on 04/14/2007 21:02

I couldn't find anything about putting the grass in the game in the readme or the wiki... How do i put grass in?

reply to this message

#35: Re: ..

by abcord on 04/14/2007 21:12, refers to #18

I also get stuck more often now, as do monsters - I've had to put them out of their half-stuck-in-wall misery before.

I also get wierd shadows for ammunition boxes now.

reply to this message

#36: waterfall wierdness

by abcord on 04/14/2007 22:33

I also find it pretty odd that you can swim UP the waterfalls. Ah well - Still an awesome job!

reply to this message

#37: ..

by w4 on 04/14/2007 22:38

One bug i noticed was that map models have wireframe shadows instead of solid shadows.


Also, are caustics actually being calculated or are they scipted? I think they are just scripted because of the many caustic images but im not sure. Also, i may be wrong but the the caustics dont seem to sync up from the floor to the wall.

reply to this message

#38: Re: ..

by Quin on 04/15/2007 00:21, refers to #34

Look at data/default_map_settings.cfg - this should go without saying seeing as the grass is already demonstrated with the default map settings. Yes, I forgot to document that in addition to the grassdist, etc commands. My bad.

reply to this message

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages


Unvalidated accounts can only reply to the 'Permanent Threads' section!


content by Aardappel & eihrul © 2001-2024
website by SleepwalkR © 2001-2024
53699075 visitors requested 71466588 pages
page created in 0.044 seconds using 10 queries
hosted by Boost Digital