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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, 205994 views, last view: 04/19/2024 07:48

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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#41: Re: ..

by HydraPheetz on 04/15/2007 22:05, refers to #40

The game's already fun as it is. Why bog it down with more? :)

This release, however, blew me away:

* For one, moving around while jumping/strafing feels smoother and faster. Definitely Quake-like in nature.

* The grass is awesome.
* The caustics are too.
* ... And the ambient sound effects.

"* added support for GLSL shaders"

Some effects already use shaders (water reflection/refraction), but can they be used to create new/modify existing effects?

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#42: NOTE: PATCH

by Aardappel_ on 04/15/2007 23:33

eihrul fixed the physics/monsters getting stuck issue and some other small stuff, so we have an updated release on sourceforge (15th of april instead of 13th).

For all those of you early downloaders on slow connections, instead of getting the updated version you can get the patch: http://sauerbraten.org/patch/physics_patch_2007_04_15_win32_linux.tar.gz

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#43: Re: 3D Menus are bad

by CrazyTB on 04/15/2007 23:58, refers to #23

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

Not true. The natural way would have the menu completely fixed. Currently, when I move, the menu rotates. So, it is not natural to try to look at menu by a different angle. Also, since I can't fly, it is not that natural to see top/bottom parts of menus. Also, if I am dead, I can't move.

Because of perspective, some portions of menu are farther than others, and, so, are displayed smaller than others, which means some of them are harder to read.

Finally, since my hand is at mouse (while playing) and it is natural to use mouse to use the menu, I would expect the menu would be "flat" and parallel to screen, like all other menus in all other programs. I would expect that mouse movements by equal distances would "move" the cursor by equal distance, but this does not happen because of perspective.



I have a humble suggestion to solve all of this... Enable an option somewhere to draw the current 3D interface in a 2D-way (just draw it without any perspective or translation) and allow mouse cursor to move like a mouse cursor is supposed to move. Of course, there might be the need to disable mouse cursor in Stats screen (to simulate the previous behavior).

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#44: ..

by pvt. Johnson on 04/16/2007 00:47

will there be a full install update for mac users?

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#45: Re: ..

by absinth_nocookie on 04/16/2007 01:12, refers to #44

>will there be a full install update for mac users?

mac version will come tomorrow

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#46: ..

by w4 on 04/16/2007 01:15

I had to turn off the menu moving up and down with the player because i liked it the other way and just can get used to it.

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#47: Re: ..

by randomcivilian [just found linux] on 04/16/2007 01:23, refers to #38

I dont understand it becuaes i looked in the default_map_settings.cfg but all it told me was how to do it in the game??

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#48: ..

by absinth_nocookie on 04/16/2007 01:24

hm should go to bed somehow can't get it to compile tonight:

shared/geom.h:77: error: expected ',' or '...' before numeric constant
shared/geom.h:77: error: '_Y' was not declared in this scope
shared/geom.h:77: error: '_Z' was not declared in this scope
shared/geom.h:77: error: call of overloaded 'vec(long int)' is ambiguous
shared/geom.h:15: note: candidates are: vec::vec(float*) <near match>
shared/geom.h:14: note: vec::vec(int*) <near match>
shared/geom.h:12: note: vec::vec(float)
shared/geom.h:11: note: vec::vec(int)
shared/geom.h:3: note: vec::vec(const vec&)

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#49: ..

by absinth_nocookie on 04/16/2007 01:25

btw rpointon, some of the new stuff in the launcher doesn't seem to be 10.3 clean:

Launcher.m: In function '-[Map text]':
Launcher.m:46: warning: no '-initWithContentsOfFile:encoding:error:' method found
Launcher.m: In function '-[Launcher initViews]':
Launcher.m:139: warning: 'NSWindow' may not respond to '-setShowsToolbarButton:'

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#50: Re: ..

by baby rabbit on 04/16/2007 02:01, refers to #49

People still using 10.3? gosh... See fix in CVS

- aka rpointon

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#51: Teleport model && more announcements?

by CrazyTB on 04/16/2007 02:23

I think the new teleport model looks better than the previous one. However, to look more realistic/natural/conceivable, it should have an animated texture at center.

BTW, would be nice to have some more announcements, like "Killing Spree".

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#52: ..

by W4,. on 04/16/2007 04:07

The only flaw i noticed was on some textures with bumb mapping, when the player moved closer to the texture, the texture began to warp around the cursor.

Also lights still bleed through walls but this has always happened

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#53: ..

by Grogan on 04/16/2007 10:51

Wow, this release is impressive. Marvelous work, folks. A big thanks, too.

I love the new sounds, textures, effects, decent looking splatter and maps. In addition to the fabulous new maps, I like the new textures in some of the old maps. It's like they got a makeover.

I even got to play some instagib on one of the akrion.net servers. That's come to be my favourite mode of game play. (not that I'm good at it or anything). Lost in Space was a blast.

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#54: ..

by absinth_nocookie on 04/16/2007 16:01

thanks rpointon

new mac version up

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#55: ..

by w4 on 04/16/2007 16:27

I think the bump map warping thing is only on some video cards and varries because i get it all the time but only on one type of wall facing one direction. It also effects only some of the bump map textures. Even with a calclight its wont go away.

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#56: ..

by w4 on 04/16/2007 16:30

The last thing i dislike in this great realease is that the noise brush is gone. It was really helpful for terrain and a more natural look

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#57: ..

by Acord on 04/16/2007 19:09

I've noticed that the bumpmap bug can be fixed by reducing the contrast on the heightmap files so that there isn't an extreme high or low.

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#58: ogromines

by CrazyTB on 04/16/2007 20:37

Hey, wtf happend to that old \"ogromines\" map? It is so ugly now!

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#59: ..

by enigma_0Z on 04/16/2007 20:58

Nice release, but is there somewhere that details the new grass? It automagically appears on the default "green bumps" texture...

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#60: Re: see backlog

by MeatROme on 04/16/2007 21:42, refers to #59

Post #39 already explains the lack of documentation.
http://cubeengine.com/forum.php4?action=display_thread&thread_id=1347&start=20

Try looking at exisiting cfg-files and just experimenting with settings for now.

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