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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, 206364 views, last view: 05/02/2024 02:44

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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#61: Re: ogromines

by SanHolo on 04/16/2007 22:27, refers to #58

Ogromines is indeed uglier, plus you can't climb the big ladder any more – maybe it works again with the new 15-4-2007 release, haven't checked.

But altogether GREAT release; needs some time to get used to the air-control, but it feels good. Thank you all!!

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#62: Re: see backlog

by randomcivilian [just found linux] on 04/17/2007 00:34, refers to #60

I looked at the default_map_settings.cfg file but all it told me was the default grass texture for the autograss.... can I have some help on how to put it ingame.

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#63: Re: see backlog

by enigma_0Z on 04/17/2007 00:44, refers to #60

LOL. thanks for not saying "RTFM" or... RTFP as the case may be.

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#64: bumpmapped textures

by kurtis84 on 04/17/2007 04:11

Seeing these oddities in a non-lit area is common, it's the parallax causing it. Solution: have no ambient lighting in maps, or try to cast light from a nearby light entity....or just ignore it. I had to be told about this before I noticed it, not a big deal. The one thing I would not do to the textures, is smooth out the heightmaps. There are shader scripts controlling these features, if you do not like them, turn them down, or off.

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#65: ..

by Grogan on 04/17/2007 19:17

I tried Ogromines last night (I love that map) and I thought it looked OK. In some ways better, though perhaps the ground textures are cheesier.

I was able to get up that ladder and it didn't seem any different from before, though I did fall through the broken rung once which has never happened to me before. I've always had to jump to get up some of those rungs. So that appears to be fixed if it was broken.

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#66: ..

by Passa on 04/18/2007 08:07

Awesome release, love the new tracks from Fanatic especially!

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#67: About screen

by CrazyTB on 04/18/2007 18:41

This is VERY important (and very simple, at same time). The "About" screen (from main menu) must show the sauerbraten version!!

To avoid forgetting to update that screen on every release, add a hardcoded read-only variable called $game_version (or something like that).

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#68: Re: About screen

by Drakas on 04/18/2007 19:32, refers to #67

I prefer $version

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#69: Great release

by RealNitro on 04/18/2007 20:11

This release blew me off my feet. The levels look amazing and framerate is ok on my (not so new) pc. Congratulations to the devs!

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#70: Copy entities with editcopy

by CrazyTB on 04/19/2007 04:41

When holding LSHIFT (editcut alias) and moving, sauer moves (by copy/del/paste) both cubes and entities.

However, when copying (C key, editcopy alias), entities inside selection are not copied.

This should (?) be easy to fix, just edit some lines of stdedit.cfg. I think this should be fixed in CVS ASAP, so it won't be forgotten on next release. :)

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#71: Two more....

by CrazyTB on 04/19/2007 04:56

1. Entities that have a direction (such as playerstart and teledest) should display an arrow pointing to the selected direction.

2. I really hate these 3D menus. It is a real pain to select a texture in this f****ng 3D menu. I would REALLY like a simple menu, fixed on my screen.

But the real issue is... Why the texture GUI (F2) keeps fixed at same Z position, while all other GUIs don't?

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#72: Re: Two more....

by rpointon on 04/19/2007 14:34, refers to #71

"Why the texture GUI (F2) keeps fixed at same Z position" - because you're editing and have unrestricted freedom of movement. Often you want to move so that you can see the thing you're texturing and keep the menu in a definite location in space.

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#73: ..

by marvin2k on 04/19/2007 16:06

looks great, congratutalions

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#74: Re: Two more....

by CrazyTB on 04/19/2007 18:36, refers to #72

But the tab menu and the esc menu follow me on the Z axis.

AND, these GUIs do rotate automatically, so, if I want to get closer to see a texture better, it simply rotates and becomes farther! This is very annoying.

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#75: Re: Two more....

by Aardappel_ on 04/19/2007 21:52, refers to #74

crazytb, do you honestly think making posts 3 times a day about how you dislike the gui is going to make me change it? because I won't.

Like I have said before, just because in many ways sauer is a fairly typical shooter, it is NOT our aim to replicate quake exactly. Often, we do things rather differently (see e.g. the editing or multiplayer code), for reasons of simplicity, elegance, power etc. For every feature that doesn't conform to the "first person shooter standard" there will always be people that don't like it. And we don't want to implement things in multiple ways either to try and please everyone, as that totally ruins simplicity/consistency.

I'd rather have something innovative than just a verbatim copy of all we already know. There are literally thousands of quake engine clones out there on the net. Ever wonder why none of them has the popularity of sauer?

Also, Sauerbraten is not a commercial project, which means that you, crazytb, are not our customer. We don't have customers. They are not king ;)


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#76: Re: Two more....

by ethan592 on 04/20/2007 03:40, refers to #74

CrazyTB, if you dislike the menu so much just switch the code back yourself. its really not that difficult. we did it for our mod but have since switched back to 3d because of the new features that we were too lazy to add to the 2d menu ourselves

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#77: ..

by Eris on 04/20/2007 03:41

I did this: bound "Z" to /gamespeed 100, and bound "X" to /gamespeed 25 or slower

This really helps "zooming" slowly in on the GUI, or while editing small things.

just my five cents

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#78: Re: Two more....

by CrazyTB on 04/20/2007 03:49, refers to #75

No, it is not my quantity of posts that I think will make you change things. In fact, I posted 3 times because I noticed two or three things, then gone back to playing, and noticed some more things.

The things I suggest are in attempt to make sauer better. Think them as bug reports and requests for enhancement. Since you don't want the 3D menu becoming 2D, ignore that part on my posts and try to look at other issues I listed.

And I'm happy sauer is not a commercial project, because companies usually don't listen to their customers. ;)

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#79: 2007_04_15 Spring edition Linux download.

by bobofett on 04/20/2007 10:24

I've now downloaded the linux (.bz2) file, twice from two different sourceforge mirrors. And each time I try to decompress it I get errors suggesting it's a corrupt file. I even ran bzip2recover on it and still no luck.

I was wondering if anyone else is noticing this problem? And if maybe there is a torrent or some other archive that may work a bit better for me?

Thanks,
Bobofett

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#80: Re: 2007_04_15 Spring edition Linux download.

by Passa on 04/20/2007 11:39, refers to #79

Hmm, uncompresses fine with the Ubuntu archive manager for me, runs with no problems..

I would suggest you try a different decompressor?

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