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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, 206457 views, last view: 05/05/2024 09:51

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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#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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#81: ..

by marvin2k on 04/20/2007 16:17

Aardappel was rigth, don,t criticize new release if it work well. Create your mod if you want.

enjoy with it first!

very good work Aardappel !!!!

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

by Drakas on 04/20/2007 16:24, refers to #79

Use different mirrors. Check the md5sum:
c0a2f4c203d0e85aa1f5ab68cb546f0a sauerbraten_2007_04_15_spring_edition_linux.tar.bz2

If it does not match, it is downloading problem. Otherwise - run a memory check on your machine, sounds like it is failing (I had the same problem when was a newbie)

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

by bobofett on 04/20/2007 21:15

Well like I said I tried two different mirrors. Decompressing archives isn't the problem because all others decompress just fine. Have used Archive Manager, Ark, and command line. All return errors. I couldn't find the md5sum anywhere on-line so thanks for that. I just checked it and it's way off heres the one I get: f6012e123dab0acd94da3b9f698c4c35. So not sure what's up with that. I'm certainly not a newbie, I have been in IT for over 10 years...hahaha Certainly not as advanced as some of you so I do appreciate the help.

But I have just tested downloading a few other bz2 archives, and all of them decompressed just fine. The original cube2 download which was a gz file also opens up just fine in Ark. Everything seems to be fine except for the integrity of the download. Very well sill could be a problem on my end, be it connection or whatever. But the funny thing is I don't seem to have this problem downloading and decompressing files...many of them from sourceforge also.

The two I have downloaded so far both have different checksums, which certainly suggest some sort of connection problem somewhere down the line. But once again it seems odd that I don't seem to have this problem anywhere else

So I'm kind of at a loss for what's going on. I guess that's why I was asking about an alternate location like torrent or something like that, so I could eliminate the file on sourceforge as the problem..or my connection between here and there.

Thanks again for any help you all can provide.

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#84: One problem with physics

by SanHolo on 04/20/2007 22:07

I noticed one problem, I guess it's a matter of game-physics.

In face-capture, you get trapped on the light-wells (or what it is), you can't get off of them once you jump on one. (See screenshot here: http://www.hillrippers.ch/temp/screenshot_49266.jpeg)

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#85: ..

by Geartrooper on 04/20/2007 23:19

bobofett try getting it from cvs.

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#86: Crashes on linux + nvidia...

by enigma_0Z (lost that darn cookie) on 04/21/2007 00:00

Yup. There's some graphical problems & crashes on linux...

I've got an nVidia GeForce 7200 Go in my laptop.

Sauerbraten occasionally gets this horizontal "artifact" like there's some polys or some object going through my view. Nothing specifically triggers it except music and map changes, even then it's random...

Furthermore, it just segfaulted with this:

OH SNOT! I lost it. Well, it was complaining about a bunch of nVidia modules, and it said "glibc corrupted pointer" or something at the beginning.

Anyways, I've got the newest driver, but I haven't tried reinstalling it... if it dumps again, i'll try to get it

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#87: ..

by Grogan on 04/21/2007 09:38

"Sauerbraten occasionally gets this horizontal "artifact" like there's some polys or some object going through my view. Nothing specifically triggers it except music and map changes, even then it's random..."

I can confirm that I've seen that artifact a few times, but that was with the gui edition. It only seemed to happen at certain times, like while playing multiplayer in killfactory.

I thought I had that one solved by compiling my own client, but I saw it once more after that. In killfactory again. I chocked it up to a network related thing, or possibly players with varying degrees of lag all hopping around.

I've never seen it playing single player games.

I compiled my own spring edition client as well (didn't try the supplied binary), and I have not seen that artifact. I probably have not used it long enough to see it though, because it was rare for me.

About the segfaults... with the gui edition precompiled binary I had that happen a few times. That was strange to me, because I'd never had sauer mess up on me before. What I got was the game freezing up. That's it, no more input. The only way out of it for me is to ctrl-alt-backspace to kill X, ctrl-alt-f1 to drop to another virtual console and kill shit, or ssh in from another box.

If I ctrl-alt-backspace I saw a segfault message on the screen. (because of the way I start sauer from an XFCE panel shortcut, that's where the output goes, into garbage land)

This problem (the segfault and game not responding) has NOT occured again since compiling my own client. (The only thing I edited was the Makefile to get it to compile). It has been some time too, because this was the gui edition.

My Linux system is a "from scratch" kind of thing so it didn't surprise me that compiling it on my own system solved a problem.

I wish I'd have taken note of details at the time, but I didn't think it important because I thought it was more of a system specific problem. It's too occasional to try to reproduce now with the binary too.

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#88: Re: ..

by Drakas on 04/21/2007 09:46, refers to #87

I can confirm horizontal lines on latest nVidia drivers both on Spring nd GUI editions. Using Xorg 7.1

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#89: ..

by CrazyTB on 04/21/2007 15:48

I can confirm horizontal "polygons". I can't say what actually causes them.
Sauer spring edition has not crashed for me yet. (In fact, I guess only once) So, for me it is pretty stable.
I've not tried the GUI edition.
Using sauer binary on Gentoo/Linux, Pentium III 800, GeForce FX 5500, nvidia driver 1.0.9631.

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

by CrazyTB on 04/21/2007 15:54, refers to #83

bobofett, try running the md5sum command more than once on same file. Also, try that on big files (like an ISO image).

When I had a failing RAM chip, running md5sum two times in a row on the same (big) file gave me different results.

Test your RAM with: http://www.memtest.org/

Also read: http://tldp.org/FAQ/sig11/html/index.html

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