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, 206458 views, last view: 05/05/2024 11:04

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

#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.

reply to this message

#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

reply to this message

#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.

reply to this message

#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

reply to this message

#91: Re: ..

by kurtis84 on 04/21/2007 17:18, refers to #89

Try the command line parm /floatvtx 1. If this stops the "horizontal polygons" you can put the command in a autoexec.cfg, to load every time you play sauer. I have to run with floatvtx 1, and I'm running a gf6800gt. For me, it's not a driver version issue, it's always been there.

reply to this message

#92: Re: ..

by enigma_0Z on 04/21/2007 17:19, refers to #87

I had not had a problem with the gui edition...

I don't run LFS, I have ubuntu, but I've got a 64-bit system running 32-bit... I'll try and recompile it and see what happens...

Oh yeah, system specs for reference:

Ubuntu Linux 7.04 (beta?)
nVidia GeForce Go 7200, 9755 Driver
Sauer Spring Edition...

--also--
Should I copy this into the bug reports thread?

reply to this message

#93: Re: ..

by kurtis84 on 04/21/2007 17:19, refers to #91

erm, not command line, it's for the console...Sorry.

reply to this message

#94: ..

by enigma_0Z (lost that darn cookie) on 04/21/2007 19:37

I knew what you meant. Didn't work. I'm recompiling now.

reply to this message

#95: ..

by enigma_0Z on 04/22/2007 02:58

OK. New binary doesn't work, /floatvtx doesn't work.

But I'm not the only one having the problem, right?

Seems to also happen _only_ online.

reply to this message

#96: ..

by voldemar on 04/22/2007 10:46

Yes! Nice release, cool grass =)

reply to this message

#97: awsome

by {DA}Wincha on 04/22/2007 19:18

I continue be impressed by your guys dedication to sauerbraten. Good job guys, HOOAH!

reply to this message

#98: yes, ownage

by ringostarrowns on 04/23/2007 06:35

Great release, any possibility of changed the way the grass sways in the map cfg in the future?

100 post btw :D

reply to this message

#99: ..

by noerrorsfound_ on 04/23/2007 13:53

Why do the files say 15 when this was released on the 13th?

reply to this message

#100: Re: ..

by Passa on 04/23/2007 14:08, refers to #99

Couple of bugs in the initial release, so they quickly whipped up a patched version.

reply to this message

#101: ..

by randomcivilian [just found linux] on 04/24/2007 00:10

i downloaded mine on the 13th right when it came out (oooh friday the 13th, probably why it had bugs!!) so does that mean i need to download the newer version or can i just download the patch?

reply to this message

#102: ..

by randomcivilian [just found linux] on 04/24/2007 00:10

i downloaded mine on the 13th right when it came out (oooh friday the 13th, probably why it had bugs!!) so does that mean i need to download the newer version or can i just download the patch?

reply to this message

#103: Re: ..

by eihrul on 04/24/2007 01:57, refers to #102

http://sauerbraten.org/patch/physics_patch_2007_04_15_win32_linux.tar.gz

reply to this message

#104: Bug

by PunDit@work on 04/26/2007 04:48

Ok I thought I was crazy but now I have 6 people supporting my claim so far.

I have this issue with the new version. Normal gameplay is fine but when I get close to an opponent or they are in sight the game hiccups. Like the framerate drops and becomes very choppy. This only happens for about 1-2 seconds but its enought to get fragged.

I am running a Dell D810 ATI Radeon X600 / SuSE Linux 10.2. The previous version running on the same hardware did not have this issue. Other people have reported the problem on OSX, Windows and BSD.

Please help Thanks.

reply to this message

#105: Re: Bug

by PunDit@work on 04/26/2007 04:49, refers to #104

Also I have applied all of the patches.

reply to this message

#106: Re: Bug

by Deadboy on 04/26/2007 05:22, refers to #105

I can confirm it, too. Sometimes red, sometimes white; ~2-5 sec. in duration. Triangly aberrations along a horizontal axis about 1/3 of the way from the top of the screen (14\" TFT @ 1024x768). I thought it was my old video chipset.

Dell Latitude D600, ATI Radeon Mobility 9000 (M9), Slackware-current (X.org 7.2.0-ish, Xserver 1.3.0, xf86-video-ati 6.6.191, etc. etc.). I\'ve tweaked the autoexec.cfg for my low-end card and otherwise it works great.

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
53862968 visitors requested 71638076 pages
page created in 0.092 seconds using 10 queries
hosted by Boost Digital