NEW RELEASE: 2007-08-19 summer edition |
by eihrul
on 08/20/2007 09:36, 153 messages, last message: 09/12/2007 17:52, 231086 views, last view: 05/03/2024 00:38 |
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http://sourceforge.net/project/showfiles.php?group_id=102911
Says the history.html:
* local server now respects "gamespeed" and "paused" vars
* added toggles for trilinear and bilinear filtering (via "trilinear" and "bilinear" vars)
* added "consize" var for controlling the size of the default/overlayed console
* server browser now sorts servers by number of players (empty servers still sorted by ping)
* directions and radiuses of entities now display in edit mode (toggled via "showentradius" var)
* added support for FBO depth+stencil format so dynamic shadows can render properly in water refractions
* "remip" now synchronized with all clients in coop-edit
* added "clearbans" command so masters can clear all bans
* added "floatspeed" var for controlling spectator/editmode movement speed
* added "outlinemeters" var for outlining capture meters
* added "teamskins" var for toggling usage of red/blue skins in FFA modes
* added "ogro" var for toggling use of Ogro
* models now use a bounding interval hierarchy for ray tracing/lightmapping instead of sphere trees (better memory/cache usage)
* added workaround for crashes with Linux ATI/fglrx drivers
* fixed collision bug that let players walk inside sloped geometry
* added blood decals (toggled via the "blood" var)
* added "insta capture" game mode
* tweaked capture gameplay timings
* added calclight visualization of lightmaps
* added "-v" command-line option for controlling vsync
* added "-k" command-line option for adding mod directories
* added "-q" command-line option to set per-user home directories
* added "-r" command-line option to load "init.cfg" on startup
* added "init.cfg" so init settings can be changed from in-game and take effect on restart without needing command-line
* added "guilistslider" command for selecting from a list of specific integer values
* added support for hardware-accelerated mipmap generation (via "hwmipmap" var)
* added "gui2d" var for making all menus/scoreboard 2D
* added "texreduce" var for scaling texture quality down
* added dynamic lighting system
* new "gridlookup" var controls whether cursor grid size is looked up from cube under cursor
* refactored gameplay and moved some of it (damage, ammo, health) server-side
* autoteam now only selects good/evil regardless of number of teams in play
* experimental server-side demo recording
* added "admin" privileges via "setmaster password"
* added support for translucent models
* made yaw/pitch of playermodels interpolated in multiplayer
* VBOs now supported on animated models
* added support for custom fonts
* added "lava" material
* added "goto" command for spectators
* made models share meshes/rendering data if same md2/md3 file is loaded for better memory usage
* connection to masterserver can now be aborted in case the http socket connect locks up
* fixed bug that caused some unnecessary sparklies in indoor maps
* glowmapped models/geometry now work in fixed-function mode
* models now support environment mapping (via custom envmaps or envmap entities)
* added (ugly) fallback for old cards with no multitexture support (rather than spitting out error and quitting)
* revised texture combiner support to more easily add fixed-function effects
* fixed particles and materials not fogging properly
* duplicate player names are now distinguished by client number
* optimized model rendering to batch similar models and reduce state changing as much as possible
* capture bases can now be named via "base_N" aliases
* animation now supports multi-part md3 characters
* added support for OGG sounds
* added "spotlight" entities
* added texture slot "e" for loading custom envmaps with envmapped shaders
* added support for post-pass blurring of lightmaps (via "blurlms" and "blurskylight" vars)
* added ambient occlusion for lightmaps (via "skylight" command)
* added softened explosions via shaders (spheres) or fixed-function mode (hemispheres)
* added workaround for explosions crashing on some Intel integrated graphics
* added vertex animation to water
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#11: .. |
by makkE
on 08/20/2007 13:53
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You are getting this for FREE.
So stop whining.
Mac bins are usually provided "as fast as possible" wich has never been more than 3 days.
You should be happy someone´s doing mac binarys for you at all.
So stop insulting the developers.
If you want mac bins instantly, buy them a mac. (would be beneficial for your precious marketshare too!!).
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#12: Re: .. |
by Strenzfelder
on 08/20/2007 14:00, refers to #11
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I for one am grateful that someone\'s doing the mac binaries.. i don\'t mind waiting a few days. Sauerbraten rocks. Better than any other free FPSs
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#13: Thanks in advance |
by SwordAngel
on 08/20/2007 14:03
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Thanks to whoever has been building the Mac binary. The last binary worked almost flawlessly on my MBP (except one instance of complete system hang when the game failed to load one of the maps).
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#14: Re: .. |
by fullmetalcoder
on 08/20/2007 14:04, refers to #11
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makkE is so goddamn right! Besides if you're so impatient you can as well build it on your own. The sources are available...
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#15: Re: .. |
by eihrul
on 08/20/2007 14:04, refers to #11
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Indeed. We the developers will readily accept donations of recent Mac hardware. You pay shipping, though. ;)
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#16: Where??? |
by Titanic12ship
on 08/20/2007 14:53
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So where can I get the Mac version??
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#17: Message censored by administrator |
by makkE
on 08/20/2007 15:39
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#18: .. |
by makkE
on 08/20/2007 15:40
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It´s not there yet. Be patient.
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#19: .. |
by Gismo
on 08/20/2007 16:18
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Get nicht unter Windows Vista x64 die alte wersjon ging.
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#20: .. |
by HydraPheetz
on 08/20/2007 16:36
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I've been waiting patiently for the new release. I have to say I'm really liking how fast the game is now with bloom enabled. The new playermodel is pretty good too, and it's nice that the old Ogro model is still in the game.
I haven't gotten around to playing with some of the new features in the editor (I just figured out what skylight actually does a few minutes ago... d'oh.) yet...
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#21: By far the best release... |
by ThomasX
on 08/20/2007 17:03
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Yes, This is by far the best version out there, I can\'t wait until there will be more maps that use the lava stuff and as for the model, It looks cool especially with the chrome shader :D
P.S:Switch to 3rd person mode and type /taunt ;)
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#22: .. |
by Eris
on 08/20/2007 17:04
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This release is VERY cool! TY TY TY!
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#23: Re: .. |
by a-baby-rabbit
on 08/20/2007 17:09, refers to #15
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Us mac devs have lives too - bad timing at the moment, I have no time to consider this until Tues evening (GMT)...
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#24: .. |
by SheeEttin
on 08/20/2007 17:13
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> * fixed collision bug that let players walk inside sloped geometry
I sure hope so. If anyone has Senjou, try pressing yourself into a corner in one of the round rooms. It's possible to walk right through. (In the older versions, at least.)
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#25: Re: .. |
by mr
on 08/20/2007 17:17, refers to #11
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Yup - I'm a mac user for who developing is way beyond me, but playin' aint, so I'm very grateful to those who can! So whenever its up is cool by me - can't wait to start playing!
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#26: .. |
by randomcivilian [just found linux]
on 08/20/2007 18:07
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YAY!!!!!!!!! al though its allitle late to be calling it "summer" edition because the summers almost over
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#27: nice! thank you so mutch! |
by ot4ku :>
on 08/20/2007 18:09
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thanks for providing sutch a good game for free, its awsome!
thanks!!
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#28: .. |
by randomcivilian [just found linux]
on 08/20/2007 18:10
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whoa, what happened to the original "ironsnout"? the concept shot showed him as a bumbling dude with a fallout mask on. this on just looks like the man version of Samus????
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#29: Re: .. |
by ot4ku :>
on 08/20/2007 18:10, refers to #26
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yeah almost.. but it is summer, so its right
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#30: .. |
by silvercharcoal5
on 08/20/2007 18:26
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thx for the new release.
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