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NEW RELEASE: 2007-08-19 summer edition

by eihrul on 08/20/2007 09:36, 153 messages, last message: 09/12/2007 17:52, 230788 views, last view: 04/26/2024 07:57

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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#108: Re: 'Nother bug

by Gilt on 08/26/2007 20:11, refers to #98

re: entcopy

The bug is in data/stdedit.cfg

I leave the solution as an exercise for the reader, though one of the possible fixes can be found at the following:

http://sauerbraten.cvs.sourceforge.net/*checkout*/sauerbraten/sauerbraten/data/stdedit.cfg?revision=1.23

one can replace their existing sauerbraten/data/stdedit.cfg script with that.

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#109: Re: 'Nother bug

by Acord on 08/26/2007 23:17, refers to #108

That did it! Thanks.

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#110: ..

by randomcivilian [just found linux] on 08/26/2007 23:57

wooohoooo! thanks people! this release fixed my problems with the slopes! excellent release!

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#111: Re: Particles

by a baby rabbit on 08/27/2007 12:57, refers to #107

In latests downloads (or in CVS) read:
/docs/editref.html#_particles_

There may also be one or two flags in /docs/config.html

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#112: Re: Particles

by tentus_ on 08/27/2007 15:08, refers to #111

Sugoi... I'd swear that the entry wasn't there yesterday...

Why isn't that in the online version of the docs?

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#113: Re: Missing source code?

by rknigh21 on 08/27/2007 18:07, refers to #97

Hi

Thanks, that worked fine. I had a look at why picking up an item (in rpg mode) does not update the players stats and have a fix. It\'s propable not a good fix as I have never used C++ before and never worked on this type of programe. But if anyone is interested I am more than happy to contribute it.

Thanks Robin

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#114: 08-27 patch

by eihrul on 08/27/2007 20:43

Okay, yet another patch in the downloads section. This one is marked 08-27 and includes more bug fixes. Includes an easter egg, of sorts. Cumulative with all the other patches I have made so far. :)

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#115: ..

by Grogan on 08/27/2007 23:00

Yay! That patch solved a little problem for me on Linux (which wasn't happening on FreeBSD). In single player modes, some of the monsters were jogging on the spot and slowly sinking into the ground instead of dying when shot. I hadn't seen that happen in some time, but it started again with the Summer release. I was not able to play a whole map without that happening and now I just played several.

Btw... I haven't yet been able to reproduce that multiplayer crash I spoke of earlier in the thread, though I've been faithfully running sauer through gdb hoping it would happen again so I could give you something. The trouble with running it like that though, is that I have to /connect manually to servers because the server browser seems to cause the client to exit when run through gdb. None the less I'll get you the bt if it happens again.

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#116: Re: ..

by rancor on 08/27/2007 23:33, refers to #115

There's an old patch of mine lying around that'll attempt to attach GDB to sauerbraten if it crashes, though I haven't tried it on this release. Let me know if you want me to bother finding it.

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#117: Re: 'Nother bug

by SheeEttin on 08/28/2007 01:41, refers to #108

Yes! Thanks so much.

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#118: ..

by SheeEttin on 08/28/2007 01:56

Oh, and has CVS's network version been bumped yet? I'm seeing many servers in the CVS server list, and most don't let me connect ("illegal network message (type)").

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#119: Re: ..

by eihrul on 08/28/2007 03:07, refers to #118

Nothing has changed. Something is buggy with your compile. Doesn't happen for me at all.

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#120: ..

by Grogan on 08/28/2007 06:41

Hey Rancor, I very much appreciate the offer but I\'ll be OK running it through gdb the way it is. Thanks anyway.

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#121: Sauerbraten Vid'

by Max of S2D [Fr] on 08/29/2007 15:07

http://www.dailymotion.com/video/x2uy6c_sauerbraten-v11-summer-edition_videogames

Well check out this, and if i hadn't tell you yet, it's the greatest release ever !

Now having 145~147 FPS on metl4 with a geforce8500gt @ 485/425 with 1024*768 4xaa...

i had 125 fps before.

oh, and the new bloom way is cool too.

there's just a feature that sucks (actually, yep) for some maps, that is /skylight which doesn't produce much contrast.

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#122: ..

by makkE on 08/29/2007 17:16

/skylight is just meant for that, in certain maps (with lots of outdoor/indor changes) it comes in handy.

If you want more contrast for your sun/moon, simply use a 0-radius light, as used before.

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#123: Re: Sauerbraten Vid\'

by TomCat39 on 08/29/2007 18:01, refers to #121

Yo Max,

Did you realize that the average eye doesn\'t percieve any difference after about 32 FPS.

So 125fps changed to 200fps is moot. :p

I guess it\'s all about bragging rights?

So I guess my G/F\'s machine that runs at a solid 199fps with 8x AA and 4x AS is.....

;p

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#124: ..

by Max of S2D [Fr] on 08/29/2007 18:18

so that means that humans are @ 32 hZ ? o_o

oh well. olol²

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#125: ..

by makkE on 08/29/2007 18:54

NO. That "you only process 30 frames anyways"-argument is plain wrong, and any at least somewhat mediocre gamer will tell you that (like me :P).

Proper and comfortable gameplay needs at least 60-80fps (anything less than 60 is horrible) - after that, you need 2 things:

1. fps capped at a point where you can keep it at a stable rate

2. Ideally capped at (or at a multiple) of your display´s refresh.

The more the better, but stable:

Stability will ensure stable mouse performance, and it´s comfy too, no framedrops, tearing minimized etc...

I play may "gaming"-setup of sauerbraten at stable 300fps@100hz. No textures (texreduce 12), no shaders, no aa or af.

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#126: ..

by Acord on 08/29/2007 19:10

The human eye is organic, and while you only perceive about 30fps, that 30fps will never be in sync with your monitor. So you need around 60.

Now, anything that goes above the monitor's refresh rate is pretty useless.

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#127: ..

by makkE on 08/29/2007 19:33

I beg to differ. There´s a HUGE diffrence between playing at 60fps/hz and playing at 100fps/hz.

Plus, playing 200fps at 100hz gets you less _noticeable_ tearing than 100/100 (vsync aside of course).

But I won´t argue about this anymore. I have wasted way too much time on this.:P

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