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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, 231407 views, last view: 05/17/2024 12:31

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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#31: ..

by Julius on 08/20/2007 18:28

Really great release, with nice feature added.

But could you elaborate this further:
* added "-k" command-line option for adding mod directories

What can be done with this? Is that the total conversion mod support that was rumored for some time?

Oh and am I guessing right that this:
* added dynamic lighting system
Is an important step for non precomputed normal maps?


BTW what happend to the (static) LOD support? Is it in this release?

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#32: ..

by Whitetemplar on 08/20/2007 18:32

WOWOWOWWWWWWWWWWOOOOO SAUER POWER :D POWER SAUER GOOD GIGA GAME HELL YEAH AAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH THIS VERSION IS HELL GGGGGGRRRRRRREEEEEEEEAAAAAAAAAATTTTTTTTT NICE VERY NICE CONGRACULATIONS

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#33: Yeah!

by /Kraid/ on 08/20/2007 18:33

Hey guys!
With the new lava material there will be some lavapits builded ^^

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#34: ..

by Julius on 08/20/2007 18:38

Hmm oh and I am getting kicked back to the desktop with a "floatingpoint excerption (core dumped)" quite often :(
I am running Sauerbraten on Ubuntu 7.04 with a Nvidia graphics card.

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#35: Some criticism

by Skilled player on 08/20/2007 18:39

I think there are some features in new version that make gameplay worse than in previous one. First of all: rocket is too powerful. There are no weapons that can argue with rocket because it's been made too strong and shot too fast. For example grenade is fast weapon but too weak and so does machine gun. Rail gun (q3 analogy) is powerful but very slow and so does shotgun. In other words weapons are very unbalanced.
Permanent health bonus is also very arguable, IMHO.
I appreciate the work you do. Graphic increasing from version to version is outstanding. New maps is very interesting. I just hope that graphics will not "eat" the main feature of this game - its style.

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#36: Sweet again!!!

by blikje bier on 08/20/2007 18:52

Still running with my old hardware (Athlon 1.8, 1 gig, Gforce 3 (64 mb), but no problems so far.

The only question is, why do so many free and open-source games improve so much over time without me having to upgrade my hardware when the newest commercial releases only will run decently on the latest most expensive hardware.

So hats off again for yet another excellent (summer) release. Mind you, not that we had much of a summer over here in the Netherlands.

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#37: ..

by wa on 08/20/2007 19:04

So if I were to download the Linux version on a Mac, would I be able to compile the source that might be included with it? Does it have an Xcode folder? I'm not downloading 200 MB just to find out.
Also, someone screwed up the CVS and it's asking for a file that doesn't exist, and if I download the old one, it gives me 25 errors.
And thank you so much for fixing the collision bug.

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#38: ..

by Eris on 08/20/2007 19:22

Lava is so hot!!!

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#39: Re: Some criticism

by makkE on 08/20/2007 19:31, refers to #35

Afaik, only the size of the rocket explosion (the mere graphical effect) has changed.

Still I agree, the (un)balance and healthboost is something I don´t like as well. Sauerbraten will probably never change that, I hope for SauerMod to adress some of those issues.

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#40: ..

by w4 ¿?¿?¿ on 08/20/2007 19:44

what exactly is the dynamic lighting like


i would find out but there is no mac version out yet

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#41: Re: ..

by Titanic12ship on 08/20/2007 19:49, refers to #37

Yes, there is an Xcode folder.

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#42: ..

by SheeEttin on 08/20/2007 20:27

Kraid: Already are. See the map "Redhot" on Quadropolis.

wa: like Titanic says, yes, there is an xcode. And the Linux version includes the whole source.
Personally, I'd like it if the source could be downloaded separately from the rest of the stuff... A 200 MB download to get at 6.9 MB of text.

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#43: Re: ..

by SanHolo on 08/20/2007 20:49, refers to #42

Use CVS then. ;)

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#44: ..

by Acord on 08/20/2007 20:52

A few questions regarding some of the technical aspects

1* added support for translucent models

What command in the model CFG is used for this, and can it be affected dynamically in-game?

2* VBOs now supported on animated models

Okay, maybe a dumb question. What is VBO?

3* models now support environment mapping (via custom envmaps or envmap entities)

How is this enabled?

* fixed particles and materials not fogging properly

Does this mean that we can now do partial transparencies on models instead of all transparent or not?

* animation now supports multi-part md3 characters

How many parts? Different parts within the same MD3 or different models?

* added ambient occlusion for lightmaps (via "skylight" command)

How does the skylight command work?

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#45: Re: ..

by wa on 08/20/2007 21:07, refers to #42

Heh, I didn't realize I had to delete the files (that Xcode was looking for) from the project manually. I'm getting a new error now. Something about /usr/bin/ld, a function probably not being found, and some BIH gibberish.

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#46: ..

by SanHolo on 08/20/2007 21:26

Hmmm, in CVS, "spheretree.cpp" and "spheretree.h" seems to be missing...

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#47: ..

by eihrul on 08/20/2007 22:07

speretree.cpp and spheretree.h have been replaced with bih.cpp and bih.h

workarounds:

1) fix the xcode project to reference those files instead

or

2) cp bih.cpp spheretree.cpp
cp bih.h spheretree.h

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#48: Skylight!

by blikje bier on 08/20/2007 23:12

Man that is sweet, nice touch.

reply to this message

#49: Re: ..

by SheeEttin on 08/20/2007 23:19, refers to #43

CVS includes the whole thing, not just the source.
http://sauerbraten.cvs.sourceforge.net/sauerbraten/sauerbraten/

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#50: Re: ..

by SanHolo on 08/20/2007 23:22, refers to #47

Thx, works perfectly now.

Good work guys!!

Two things I noticed:
-- be aware of "hardware mipmaps", maybe after a restart everything looks strange. =)
-- the server list gets _very_ high/long

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