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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, 231078 views, last view: 05/02/2024 18:59

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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#41: Re: ..

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

Yes, there is an Xcode folder.

reply to this message

#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.

reply to this message

#43: Re: ..

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

Use CVS then. ;)

reply to this message

#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?

reply to this message

#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.

reply to this message

#46: ..

by SanHolo on 08/20/2007 21:26

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

reply to this message

#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

reply to this message

#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/

reply to this message

#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

reply to this message

#51: Great job!

by MovingTarget on 08/21/2007 00:54

Hat's off to the Sauer team!!! The new version looks totally awesome! Unfortunately, I have to play on someone else's machine that I do not always have access too (my computer is 7 years old lol), so I won't be able to play it often.

Nice job Aardappel, Eihrul, baby rabbit, and all the others!!!

reply to this message

#52: Repeated crashes

by noerrorsfound! on 08/21/2007 03:00

This version keeps crashing on Linux without an error message. I was just playing CTF with pundit and then the game closes. The terminalshows no errors. The last line is "lefty fragged Skippy".

On the first crash the game closed, the second it froze and I had to reboot, and this time it just closed.

This is a custom binary because I'm on 64-bit.

reply to this message

#53: What the...?

by Rockwell on 08/21/2007 03:37

Holy cow, the server browser is so tall that I can't see the top of it! Something is terribly wrong. Seriously, the topmost servers are illegible. Any fix for this?

reply to this message

#54: Nevermind

by Rockwell on 08/21/2007 04:11

I fixed it.

reply to this message

#55: Masterserver

by Morosoph on 08/21/2007 04:18

I've just compiled this version for 64 bit, and the masterserver doesn't seem to be replying. Do I need to enable ports on my router (this wasn't needed for the Spring version), or could something else be wrong?

reply to this message

#56: Re: Repeated crashes

by eihrul on 08/21/2007 05:13, refers to #52

I need more information on what is causing the problem than that.

reply to this message

#57: ..

by Acord on 08/21/2007 05:32

Animations play differently for some reason - Faster than spring version. Don't know if this is a bug or a correction for one. When I dropped in the Blood Frontier hweps, all of a sudden they all play extremely fast anims.

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#58: ..

by Acord on 08/21/2007 06:23

Also: Why are there 3 pain animations for ironsnout, all labled the same? Does it play one at random?

reply to this message

#59: Re: Repeated crashes

by SheeEttin on 08/21/2007 06:33, refers to #56

Like a stack trace?

I've noticed a few floating point exceptions and segfaults here, none of which I had ever seen with CVS. Happens randomly, as far as I can tell. Play for a while, then bam. Game is gone.

What do you need? Backtraces, gdb output, straces, what?

reply to this message

#60: Re: Repeated crashes

by eihrul on 08/21/2007 06:41, refers to #59

Backtraces.

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