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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, 231092 views, last view: 05/03/2024 04:58

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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#74: Re: side-by-side-configuration error on vista 64

by shadow,516 on 08/21/2007 23:49, refers to #72

huh, I've had this problem too... Eihrul? what do you make of it now?

reply to this message

#75: give better crash details, PLEASE!

by kurtis84 on 08/22/2007 00:18

People, pay attention to the fact that saying "sauer crashes for me" is doing NO GOOD!

Be sure you give as much details as you can about your hardware, video driver versions, OS, and any warnings you might have seen. If you're compiling your own bins, keep in mind that it might not be sauerbraten at fault....try the ones that are already in the package before resorting to compiling. As for people compiling 64bit versions, theres no programmers working on sauer with 64bit systems, so I would think you're on your own to fix 64bit problems.

I know from experience, that a 32bit sauer .exe runs fine under 64bit Vista, as long as you have taken the time to install all drivers you need. So if thats why you're compiling 64bit bins, don't bother. If it's 64bit linux that rule might change, I cannot speak about linux.

reply to this message

#76: ..

by Grogan on 08/22/2007 03:28

Well, with the exception of the necessary regression in sounds (I really miss that sharp rifle crack), I love the new release.

Great job on the new maps guys, including the remakes of Douze and Tartech.

Also, nobody else will probably mention it, but thanks to eihrul (I assume it was he) for fixing the Makefiles and stuff. For the first time ever, I can now just type "make" without editing anything and it compiles in Linux and FreeBSD :-)

reply to this message

#77: ..

by CrazyTB on 08/22/2007 04:02

Looks like finally some of my suggestions got implemented (but probably not because I've suggested them).

> * added "gui2d" var for making all menus/scoreboard 2D
> * refactored gameplay and moved some of it (damage, ammo, health) server-side

If you search in this forum, I've been asking for these for so long time... Maybe more than one year.

(ok, please, I don't want to be a troll, so your don't need to answer to my message)

reply to this message

#78: awesome

by the_darkside_986 on 08/22/2007 04:07

This is an awesome game that runs amazingly well on my new but already outdated system.

When will the RPG project diverge from Cube2? The demo seems awesome so far and it runs smoother than Morrowind (much older game) on the same hardware.

reply to this message

#79: ..

by w4 ¿?¿?¿ on 08/22/2007 04:19

Bug: Invincibility.


Possible cause, after you create a large section of lava that is really deep, if you spawn under the surface in just the right position, you will never die. You will swim in the lava instead and somtimes you become invincible so even the guns will not work.

Other cause may be if you spawn half in water and lava and then swim into the lava, you dont die and achieve the same effect as mentioned above. This can be done buy jumping onto the connecting line as well so it could effect all areas of gameplay.


this is only a problem in edit mode currently, but if in furture maps this may prove to be a serious problem.




On most recent mac edition donwloaded less then 30 min ago. Occured both on my old iBook g4 and new macbook pro. Tested both online and off line and a few other people also got this effect to happen as well.

reply to this message

#80: Re: ..

by ATIRULE on 08/22/2007 04:40, refers to #79

Ive have see this also

hmm This new Verision is Just full of bugs maby a reacall is on order =/ ;)

reply to this message

#81: Version

by dsafsdfsdconorjkirkdafsdfsdafsdfsdsdf on 08/22/2007 04:58

I had a mistake in mine... All is well! :D



ATIRULE: It is full of bugs? Poor you, it runs perfectly for me!

reply to this message

#82: Re: ..

by eihrul on 08/22/2007 05:01, refers to #80

No more bugs than the last, just different ones. This is the price of progress. :P

reply to this message

#83: Re: ..

by ATIRULE on 08/22/2007 05:56, refers to #82

lol I was just messing

reply to this message

#84: ..

by Max of S2D [Fr] on 08/22/2007 09:05

Oh. Just waiting for the Fall and Winter Editions ;)

BTW, that release has the most impressive changelog ever. And it's fantastic too.

reply to this message

#85: ..

by Grogan on 08/22/2007 10:38

Linux here.

My client just crashed while having a marvelous game of instagib. I noticed a bit earlier in the game, that when I was being shot at I saw a bit of an artifact. Kind of where the screen breaks up and displays a light bluish grey patch. Only for a split second.

That's what I saw, only larger, just before my client crashed. I quickly killed my X session to see what was on the screen and saw:

2001 floating point exception

on the console amongst the other noise where my script exited.

I think, as before, the artifacts come when there's latency and lagged players.

It's been fine for quite a bit of game play, so I'm hoping it won't happen again.

reply to this message

#86: Re: ..

by eihrul on 08/22/2007 11:07, refers to #85

I need backtraces for this. I have never been able to reproduce this on any of my computers, so I can't offer much in the way of help yet.

reply to this message

#87: ..

by Drakas on 08/22/2007 13:25

To do backtraces, see: http://drakas.woop.us/stuff/#sauer_debug

reply to this message

#88: Re: ..

by SheeEttin on 08/22/2007 17:53, refers to #86

I tried for a while yesterday, but it didn't crash.
I'd keep trying, but I'll shortly be going on "vacation" until Monday, at which point I have to help my dad vacate his store until the end of August.

I'll do what I can, but I'm afraid I won't be of much help.

reply to this message

#89: Re: ..

by eihrul on 08/22/2007 17:56, refers to #88

Try the patch I just put up in the downloads section. The 08-22 one.

reply to this message

#90: ..

by Grogan on 08/22/2007 19:20

Thanks guys, I'll recompile my client with -g and stuff and run it through gdb for a while and see if this happens again. It may not, because I can count the number of times on one hand that sauer has ever messed up on me, and I think it was due to network conditions and/or player latency when it has. It's never happened in single player modes (including the artifacts I spoke of)

I also should have mentioned I'm using Nvidia, not ATI.

reply to this message

#91: score display!

by rancor on 08/22/2007 19:41

If you find the 3d gui generally convenient, but not so awesome for score display, add a bind like this:
bind TAB [gui2d 1; showscores; onrelease [gui2d 0]]

reply to this message

#92: Re: score display!

by Drakas on 08/23/2007 02:58, refers to #91

Nice, thanks rancor!:)

reply to this message

#93: Shadows!

by demosthenes on 08/23/2007 03:05

Pretty-er shadows thanks to better model transparency stuff:

http://img167.imageshack.us/img167/5203/screenshot1764122gc3.png

http://img511.imageshack.us/img511/4431/screenshot1772005lv4.png

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