NEW RELEASE: 2007-08-19 summer edition |
by eihrul
on 08/20/2007 09:36, 153 messages, last message: 09/12/2007 17:52, 231145 views, last view: 05/06/2024 18:26 |
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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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Board Index
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#97: Re: Missing source code? |
by eihrul
on 08/25/2007 11:54, refers to #96
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Try the code::blocks project in CVS. The one in the release was not updated to match the current source yet.
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#98: 'Nother bug |
by Acord
on 08/25/2007 17:59
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When trying to copy and paste entities, Sauer now also pastes the previous copied geometry along with it. Very annoying. If anyone could tell me where this bug is and how to squash it I'd appreciate it.
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#99: Bug! |
by randomcivilian [just found linux]
on 08/25/2007 19:14
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Found a bug with the lava.
It appears that the lava only kills you when your head is submerged. When I make a small lava pit (about 3 cubes deep) my character can wade around in it to his heart's content. BUT it doesn't hurt.
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#100: .. |
by UgaSofT
on 08/25/2007 23:22
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insta capture??? woooooow wanderful!!!!! ^_^
I'm going to test it!
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#101: Re: 'Nother bug |
by Quin
on 08/26/2007 07:37, refers to #98
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Use /entcopy then /entpaste
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#102: Respawn |
by fdsjdsjflconorfhjdshfkjdshkj
on 08/26/2007 08:10
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I think that the respawn time for instacapture needs to be removed. :)
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#103: Re: Respawn |
by Morosoph
on 08/26/2007 15:05, refers to #102
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Through game-chat, I found a general consensus that three seconds was more appropriate for insta-capture.
In any case, the game dynamics definately suggests to me that it should be shorter!
Team chat might add an interesting dimension to capture. Just a suggestion...
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#104: respawn time in instacapture |
by rock.n.rol
on 08/26/2007 17:57
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Anything less than 10 seconds wouldn't work for capture anymore. You need that time to capture the bases, otherwise it would just depend on where you respawn to win/lose a game, IMHO.
I hope, the 10 seconds respawn time will stay, really.
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#105: windows x64 |
by SKAzZ|Same
on 08/26/2007 18:11
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This version doesn\\\'t work on windows XP x64, I just get a error saying :
__________________________________________
(where I instaled it):\\\\Sauerbraten\\\\bin\\\\sauerbraten.exe
This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.
__________________________________________
I have reinstalled it, removed my own textures and maps, just gives me that error.
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#106: .. |
by makkE
on 08/26/2007 18:43
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I´d make both a bit shorter, capture time and respawn time.
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#107: Particles |
by tentus_
on 08/26/2007 18:56
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Could someone walk me through the particles entity? There is remarkably little documentation on them (as in none at all, including the wiki), they're not even in the editing menus, and trying to search "particles" here on the forums gives disastrously many results.
I've worked out that particles 1 is smoke, 2 is a splash effect (very blue, btw), 3 is a whirly fireball, 4 seems to be invisible, 5 and 6 are blank progress bars, 7 and above result in "particle 7?" and suchkind. Particle 0 is a painfully jittery fireball.
Now, I'm having trouble figuring out what the rest of the values do. Is it different for each one of the particles? entproperty 2 for particles 0 makes it smoke, but for particles 3 it turns it blue.
If there's anything I can do to help get the docs updated on this, let me know.
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#108: Re: 'Nother bug |
by Gilt
on 08/26/2007 20:11, refers to #98
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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
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That did it! Thanks.
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#110: .. |
by randomcivilian [just found linux]
on 08/26/2007 23:57
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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
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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
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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
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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
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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
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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
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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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