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new release! assassin edition

by Aardappel_ on 12/22/2007 19:14, 268 messages, last message: 12/29/2008 17:05, 271018 views, last view: 04/30/2024 12:21, closed on 12/29/2008 17:22

http://sourceforge.net/project/showfiles.php?group_id=102911

New gameplay! Hudguns! lots of cool bits and bobs! Feedback in this thread!

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#19: Re: Win32 Exception error

by steve_e on 12/23/2007 10:12, refers to #19

Here is a link to a current file that demonstrates the problem (at least on my PC):

http://tigerleo.com/igd/cube2/adrift.ogz

The other file that I am having the same sort of problems with has too many resource files attached to it to package up quickly at the moment. It shares similar attributes as the one I have linked to here whereby there are large expanses of lava on heightmapped regions...

This is what I got from this 'adrift.ogz' file:

C:\Program Files\Sauerbraten>bin\sauerbraten.exe -r
init: sdl
init: enet
init: video: mode
init: video: misc
init: gl
Renderer: GeForce 8800 GTS/PCI/SSE2 (NVIDIA Corporation)
Driver: 2.1.1
Rendering using the OpenGL 1.5 GLSL shader path.
init: console
init: gl: effects
init: world
init: sound
init: cfg
Could not set gamma (card/driver doesn't support it?)
sdl:
init: localconnect
init: mainloop
read map packages\base\metl4.ogz (0.1 seconds)
Mining Station by metlslime
game mode is ffa/default
read map packages\base\adrift.ogz (2.1 seconds)
Untitled Map by Unknown
game mode is ffa/default
wrote map file packages\base\adrift.ogz
Sauerbraten Win32 Exception: 0xc0000005 [0x8]

destroyva - octarender.cpp [768]
vaclearc - octarender.cpp [779]
vaclearc - octarender.cpp [782]
vaclearc - octarender.cpp [782]
vaclearc - octarender.cpp [782]
allchanged - octarender.cpp [1080]
calclight - ligh

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#20: Re: Win32 Exception error

by steve_e on 12/23/2007 10:34, refers to #19

Here is a link to a map that rendered fine under the Summer release - no problems and I don't think Sauer had ever crashed on me using that version:
http://tigerleo.com/igd/cube2/lava_crash.zip

Latest exception error report for that map under the assassin release:

read map packages\base\foggy2.ogz (1.4 seconds)
Untitled Map by Unknown
game mode is SP
Sauerbraten Win32 Exception: 0xc0000005 [0x9b75000]

setupmaterials - material.cpp [326]
allchanged - octarender.cpp [1087]
calclight - lightmap.cpp [1092]
executeret - command.cpp [415]
execute - command.cpp [501]
menuprocess - menus.cpp [296]
SDL_main - mai

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#21: Re: Win32 Exception error

by fantomasdm on 12/23/2007 11:38, refers to #19

Hi, I get this error on vista home premium:

C:\Program Files\Sauerbraten>bin\sauerbraten.exe -f -w1024 -h768
init: sdl
init: enet
init: video: mode
init: video: misc
init: gl
Renderer: Intel 965/963 Graphics Media Accelerator (Intel)
Driver: 1.5.0 - Build 7.14.10.1244
WARNING: No shader support! Using fixed function fallback. (no fancy visuals for
you)
WARNING: No framebuffer object support. (reflective water may be slow)
WARNING: Non-power-of-two textures not supported!
init: console
init: gl: effects
init: world
init: sound
init: cfg
init: localconnect
init: mainloop
read map packages\base\metl4.ogz (0.1 seconds)
Mining Station by metlslime
game mode is ffa/default
Sauerbraten Win32 Exception: 0xc0000005 [0x8]

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#22: Re: Win32 Exception error

by steve_e on 12/23/2007 13:24, refers to #22

Well, it seems to have worked out - downloaded that exe and the map that was crashing (foggy2) rendered fine. I will try it out on the other example maps in a tick.

Had just got this exception while having fun mucking around with barrels and boxs and blowing stuff up (this is prior to that exe update though and I have only had this happen once):

C:\Program Files\Sauerbraten>bin\sauerbraten.exe -r
init: sdl
init: enet
init: video: mode
init: video: misc
init: gl
Renderer: GeForce 8800 GTS/PCI/SSE2 (NVIDIA Corporation)
Driver: 2.1.1
Rendering using the OpenGL 1.5 GLSL shader path.
init: console
init: gl: effects
init: world
init: sound
init: cfg
Could not set gamma (card/driver doesn't support it?)
sdl:
init: localconnect
init: mainloop
read map packages\base\metl4.ogz (0.0 seconds)
Mining Station by metlslime
game mode is ffa/default
read map packages\base\foggy3b.ogz (0.9 seconds)
Untitled Map by Unknown
game mode is SP

Sauerbraten Win32 Exception: 0xc0000005 [0x9a0805c]

fpsclient::weaponstate::hit - weapon.h [241]
fpsclient::weaponstate::radialeffect - weapon.h [287]
fpsclient::weaponstate::explode - weapon.h [317]
fpsclient::movableset::update - movable.h [147]
fpsclient:

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#23: ..

by fantomasdm on 12/23/2007 18:46

hi I try this file:
http://sauerbraten.cvs.sourceforge.net/*checkout*/sauerbraten/sauerbraten/bin/sauerbraten.exe?revision=1.321
but I get this error:
init: sdl
init: enet
init: video: mode
init: video: misc
init: gl
Renderer: Intel 965/963 Graphics Media Accelerator (Intel)
Driver: 1.5.0 - Build 7.14.10.1244
WARNING: No shader support! Using fixed function fallback. (no fancy visuals for
you)
WARNING: No framebuffer object support. (reflective water may be slow)
WARNING: Non-power-of-two textures not supported!
init: console
init: gl: effects
init: world
init: sound
init: cfg
init: localconnect
init: mainloop
read map packages\base\venice.ogz (2.1 seconds)
My own Venice - from GARCiA
game mode is ffa/default
Sauerbraten Win32 Exception: 0xc0000005 [0x8]

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#24: ..

by James007 on 12/23/2007 19:00

i got bored and decided to download the new version on windows.

the main thing i noticed was that... the weapons still have the same firing sounds. The crossbow shouldnt have a rifle shot sound, and the pistols sound could be changed too(it just doesnt seem to match the new model). The shotguns sound is still annoying and sounds out of place.

i think the barrels and moving platforms are cool, the slowmotion seems kind of worthless but its a cool feature. i'm gonna play around with this for a bit.

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#25: Poor FPS

by -leOuf- on 12/23/2007 19:11

Hi,

As I said in general thread, the game is slower than before, on old maps too.
E.g. on metl4 I get 15 fps, 30 before.

I did the same settings (texcompress 128, maxtexsize 128, shadowmap 0) as in summer ed.

Kubuntu, 1Gb, Intel 945 128Mb

Thanks a lot for any help !

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#26: Annoying bugs in this release

by Melatek on 12/23/2007 19:14

Now I love this new release before you state anything negative but it has it's bugs and I hope you post a patch release soon

I have a Geforce 8600GT and 1GB Of RAM

Bugs

The monsters don't shoot from their center's/gun's but from their shoulders, This is most noticeable from the knights iceballs, This is an obvious bug that I wish it would be fixed

newent box model weight the weight doesn't do anything, I tried 999 weight and it still moves like normal when I hit it, I tried a few experiments but the weight doesn't seem to be working

The game is slow compared to the summer release, It's like the game loads stuff in-game and not preload it from beginning, Like in single player it has to load every monster and it's animation in-game thus making it slow, Anyway to fixed this please? This is the worst bug for me and I prefer to fix it, I don't know if I am the only one having this or not but my computer isn't a slow computer that's for sure.

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#27: ..

by James007 on 12/23/2007 19:24

if you are talking to me.... what i was saying is not negative, its just criticism. I'm not bashing the new release, just saying what i noticed.

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#28: Re: Poor FPS

by SheeEttin on 12/23/2007 19:33, refers to #25

Tried using the Intel graphics drivers?

And to Melatek: Everything IS preloaded.

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#29: Mac version.

by dafhjsddashfjksconorhfkjdshfjkds on 12/23/2007 21:06

I can compile a mac version, what exactly do I need to do to put it into a suitable form for download...

Or do I just send someone "official" the binary?

Or do I just wait? :D

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#30: Message censored by administrator

by ATIRULE on 12/23/2007 22:34, refers to #25

#31: am i missing something?

by farcry.15.w00t on 12/23/2007 23:51

i just downloaded the new release al excited about th elevators and such, but when i start the game no platform or elevator model appears. i only see the ent in edit and nothing ingame

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#32: Re: am i missing something?

by MovingTarget on 12/24/2007 00:21, refers to #31

Elevators and such only work in sp mode.

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#33: General observations

by steve_e on 12/24/2007 00:35

Slow frame rate: I was getting 60fps compared to 200 fps before - I then checked the options and V-sync was on by default so I turned that off and got my 200 fps again.

Barrels: Lots of barrels kill the frame rate. Blow them up and the frame rate returns. Lots of barrels exploding is almost a slowmo effect in itself (even when not in the slowmo SP mode).

Boxes and Barrels: Placement of barrels and boxes is difficult as the damn things keep jumping around and end up 'floating' somewhere they shouldn't be. Changing weight does make a difference as far as I can tell because if the weight is set really low they tend not to sink to the ground. I wish the barrels and boxes could be placed with the same precision as the mapmodels but I suspect the physics has something to do with that somehow... Both really cool though and certainly adds to the interaction in the game play.

Platforms: Yeah, these are cool - certainly with controlling them through script (use SP mode to see them in action). Gives me all kinds of ideas to try out and frankly I don't know which ones to start first! I have found an issue whereby you can walk onto a crate, for example, but not actually get carried by it though it will support you while you are over it - as it moves off you stay still and will fall off. The solution seems to be making certain the player lands ontop of the platform by design rather than walking into the top of the platform.

Hudguns: These are not my favourites - particularly the grenade launcher which does not seem to be in keeping with the rest of the guns. Also that the grenade launcher is always an active weapon it can be rather 'disturbing' to see this blue rendered weapon in contrast to the pistol. Not to say that it isn't a good model or anything (I am no modeller myself) it is more the colour of it that seems to be too much of a contrast with the other weapons. The rifle/crossbow is also a little odd even though it is a really intersting model and animation.

Doors: I thought there was mention of horizontal doors being in this release? No biggy, but would be a nice feature at some stage.

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#34: ..

by Zodar on 12/24/2007 01:39

Since I'm still eagerly awaiting the Mac port, I've just got a few questions about how things work in Winter edition:

-Can the models for barrels/platforms/elevators/boxes be changed with a variable, like other ents?
-Does a box get knocked back further depending on the damage of the attack?
-Consequently, can monsters move boxes/detonate barrels with their attacks?
-How do the two new monsters (the spider, the mutant) behave? How much HP do they have?
-How, if at all, has Eisenstern changed?
-Can the movement of platforms/elevators be attached to a trigger mapmodel?

Thanks!

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#35: Re: General observations

by Hirato Kirata on 12/24/2007 01:47, refers to #33

boxes and barrels are much easier to place with such precision if you place them above the ground, instead of in it. Placing it in the ground like one does with mapmodels causes them to jump (and hence cause problems as you've observed).

Just take a look at the box_demo map and you'll see what I mean

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#36: Re: ..

by Hirato Kirata on 12/24/2007 01:53, refers to #34

I'll answer your queries with yeses and nos

-yes (2nd variable)
-yes
-yes (it reacts to damage)
-The mutant and the spider have yet to be activated (least I'm told that monster 8 is none existent)
- Eisenstern has received spells, and their regeneration programming improved a fair bit, you'll also notice there's a new HUD
- Yes, it's just a /platform away, I've done plenty in my map http://www.quadropolis.us/node/967

hmm 1 * 8, I think it's 9 ^.^

~Hirato Kirata

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#37: Re: ..

by Zodar on 12/24/2007 02:01, refers to #36

Thanks! Too bad about the monsters, but all of the other answers are just what I wanted to hear. Can't wait to try this update out!

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#38: ..

by Grogan on 12/24/2007 03:59

I've been playing the new release a bit for the past few days now and I like the new weapon models. (though I think the rifle should have a different sound if it's to be some futuristic cross bow type thing)

I also like what's now available to mappers, exploding barrels and objects that are affected by explosions (in the demo maps)

Great work guys! :-)

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