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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, 272391 views, last view: 05/21/2024 00:23, 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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#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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#39: Re: ..

by yoopers on 12/24/2007 04:08, refers to #38

Let me second the thanks from Grogan by saying that I downloaded the new release, un-tar'd it, copied my autoexec.cfg over from the Summer release, and was rolling!

I absolutely love assassin mode, and assassin insta is everything I always wanted from regular insta, being a bit goal-oriented by nature. ;]

Regen capture is gonna take me some getting used to, but I like the option. Moreover, all the new maps are an absolutely fabulous addition. I think releases like this help explain why Sauerbraten is always mentioned in "Top X Linux Games" articles.

Thanks for the new time-suck!

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#40: Re: ..

by ATIRULE on 12/24/2007 04:36, refers to #38

Inorder for if to have new sound some one has to make one we can't just Abra kazoom and make a new sound pop out of mid air

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#41: ..

by James007 on 12/24/2007 06:56

ok so.... someone should make them. no other way its gonna happen lol

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#42: Re: Poor FPS

by *leOuf* on 12/24/2007 10:07, refers to #30

Thanks.

Unfortunately, it does not work : fps is the same with or without hudguns.

I checked all the options, they are the same as before (summer ed.). I checked the config files too, they are exactly the same.

I don't know what to do, since the game is quite unusable at the moment on a lot of maps.

Thanks for any help !

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#43: ..

by 'leOuf' on 12/24/2007 10:19

Sorry for the length, here is a part of my config file :

gamma 120
reflectmms 1
showclientnum 0
soundvol 255
particlesize 100
waterlod 1
vertwater 0
shadowmapbias 5
clockerror 1000000
particletext 1
reflectsize 8
emitfps 60
showfpsrange 0
decalfade 10000
texreduce 0
grassanimdist 500
clockfix 0
cursorsize 30
hidehud 0
dynlightdist 1024
watersubdiv 2
bounddynshadows 1
orientinterpolationtime 75
waterfade 0
grassdist 500
ogro 1
texcompress 128
dynshadow 0
shaderdetail 0
grassbillboard 1
glowmodels 0
crosshairsize 15
shadowmapsize 9
aniso 0
showpj 1
grasssamples 50
maxparticledistance 512
shadowmapradius 96
maxdynlights 0
maxbarreldebris 10
glassenv 0
hudgunsway 1
flaresize 100
sparklyfix 1
sensitivity 10
fpshadowmap 0
maxradarscale 1024
maxdebris 25
shadowmapdist 256
envmapmodels 0
ati_skybox_bug 0
explosion2d 0
showspectators 1
menudistance 40
hudgun 1
gui2d 0
undomegs 5
savebak 2
flarecutoff 1000
highlightscore 1
maxtexsize 128
showmat 1
waterrefract 0
animationinterpolationtime 150
blood 1
followorient 1
bypassheightmapcheck 0
teamhudguns 1
sensitivityscale 1
musicvol 30
blurshadowmap 1
showconnecting 0
damageblendfactor 300
invmouse 0
maxreflect 1
waterreflect 0
maxsoundsatonce 5
blursmsigma 100
grasslodz 150
grass 0
oqdynent 1
minframetime 10
grassbbcorrect 1
hidestats 0
showping 1
grassfalloff 100
outlinemeters 0
followdist 50
shadowmap 0
envmapsize 7
shadowmapprecision 0
menuautoclose 120
consize 5
lightmodels 0
crosshairfx 0
refractfog 0
reflectdist 2000
maxmodelradiusdistance 100
caustics 0
teamskins 0
trilinear 1
fov 92
bumpmodels 1
grasslod 25
shadowmappeelbias 20
grasstaper 200
guiautotab 16
maxroll 3
bilinear 1

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#44: Mac version

by absinth_vacation on 12/24/2007 12:25

hm that was bad timing, i\'m away on christmas holidays and won\'t be able to do the mac version until thursday at the earliest. if anyone wants to step up and provide the mac binary, that is fine with me.

happy christmas && happy fragging

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#45: Re: Poor fps

by steve_e on 12/24/2007 12:41, refers to #43

v-sync - are you sure it is not on? It is not listed in your post...

-vN Sets v-sync to N (N=1 to enable or N=0 to disable).

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#46: Linux, Intel 855 GPU

by UserName on 12/24/2007 13:14

Now I know why the codename is \"assassin\".
This new release will simply get rid of every outdated configurations !

Well ... I can\'t play this game anymore on my computer ... So, bye bye Sauerbraten !

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#47: ..

by Eris on 12/24/2007 15:43

WOO THIS IS A GOOD CHRISTMAS PRESENT!!!

two thumbs up! WAY UP!

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#48: ..

by James007 on 12/24/2007 17:01

i demand....
MAC VERSION!
hulk smash.....

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#49: Re: ..

by SheeEttin on 12/24/2007 17:08, refers to #38

Agreed on the sound... a bolt-action rifle sound for a plasma crossbow? Hmm...

I checked the freesound project, and I found three bow/arrow sounds, only one of which came anywhere near close.
I'd love the Half-Life crossbow sound, but that's not exactly available for use...

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