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CTF edition released!

by eihrul@work on 06/18/2008 03:22, 92 messages, last message: 06/28/2008 17:47, 87261 views, last view: 05/18/2022 16:19

Go forth and download: http://sourceforge.net/project/showfiles.php?group_id=102911

Quoth the history.html:
* added new MP maps by Nieb (hallo, shipwreck), schmutzwurst (akroseum, berlin_wall), KillHour (hog2), KaiserTodretter (paradiselost), Mayhem & mIscreant (duomo), Mayhem (tejen), Hero & WahnFred (mach2), TUX (capture_night), SATAN!!! (reissen), Redon (c_egypt), and Kal & DairyKing (kalking1)
* added MitaMAN's new SP campaign: "Private Stan Sauer"
* added Fanatic's new 10 song soundtrack "Spontaneous Failure"
* added geartrooper's new MD5 character model: Mr. Fixit
* added ctf and insta ctf game modes
* added support for cloud boxes and cloud layers over sky box
* added in-game text editor for editing cfg files
* texture browser now displays glow, rotation, and offsets
* added console message filter (controlled via "confilter" and "fullconfilter" vars)
* "follow" command now works in first-person (can spectate in third-person via "thirdperson" var or 9 key)
* added support for Cube Server Lister extended information
* added support for Mumble positional audio (contributed by The Conquerors clan)
* added "apply changes now?" dialog using "resetgl" command (toggled via "applydialog" var)
* made clip material coexist with other materials (so water/lava can clip)
* added "death" material for forcing player suicide
* added "fullconsize" var for controlling the percent of the screen the full console occupies
* undo now works with heightmap editing mode
* now automatically pick up ammo boxes when touching a base in normal capture mode (toggled via "autorepammo" var)
* lowered the minimum gridpower to 0
* added "texoffset", "texrotate", and "texscale" commands for more easily specifying texture slot parameters
* texture rotation is now done via texture coordinate generation (instead of making copies/wasting memory)
* added "sayteam" command for chatting to teammates (bound to Y key by default)
* added optional t-joint removal to fix world sparklies (toggled via "filltjoints" var)
* made hit crosshair show when successfully hit enemy (duration set via "hitcrosshair" var)
* made teammate crosshair show when aiming at a teammate (toggled via "teamcrosshair" var)
* player is now dumped to an empty map if he does not have the particular map in multiplayer
* added support for soft particles/explosions (toggled via "depthfx" var)
* added support for "pulseglow" shaders in fixed-function mode
* added "texscroll" command for scrolling texture slots
* added cheaper/more-controlled glow/specular bloom (controlled via "glare" var)
* added "texgui2d" var for toggling whether the texture palette uses a 2D or 3D gui
* scoreboard now always defaults to 2D, regardless of GUI settings (controlled via "scoreboard2d" var)
* added "waterfallcolour" command to control coloring of waterfalls separately from water
* optimized water reflection/refraction with scissoring and tighter frustum culling
* added refractive waterfalls (controlled via "waterfallrefract" var, disabled by default due to cost)
* added environment-mapped waterfalls (controlled via "waterfallenv" var)
* added tethers that show who is capturing a base (controlled via "capturetether" var)
* rewrote particle renderer to make it more extensible
* rewrote world renderer to more efficiently batch draw calls
* made lightmaps use a texture atlas to enable better batching of draw calls
* locked physics at fixed rate of 200 Hz (no more variable rate)
* revised handling of slopes in physics to reduce sticking problems
* made underwater fog/caustics fade in instead of turn on immediately at the surface
* added "resetgl" command to restart the renderer while running
* added builtin zoom (toggled via G key or "zoom" var)
* added directional damage indicator to the HUD (toggled via "damagecompass" var)
* smoothed out the shadow boundary caused by the shadowmap depth peeling
* softened water edges now work when under water
* players can now reconnect to private games when disconnected, so long as their IP matches
* added precomputed visibility/PVS system for occlusion culling on 3D cards that don't support OQ (see editref.html)
* added support for environment-mapped water reflections as a cheap fallback (used if "waterreflect" is off)
* added movement smoothing for other players in multiplayer (reduces jumpiness from packet loss)
* added "fullbrightmodels" var for controlling fullbright-ness of player models
* added MD5 model support with new skeletal animation system (see models.html)
* added OBJ model support (see models.html)
* added new decal system for bullet holes, scorch marks, etc.

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#1: YAY

by Finale on 06/18/2008 03:32

so much neat stuff! :D

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#2: ..

by {Qs}Homicidal on 06/18/2008 04:08


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#3: ..

by rancor on 06/18/2008 04:31

I love it! The new eye candy is awesome, CTF is extremely well implemented, and best of all movement physics feel better then they have since the rewrite.

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#4: Hit Change

by Maddog1906 on 06/18/2008 04:34

Thats cool!!!!

but im wondering if its possible to change the hit crosshair, like you would a normal crosshair

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#5: ..

by MovingTarget on 06/18/2008 04:35

Today is a sweet day. First FF3, then Sauer! Hooray!

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#6: Re: Hit Change

by 777Jake777 on 06/18/2008 04:39, refers to #4

Yes u can change the hit and teammate crosshair. Ive already changed all my crosshairs.

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#7: ..

by Julius on 06/18/2008 04:57

So awesome!!!

Just the Mr Fixit skins could a bit stronger colored to make them easier to differenciate in team games (no I don't like full bright models).

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#8: ..

by Mr.Piddly 00000001 on 06/18/2008 05:26

For the future, would normal mapped bullet holes be too resource intensive or just too messy?

Overal,l this is a great update with the best features for me being the in-game .cfg editor and .obj support.

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#9: ..

by Hero on 06/18/2008 05:39

Thats awesome! I'm looking forward to great new CTF games and (hopefully) a larger community =)

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#10: dancing monsters

by sound on 06/18/2008 06:27

Just tried a few SP maps, the monsters
are getting stuck together in groups.
Then they don't shoot at anything,
just gyrate in the same spot.

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#11: ..

by scanf on 06/18/2008 07:30

I was just thinking about directional damage indicators last night and then here they are in today's release :)

Looks great so far.

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#12: ..

by Max of S2D [Fr] on 06/18/2008 10:37

Now that IS the greatest changelog I've ever seen.

*goes write the news on Sauercube*

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#13: Re: ..

by Max of S2D [Fr] on 06/18/2008 10:48, refers to #8

For the intensive bullet holes, stuck yourself in a wall, watch it, and shot five times with your shotgun. The framerate dropped to 180 to ~70/80 for me.

(done in one of the RPG maps, y'know, the cheapest)

reply to this message

#14: one of my best days...

by D-TurboKiller (LT) on 06/18/2008 11:52

Well, it's about time! Now I can finally work and play with my crappy laptop, thanks to PVS culling :) (Damn you, Intel graphics card!)
I see this is gonna be one hell of a day for me... I finally got the time to try Portal today. I'll save the best for last (Sauerbraten, that is). Good thing school's over, now I have loads of time to create new content, starting with the very final version of my best map, "LT Space Deathmatch eXpanded".

Now we just need the most asked feature EVER, Co-op mode (SP for MP). And also something I've noticed since CVS: try to improve (make it faster) the creation of PVS Culling for maps. The time you need to do it can be... colossal :P
Also, kudos for the great and cheap new graphical revamp! That glow makes a nice change, especially on Intense :D

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#15: ?

by SkiingPenguins on 06/18/2008 13:57

why dont the "roller coasters" work anymore? other than that, WOOHOO!!!

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#16: Good job!

by Dracion on 06/18/2008 14:02

Well worth the extra 3 days wait for me. Really like the new graphics especially. One problem though, the bullet marks made in walls seem to remain after you remove the cube, which creates the effect of a random floating object.

Example: http://i29.tinypic.com/2zp5ovn.png

Apart from that, a big well done :D

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#17: ..

by HashBox3 on 06/18/2008 14:04

So I just downloaded this new version of Sauer, and when I run it, I get insanely low FPS. Now I mean INSANELY slow, like, under 1 FPS, not enough to even navigate the menu. I'm not too sure what is causing this. Graphically, the game looks fine, and I am not using any software OpenGL (Quake 3 CPMA runs perfectly). I am running under XP SP2, and my specs are as follows:
900mhz Celeron, 192mb ram, ATI Radeon 9200PRO. Ok, so it isn't too flash, but I was able to run Sauer around a few months ago and get around 70 FPS (from memory). Can anyone shed any light on this situation? Sauer is looking great :)

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#18: ..

by HashBox3 on 06/18/2008 14:57

Ok well, I figured it out, if I set "ati_texgen_bug 0" in my config, it runs with no problems, although it seems to remove that from my config on exit. Thanks anyway guys, and well done to everyone who contributed to this release! :)

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#19: ..

by Hero on 06/18/2008 15:01

Don't write in your config.cfg (I assume you meant that)

Create an autoexec.cfg, there you can put all scripts and commands you want to be executed on startup.

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#20: hmm

by zxc on 06/18/2008 15:24

Looks like sauer turned heavyweight...

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