CTF edition released! |
by eihrul@work
on 06/18/2008 03:22, 92 messages, last message: 06/28/2008 17:47, 95116 views, last view: 04/18/2024 21:33 |
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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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Board Index
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#26: Flag Carrier |
by tman_elite
on 06/18/2008 18:26
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Maybe for the next release the flag carrier should have a speed decrease (maybe 10-20%). It's not that big of a change but I think it would work well.
CTF is great. Nice work.
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#27: Re: .. |
by SheeEttin
on 06/18/2008 18:57, refers to #18
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It's recommended that you remove config.cfg when installing a new version of Sauer.
In fact, it's also recommended that you uninstall the old and install the new version completely... But who's really going to do that (especially with the -q option)?
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#28: Like New Version a LOT!!! |
by Titanic12ship
on 06/18/2008 19:03
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I like everything a lot, high quality new maps, CTF is great, and I really like the new features. Everything is spectacular.
I just had 1 question: Was the writeobj command taken away? I tried it and looked for the object file and I can't find it. Maybe I'm just not looking in the right place.
Anyway, fantastic release!!
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#29: download is slow and keeps stopping |
by CC_machine#1847629837641
on 06/18/2008 20:56
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my father and I are trying to download, getting only 40 to 60kb/s each though (we are on 2megabit download, wired connection, so 256kb/s maximum) and in Firefox at least, the downloads keep stopping for a few seconds every so often, or claim to be finished (when they arent, and so the file is corrupt.) he is on Windows, i\'m on Linux. same behaviour if i use wget on a terminal.
any other people experiencing download issues from sourceforge? mh.
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#30: Another great release |
by tentus_
on 06/18/2008 21:03
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Oddly enough, my favorite addition is the cloudlayer stuff. I love how the clouds look in Shipwreck (particularly at gamespeed 400).
I wonder if we could get Yahtzee to give it a whirl? From the sound of his reviews, Sauer would be right up his alley, especially with the new decals and gamemodes.
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#31: Re: download is slow and keeps stopping |
by SheeEttin
on 06/18/2008 21:15, refers to #29
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Try a different mirror.
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#32: low fps with PVS? |
by D-TurboKiller (LT)
on 06/18/2008 23:14
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I wonder why, but I'm getting pretty low fps (less than 10) on more open maps, like shipwreck, which has PVS. Of course, this happens when I see a bit far away. I even tried using the /pvs command to check if it was on. The strange thing is that it's the same crappy FPS with or without PVS. I know I have an Intel card, but still, with an Intel dual core processor with about 1.5 GHz for each core and 1 GB of Memory, I was expecting it to run a lot faster than that. This is kinda strange since I can play UT2004 and any Source game nicely.
(6 times 1? Damn, this is a tough one xD)
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#33: graphics look sweet! |
by mitaman1
on 06/19/2008 00:06
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Thanks to the devs for the great job on the graphics enhancements. And thanks for including my private stan sauer maps.
MitaMAN
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#34: Like New Version a LOT!!! |
by Titanic12ship
on 06/19/2008 00:31
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I like everything a lot, high quality new maps, CTF is great, and I really like the new features. Everything is spectacular.
I just had 1 question: Was the writeobj command taken away? I tried it and looked for the object file and I can't find it. Maybe I'm just not looking in the right place.
Anyway, fantastic release!!
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#35: Re: Flag Carrier |
by noerrorsfound==
on 06/19/2008 01:49, refers to #26
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Definitely not. It's already hard enough to capture the flag.
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#36: Message censored by administrator |
by {Qs}Homicidal
on 06/19/2008 02:22
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#37: Re: .. |
by tman_elite
on 06/19/2008 02:31, refers to #36
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Making the flag carrier slower would probably encourage more teamwork, since it would be harder to capture a flag all on your own.
Two other things I think could improve capture the flag:
1. A score limit
2. Make recovering a flag like capturing a base in capture mode (like 3 seconds or so).
These are just suggestions, of course.
Once again, CTF is great. Nice work.
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#38: .. |
by smartalco
on 06/19/2008 02:48
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I like the score limit idea, not so much on idea 2
love the new release (and really glad we can select models now, i played with Mr. Fixit for awhile, just seems out of place... a slightly skinnier version of the ironsuit guy would be best :D
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#39: Message censored by administrator |
by {Qs}Homicidal
on 06/19/2008 04:45
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#40: Message censored by administrator |
by tman_elite
on 06/19/2008 04:59, refers to #39
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#41: .. |
by smartalco
on 06/19/2008 06:09
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alright, i have played sauer for about 3 hours today
it crashes every 20 minutes with the new version
system specs: OS X 10.5.3 on PPC G4 with Radeon mobile 9700 (128mb RAM)
anything I can do to not crash? or any way i can enable bug reporting or something to help devs figure out why it is crashing?
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#42: Re: .. |
by a~baby~rabbit
on 06/19/2008 06:26, refers to #41
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Does it not come up with the "this application has crashed dialog"? - post the crash log here or on irc
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#43: Re: Another great release |
by RealNitro
on 06/19/2008 08:21, refers to #30
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Heh, getting Yahtzee to review it would be great, tentus. Should be great fun.
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#44: .. |
by Grogan
on 06/19/2008 10:37
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Great work folks! I got a chance to play with the new release a few times today. Thanks to everyone involved.
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#45: Re: Another great release |
by JadeMatrix
on 06/19/2008 13:24, refers to #43
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Hasn't he said he really only plays singleplayer? At least right now, Sauer is mainly a multiplayer game.
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