home home

downloads files

forum forum

docs docs

wiki wiki

faq faq

Cube & Cube 2 FORUM


NEW RELEASE!!!!1!!1111oneone

by eihrul on 05/04/2009 11:59, 102 messages, last message: 08/20/2009 20:33, 115990 views, last view: 05/06/2024 06:57

It's been almost a year and there have been a ton of changed, of which I offer you a slightly condensed version:

* new playermodel, IronSnout X10K
* new weapon models
* new sound track
* new splash screen and logo
* 28 new multiplayer maps!
* 1 new singleplayer map
* new "protect" and "insta protect" game modes
* bots that work for both MP and offline play
* ragdoll physics
* texture blending and new flame/smoke particles for map editing
* in-game movie recording and also PNG screenshots
* new engines features like ZIP archive support, better grass, pre-compressed DXT1/3/5 textures for faster loading, fixed-function shadowmaps & dynamic lights, low cost blob shadows, particle culling, faster shader loading, revised post-process effect system, and more
* support for custom server ports, server passwords, public key crypto, and server-init.cfg for easier server configs

The full changelog is here: http://sauerbraten.org/docs/history.html

Downloads here:
http://cubeengine.com/files.php4

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages

#73: Re: ..

by tsar->unix on 05/13/2009 02:42, refers to #53

ceyt correct, isn\'t in http anymore.

there is a tool more simple,but compatible, it\'s alpha, but isn\'t public yet i think

http://img4.imageshack.us/img4/6396/cubegsi.jpg

reply to this message

#74: modes

by JoR on 05/16/2009 19:55

Hi, I'm new here but some of you might have already seen me ingame ;)

I'm missing the arena modes in the new Version... Can you tell me where they have gone and why?

reply to this message

#75: Re: modes

by )FC($k!llz_ on 05/16/2009 21:29, refers to #74

they were removed because they caused ppl to leave servers, and they werent used.

reply to this message

#76: Re: bug

by N1NJ4 on 05/18/2009 10:54, refers to #60

Thanks eihrul, that worked.

reply to this message

#77: Re: modes

by JoR on 05/21/2009 13:03, refers to #75

I used them! In the week the new Version was released, we played LAN and had a lot of fun especially with the tactics arena mode. I think the Problem that causes Servers to load maps and modes, the players don't like is the bad voting System.

I'd like to see the arena modes in the next viersion again.

reply to this message

#78: ..

by Hooded_Sniper on 05/21/2009 23:06

Tactics and Assassin were alright modes, they were never popular for online, but they were great in LAN as JoR said.

Replacing the voting system with something similar to Blood Frontier's could also work.

reply to this message

#79: Command and variable differences

by Gambit on 05/26/2009 19:17

Hi all,

I wrote a script to diff changes between versions because there were a lot of undocumented vars and commands going unnoticed, but potentially useful nevertheless. Here are the changes between ctf and trooper (for those not familiar with diff, on the left is removed, and on the right is added):

Commands:
http://pastebin.com/ma5d8812
Variables:
http://pastebin.com/m419f854

Obviously, many of these are undocumented for a reason, so you should exercise caution should you try to test these out. Enjoy :)

reply to this message

#80: Re: Command and variable differences

by MeatROme on 05/26/2009 21:59, refers to #79

The output could maybe be enhanced a bit ;-)
As a matter of fact : I've been working on and off (more off (sadly)) on a script to help keep documentation of cube-engines up2date .. maybe you'd like to share your script too .. maybe I could glean something from it .. of course, giving you appropriate credit!

Cheers!

reply to this message

#81: Re: Command and variable differences

by Gambit on 05/27/2009 17:26, refers to #80

Sure; it's pretty short actually. I've included all the lists and diffs starting from water edition onwards ("so you don't have to!"):

http://www.2shared.com/file/5978967/eea4bc1d/sauer_varcmnds.html

I was actually thinking of how to format this stuff and put it on the wiki - I think it's kind of unwieldy to put all of these changes on there as is though - maybe just the ctf to trooper changes? Another interesting list is to get only the undocumented commands/vars by diffing it against a list compiled from the html docs.

reply to this message

#82: soundtrack

by BAZOOKA on 05/28/2009 16:46

What happened to the rest of the sauuerbraten soundtrack with this release? There are only the new tracks.

reply to this message

#83: Re: Command and variable differences

by MeatROme on 05/28/2009 18:10, refers to #81

Yes, that's precisely what I've been doing; searching the code for all the IVAR, COMMAND and such lines and taking them apart to be able to fill XML templates with the required/available info - for later editorial tweaking;
that first incarnation worked okay .. but once an engine starts changing defaults etc. you'll be wanting to re-check the new definition renders the same as the old and I'm just not in the mood for all that shell-script hassle very often .. that's why this is still so rudimentary ATM. Thanks for the upload - I'll be looking into it the next couple of days .. whenever I'm through, you'll see it on quadropolis :)

reply to this message

#84: Re: soundtrack

by Hero on 05/29/2009 19:56, refers to #82

It was removed from sauer. I think fanatic put a comment on that.. as far as I recall, he wanted to put more consistency in the soundtrack, and rather have a few long memorable tracks than a lot of tracks that sound the same.

reply to this message

#85: Re: soundtrack

by BAZOOKA on 05/29/2009 23:57, refers to #84

maybe some songs are similar but alot of them are memorables i think. It is one of my fav soundtracks :D they should stay imo.

reply to this message

#86: ..

by WakeField on 05/31/2009 06:43

why is skycastle missing? that was my favorite map :(

reply to this message

#87: ..

by Hooded_Sniper on 05/31/2009 21:04

They removed a lot of the concept maps that weren't starting points for map making it seems. Unless you had a lot of players Sky-castle wasn't that good outside of Assassin mode which is gone anyway.

reply to this message

#88: Re: ..

by |ice|sub-zero|L on 05/31/2009 23:23, refers to #86

actually skycastle is still there, type /map skycastle and you'll be able to play it, make no mistake, look around for it, its still there.

reply to this message

#89: Re: ..

by Maxime -Max of S2D- Lebled on 06/10/2009 19:03, refers to #88

It is here only if you didn't do a clean install (and that's completely unrecommended)

reply to this message

#90: Re: soundtrack

by Fischkopf on 06/10/2009 22:47, refers to #82

you can use the custom music script from viruz on quadropolis and play all the music you want^^

reply to this message

#91: Re: soundtrack

by |ice|sub-zero|L on 06/10/2009 22:50, refers to #90

or you could download the music you want (as long as they are mp3's or OGG's) and just look for some scripting that allows you to play any music you want.

reply to this message

#92: 64-bit?

by Otoris on 06/11/2009 07:28

Can you get the new version in 64-bit? And could you possibly update the ubuntu package? It is using a very old version. -_-

reply to this message

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages


Unvalidated accounts can only reply to the 'Permanent Threads' section!


content by Aardappel & eihrul © 2001-2024
website by SleepwalkR © 2001-2024
53888571 visitors requested 71663921 pages
page created in 0.096 seconds using 10 queries
hosted by Boost Digital