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New release in next couple months...

by eihrul on 04/07/2010 12:01, 91 messages, last message: 07/12/2010 01:10, 42652 views, last view: 05/19/2024 00:55, closed on 07/12/2010 03:43

So, please, if you've got any new maps you've been hiding away or procrastinating finishing, get them submitted to Quadropolis soon so any problems with them can be spotted and release quality maps can be included.

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#1: ..

by Razgriz on 04/07/2010 12:22

oh shit, better rush to get everything on qcpr working o.o

what will the name be? Summer Edition 2? ^^

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#2: ..

by HELL-O on 04/08/2010 00:50

BUMP
almost nobody has replied and this seams urgent

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#3: ..

by Razgriz on 04/08/2010 10:28

its just a notice? what is urgent. i gave the link to whoever i could, they all liked the news, what more there is to it? few of us know the changes done to the svn but all will be happy with the new version, its features and its fixes

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#4: ..

by Unemaemalematus on 04/10/2010 00:31

Any insight info on possible new features?

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#5: Re: ..

by abs1nth on 04/10/2010 00:41, refers to #4

http://sauerbraten.svn.sourceforge.net/viewvc/sauerbraten/docs/history.html?revision=2588&view=markup

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#6: shmeh

by Blarget2 on 04/10/2010 18:09

i guess this means that Q009's enhancements wont be included.

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#7: Re: shmeh

by Q009 on 04/10/2010 18:17, refers to #6

dont worry i will merge SauerEnhanced with next release

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#8: Opinions on Changes

by LeftClicker on 04/10/2010 19:28

> if a player explicitly drops a flag in ctf mode, he can't pick it back up (only his teammates can)
What's with this change? Any specific reason?

> teleports now preserve velocity
tentus is gonna like this.

> edit clipboard is now synchronized when a new player connects to a coop-edit
YES.

> added optional Quake-like mouse acceleration (controlled via "mouseaccel" var)
Could you explain what effect the mouse acceleration has?

> added motion blur effect (toggled via "motionblur" var)
Cool.

> scoreboard shows the server you are currently connected to (toggled via "showservinfo")
This is great.

> added mini-map to radar
As in it shows walls and other players?

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#9: Re: Opinions on Changes

by Megagun_ on 04/10/2010 21:28, refers to #8

--can now change the texture configuration in-game of all textures within a selection (via "vrotate", "voffset", "vscale", "vscroll", "vlayer", "vshaderparam", "vreset", and "vdelta" commands)

Woohoo. FINALLY!

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#10: Re: Opinions on Changes

by SheeEttin on 04/10/2010 22:23, refers to #9

Yeah. Now all I want is a way to dynamically edit the texture list in-game (i.e. insert, delete textures at an arbitrary point and have each surface automatically updated). :P

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#11: ..

by Razgriz on 04/11/2010 02:31

it would be cool if maps could keep their textures used when no textures are loaded. it would help retexturing and texture changes in the cfg which might shift the order of textures displayed in map. i'd love to this this

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#12: Re: ..

by SheeEttin on 04/11/2010 04:49, refers to #11

If I understand your post, you're talking about how when you load additional textures, they can be pushed back because more textures can be loaded by default later on.

This issue is entirely the mapper's fault, because they didn't use texturereset. :)
You have to keep in mind that the default textures can change (though eihrul & co. always like to preserve backwards-compatability).

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#13: ..

by Fischkopf on 04/11/2010 05:18

IF you don't include Sauerbraten Enhanced in in the next edition, you could at least mention it on the Sauerbraten main page under downloads as additional download.

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#14: Re: ..

by Razgriz on 04/11/2010 15:33, refers to #12

few mappers use texturereset, and using that means that you have to execute specific packages yourself in the cfg of the map.

what i mean is the ability to keep the textures used in a map with texture reset. lets say for example that a map uses 3 textures, one in slot 59, one in 46 and one in 156. when using texture reset, the textures palette (F2) would be cleared, but the textures used by the man would remain. texture of slot 46 would become slot 0, texture of slot 59 would become 1 and so on. then the mapper would be able to execute another package to load other textures.

get the idea? it would need some more tweaking than that though, but it could work pretty much.

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#15: Re: Opinions on Changes

by SomeGuy on 04/11/2010 17:33, refers to #8

The changes to dropping a flag were made so people would stop spamming it.

The minimap only shows flags/bases and where you are on the map, that's it.

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#16: Re: Opinions on Changes

by tentus_ on 04/11/2010 22:27, refers to #8

>> teleports now preserve velocity
>tentus is gonna like this.

Haha, I did get excited when i first saw that. Then I realized that it actually makes portal emulation harder to do- in portal, velocity is preserved relative to the orientation of the portals. So if you jump in a down-facing portal and come out of the wall, your velocity is the same, but it's oriented totally differently.

Still, I'll probably do some extensive testing this summer and see if I can squeeze any cool mechanics out of this. Jumppad/teleport cannons, maybe?

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#17: Re: Opinions on Changes

by Razgriz on 04/12/2010 19:14, refers to #16

you cannot orient a teleport in sauer ^^
if you can "squeeze" oriented teleporting out of this then portaling will be easier for you :P

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#18: Re: Opinions on Changes

by Blarget2 on 04/12/2010 22:13, refers to #16

Tentus, have you seen my portal map?

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#19: Re: Opinions on Changes

by tentus_ on 04/13/2010 19:24, refers to #18

Not sure, could you post a link?

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#20: Re: ..

by LeftClicker on 04/14/2010 20:38, refers to #13

SauerEnhanced isn't a game in its own right; it is an extension of vanilla Sauerbraten. In other words, you can't play SE without downloading Sauer.

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