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The next update

by legodt on 05/06/2011 01:24, 333 messages, last message: 10/18/2012 04:52, 145210 views, last view: 12/09/2021 02:33

What are the sort of things that the playerbase can expect from the next Sauerbraten update? Gamemodes, user interfaces, or graphical updates?

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#281: Re: ability to fly

by Darkwiz666 on 05/17/2012 19:56, refers to #271

Then use a helicopter...sheesh. The idea was "Flying", the first thought was "F-16"...add to the IDEA, not the THOUGHT.

Here, see something like this : this could work (a little faster though).

http://www.youtube.com/watch?v=sQrnUv85v1I

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#282: Re: Suggestion

by suicizer01 on 05/17/2012 21:01, refers to #280

It often isn't a matter of the size of a map, but the gameplay which it is designed for.

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#283: ..

by GoodOldJacob on 05/24/2012 06:15

I'm not sure if this is in SVN but I think the doppler effect would be a nice addition to the sound engine.

Example: http://www.youtube.com/watch?v=a3RfULw7aAY


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#284: Re: ..

by Darkwiz666 on 05/30/2012 01:03, refers to #283

But where would that work? We don't have anything where the effect could be properly used (unless they DO add vehicle support later on down the line...)

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#285: Re: ..

by Papriko on 05/30/2012 16:32, refers to #284

I guess it could work by slow bullets (rockets, grenades) and by freaks running around with a chainsaw.

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#286: Re: ..

by suicizer01 on 05/30/2012 17:45, refers to #285

I thought Sauer Enhanced had this.

Besides of that, even bullets could give some sound when they pass right next to you.

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#287: Re: ..

by Q009 on 05/30/2012 18:12, refers to #286

Nah, SE just played a sound if player was next to a bullet trail, there was no doppler on that.

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#288: Re: ..

by suicizer01 on 05/30/2012 23:13, refers to #287

You can create an illusion it does that, it just depends on the soundtrack.

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#289: Re: ..

by Q009 on 05/31/2012 16:11, refers to #288

Ya, but that's totally different thing. We're talking about actual doppler effect addition to the sound engine not the soundtrack.

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#290: Re: ..

by suicizer01 on 05/31/2012 18:58, refers to #289

I wouldn't see any purpose for it if you put the situation that way.
It's not like playermodels (neither monsters) are moving around with a constant sound (like footsteps for example).
To add such feature to explosives is also a waste of time and energy, as you could get the same result with my idea.

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#291: Re: ..

by Q009 on 05/31/2012 19:18, refers to #290

Sherlock

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#292: Re: ..

by Darkwiz666 on 06/04/2012 17:50, refers to #291

Holmes.

He was a man. A Fictional man... :P

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#293: ..

by e17207 on 06/16/2012 11:25

It's almost two years past since the last update. Is there at least any future list planned for the next update or any release schedule?

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#294: Re: ..

by eihrul on 06/16/2012 14:10, refers to #293

There will be a release some time this year, when exactly I haven't planned, but this year.

See svn changelog to get a summary of some of what has happened in development since last release:

http://sauerbraten.svn.sourceforge.net/viewvc/sauerbraten/docs/history.html?revision=4119

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#295: Re: ..

by suicizer01 on 06/16/2012 14:54, refers to #293

Better to have 1 huge major update (like some years), than a small update every period (like a season).

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#296: Depth of field

by Speculant on 07/04/2012 07:38

The only thing I would really like to see added is depth of field, other than that the game is perfect!

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#297: Re: Depth of field

by Q009 on 07/04/2012 11:41, refers to #296

I'd rather want fully dynamic lighting with HDR rendering and shit.
Oh wait...

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#298: Re: Depth of field

by suicizer01 on 07/04/2012 19:18, refers to #296

... What do you mean?

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#299: Re: Depth of field

by Q009 on 07/04/2012 19:25, refers to #298

Depth of field

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#300: Re: Depth of field

by Speculant on 07/04/2012 20:03, refers to #298

Where things far away are "out of focus". Most people would probably leave it off for high speed multiplayer (as depth of field reduces accuracy), but I think it would be a nice option to have.

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