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first relatively mature sauerbraten release!

by Aardappel_ on 05/25/2005 01:09, 260 messages, last message: 09/07/2006 16:01, 173800 views, last view: 05/17/2024 12:04

get it from: http://strlen.com/sauerbraten/

This is the first release that makes sauerbraten a usable engine, now that it has gorgeous lighting (thanks eihrul), and much of the old cube gameplay works again. It is still a little rough around the edges and requires more optimisation, but it is very interesting for developers, mappers (we need more playable & pretty maps!) and even players (MP & SP work).

This thread is for feedback on the current release from a mapping/playing perspective, for reporting bugs and technical discussions use the other threads.

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#41: ..

by CC_Machine2 on 05/29/2005 13:38

take a look a this screenshot:

http://hitech.clearcrystal.co.uk/fuzzy.TIF

(note the tif has to be upper case)

is this a bug or what is it?

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#42: Re: ..

by jean pierre on 05/29/2005 13:46, refers to #41

I cant see the screenshot it wont appear.

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#43: selections

by Kindred on 05/29/2005 13:53

I'm thinking being able to make multiple selections at once (holding down ctrl or whatever) would really make some tasks a fair bit quicker/easier... texturing etc

Great work anyway.

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#44: Lights

by Marotte on 05/29/2005 14:14

Thanks for who's write the lightnings manual, new lights are very realistics in comparaison with cube. I guess why the monsters i put on a map won't appear, it's because there is no SP mode available ? If i start my map in DMSP i can see monsters, but they are too many just coming from the playerstart ;)

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#45: Re: ..

by makkE on 05/29/2005 14:29, refers to #41

What do you mean "is it a bug or what is it", please explain what exactly you mean.
All I can see id what everyone sees after a /newmap.

P.S.: Please post jpgs next time.

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#46: ..

by makkE on 05/29/2005 14:40

Sorry for the double post, but I wanted to point out again that gridsize 1 is really needed, some relatively simple architecture can´t be done properly without it.for example building a "frame" around a window involving 45° corners... The smallest increment must not neccesairily be split up again though. (like pressing f on a gridsize 2 cube, these are the "increments" I mean.They are okay as a smallest)

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#47: the bug

by CC_Machine2 on 05/29/2005 16:09

jean pierre: right click and 'save target as..'

makkE: download it again, and maximize it so it fills the screen. look inside the box. is this 'fuzzyness' normal?
oh and i couldnt post a jpg cause in paint when i tried to save it as jpg the images goes all strange and the 'fuzzyness' couldnt be seen, i tried saving it as a jpg first

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#48: ..

by CC_Machine2 on 05/29/2005 16:11

oh and it happened on a 16384^3 newmap

also: the 'fuzzyness' changes like popup as you move/rotate the camera

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#49: Re: ..

by _Fanatic on 05/29/2005 17:33, refers to #38

There are corners, the 45 degree ones. All the test maps have them, same as original cube.

For example, this is a 2x2 cube from top down (ascii art):

----
| |
----

This is a corner:

----
| /
--

How were they made in the sample maps?

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#50: ..

by >driAn<. on 05/29/2005 17:52

Q + scrollwheel or middle mousebutton and scrollwheel.

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#51: Re: ..

by Aardappel_ on 05/29/2005 20:15, refers to #33

1) newmap
2) be more specific
3) that's going to be much less friendly to edit with... but you can rebind the mousewheel keys in autoexec.cfg to say... up/down. Buy a cheap wheel mouse is my advice... mx310 is a fantastic mouse and not too expensive.

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#52: and... a new sauerbraten release!

by Aardappel_ on 05/29/2005 22:52

lots of fixes based on feedback, a few of the new maps, go try it out.

http://sourceforge.net/project/showfiles.php?group_id=102911&package_id=110363&release_id=330889

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#53: Re: ..

by ZappaZ on 05/29/2005 23:29, refers to #33

1.
In the Main Menu, choose:
editing..
map operations..
then choose one of the "newmap" commands

2.
Click on a cube then hold down Q,
while holding down Q, scroll your
mouse-scroll-button.

3.
Sorry, no idea. (makes the above operation kinda hard..)

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#54: Re: ..

by ZappaZ on 05/29/2005 23:34, refers to #53

Dang, missed that it had been answered already :), sorry for spamming.

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#55: ..

by Frank++i on 05/30/2005 00:16

OMG ! this is so beautifull . Ive been in cube since the bigining , and nothing as impressed me as much as this . WOW

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#56: Re: ..

by _Fanatic on 05/30/2005 00:34, refers to #55

I think I'm getting the hand of the editor (thank goodness for the undo feature!).

But I don't see how to make corners.

Aard - in the original Cube engine, you selected a single cube, and pressed K. This made the square cube into a 45 degree cube (half of a cube).

I still don't see how to do that in Sauer. Using Q+scroll just pushes or pulls a single corner, I want to cut the cube in half.

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#57: ..

by makkE on 05/30/2005 00:57

Fanatic, just push the other corner too and you´re there ! q+scroll will push the corner you are (roughly) pointing at.
Also works with multiple selections (e. g. the corner of a building you want to round of) grid decides how "big" the corner will be.

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#58: ..

by makkE on 05/30/2005 01:57

I like the new (old) physics now.
Just rocketjumping seems to be almost turned off now.
Everything else is cool, thanks particulary for the status bar for calclight ! (had my computer crash two times when I experimented with lighterror 1, lightprecision 1)

Sensitivityscale and particlesize is good to have as again as well.

Collision seems to be much better, though sometimes it still seems one gets a little stuck (in the rocky terrain in
nmp7 and also on steep stairs.)

Keep it up everyone involved, this is soo exciting :)

Fanatic: http://www.geocities.com/toke_gardens02/corners.jpg

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#59: ..

by makkE on 05/30/2005 02:18

"unknown entity type: jumppad" :´(

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#60: Re: ..

by eihrul on 05/30/2005 02:52, refers to #59

I just added those back in in CVS. They will make it in by next release. Or if you really can't wait you'll just have to get the source code from CVS and compile some bins. :)

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