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new cube release... collect your stuff!

by Aardappel_ on 08/07/2005 22:23, 148 messages, last message: 09/18/2005 09:02, 122943 views, last view: 04/25/2024 17:49

So we haven't had a new cube release in a while, and I guess everyone understands why: sauerbraten is the engine of the future.

But Cube has its own maps, its own gameplay, and is worthy of its own spot for a while to come. So next weekend I will take a little break from sauer and my other projects, and work on a cube release. That doesn't mean that there will be a cube release next weekend, in the best case there will be, in the worst case a whole lot will get done and it will be the week after.

The bad news (if any) is the new cube will NOT receive any significant new features. Sauer is version 2.0 of Cube, and it simply does not make any sense spending large amounts of time in updating Cube. Work on Cube is to be focused on polish and bugs. The main reason for this release code wise it to fix the list of small bugs that have appeared since the last release.

So is this the last release of Cube? Maybe. I am not sure either way, there is always a possibility for more versions, but the way things are going with Sauerbraten, what I want for Cube is a very stable version that people can enjoy while we make Sauerbraten the greatest thing since, well, Cube.

So what do I want from the community? Well, 2 things will go into this release, new media, and bits of code.

For media, I simply want to collect the best released new maps and other items since the last release. I already have most of them, but if you want to be sure I don't miss any simply post links here in this thread... rememeber, just the most high quality stuff.

Then code. I know this is going to be hard for you because you all have your pet little feature that you want to see in Cube. If you read the above, you know these are not going to happen. Some things I just don't find important. Like probably the #1 requested feature is a configureable player model, but that is not going to happen for this release. These kinds of things will likely be in sauer. It is not that it is hard (rather, it trivial), it is just not a priority.

So I will list some things that I definitely intend to fix, or try to. You *MAY* use this thread to suggest certain additional fixes/features, and who knows I can be swayed if a lot of you make convincing arguments, but remember, unless it is a few line easy fix or just incredibly important to cube right now, its not likely going in.

I will report on this thread as things progress.

features already in:
* lots of smaller fixes that I didn't bother to write down. Maybe if you note them here I can say "yes that is already in"
* stereo sound effects
* put in workaround for buggy ATI drivers (glReadPixels() result, already on linux)
* tweaked kickback strength for various weapons

for sure planned to go in:
- seperate release archives for windows, linux, and macosx (less FAQs)
- fixes for amd64. if someone with such a machine can be on call in irc next weekend for testing, that be great
- fixes where illegal protocol could corrupt client state
- vdelta edit fix
- shooting rockets at HOM -> out of memory error
- jumppad velocity Z cancellation (better jumps)
- cap fps to 200 or whatever (variable) (some cube code starts behaving weird when it nears 1000).
- fixes for sound crashing on linux
- some minor tweaks to SP balance and AI
- listen server functionality will be removed
- demo play bugs like sticky scoreboard
- make serverinfo port obey -i
- maxclients

maybe will go in:
- some of the features requested by the german "pro" community (not sure which)
if they have CLEAR list of what they changed to fix what, that might help things
go in (you listening Makke?). Though I am guessing since I won't add all their stuff,
they may want to stick with pcube anyway.
- look at that immortality bug that sometimes pops up. I have a demo of it. It is however
hard to debug and I make no guarantees. Same with other "happens occasionally in
multiplayer" bugs people have.
- kick vote



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#81: Balancing?

by scott666 on 08/16/2005 00:07

It seems to me the rocket launcher should be the slowest weapon with the highest damage, not one of the fastest.

reply to this message

#82: ..

by makkE on 08/16/2005 00:53

Reduce some polies, while you´re at it.. 900 polies for the rockets is INSANE, dcp.
Put 10 rocket packs in a scene and every little older machine will crawling...

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#83: Re: ..

by Aardappel_ on 08/16/2005 00:56, refers to #80

not all weapons are meant to be equal.. it is good if there is a most powerful weapon, as it creates a point of focus, and the MG is definitely it.

balancing out all weapons to be equal gets you "it doesn't matter what weapon you use, they all feel equally blah" like most recent first person shooters. At least the cube weapons have some oomph, and can be devastating in particular circumstances.

It is up to the mapper to take the core gameplay, and make it work in a map. If an open map has lots of MG ammo, that means the mapper either didn't know what he was doing, or he wanted to create a gameplay where controlling the MG ammo was an important strategic aspect.

reply to this message

#84: damn

by test.. on 08/16/2005 07:39

i should have made a back up instead of overwriting.. damn.. its not working anymore =\

reply to this message

#85: MG

by |_apskaus on 08/16/2005 14:38

I've alvays thought the MG should have a _slight_ spread. As in, not every bullet should hit right in the center of the crosshair when shooting across the map. I don't mind that it's powerful, but the rifle would be more useful if it was the only weapon that could hit that well long-range.

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#86: Re: ..

by dcp on 08/17/2005 00:13, refers to #82

that's why the second rocket model on my cube stuff page was made... the one with the red caps really has too much polys.

i'll see what i can do but it will have to be constructed from scratch again and will take a while. reducing the polycount of the existing model is impossible.

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#87: Re: MG

by CC_machine2 on 08/17/2005 00:15, refers to #86

no the MG is the best long-range weapon, because it has 4.5X the damage/second and it doesn't lose effectiveness at long range, and doesn't have a long reload time, this should be changed

(i got that statistic from the cube readme)

reply to this message

#88: ..

by makkE on 08/17/2005 00:53

Ok, dcp. :)
If you need help with the unwrap of any of them, let me know, I´d offer my help. (you seem to be using only ms3d´s texture editor?).

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#89: i810 Linux Patch

by scorcher on 08/17/2005 05:05, refers to #89

I found the following patch in this forum a while back.

It fixes a problem with the crosshair depth always being right up next to the player (which means that all of the rockets and bullets hit right next to the player) with an i810 in linux.

diff -r src/renderextras.cpp src-new/renderextras.cpp
312a313
> glDepthMask(GL_FALSE);
328a330
> glDepthMask(GL_TRUE);


Has it already been added to the new release? If not do you think you could add it?

It fixed the problem for me and it would be nice to be able to use the offical binaries.

Thank You.

reply to this message

#90: Re: i810 Linux Patch

by -Rick- on 08/17/2005 12:11, refers to #89

I don't have that problem on my laptop...do you have a recent X.org and kernel version?

reply to this message

#91: Re: i810 Linux Patch

by scorcher on 08/17/2005 17:11, refers to #90

I have x.org 6.8.2 and kernel 2.6.10

reply to this message

#92: Re: MG

by CC_machine2 on 08/17/2005 17:53, refers to #90

yes.. duh..

reply to this message

#93: Re: i810 Linux Patch

by -Rick- on 08/17/2005 20:02, refers to #91

Thats odd...I think the driver supports multiple cards, so which one do you have?

reply to this message

#94: Re: ..

by dcp on 08/18/2005 04:48, refers to #88

there' no problem unwrapping it, it's the mesh which was designed badly.

so this one has to be redone from scratch and that's what's taking time. maybe after the main release, because i havent got much time for modeling atm.

reply to this message

#95: Re: i810 Linux Patch

by scorcher on 08/18/2005 14:51, refers to #93

I have a 82810. And I am running Ubuntu Linux 5.04.

reply to this message

#96: Re: i810 Linux Patch

by -Rick- on 08/18/2005 17:10, refers to #95

Thats another card than I have...hmm. Guess its not driver specific but card specific heh.

Well if this patch doesn't mess up for other cards, I guess it would be good to add it. Otherwise a seperate binary could be made.

reply to this message

#97: Re: ..

by dcp on 08/18/2005 19:16, refers to #97

>>Why dont you buy a faster connection like Cable?
Dont tell me you dont have enough money LOL<<

and you can't belive that there really ARE people which haven't enough money? it's a bit ignorant, isn't it? not everyone is born with a silver spoon in his mouth, you know?

reply to this message

#98: Re: ..

by Aardappel_ on 08/18/2005 20:22, refers to #97

guys, try connecting to a beta server instead. Some multiplayer testing would be appreciated.

Unless there's any particular bugs showing up, I will do a "quick 2nd beta" this weekend, and follow that up with a release shortly after.

reply to this message

#99: ..

by testL on 08/18/2005 23:27

sounds good

i hope the protocol is still the same, because i want people to play with

reply to this message

#100: missing textures bugs

by rootnis on 08/19/2005 00:06

read map packages\base\kksp1.cgz
THE OLD TUNNEL by #KREiM# (kksp1)
couldn't load texture packages\skybox\night_ft.jpg
\skybox\night_bk.jpg
\skybox\night_lf.jpg
\skybox\night_rt.jpg
\skybox\night_dn.jpg
\skybox\night_up.jpg

read map packages\base\nsp4.cgz
NSP4 by Nieb
couldn't load texture packages\niebsky\morn_ft.jpg
\niebsky\morn_bk.jpg
\niebsky\morn_lf.jpg
\niebsky\morn_rt.jpg
\niebsky\morn_dn.jpg
\niebsky\morn_up.jpg

couldn't load texture packages\makke\wasser.jpg
read map packages\base\tta.cgz
Through the Ages By:SirLiveAlot

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