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Sauerbaten multiplayer gameplay

by Aardappel_ on 01/31/2006 00:28, 117 messages, last message: 03/02/2006 15:01, 83921 views, last view: 05/19/2024 00:24

This thread is meant for discussion of recent sauerbaten multiplayer gameplay enhancements.. there will be a new release today, and should be suitable for extensive multiplayer testing.

Some of the highlights sofar (read history.html for details):

- sauer masterserver
- "mastermode" cheat prevention / server privacy
- gameplay balance and feedback changes (additional graphics)

After testing, please comment on the multiplayer experience on this thread. Also, suggestions for further improvements are welcome, though I'd prefer to hear about improvement to existing features, or how we can improve the feedback/feel, as opposed to the usual "I want weapon X and game mode Y from game Z"

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#78: ..

by CC_machine4 on 02/10/2006 20:15

ok, i did a check on lightmaps.

the metl3 map (yes, the cyclops II beta) is 706 kb with the lightmaps. If you delete all the lights, put on /fullbright 1 and compute lights, this big number is reduced to 29k. That's quite a saving. I also like the idea of letting ppl choose whether to download the lightmaps or not, cheers to whoever suggested that (i can't find it the post..)

--> your point asdff on pre-generated lightmaps... it would take LONGER to compute the lightmaps than to download them <-- lololol, this depends entirely on your system spec and internet bandwidth, what if you had a beefy athlon fx-60 cpu with a 28kbps dialup? Compare this to a 1ghz intel with a fast 10mbps connection and you can't really choose between the 2. a menu popping up on /getmap would be great.

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#79: Re: ..

by Aardappel_ on 02/10/2006 20:57, refers to #78

I guess the ideal solution would be to have the lightmap download happen in parallel to recomputing the light, and see who finishes first :)

Not that we'll do that though, we'll go with whatever is simplest first.

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#80: Re: ..

by CC_machine2 on 02/10/2006 22:15, refers to #79

lol aard :P

the simplest solution is to have a menu popup when you use getmap and it asks you whether you want to download the lightmaps i think. (this way ppl can choose what works best for them)

just downloaded the new binary, i like the new physics, and i like the new starting map, metl3 :)

I've noticed that if you strafe and move forward at the same time you move slower, why is this?

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#81: instagib

by MitaMAN in the cave on 02/11/2006 01:46

how about a mode using only pistols instead of the rifle. sort of an "instagib", but would still require multiple pistol shots to kill. the pain animation looks cool with the pistol, and a newb player would have a chance to stay alive a bit longer. it may also curb camping. just a thought.

mitaman

btw, the splash screen adds a nice touch when maps load.

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#82: Re: ..

by Aardappel_ on 02/11/2006 01:53, refers to #80

you don't move slower with strafe+forward, you just don't move faster, as used to be the case in cube.

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#83: ..

by makkE on 02/11/2006 02:15

When testing mp I also thought a pistol only mode would be fun :)

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#84: Re: ..

by Passa on 02/11/2006 06:11, refers to #83

the whole point of instagib is that you get "instant" kills. maybe make a pistol arena mode where everyone has a pistol with unlimited ammo and you can get upgrades for the pistol as you play. (like a pickup that increases the rate of fire, another than increases damage etc)

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#85: Re: ..

by asdff on 02/11/2006 06:19, refers to #80

eck!!

please no menus popping up asking questions that i can answer just ONE TIME in my config file! that would be annoying. plus if you dont remember to do it, (turn away from your computer to use the bathroom instead of staring at the screen during the LONG scoreboard intermission), youll be sitting there with no progress being made on either a download or a lightmap calc, then have to wait & watch progress bars when you DO finally get around to selecting.

--quote--------------------------
sort of an "instagib", but would still require multiple pistol shots to kill.
---------------------------------

the meaning of the word is INSTANT GIB.
8) thus that name would be totally inappropriate.

i think its a good idea tho.
but not only for pistols but for all gun types.
dont feel like thinking up a good name for it, bit if it was ONLY gonna be done for pistols than PISTOL ARENA might be good. Or maybe Frenzy instead.
Rocket Frenzy
Chaingun Frenzy
Shotgun Frenzy
(doubt theres

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#86: Re: ..

by asdff on 02/11/2006 06:24, refers to #84

haha, Passa you musta posted that while i was typing up my reply. 8)

damn, i left an unfinished/unnecessary partial sentence at the end.
ignore the "(doubt theres"

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#87: Re: ..

by CC_machine4 on 02/11/2006 22:31, refers to #82

well it doesn't feel right to move at the same speed like that.. and everyone's got used to it, and it's in other games so well..

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#88: ..

by makkE on 02/11/2006 22:47

There´s no game out there I know of where you strafe faster than move forward/back like in cube.
If aard wants it that way it´s fine. Won´t make sauerbraten any slower than cube.

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#89: ..

by makkE on 02/11/2006 23:01

Aardappel, those wird fps shifts I was reporting are definately my system, don´t know what it is yet, but you don´t seem to have to bother. :)
It´s the same in DP, so it´s probably some gl stuff I assume. I´m gonna try older drivers.

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#90: Re: ..

by pushplay on 02/12/2006 05:36, refers to #88

Strafe-running was a staple of Doom.

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#91: Re: ..

by Aardappel_ on 02/13/2006 03:17, refers to #89

I have seen weird fps shifts with vsync on... never with it off.

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#92: Re: ..

by Passa on 02/13/2006 13:13, refers to #91

ive noticed that too (if i understand what you are saying) the game seems unplayable and really jumpy with vsync so i just keep it off now.

uuh i know im getting annoying with this but how can i contact nvidia?

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#93: Re: Problem connecting to servers on Mac 10.3

by absinth on 02/13/2006 16:42, refers to #47

>And the related portion of the CrashReporter log for Sauerbraten says:

sorry couldn't test multiplayer since noone was online ^^

aard said there will be a new release soon, and i will look into this for the next release...

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#94: Re: ..

by Aardappel_ on 02/13/2006 19:56, refers to #92

I don't know anyone at nvidia myself, so I have no more information than you do. it'd be nice if they could fix stuff but I have kinda given up on them doing sensible things.

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#95: Re: ..

by kurtis84 on 02/14/2006 00:21, refers to #94

"I don't know anyone at nvidia myself, so I have no more information than you do. it'd be nice if they could fix stuff but I have kinda given up on them doing sensible things."

I did try to get something out of them about this. They replied after 4 weeks, and said that if I were the engine developer to contact them, and they would set me up with the tools to diagnose the problem, then I could report said info I find. They also asked if I could report any other engines with this problem...I cannot, even after trying every openGL engine I own, or have downloaded.

In other words, nvidia doesn't give a damn about one freeware engine. If this is to be fixed, I'm afraid someone from the programmers "pool" for sauer will have to try the steps I tried ( I'm not a programmer though, so I couldn't follow through ).

This problem really bothers me though, as I can imagine how many "would-be sauerbraten players" have downloaded sauer, and deleted it after seeing this bug. Whether it's the engine, or the drivers, it doesn't matter to a new user, they just know it didn't look right.

my 2 cents...ok maybe 3 :)

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#96: Re: ..

by kurtis84 on 02/14/2006 00:25, refers to #95

BTW, heres the link they gave me...I see some debugger/tuning tools there, could these be used to find the source of the problem?

http://developer.nvidia.com/page/home.html

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#97: Re: ..

by Aardappel_ on 02/14/2006 03:25, refers to #96

that's their generic developer page. tell me who you emailed, and what you emailed them.

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