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Sauerbraten 2006-03-20 release!

by Aardappel_ on 03/20/2006 11:13, 54 messages, last message: 03/28/2006 20:44, 16213 views, last view: 04/18/2024 22:29

# registersound now allows individual sound volume adjustment
# can now render md2s without back face culling (good for vegetation models), custom specularity, custom shader.
# console now supports line-editing
# calclight now forces a map remip automatically, and has 4 quality settings you can pass (see ref)
# added workaround for texgen bug in nvidia drivers
# added goal-oriented team player mode (mode 12, "capture", see game.html, try playing it on face-capture map)
# added initial version of the grenade launcher
# added macros to the scripting language
# everything in the engine is now rendered using shaders
# converted the engine's use of OpenGL from xzy to xyz (don't ask)
# added phong lighting for models
# added shader system, each world surface can now have its own shader, and maps can have their own shaders. Look at the shader and setshader commands.
# reorganized directory structure
# can now specify custom animations and other properties for md2s (see docs/dev/md2.txt)
# clip material no longer stops bullets (only the glass material does)
# added spectator mode (toggled by "spectator" command, or mastermode 2)
# many mastermode bug fixes
# fixed line wrapping to depend on screen resolution
# added map model shadows for md2s (available in maximum quality mode of "calclight", see ref)
# added Cube-like "replace" command that will repeat a texture edit across matching parts of a selection
# maxhealth now persists across disconnects

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#1: and of course...

by Aardappel_ on 03/20/2006 11:14

downloads here:

http://sourceforge.net/project/showfiles.php?group_id=102911&package_id=110363&release_id=403056

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#2: OMG AWESOME

by Passa on 03/20/2006 11:41

THIS IS ONE AWESOME RELEASE!!!
EVERYTHING IS COOL ;)

i love the lighting, the grenade launcher and all the other added features...
ESPECIALLY capture mode!!!

only prob,
i joined a server, by myself, and voted for capture mode with map face-capture and it disconnected me with an error saying 'unknown tag type'

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#3: Re: OMG AWESOME

by Passa on 03/20/2006 12:05, refers to #2

weird it just happened again with that unkown tag type buisness

btw it says
Passa suggests unknown on face-capture
when i vote for it

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#4: Re: OMG AWESOME

by Passa on 03/20/2006 12:47, refers to #3

new error...
once you get disconnected after the vote for capture is passed, you can rejoin the server and play, except you cannot capture anything.

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#5: Nice release.

by SoiA|lokirulez on 03/20/2006 14:55

Nice release overall!

I like the grenade launcher although nades take about three seconds to explode (decreasing to two seconds could be better).

Unfortunately, I didn't have to time to test the mastermode and especially the spectator mode yet. Will do that for sure in the next days.

Aard: implement a demo function like we had in Cube and there will be some Sauerbraten Cups, for sure!

Regards,
lokirulez

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#6: ..

by makkE on 03/20/2006 15:46

Yes I have to agree.. 3 seconds is really long in Cube/sauer. 2 secs would be more usefull.

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#7: ..

by CC_machine4 on 03/20/2006 19:09

2 seconds would be better.

wow, nice shaders!!! tho i do note that not all surfaces should be shiny. Weapons, health and armour should, but ammo, teleports and monsters shouldn't.

also i don't get a skin on the grenade launcher, and the new mode is a bit buggy (some bases cant be caaptured etc)

overall a nice update!

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#8: ..

by CC_machine4 on 03/20/2006 19:10

# converted the engine's use of OpenGL from xzy to xyz (don't ask)

ok, i'm asking. What does this mean? is it something to do with coordinates (in the old versions z was up, is y up now?)

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#9: ..

by makkE on 03/20/2006 19:19

That´s nothing you need to worry about, cc (hence "don´t ask").

After having smoothed some models (those guns i have as ms3d, and the pickups where neccesairy)
It does look more useful than before (phong)

I saw there was a specularity value. Is it also possible to adjust the brightness of the "dark" part of it, or influence the size/spread of the reflections ?
Meaning to influence the material´s properties such as to have a believable shading on wood, stone, metal etc?

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#10: ..

by makkE on 03/20/2006 19:31

Eihrul, I see you have not used shading on the flag (must have looked terrible)
I´ll use the backface stuff and fix it.

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#11: slow :(

by noir.pl on 03/20/2006 19:34

I have some serious performance problems with new release. It is almost unplayable. I get less than 20 fps instead of 60-120. Is it possible to use the old renderer?

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#12: ..

by Pxtl on 03/20/2006 19:39

Okay, been playing for a bit - hadn't touched Sauer since an early release, my review so far:

1) graphics are teh sexy, although many of the mapmodels look pretty bad now - we have some clay popsicle trees in game.

2) grenade launcher FX are gorgeous, and the physics are awsome. Is great for singleplayer, but kinda useless in multi. Fuse too long, damage too weak.

3) text over everything is AWESOME. Love it. Can see names, damage, etc. Need a different colour for the "pickup" text from the "spawn" text.

4) capture mode is cool, but buggy. After my first game of capture, attempts to restart capture on the same server were fruitless.

5) need gametype-specific map lists. While a map _may_ support capture, tactics, and DM - odds are it doesn't - maps should only appear in lists for types they were designed with in mind.

6) scrolling map list ftw.

7) lots of crashes out of network, especially on map/gametype changes.

8) my review of "capture" - ignoring the bugs:
a: capturing system is wonderful - love the text over flags, radar, etc. Easy to pick up.
b: not sure about random weapon loadout - I always feel shafted when given the grenade launcher.
c: 10 second wait is horribly annoying. Need something - Anything better.
d: ammoless maps are annoying, as you're screwed if you run out of ammo - suicide for 10 second wait.
e: elimination causes problems. Players on eliminated teams just join the winning teams. Perhaps it's time to start thinking about auto-team-balancing?
f: before we teamed up, I was suprised to find that capture is rather fun as an FFA game. Perhaps the capture-time should scale down with average team size?

9) the three SP maps are good, nice difficulty etc.

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#13: Re: slow :(

by noir.pl on 03/20/2006 19:39, refers to #12

Thanks! Full speed again :)

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#14: Oh, also

by Pxtl on 03/20/2006 19:41

The map "jungle" causes my 2ghz machine with a 9600 and 768 megs of ram to crawl. I mean, my computer isn't that hot, but I wouldn't think any of the base maps should be able to hog resources that badly.

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#15: ..

by makkE on 03/20/2006 20:07

Eihrul :
No error on your part.
Those faces couldn´t be shaded correctly because the flag´s faces were doubled to face in both directions.

I made a version with only a one sided flag, and turned culling off, now it works with shaders too.

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#16: Re: ..

by Pxtl on 03/20/2006 20:13, refers to #15

Okay. Most of them I can't reproduce but a few.

First, the reproducable ones: playing on Jungle and running around, trying to do stuff causes the whol system to crash. I assume my videocard is screaming in agony, as that map is so dense I get poor framerate.

Second, on Capture, the game does not end when only one team is able to spawn. Try playing capture 1-on-1, and the problem is obvious - each player claims a flag, then they go kill each other, and the winning player steals his enemy's flag, winning the game. Game over, only one player can spawn, but the game does not end.

Those are the only ones I can reproduce.

For non-reproducable, there are about a hojillion things that can cause me to get some sort of "tag" error that kicks me out of the multiplayer game. Also, for a while the flags were unclaimable (no text over them either) on a Capture server.

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#17: Re: ..

by Pxtl on 03/20/2006 20:22, refers to #16

Well, can't reproduce the crash on Jungle either.

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#18: Re: ..

by eihrul on 03/20/2006 21:08, refers to #16

The tag type error was because someone is running an old CVS server with an incompatible protocol for some reason.

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#19: Re: ..

by CC_machine4 on 03/20/2006 21:09, refers to #10

err, I'm sure my geforce 6600 256mb should be sufficient..

i just had a look at the skin.. it's very white and bland so it looks like it has no skin... my mistake.

sorry, but if i see "don't ask" i can't resist asking..

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#20: map editing

by Passa on 03/20/2006 21:24, refers to #19

While finishing off my capture map, Sauerbraten got really slow for no reason and started crashing.

It has to do something to do with remipping... once I remip it works much better, but I can't remip everytime I change something!

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