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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, 16221 views, last view: 04/26/2024 00:04

# 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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#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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#21: ..

by makkE on 03/20/2006 21:28

Cc, that skin is only temp, I´ll be making a real one.

I just learned specularity and ambient lightning can be changed per model individually. So the shininess will probably be adapted on all models to look right.

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#22: new bug :(

by Passa on 03/20/2006 22:14

sauerbraten freezes for no reason alot ESPECIALLY on map jungle.

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#23: ..

by makkE on 03/20/2006 22:52

I think this is due to the vegetation being two sided, wich is now obsolete but propaply hard for the shader to manage.

I am fixing all the vegetation atm.
If that´s not the reason for the lockups, it´s neccesairy anyways.

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#24: ..

by absinth on 03/21/2006 02:53

if there was an release tag in cvs i'd be easier to port the release to macosx...guess i'll just try to port trunk...

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#25: Re: map editing

by Gilt on 03/21/2006 06:59, refers to #20

the engine probably saved a backup copy of your map before you remipped. could you take a look at one of those old backups, and find out the value of the "ond" stat, which is on the bottom left corner of the hud while in edit mode.

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#26: so...

by Aardappel_ on 03/21/2006 07:52

grenades: changed to 2 seconds, and it is indeed better.

demo recording: this turned out a way more messy feature in cube than anticipated. Wether it is going to be added to sauer is debatable.

performance issues: yes, maps with many models in them will be slow for people on first generation shader cards (5xxx, 9xxx). I will work on optimizing them, for now you can turn it all of with -f.

crashing: as eihrul said: a way to reproduce please... we can't fix random driver issues.

capture: this will be tweaked. I'd like to play some games to test more with people. Any clearly to reproduce bugs: talk to eihrul.

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#27: PATCH

by Aardappel_ on 03/21/2006 09:51

for all of you experiencing crashes, please download the patch:

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

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#28: Report

by RealNitro on 03/21/2006 13:51

Working great on my box:
P4 3.0Ghz, 1.5gb of RAM, Radeon 9800, and Gentoo Linux.

Great job!

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#29: Magnificent Project!

by GoldenageCoder on 03/21/2006 14:25

Nice changes, to keep myself busy I've been messing around with all your releases since cube – but this latest release is definitely the closest you’ve come to matching the current generation engines; honestly, you could actually make something commercial on this – somehow (of course taking into account you get rid of that md2 format, but you could get away with the lightmaps - assuming you can incorporate softer edges on your shadows). I was heavily involved in the game industry during the late 80s to mid 90s and if there’s a talent scout out there I wouldn’t be surprised if you guys get a call.

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#30: mac version

by absinth on 03/21/2006 21:10

i'm working on a mac version, but i'm not sure everything is right....could someone have a look at the screenshot and tell me if the grenade launcher also looks THIS weird on other systems (the other weapons are OK)?

http://tinyurl.com/pxt4a

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#31: Re: mac version

by Passa on 03/21/2006 21:26, refers to #30

yep thats what it looks like on windows :P

good job!

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#32: Re: mac version

by Aardappel_ on 03/21/2006 21:27, refers to #30

yes... the GL skin is not finished.

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#33: Re: mac version

by Aardappel_ on 03/21/2006 21:28, refers to #32

make sure you have the patch applied to the mac version...

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#34: ..

by absinth on 03/21/2006 21:29

>make sure you have the patch applied to the mac version...

well i'm using a CVS version from 10 minutes ago, is that okay?

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