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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, 16252 views, last view: 05/02/2024 18:55

# 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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#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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#35: Re: Magnificent Project!

by Aardappel_ on 03/21/2006 21:32, refers to #29

we will always be behind the latest game engines, and that is ok, we have quite different goals.

the reason we use md2 is just for the availability of art... I still have my skeletal animation system that I plan to integrate, except we don't really have anyone that can do original animated characters for us in MAX so there is little point.

We don't really need talent scouts... I already work in the games industry, and eihrul/gilt could have if they wanted to, just not sure they do :)

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#36: Re: Magnificent Project!

by Passa on 03/21/2006 21:36, refers to #35

Isnt MD2 getting phased out soon for MD3?

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#37: Severe performance degradation (Linux/Nvidia)

by Grogan on 03/22/2006 03:22

Hey, the new release of Sauerbraten looks great and I really like the addition of the grenade launcher. Cool weapon, you can lob the grenade a fair ways.

However, I too am experiencing a serious decline in performance. We're talking about getting 30 fps in typical maps, where I used to get around 90 fps with previous releases of Sauer.

The new "jungle" map is unplayable... I'm getting around 5 fps. I'm getting about 10 fps in the Oasis map.

I have a MSI brand Nvidia FX5500 (256M) card using the Nvidia driver under Linux, and it works very well for other games, including previous versions of Sauer.

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#38: Re: Severe performance degradation (Linux/Nvidia)

by Passa on 03/22/2006 05:42, refers to #37

Launch it with the -f command line argument. This makes it not use shaders, which have a large hit on performance. This is how it is done on Windows.. not sure about Linux.. should be the same.

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#39: ..

by Grogan on 03/22/2006 08:49

Thanks for the solution Passa, everything is back to normal now using -f. Shame though, I really liked the sheen that some of the models had with the new shader effect.

I have to confess that I totally missed that in another thread (which I had forgotten was another thread when I came back to post). I must have skimmed right over that.

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#40: Spectator mode

by Pxtl on 03/24/2006 05:52

Bug: Going to spectator mode (/spectator 1) while dead playing Capture caused the server to crash. Didn't see any messages. Dunno how reproducable, this was just the first time I'd seen it.

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