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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, 16286 views, last view: 05/19/2024 01:03

# 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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#45: far, far away models

by CrazyTB on 03/25/2006 15:31

Very very far models aren't displayed.

How to reproduce: open face-capture, use fov command to zoom-in. (or use one of those sniper scripts from cube) Stay at one of the towers, and try to find the flags, at another tower. You can't see them (although, strangely enough, you can see teleports). Go down and keep walking, looking at the flag. At some position, you will starting to see it.

The same happens with player models. We can't shoot players from other tower, because we can't see them, although we can see their names.

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#46: Fallback results in slideshow

by Xerxes on 03/25/2006 16:54

I can't play this release of Sauer. The initial map loades well (fast), music starts, but then the game itself is an unplayable slideshow (well, not even that, the FPS seems to be somewhere around 0.2 - that is one update every 5 seconds or so). I noticed this in the log:

- Using GL_ARB_vertex_buffer_object extensions
- WARNING: no shader support! using fixed function fallback

The -f option results in identical behaviour (I assume that the warning means the same as the -f option, so no big surprise there).

I never had any problems running Cube or previous releases of Sauer (the Feb 06 release worked smoothly), so I'm a bit surprised. The old-renderer-fallback may not be working so well (at least for me...)

I'm using a good-old ATI Radeon 8500 with 64MB and I even got the latest drivers, but it didn't do any good. Any ideas?

Cheers

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#47: Re: Fallback results in slideshow

by Osbios on 03/25/2006 17:10, refers to #46

I havem exactly the same problem with my Radeon 9200. (BTW: This card have shader support)

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#48: ..

by FrenchMax on 03/25/2006 18:30

The spectator mode is bug
It crash the game

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#49: Grenadelauncher skin

by makkE on 03/25/2006 22:13

Hi check out this :

http://www.geocities.com/toke_gardens02/gl_01.jpg

http://www.geocities.com/toke_gardens02/gl_01_ingame.jpg

the hand´s skins are TEMPORARY ;)

I added a custom md2.cfg:

mdlspec 12
mdlambient 65

wich I find best. I suggest using those or similar values for all the hudguns (less plastic)

Do you like? See any room for improvement ?

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#50: Re: Grenadelauncher skin

by Passa on 03/26/2006 09:34, refers to #49

wow makkE!
a VERY nice grenade launcher ;)

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#51: Clip material

by CrazyTB on 03/26/2006 21:22

Aardappel said:
# clip material no longer stops bullets (only the glass material does)

But it does stop grenades. Grenades should not be different from bullets.

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#52: bump mapping info

by Mad Merv on 03/27/2006 17:29

http://www.pieterg.com/Tutorials/bump_normal.php

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#53: lighting bug... plus explosions

by Passa on 03/28/2006 14:19

im not sure if this was in older versions of sauerbraten as well, but this weird lighting bug turned up in my latest map...

http://suprfile.com/get.php?id=ccwbdc

if you dont notice where, look at the pillars at the end of the room.


also, just a rant on explosions, if a grenade explodes, and you then straight away, walk into the explosion, then you get no damage. it looks a little weird when this happens.

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#54: Re: far, far away models

by Aardappel_ on 03/28/2006 20:44, refers to #45

there's a variable for this, maxmodelradiusdistance. I will fix this to not cull gameplay objects later, for now you can just set it to a higher number.

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