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Sauerbraten 2006-04-26 release!

by Aardappel_ on 04/26/2006 08:01, 106 messages, last message: 09/02/2006 04:19, 120535 views, last view: 04/26/2024 16:03

http://sourceforge.net/project/showfiles.php?group_id=102911

# tweaks & fixes to the capture gameplay mode
# added high resolution skyboxes, and some of the g_pack textures to the standard set
# fixed newent sending invalid attributes in coopedit mode
# models with a specularity of 0 now have a specialized shader ("nospecpvmodel") for faster drawing (mainly for vegetation)
# grenadelauncher damage increased to max 75
# multiplayer players & flag models will not be culled no matter how far away they are
# added waterfall effect for water material sides
# added pistol ammo (ent type "cartridges")
# added linearly-interpolated normals for lighting (controlled by "lerpangle", "lerpsubdiv", and "lerpsubdivsize" vars)
# added HW occlusion culling support (requires NV GeForce3-class hardware or better)
# height map mode. will hopefully allow for easier terrain editing.
# reduced overdraw dramatically
# reduced size of vertex data by using short instead of float
# removed ZYX order inconistency from math classes
# fixed lights placed outside the world not casting shadows
# fixed grenades being stopped by clip material and being stuck in walls
# made networking protocol use less bandwidth
# calclight now uses multi-sampling and adaptive sampling
# faster mapmodel ray intersects with spheretrees instead of bsp
# shorter fuse on grenades (2 seconds)
# fixed hudgun light computation related crash

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#1: awesome stuff!

by Passa on 04/26/2006 09:03

wow my performance in the map jungle has rocketed from 90 to 199! great stuff! performance is much much better and the physics feel a bit nicer.

i havent discovered everything yet but so far I am very impressed ;-)

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#2: Re: awesome stuff!

by Passa on 04/26/2006 09:07, refers to #1

sorry for the double post but this problem came up, it hangs for about 5 seconds everytime I quit.

also just wanted to say good job to makkE on that new skin for the grenade launcher ;-) looks great

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#3: ..

by makkE on 04/26/2006 13:03

Awesome stuff. New start map, very nice map, kurt! With the new lights, the remaining cubish heritage seems history.

Performance increase is great.
This release is another big leap forward.
Good job coders.

Values for models are still weird in cases. I offer to try and find reasonable md2.cfg values for every map-model. Problem is, tastes may differ there.

Thanks passa, but credits go to nieb aswell, hope I get more work in that field soon.

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#4: a bug

by Passa on 04/26/2006 15:37

guns now erm.. not sure of the correct terminology here.. erm they 'clip'? with the wall

http://suprfile.com/get.php?id=q35187

there is a screenshot, to reproduce it, load sauer up and walk up against a wall

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#5: ..

by makkE on 04/26/2006 15:56

That´s always been like that. You have that in most games. Look at the rifle in cube. On most walls it doesn´t happen with the guns, or only a little.
You must have found a special case there.

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#6: g-pack textures

by mitaman at dark cave on 04/26/2006 15:57

I'm glad you included some of those g-pack textures, but I do have a comment.

For the next Sauer release could you please include some more of the metal plate/grate type textures from the g-pack? there is such a wide variety, but only a few were included.

There are already so many stone/brick textures, I feel the Sauer texture pack is becoming a bit "unbalanced".

Some of the "noctua" textures would be welcomed also.

Thanks - MitaMAN

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#7: ..

by Superdreadnought on 04/26/2006 17:52

i can't start the server any more with the new version!

SuSE Linux 9.3

error while loading shared libraries: libstdc++.so.6: cannot open shared object file: No such file or directory

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#8: ..

by DyinggDanny on 04/26/2006 17:53

Great new update! Jungle has become playable the first time!

And I think that everything looks a bit better now :-)

But:

/heighttoggle returns "command not found"

and I can't figure out how to get shadows for mapmodels as described in the new editing reference for calclight 2

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#9: ..

by enigma_0Z on 04/26/2006 18:00

@aard:
added HW occlusion culling support (requires NV GeForce3-class hardware or better)

does this class of cards include the Radeon 9000?

Also (because I've been interested in this for a while), is it just brute-force occlusion like Cube, or is it portals-based? Thanks.

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#10: Re: ..

by Passa on 04/26/2006 18:03, refers to #5

no the rifle on cube was only the very tip of the gun, this happens for me with all guns on any surface on any map

just for the record i am using a 7800GT in winXP using the 84.25 BETA forceware

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#11: Re: ..

by Aardappel_ on 04/26/2006 19:16, refers to #3

makke: we will tweak spec values as we go... but its a bit early, as not all shader stuff is final. Yes I know some of the mapobjects look too shiny :) But we do want to give them plenty of shinyness.

Passa: that looks like a driver bug then, sigh. Can you try non-beta drivers? Anyone else experiencing this?

Mitaman: I picked the textures that I thought were of the best quality. Many of those grate textures were either not usuable with other sauer textures, too specialized, too bright etc. Adding all these textures blindly to sauer would have made the archive twice as big, so I hope you see why I am being selective. Also, for the RPG we are making a lot of more natural looking areas, which require brick, and we have a LOT of metal/tech in ik2k/sock already. But sure, if there's one or two textures in specific that you think would be great, show them to me.

Super: you are using shared libraries that are not up to date with what eihrul uses... enjoy, its linux. You may need to update some.

danny: I think we made that command into an alias, not sure. And shadows should appear after a "calclight 2"

enigma: yes. its neither raytracing (like cube) or portals. It uses the HW z-buffer to check wether an entire block of geometry is covered by drawing its bounding box and querying the number of pixels visible.

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#12: fb capture & krpg1 kill sauer with SDL parachute

by Mr Crappy Computer on 04/26/2006 19:30

happens on other maps as well, but not all of them. CurveDM works fine.

0000:00:02.0 VGA compatible controller: Intel Corporation 82865G Integrated Graphics Controller (rev 02)

robertj@l3ktr0n:~/cvs/sauerbraten$ ./bin_unix/linux_client
init: sdl
init: enet
init: video: sdl
init: video: mode
init: video: misc
init: console
init: gl
Using GL_ARB_vertex_buffer_object extensions.
WARNING: No shader support! Using fixed function fallback. (no fancy visuals for you)
WARNING: No occlusion query support! (large maps may be SLOW)
init: world
game mode is ffa/default
init: sound
init: cfg
could not read "servers.cfg"
could not read "autoexec.cfg"
init: localconnect
init: mainloop
read map packages/base/curvedm.ogz (0.2 seconds)
Curves_That_Kill
game mode is ffa/default
read map packages/base/fb_capture.ogz (0.2 seconds)
Frostbite_Mountains
game mode is ffa/default

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#13: Re: fb capture & krpg1 kill sauer with SDL parachute

by Mr Crappy Computer on 04/26/2006 19:30, refers to #12

game mode is ffa/default
Fatal signal: Segmentation Fault (SDL Parachute Deployed)
robertj@l3ktr0n:~/cvs/sauerbraten$ pc

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#14: OSX and CVS

by rpointon on 04/26/2006 19:33

When will the OSX version be ready - or alternatively when will the latest version of the code be publically available from CVS?

ps - if you\'re after some help from an experienced OSX developer...

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#15: Re: OSX and CVS

by absinth on 04/26/2006 19:35, refers to #14

>When will the OSX version be read
i'm nearly done, just a few minutes...

>when will the latest version of the code be publically available from CVS
the latest code is ALWAYS in cvs...i'm right now commiting updated mac os x project & launcher files

>if you\'re after some help from an experienced OSX developer...
i think we can always need help ;-)

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#16: Re: OSX and CVS

by rpointon on 04/26/2006 20:17, refers to #15

Oddly when I browse the code via the webcvs I can't find anything newer than 4weeks old - e.g. cvs/sauerbraten/sauerbraten/source/engine/

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#17: Occlusion Edition Performance (SP & MP)

by enigma_0Z on 04/26/2006 20:25

I've got a slower computer, so bear with me on this, and I'm sure that things will change in the future but...


In the occlusion edition, SP maps (and generally large maps) run even slower than before. For example, on nmp1, I got a respectable 50 FPS steadily thru the map, and now FPS is varying wildly, sometimes >80 (esp. when looking at the floor), and <15 (esp. at the start of the map and generally when you are looking forward...

Could it be that because the map is sooooo big that we have got too many occlusion tests going on?

Also, does the grenade launcher have an inordinate amount of poly's because I get a -20 hit in FPS whenever I have it out...


-- Computer specs for reference --

AMD Athlon T-Bird (1.0 GHz)
512 MB SDRAM
Radeon 9000 (Powercolour) 64 MB
Ubuntu Linux (Dapper Drake)

-- Computer specs for reference --

Yeah, I said it's old!

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#18: OH yeah

by enigma_0Z on 04/26/2006 20:26

And when I turn off floatvtx (Floating point vertices) everything slows down to a crawl

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#19: Re: OSX and CVS

by >driAn<. on 04/26/2006 20:30, refers to #16

The webinterface and the anonymous cvs were not synced the last weeks.

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#20: Re: OSX and CVS

by absinth on 04/26/2006 20:58, refers to #19

btw, the mac release is done:

http://prdownloads.sourceforge.net/sauerbraten/sauerbraten_2006_04_26_occlusion_edition_mac.dmg?download


mac-specific changes include:
• added option to the launcher to turn off shaders
• the launcher now remembers it's settings
• compiled sauerbraten with debug symbols, so the crash logs are actually useful

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