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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, 120450 views, last view: 04/19/2024 20:35

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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#30: Re: Visual artifacts

by eihrul on 04/27/2006 17:41, refers to #28

And for the record, your card/drivers, whichever, do not properly implement OpenGL occlusion queries.

You can just turn off occlusion with "/oqfrags 0".

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#31: Re: Visual artifacts

by rpointon on 04/27/2006 17:42, refers to #28

Yeap, screenshot_5_1.png & 5_2 are what I see too - it sort of flickers rapidly between the two right?

Seems something new in the latest release as I'd not observed it before.

Graphics card is ATI x800 - sorry, I was "guest57" who start this thread - damn board was slow to send me the login token...

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#32: Re: OSX and CVS

by rpointon on 04/27/2006 17:45, refers to #19

When will the anonymous CVS be synced?

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#33: ..

by Mad Merv on 04/27/2006 17:58

the new maps arent compatible with the old; is there any way we could retain backwards compatibility or is there a converter?

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#34: Re: Visual artifacts

by absinth on 04/27/2006 19:39, refers to #29

yes, i'm also on an ATI x800 (XT), but i don't think the Mac drivers for this or any other card have much in common with the linux drivers

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#35: ..

by absinth on 04/27/2006 19:40

>it sort of flickers rapidly between the two right?
yes

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#36: ..

by absinth on 04/27/2006 19:46

using "/oqfrags 0" indeed remedies the problem, but shouldn't this be turned off automatically if the card doesn't support it?

the other problems like the tree rendering in screenshot_7.png remain...

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#37: Re: ..

by eihrul on 04/27/2006 20:56, refers to #36

Your driver is telling Sauer it supports the feature. We can't help it if it supports it incorrectly, and it's annoying to litter the code with a bunch of per-card/per-vendor/per-driver checks for features. It's a lost cause to keep track of all the quirks of every particular card/vendor/driver combo.

It would be kinda lame if we have to entirely disable occlusion for all ATI cards.

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#38: ..

by Mad Merv on 04/27/2006 21:26

i also use an ATI, Radeon. I noticed some flicker on light maps on fb_capture

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#39: importcube crashes Sauer

by MitaMAN in the cave on 04/27/2006 23:48

I tried to import mpsp5 (rather large sp map) and Sauer crashes after about a minute of "recalc geometry".

I imported the same map using the shader edition of sauer and no problem. The imported version of mpsp5 from the shader edition runs fine in the occlusion edition of Sauer.

I still need to experiment in SP mode to see how frame rates run. In MP mode mpsp5 gets around 90fps on my system.

2.5ghz P4
1 gig ram
ati x1300 video
WinXP

MitaMAN

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#40: Re: importcube crashes Sauer

by MitaMAN in the cave on 04/27/2006 23:55, refers to #39

Tried mpsp5 in SP mode (about 800 monsters) and I get <5fps.

I would still need to break up this map into several "seperate maps" in order to be playable.

It's no real big deal to do that, I just been holding off to see how the engine keeps improving.

BTW - Sauer is quickly becoming better and better. Great job to all those working on it! Thanks!

MitaMAN

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#41: Re: importcube crashes Sauer

by enigma_0Z on 04/28/2006 04:08, refers to #40

Yeah, I posted a bug 'bout monsters slowing the whole thing up in the bug thread...

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#42: Re: Visual Artifacts

by rpointon on 04/28/2006 11:48, refers to #39

Using the ATI overrides to instead turn on 4xAA is best, gets rid of the majority of the white pixels - slight performance hit though...

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#43: Re: importcube crashes Sauer

by Aardappel_ on 04/28/2006 19:36, refers to #40

hmm we did optimise for the mpsp5 type of map, but without testing it. We'll have a look. My guess is that 800 monsters is a bit much for the way we do things currently, lets see if we can make it faster.

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#44: Re: importcube crashes Sauer

by Pxtl on 04/28/2006 21:00, refers to #43

So currently we can't reenact the Kleer Army scene from "Serious Sam"? That's too bad.

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#45: Re: importcube crashes Sauer

by MitaMAN in the cave on 04/28/2006 23:06, refers to #43

I guess mpsp5 is rather over the top with all those monsters. I'll try out some of my other "more reasonable monster count" maps and see what happens.

Thanks for checking into it - MitaMAN

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#46: Re: importcube crashes Sauer

by MitaMAN in the cave on 04/28/2006 23:26, refers to #43

Ok, I imported mpsp4 into the newest (occlusion edition of Sauer) version. It imported fine, no crashes.

In MP mode I get around 90-120 fps. In SP mode I get around 20-30 fps. I believe this map has about 500 monsters.

Aard, on a different subject. At some point in the future when I release mpsp4/mpsp5, should I use different (sauer default) textures than the the extra textures included in the CUBE release? "My" extra textures for those two maps are about 2-1/2 megs in size. Whatever you decide is fine.

I really look forward to re-working/converting those maps for Sauer. The new lighting/shader system will make those maps shine with new life!

MitaMAN

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#47: capture!

by Passa on 04/29/2006 04:49

wow just had a blast playing capture on my server with six people, and can I say it is really fun. the only problems are the lack of a teamplay feel and getting people to set teams

spawning is a problem, you always spawn alone, so it removes the feeling of teamplay. an idea would be having players spawn with a random player in their team.

also, with two unnameds on the server, getting the teams set was difficult, it should be made that in capture mode, there is no way to have more than 2 teams, and if you are not on one of the two teams, the game automatically assigns you to a team.

but all in all, good work on the capture mode, its a blast ;-)

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#48: SDL Parachute Deployed

by Sat Apr 29 11:32:35 2006 on 04/29/2006 11:55

I'm using Linux+xorg 7.0+Radeon 9250.
It works on many maps e.g. curvedm, except
incorrect textures on walls.
It crashes on many maps e.g. nmp8_d
with error
Fatal signal: Segmentation Fault (SDL Parachute Deployed)

ADVICE for: No occlusion query support on Radeons
many Radeons support occlusion by HyperZ, which can be enabled by driconf
if xorg driver is used

ADVICE for: libstdc++.so.6: cannot open shared object file
Your Linux installation is outdated. You need upgrade or search for rpm/deb package which provides libstdc++.so.6.
For rpm: search for "libstdc++.so.6" at http://rpm.pbone.net/index.php3
For deb: try http://packages.debian.org/stable/libs/libstdc++6

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#49: Re: SDL Parachute Deployed

by Passa on 04/29/2006 13:05, refers to #48

erm.. sat apr 29, you need to download a newer version of libstdc++

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