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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, 120486 views, last view: 04/24/2024 00:15

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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#58: Re: ..

by Passa on 04/30/2006 03:46, refers to #56

the master having control would be nice too, so the master can make the teams 'even'. or that could be solved by having an auto team balance option, like in other games.

also, just a note on master, it would be real nice to have say a masterpass command,so we can enter a password and become master on our own server. im sick of having to ask my friends to disconnect and reconnect so i can be master.

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#59: rANDOM crashes with ded.server

by Passa on 04/30/2006 08:46

ok i have a system with the following specs as my dedicated server
Pentium 3.4Ghz
1GB DDR2 RAM
Windows XP Professional SP2

now as its a family computer, i created a new user account, then from there i load the server, and if i leave it there for a while the sauerbraten server crashes with an error window, debug, dont send or send error report

i also run a cube server and that has no problems, could it have something to do with the server running after i have 'fast switched' users back to the main one?

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#60: capture :D

by Passa on 04/30/2006 08:47, refers to #59

also, a capture mode bug, i played again today, and if the enemy is standing near the flag as well as you, then you kill him while still remaining within the radius of the flag, the flag stops switching teams, so you gotta leave its radius then re enter to continue capturing it

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#61: ..

by CC_machine4 on 04/30/2006 21:35

hmm.. no sendmap yet..

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#62: Re: ..

by Aardappel_ on 04/30/2006 23:38, refers to #54

people don't read docs, putting something in there more prominently won't help.

The only solution for now is to disable oq on those platform/card combinations where it doesn't work. So put an macosx if() or #ifdef in there that will force it off (in glinit).

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#63: article

by rancor on 05/01/2006 21:08

The occlusion culling release made the front page of Phoronix (http://www.phoronix.com/ ) Unfortunately, it appears that they've taken all of their screenshots with a Nvidia driver with the texturing bug.

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#64: Re: article

by Passa on 05/01/2006 23:03, refers to #63

I noticed that too.. how did they get the nvidia bug with the occlusion release? weird..

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#65: Re: article

by kurtis84 on 05/02/2006 02:02, refers to #64

A shame actually. I wonder what video card they used to be having this problem? I didn't think anyone had this happening since the shader version came out.

I asked them what card they used to take those screenies, and warned them about the ATI problems, and the old nvidia cards running 8x.xx drivers that disable the shaders and cause those terrible looking texture streaks :/ ...hopefully they'll do an update.

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#66: Re: article

by Aardappel_ on 05/02/2006 07:54, refers to #65

actually, with shaders the problem should be permanently fixed, as we bypass the opengl state that causes this bug. So the screenshots must be from an older release.

I wonder what the guy making the screenshots must have been thinking... the walls are supposed to look like that.

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#67: Re: article

by Passa on 05/02/2006 08:42, refers to #66

What I do not understand is that he actually calls it the occlusion edition.

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#68: mapmodel bug found

by MitaMAN in the cave on 05/03/2006 00:46

I found two bugs when placing mapmodels. (Or am I just doing something stupid?)

1. In a map originally created in Sauer, I place a mapmodel (from the editing menu), no problem. When I scroll through the various mapmodels Sauer crashes. I use a config that makkE showed me back in the CUBE days (and it worked great!) that allowed rotate, texture change, mapmodel, etc..

This is the config in my autoexec.cfg for editing models "in-game":

bind kp8 "entproperty 0 1"
bind kp9 "entproperty 0 -1"

bind kp5 "entproperty 1 1"
bind kp6 "entproperty 1 -1"

bind kp2 "entproperty 2 1"
bind kp3 "entproperty 2 -1"

bind kp_minus "entproperty 3 1"
bind kp_plus "entproperty 3 -1"

2. In a map converted from CUBE into Sauer I won't even see the mapmodel, just the "blue sparklies". I tried to save and reload the map, but I only see the blue sparklies.

Aard, I am using the newest sauer.exe you sent me (frame rate opptimized for cube import of mpsp4/mpsp5).

If I'm doing something dumb, let me know.

MitaMAN

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#69: Re: mapmodel bug found

by eihrul on 05/03/2006 01:01, refers to #68

The reason it's crashing is because once the mapmodel index gets negative, it's now referencing an invalid model. I can make it not crash, but it's not going to cycle back to the highest mapmodel again.

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#70: Re: mapmodel bug found

by Aardappel_ on 05/03/2006 01:30, refers to #68

found that crash... entproperty is making the model number -1 and the engine was not catching that.

For now, as a workaround, make sure you don't scroll the model number to -1 (second number on the HUD).

or you can get a new binary from me, which may be worth it since eihrul just fixed the mapmodels in importcube.

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#71: Re: mapmodel bug found

by Aardappel_ on 05/03/2006 01:31, refers to #69

haha
hows that for service. get two programmers on the case immediately!

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#72: Re: mapmodel bug found

by eihrul on 05/03/2006 01:35, refers to #71

Ahem, 1.5 programmers...

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#73: Re: mapmodel bug found

by mitaman at dark cave on 05/03/2006 13:36, refers to #72

The two of you guys (or 1.5) are way too cool! Thanks for the "quick service". I got the new exe, but must wait till thursday night to try (damn job and night school!)

MitaMAN

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#74: Re: mapmodel bug found

by Aardappel_ on 05/05/2006 00:28, refers to #73

we have doors for you too.

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#75: doors

by kurtis84 on 05/05/2006 00:38, refers to #74

Doors! This will be fun...time for some single player maps now ;)

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#76: Re: mapmodel bug found

by shadow,516 on 05/05/2006 00:39, refers to #74

Nice! How did you end up implementing it?

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#77: Re: mapmodel bug found

by Aardappel_ on 05/05/2006 01:31, refers to #76

they are animated mapmodels with some special functionality. We are not done yet though.

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