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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, 120496 views, last view: 04/24/2024 06:13

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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#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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#78: Re: mapmodel bug found

by shadow,516 on 05/05/2006 01:50, refers to #77

Do you need any models for doors? I'd be happy to make some.

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#79: Re: mapmodel bug found

by Aardappel_ on 05/05/2006 02:55, refers to #78

we have plenty for the moment.. have a look when we have the code for it out.

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#80: Re: mapmodel bug found

by Aardappel_ on 05/05/2006 02:56, refers to #78

we have plenty for the moment.. have a look when we have the code for it out.

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#81: Re: mapmodel bug found

by Pxtl on 05/05/2006 14:21, refers to #80

Aww nuts, doors are gonna be mapmodels instead of mobile Sauer geometry? I can see why that's easier to implement and whatnot, but I miss the heady days of Quake 2 mapping with the Q2-mapped trains, rotators, doors, and crushers.

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#82: Re: mapmodel bug found

by CC_machine4 on 05/05/2006 21:59, refers to #81

yes, with only models you will be limited to the models you have rather than mapping it yourself...

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#83: Re: Visual artifacts

by absinth on 05/06/2006 01:21, refers to #30

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

isn't there also the possibility that this is an endian-related bug
(i'm just hoping there is a fix that doesn't cost so much performance)

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#84: ..

by Max of S2D [Fr] on 05/06/2006 08:21

There are a bugs in the physics (i'll post an image, wait)

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#85: ..

by Max of S2D [Fr] on 05/06/2006 08:24

http://www.myfilehut.com/userfiles/49517/physicbug.JPG

Just see :

-> The red arrows is what the game render
-> The green arrows in what you should make.

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#86: Re: ..

by kurtis84 on 05/06/2006 17:17, refers to #85

I cannot really tell whats going on in that screenshot, but it is possible to make cube shapes that cannot be rendered properly....don't do that ;)

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