Sauerbraten 2006-04-26 release! |
by Aardappel_
on 04/26/2006 08:01, 106 messages, last message: 09/02/2006 04:19, 107213 views, last view: 12/09/2021 06:33 |
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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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#69: Re: mapmodel bug found |
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by eihrul
on 05/03/2006 01:01, refers to #68
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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 |
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by Aardappel_
on 05/03/2006 01:30, refers to #68
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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 |
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by Aardappel_
on 05/03/2006 01:31, refers to #69
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haha
hows that for service. get two programmers on the case immediately!
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#72: Re: mapmodel bug found |
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by eihrul
on 05/03/2006 01:35, refers to #71
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Ahem, 1.5 programmers...
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#73: Re: mapmodel bug found |
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by mitaman at dark cave
on 05/03/2006 13:36, refers to #72
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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 |
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by Aardappel_
on 05/05/2006 00:28, refers to #73
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we have doors for you too.
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#75: doors |
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by kurtis84
on 05/05/2006 00:38, refers to #74
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Doors! This will be fun...time for some single player maps now ;)
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#76: Re: mapmodel bug found |
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by shadow,516
on 05/05/2006 00:39, refers to #74
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Nice! How did you end up implementing it?
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#77: Re: mapmodel bug found |
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by Aardappel_
on 05/05/2006 01:31, refers to #76
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they are animated mapmodels with some special functionality. We are not done yet though.
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#78: Re: mapmodel bug found |
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by shadow,516
on 05/05/2006 01:50, refers to #77
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Do you need any models for doors? I'd be happy to make some.
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#79: Re: mapmodel bug found |
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by Aardappel_
on 05/05/2006 02:55, refers to #78
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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 |
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by Aardappel_
on 05/05/2006 02:56, refers to #78
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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 |
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by Pxtl
on 05/05/2006 14:21, refers to #80
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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 |
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by CC_machine4
on 05/05/2006 21:59, refers to #81
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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 |
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by absinth
on 05/06/2006 01:21, refers to #30
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>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: .. |
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by Max of S2D [Fr]
on 05/06/2006 08:21
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There are a bugs in the physics (i'll post an image, wait)
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#85: .. |
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by Max of S2D [Fr]
on 05/06/2006 08:24
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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: .. |
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by kurtis84
on 05/06/2006 17:17, refers to #85
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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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#87: Re: .. |
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by CC_machine4
on 05/06/2006 17:25, refers to #86
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no he means that if you have a sloped cube and a non-sloped cube and you walk in between them (like this:
stand in there (the v is an arrow):
v
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then move out sideways and you move really fast.. see the arrows in max's pic!
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#88: .. |
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by CC_machine4
on 05/06/2006 17:26
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grr i mean like this: (v is an arrow)
|--|v
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|__|/_|
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