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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, 120824 views, last view: 05/03/2024 11:31

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

by eihrul on 04/26/2006 21:31, refers to #13

Do "/floatvtx 1" from the console and see if that stops the crashing.

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#22: Visual artifacts

by guest57 on 04/26/2006 23:02

Latest version seems to have introduced a few minor visual artifacts, e.g. on \"capture maps.../face_capture\" when looking from one tower to the other then pieces of it flicker visible/invisible.
OSX 10.4.6, 2x2Ghz G5, ATI x800 (1.0.1f46 driver)

Meanwhile, is anyone running a server (with the latest protocol) that I can connect to :-)

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#23: Re: Visual artifacts

by absinth on 04/27/2006 01:02, refers to #22

yes i would also be interested if the artifacts are a cross-platform issue, or mac specific...

there were always some artifacts and even more in the RPG maps, i wouldn't say that they got worse in this version...

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#24: Re: Visual artifacts

by Aardappel_ on 04/27/2006 01:04, refers to #23

can you make a screenshot?

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#25: Server up n runnin

by Passa_familypc on 04/27/2006 03:24

I just upgraded my server to the new version, so who ever asked that, there is a server now.

Aardappel: You were right, I tested the latest verion on this comp, which does not have BETA drivers, and there was no problem. Only thing is this comp has a 6600GT so the result is not conclusive until I test normal drivers on my pc.

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#26: Re: Visual artifacts

by kurtis84 on 04/27/2006 03:32, refers to #24

I do still see those oddities with my GF6800 Aard, and I've tracked it down to the driver option "conformant texture clamp" which was enabled by default....disabling this option removed those greatly stretched cubes problems completely...for me.

Not sure if this is very helpfull, since I'm the only one to see these things.

I am running the 84.21 drivers.

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#27: Re: Visual artifacts

by Aardappel_ on 04/27/2006 05:03, refers to #26

the best description I found of what this feature actually does is:

The feature in question is the behavior of GL_CLAMP texture clamp mode, which by spec clamps the coordinate to 0.0 - 1.0 and with bilinear or other filtering modes takes the samples outside the texture from border color. NVidia hardware before Geforce 3 didn't support this, but behaved like wrap mode GL_CLAMP_TO_EDGE, which samples the texture edge pixels instead of border color. Many games that were coded on older NVidia cards assumed this wrong behavior (and displayed varying degrees of artifacts on Ati, Matrox etc. cards, like the infamous "cage" skybox in Tribes 2) so NVidia retained this buggy behavior as default and only recently added the option.

Thing is, the only clamped texture in sauer is the skybox, and we use GL_CLAMP_TO_EDGE for that (GL_CLAMP gives black border lines, as does the normal GL_REPEAT). So I am not sure what we can do here to fix it.

So maybe another bug I need to report? is this their absolutely latest drivers or something?


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#28: Re: Visual artifacts

by absinth on 04/27/2006 15:35, refers to #27

besides the usual problems of texture edges not quite matching up and having some white pixels between them (clamping?) there is the problem that there is some kind of 'flickering' happening between some parts of the geometry being rendered or not (hard to screenshot, since you frequently get a "good" frame)

i made some screenshots trying to illustrate the problem...

http://stud4.tuwien.ac.at/~e0126505/

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#29: Re: Visual artifacts

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

Let me guess, you're on an ATI card, right?

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