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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, 120970 views, last view: 05/19/2024 02:53

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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#98: Re: ..

by MeatROme on 05/14/2006 18:24, refers to #96

@1) *groan*, getmap/sendmap are on the TODO list (multiple posts already).

@2) the menu is easy enough to adapt for maps you add to "vanilla flavoured" sauerbraten - if they're played often enough.
anyway - on the console - you can use TAB-completion
just type "/map voo" and press TAB (a couple of times)

HTH

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#99: Re: door models

by MeatROme on 05/14/2006 18:27, refers to #97

Are there any candidates yet?

Stuff that's being reviewed?

Maybe some mappers could post their needs here?
And the most representative/implementable subset could be grated out by those willing to contribute their modeling skills - which does not include my sorry self :-(

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#100: Flickering

by SanHolo on 05/17/2006 23:27

This version lets stuff far away flicker much more than the march-version.

E.g. on the map "twotowers", if i stand in the middle of the higher tower and glance towards the lower one, the whole tower flickers. If I am close enough (e.g. in front of the jump-pad), the flicker stops.

Plus I get lower fps even with shader disabled, like 10-20% lower.

PowerBook G4 1GHz, ATI Radeon 9000M.

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#101: ..

by absinth on 05/17/2006 23:50

>This version lets stuff far away flicker much more than the march-version.

this is a known bug with the new occlusion culling mechanism and the (seemingly broken) mac os x ATI drivers

you can do "/oqfrags 0" in the console as a workaround, and i believe you can also add something to the autoexec.cfg with similar effect....

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#102: Problem with Radeon 9000

by drizt on 05/18/2006 21:18

I installed Sauerbraten 2006-04-26 both on Windows 2000 and Linux Ubuntu 5.10, on a machine with a radeon 9000.
The result is the same, no error messages, but direct render does not work and graphics is terribly slow.
Strangely, Cube woks perfectly, so I don't think the problem is with my Card configuration.
Has anyone faced the same problem?

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#103: ..

by Max of S2D [Fr] on 05/24/2006 16:01

Your card is too recent XD it can happend...

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#104: Re: ..

by Passa on 05/24/2006 23:54, refers to #103

No its the ati_tex_bug whateva fix. A Radeon 9000 is old.

Read the docs drizt

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#105: making doors work

by Blackhawk41 on 09/01/2006 19:30

I know Im probably just stupid but can someone email me with an idiots guide to placing a door on a map and making it work. Ive tried to find an existing guide on the websites but have come up empty. I place door mapmodel on map I place a switch on map and then switch to play mode and nothing works i know there must be a way to set a trigger for the door but I dont get it.

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#106: Re: making doors work

by c0rdawg on 09/02/2006 04:19, refers to #105

load up the map door_demo in sauer and look at that. Then look at it's config in packages/base/door_demo.cfg Also remember doors only work in single player, mode -2

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