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Sauerbraten release 2006-06-11 out!

by Aardappel_ on 06/12/2006 07:21, 322 messages, last message: 07/31/2007 16:33, 362886 views, last view: 04/29/2024 19:50

http://sourceforge.net/project/showfiles.php?group_id=102911

As usual, feedback SPECIFIC TO THIS RELEASE in this thread! thanks!

* scripting language: every command/block/exp can now return string values (no more use of variable "s", much cleaner code)
* scripting language: reduced allocations a great deal, should execute faster now
* scripting language: can now write X = Y instead of alias X Y for more readable code
* If sauer crashes on a non-programmer machine on Windows, it will now output a stacktrace (both in a popup and the console window) which can be copy-pasted and sent to the developers (do this before you press "OK" to close the program, from the console windows menu).
* added provisional "sendmap"/"getmap" commands for coopedit mode
* explicit sky polies are now outlined in editmode (toggled by "showsky" var)
* now shows names of entities floating in edit mode (in green, closest = red)
* any non-multiplayer games can now be paused (variable "paused", default key F1)
* fixed rockets exploding mid-air if they were aimed at a moving target
* copy/paste now work in coop-edit
* moved all mapmodels into the menus
* new SP respawning system! read "SP Respawning" in game.html
* console language macros now allow code generation (see config.html)
* added customizable file completion (via "complete" command)
* aliases and vars set in map cfgs are now sandboxed (don't persist)
* world shaders can now work with any number of textures (see "texture" command).
* support for specularity maps and glow maps on md2/md3 models (see md2.txt/md3_sauer_howto.txt)
* new "editbind" works like "bind", only the key is only available in edit mode. cleaned up keymap/default cfg files (no more bindings in keymap)
* added triggerable mapmodels (see editref.html for more info)
* removed the z-offset attribute from mapmodel info and ents and moved mapmodel ent skin attribute to mapmodel info (see editref.html)
* added support for full screen pixel shader effects (see setfullscreenshader, and the "option" menu)
* removed obsolete editheight command
* added powerful new heightmap mode! use getheightmap command [default H key] when there is a selection box to activate (see editref.html for more info)
* added selectbrush modifier [default J key] that switches between brushes defined in data/brush.cfg
* added copybrush [default K key] to use current heightmap as brush. see data/brush.cfg for more info.
* editable brushes for heightmap mode. see data/brush.cfg for more info.
* capture gameplay mode fixes
* ip address lookups now use the concurrent resolver
* added redo command [default I key]
* made importcube remip while importing to save memory
* removed some lighting/physics bottlenecks in SP mode
* removed 256 textures per map limit (is now 64k)
* fixed incorrect mapmodel shadows on Windows
* fixed invincibility bug

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#21: ..

by ticko88 on 06/12/2006 20:39

i need it to stop being slow when i open it up!!!! someone help, i typed in the ati_texgen_bug 0 code

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#22: ..

by absinth on 06/12/2006 21:13

i would be all for giving rpointon CVS access since he has produced good patches for the mac-launcher recently (already merged) and he also has preliminary fixes for the endian bugs in md3.h

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#23: md3 endianness

by eihrul on 06/12/2006 21:32

I committed a new version of md3.h that should handle all the endian conversions. Could someone on a big endian platform make sure it works now?

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#24: ..

by ticko88 on 06/12/2006 21:35

why cant they fix the bug that makes it slow as hell?

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#25: Re: ..

by eihrul on 06/12/2006 21:35, refers to #17

Try typing that in the console. If that doesn't work, use the -f command line switch to turn off shaders if they are not already.

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#26: Re: md3 endianness

by guest57 on 06/12/2006 21:45, refers to #23

should use endianswap(&tags[i].pos, sizeof(float), 12);

not 10.

- aka rpointon

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#27: Re: md3 endianness

by eihrul on 06/12/2006 21:48, refers to #26

okay, fixed that.

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#28: Re: md3 endianness

by >driAn<. on 06/12/2006 21:49, refers to #26

rpointon, and &frames[i].min_bounds instead of &frames[0].min_bounds in line 308.
Do you have a platform to test that?

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#29: Re: md3 endianness

by guest57 on 06/12/2006 21:58, refers to #28

or just '&frames[i]' if you wish to be fussy...
Your code now looks the same as mine :-)

Working fine on PPC.

- aka rpointon


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#30: ..

by absinth on 06/12/2006 22:08

>Working fine on PPC.

yes, singleplayer works fine now, but it seems the new resolver doesn't work here ... ;(

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#31: Re: ..

by eihrul on 06/12/2006 22:35, refers to #30

I committed a new version of resolverwait in serverbrowser.cpp that may or may not fix it. Try it see if it works now.

If not, you can just make the resolverwait version defined in server.cpp the default for Macs, which will suck, but it is better than nothing.

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#32: ..

by absinth on 06/12/2006 22:55

it didn't fix it but the workaround works (more or less), thx

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#33: mac-version released

by absinth on 06/12/2006 23:03

ok, i'm uploading the mac-version ATM.

mac-specific launcher-changes from rpointon include:

- double clicking the *.ogz maps opens them in sauerbraten
- option to disable hw-occlusion-culling
- option to start server with integrated console viewer and start/stop button

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#34: Re: mac-version released

by guest57 on 06/13/2006 00:10, refers to #33

Success, downloaded and fragged folk already.

In multiplayer mode server browser sometimes locks up...

Your improvements look good too absinth - and thank you for your kind words :-)

- aka rpointon

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#35: ..

by absinth on 06/13/2006 00:20

>Success, downloaded and fragged folk already.
i also had fun in the pre-release testing ;->

>In multiplayer mode server browser sometimes locks up...
yes we need to do something about this but it was more important to get a mostly working release out...

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#36: door_demo

by guest57 on 06/13/2006 00:38

I see switches, carrots and doors but nothing happens - no messages, no opening doors... Is it broken for Mac/others?

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#37: Re: door_demo

by eihrul on 06/13/2006 00:47, refers to #36

triggers only work in SP mode

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#38: Re: door_demo

by absinth on 06/13/2006 00:55, refers to #36

the single player "campain" works fine for me including opening doors ;)

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#39: Re: door_demo

by kurtis84 on 06/13/2006 02:08, refers to #38

I enjoyed the single player map...should point out to NOT load the map from the console, unless you've already specified the correct game mode from the console. Otherwise, just use the menu :)

Nice release guys...seems to run great, and has lots of new features!

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#40: ..

by user on 06/13/2006 04:08

this new release is the continue of oclusion edition?
and is possible to have torrent link because some people with bad conection is a pain to download the entire file without pause.

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