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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, 361245 views, last view: 03/28/2024 09:01

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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#283: I love this game!

by voldemar on 08/22/2006 22:37

My big respect to authors of this game! :-)

P.S. If you will add vehicles i will be happy :)

reply to this message

#284: Where is enemies?

by voldemar on 08/22/2006 22:40

In last two versions i can't find enemies in all levels. Where are they?

Also, when i shoot i dave small sound delay.

How to fix this?

reply to this message

#285: sorry about enemies...

by voldemar on 08/22/2006 23:39

sorry about enemies... i can't founs them only on campaign maps :)

reply to this message

#286: Re: ..

by Passa on 08/23/2006 02:59, refers to #282

Looks like you have to simply use the auto-adjust button on your monitor.. assuming you are not using DVI and are using VGA.. changing the refresh rate can do that.

reply to this message

#287: ..

by Max of S2D [Fr] on 08/23/2006 08:18

If i use the auto-adjust button, the screen back to normal while the auto-adjust, then back to my screen.

Yeah, it work perfectly in 60hz mode. Dunno why.

reply to this message

#288: Message censored by administrator

by VanessaLee213 on 08/23/2006 10:55

#289: ..

by Max of S2D [Fr] on 08/23/2006 12:15

I can't believe that. The SpamBots got mathematical skills....

reply to this message

#290: Re: ..

by Passa on 08/23/2006 13:24, refers to #289

But there isnt a maths feature thing yet..

reply to this message

#291: ..

by Max of S2D [Fr] on 08/24/2006 09:19

..yet...

reply to this message

#292: Message censored by administrator

by pharmacy on 08/28/2006 21:25

#293: ..

by makkE on 08/31/2006 23:38

It might be a good idea to exclude the gl from the list of randomly picked guns in tactics modes. After all it´s not meant to be a primary weapon, isn´t it?

reply to this message

#294: Message censored by administrator

by Barry on 10/17/2006 01:37

#295: Message censored by administrator

by Shatta on 10/26/2006 20:42

#296: Message censored by administrator

by Tony on 11/15/2006 09:33

#297: Message censored by administrator

by spiderman on 11/20/2006 20:19

#298: Message censored by administrator

by spiderman on 11/20/2006 20:23

#299: Message censored by administrator

by Alan on 12/30/2006 08:17

#300: Message censored by administrator

by Jake on 01/13/2007 14:53

#301: CAPTCHA for maths?

by Morosoph on 01/13/2007 15:40

Also, numbers could be in words to make it harder. In fact that could be done now.

Just an idea...

reply to this message

#302: Message censored by administrator

by Rupert on 01/21/2007 11:09

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