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"normalmap" edition released! (2006-07-22)

by Aardappel_ on 07/22/2006 23:56, 191 messages, last message: 09/11/2006 07:36, 196513 views, last view: 04/19/2024 09:31

As always, here are the new features, any feedback or bugs specific to this version in this thread, please.

* added support for "dot3 lightmap / radiosity lightmap" mode that works well with normalmaps & per pixel light, various shaders supporting bump/parallax mapping, glow/specmaps etc.
* added lots of normalmapped textures
* many new maps using normalmapping
* extended Fanatic's amazing soundtrack with 8 new tracks!
* added dbghelp.dll to the bin folder that win98 users need to rename...
* clearer color coding in the console: green: player talk, blue: "echo" command, yellow: gameplay messages, red: important errors, white: everything else
* added -z (z-buffer precision), -b (bits per pixel), -a (FSAA), and -f (shader precision) command-line settings (see config.html)
* added "trigger" command for opening/closing doors
* added entity selection by left mouse button.
* added entity copy and paste
* added entity undo / redo support
* added entity support to flip and rotate
* added editmove command
* added replaceents command
* made sure that textures of 'new cubes' are appropriate. Maps need to be remipped for this to fully work.
* added outline mode for showing geom boundaries (toggled by "outline" var)
* added -p (admin password) and -c (maxclients, default 4) command-line options for servers
* added setmaster command
* added voice announcer for certain gameplay events
* quad & boost powerups are now randomized in spawn times, but their spawn is announced 10 seconds before (so everyone will have to fight for it :)
* added showcharacterboundingbox var (useful when creating new models)
* increased rhino bounding box size

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#152: CPU vs GPU

by SanHolo on 08/14/2006 23:23

Passa, if your fps do not change even if you switch the resolution, that tells you one thing:

The CPU is the limiting factor, not the GPU. ;)

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#153: ..

by makkE on 08/15/2006 02:19

Sounds more like a driver issue to me, passa.. if hl2 runs ok, sauer by all means should too.

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#154: Re: ..

by Passa on 08/15/2006 08:48, refers to #153

Thats the thing, I have tried virtually every version for my GPU :P

Nah only about 4 versions, ranging from 2003 to 2006.. it happens on all cards without any shader support at all I think (from memory, same thing happened on my other laptop with a Radeon 7000...)

Ill try the latest Sauerbraten with my old GeForce 2 MX and see how that goes, to test my non-shader card theory :P

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#155: ..

by Max of S2D [Fr] on 08/16/2006 12:43

"Sounds more like a driver issue to me"

Update my Geforce5200 driver bringed me the FullScreenShaders :D
And a gain of 10-15 fpp without shaders and WITH vsync.

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#156: Re: ..

by Passa on 08/16/2006 13:49, refers to #155

"Update my Geforce5200 driver"

Thats Nvidia, their drivers are always good..
Avoid the 9x.xx series atm though of the forceware drivers, they seem to be buggy with opengl apps (I was getting 80FPS on Sauerbraten and <30FPS on counter-strike 1.6 on opengl mode, downgraded to the latest 8x.xx and it was working fine again)

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#157: stats

by rancor on 08/16/2006 20:26

In multiplayer, the death total displayed in the end of round statistics does not reset after each round, although the other statistics appear to do so.

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#158: Re: stats

by shadow,516 on 08/17/2006 08:25, refers to #157

There's death number statistics? Since when?

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#159: Re: stats

by c0rdawg on 08/17/2006 17:53, refers to #158

when the game is over it tells you your kills and deaths...

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#160: Water Bug

by c0rdawg on 08/18/2006 17:52

This has probably been posted before but it's pretty cool. Heres a video of the bug: http://c0rdawg.homeip.net/files/sauerbraten-water-bug.wmv

I compressed it a lot, probably too much, but you'll be able to see what's going on...

If you can't tell by the movie, I am able to go up a waterfall that is 1 cube by 1 cube with solid cubes surrownding it... but only when the bottom solid cubes are sloped the way they are in my movie clip...

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#161: Re: Water Bug

by Aardappel_ on 08/18/2006 18:50, refers to #160

so what exactly is the bug? You are able to go through too small a space (what is "1 cube" ? the smallest gridsize selectable?) or you come out of the water still feeling like you are inside?

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#162: Re: Water Bug

by c0rdawg on 08/18/2006 21:57, refers to #161

you are able to go into too small of a space, the smallest gridsize selectable.

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#163: Re: Water Bug

by Passa on 08/18/2006 23:39, refers to #161

I think he is saying that if you build water underneath the tunnel with no walls around it, you can stand in that then swim upwards into the same amount of space but with a wall around it..

So err you can get into a 1 cube by 1cube space.

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#164: Re: Water Bug

by c0rdawg on 08/19/2006 02:55, refers to #163

yup, pretty much

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#165: ..

by Passa on 08/19/2006 11:57

http://www.paradoxproject.servegame.org/waterbug.jpg

Noticed that in Fanatic's RPG map.
Slight bug with water behind a waterfall.

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#166: Hmm

by Pxtl on 08/19/2006 15:40

Not sure about the standard health pickup. Like the boost, like the ammo, just not sure about that.

Although you should know, the Red Cross organization dislikes games using the red cross as a health symbol.

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#167: Re: ..

by marcpullen on 08/19/2006 16:26, refers to #165

Aard says that because of the water surface sorting that the engine doesn't and probably won't do (too costly on performance). Mappers shouldn't overlap surfaces.

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#168: Re: ..

by shadow,516 on 08/21/2006 00:29, refers to #167

glass does it just fine, whats different with water?

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#169: Re: ..

by CC_machine4 on 08/24/2006 21:09, refers to #168

water is a tex, whereas glass is just a blue tint?

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#170: Re: ..

by Quin on 08/25/2006 02:44, refers to #168

Water has moving parts, and the waves are a huge bunch of little vertices. Doing anything fancy with this many vertices would be way too costly.

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#171: bit of a weird one..

by GNU/Jeffz.. on 08/26/2006 02:14

Hi,

makkE insisted that I post my experience here related to crashes.

Since this release of sauer, I started trying the WiP RPG maps, the k_rpg I found problematic, as it would start loading, the music would start to skip and and pause while processing some of the jpeg files and then the process would be killed.

This happened roughly 5 times in a row.

The other rpg maps loaded fine.

The last message before the kill was something to do with watersubdiv, so I commented that out, decided to run sauer in gdb and the map loaded fine.

So, I checked config.cfg again after I quit and it appeared to have been rewritten with the watersubdiv line the same as before.

So I tried loading the map again, outside of gdb and it worked fine.

Very weird as I don\\\'t seem to be able to reproduce this further.

Ubuntu GNU/Linux, Intel Pentium 4 Northwood, 2.8GHz, Radeon 9800SE (128MB), 512MB of Ram, 1GB of swap.

jeffz@hitler:~/sauerbraten$ uname -a
Linux hitler 2.6.15-25-686 #1 SMP PREEMPT Wed Jun 14 11:34:19 UTC 2006 i686 GNU/Linux

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