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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, 165108 views, last view: 12/09/2021 06:37

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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#47: Headshot

by Kaiser on 07/27/2006 16:44

Would there be a way of implementing the tried and true "Headshot" Where if you are using the rifle a shot to the head will give an instant kill no matter what. While not critical to the game having such a feature would be nice. It could even be extended to where the game tracks what part of the body your shots hit. This may be a little beyond what the engine can handle but if it would work it could add a little bit more realism to the game.

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#48: mac version

by Silverfish123 on 07/27/2006 17:13

I agree with the above post, and also think that the mac version should be released so that it does not require you to have a scroll wheel mouse, because most mac users don't have them. I would also like to see the map renamed and reorginized to be eaiser to navigate through and understand, and also so people can recognize a map from its name.

Otherwise a great game

PS: if anyone wants to explain how to use both the bind and editbind commands to set the scroll wheel as pgup or pgdown, please explain.

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#49: mac version

by Silverfish123 on 07/27/2006 17:13

I agree with the above post, and also think that the mac version should be released so that it does not require you to have a scroll wheel mouse, because most mac users don't have them. I would also like to see the map renamed and reorginized to be eaiser to navigate through and understand, and also so people can recognize a map from its name.

Otherwise a great game

PS: if anyone wants to explain how to use both the bind and editbind commands to set the scroll wheel as pgup or pgdown, please explain.

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#50: ..

by SanHolo on 07/27/2006 17:50

Can anyone post screenshots of the normalmapped-maps please? I'd like to see them, but my Radeon 9000 cant handle it...

(Mac-users have no scrollwheel? I have a mouse with a scrollwheel since ever... ;D )

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#51: Re: #22: Re: warning 9600 and similar cards users

by m3ep on 07/27/2006 20:27

And the next version will feature Wallwalk and dynamic Portals, I guess *joke*

However. Imo Sauer is the very best opensource shooter existing. The other ones* lack either on graphics or gameplay (or both).
Nexuiz is very performance-hungry and the game content looks like [meep]. That goes along with this supid techno-music and unbelievable slow/bad controls and ... ahrr. I dislike the whole game :P
Warsow's gameplay feels like you were on drugs.
On the other hand Sauer delivers nice QUAKE-like gameplay (Fast with a big F) and fancy graphics (even better since shader-usage).
God bless Aardie ;D

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#52: Re: mac version

by PFL on 07/27/2006 20:29, refers to #49

Look in your config file (or autoexec if you have one) and look for the bind commands for mouse4 and mouse5 and then change them to pgup and pgdown. :)

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#53: Re: #22: Re: warning 9600 and similar cards users

by Aardappel_ on 07/27/2006 20:50, refers to #51

comparing sauer against nexuiz/warsow is like comparing Intel against Dell... one makes their own original designs, the other just sticks a little bit on top of someone elses work (John Carmack etc.). They aren't even in the same category.

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#54: Re: #22: Re: warning 9600 and similar cards users

by m3ep on 07/27/2006 21:09, refers to #53

Yes, I know.
This isn't a comparison but a reflection
of my personal feeling what a DM-Shooter
should be like.
And Sauer is definitely what I like and
I wanted to let you know that :D

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#55: ..

by makkE on 07/27/2006 21:43

:] well Sauerbraten is just right on.. Nexuiz would be cool if it would have been developed more cautiously.. canīt build a ferrari engine into a citroen 2cv.. they just messed it all up badly with insane polycounts..
I like warsow a lot, but I just donīt have the time to play it.. itīs not really a game to play casually..

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#56: 6100 VS X850PRO, 6100 wins why?

by Chaos on 07/27/2006 23:18

For some unknown reason to me.. my X850 gets great FPS but the bump mapping looks horrid. Yet, my little brother's onboard 6100 gets horrid FPS but makes bump maping look dead sexy.

I've even tried forcing the best settings with ATI Tray Tools. Why is this happening?

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#57: Re: 6100 VS X850PRO, 6100 wins why?

by Chaos on 07/27/2006 23:52, refers to #56

Also, when I try to use any fullscreen affect such as bloom and it does nothing... doesn't even say it's trying to render with bloom. But his 6100 does it very nicely... it lags him, but it at least works.

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#58: Re: ..

by Pxtl on 07/28/2006 02:44, refers to #55

Warsow is pretty good to get into once you figure out the rules if you're already a hardcore FPS gamer. It takes a few hours to get comfy with the trickjumps and learn the maps, then it's all good. My problem with Warsow is that the game is match-based, which ruins the "I have only 10 minutes handy, but I'll jump into an active server and join the game in progress".

There probably are settings for non-match-based WSW games, but I've never seen one.

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#59: Re: 6100 VS X850PRO, 6100 wins why?

by shadow,516 on 07/28/2006 04:44, refers to #57

6100 supports shaders, barely. the x850 does not. so the x850 runs fast because the shaders are "baked on", and the 6100 runs slow because it can (barely) handle them

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#60: Sauer's Good, and a little Bad

by Greywhind on 07/28/2006 05:24

I have grown to like Sauer quite a bit since I first saw it, and it definitely IS the best fully open-source FPS. Also, it's FPS is amazing for the high quality of its graphics (which are getting quite amazing - great job).

Unfortunately, I have to mention that I have always missed one particular feature, present in almost every other FPS:

Lack of CTF mode (and structured teams). This has been my main issue since I first downloaded Sauer - without CTF and real teamplay, it's just not quite my perfect game. Frankly, just because of CTF and class-based/team-based play, I'd switch to ETF (Enemy Territory Fortress) in an instant if it ran on Mac. If you want to appeal to a broader class of FPS players, I'd suggest putting in CTF, even if you don't add classes like Team Fortress does.

I hope you won't take this as an insult, but it really does detract from my enjoyment of Sauer. It's a great game anyway, but I will never be fully satisfied until it has CTF.

(Yes, I realize that Sauer is supposed to be minimalistic and have old-style gameplay - if that stops CTF from being implemented, I can't change that. I just want to get my opinion out there.)

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#61: Re: Headshot

by Quin on 07/28/2006 07:39, refers to #47

Headchots would be rather easy in a simplistic matter. Because sauer uses bounding boxes for collision detection, it wouldn't be deadly accurate.

Rough Example:

if ((pos.z >= d->o.z+d->eyeheight) && (pos.z <= d->o.z+d->aboveeye))
{
// headshot!
}

Something like this in weapon.h hit() would ('pos' relates to the collision vector, which can easily be calculated from the 'to' and 'from' vectors). As for accuracy, it'd be limited to a bounding area of approx. (radius, radius, (aboveeye-eyeheight)) [X,Y,Z].

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#62: Re: Headshot

by Quin on 07/28/2006 07:40, refers to #61

Note: the above wouldn't be in the sauer tradition of balanced gameplay.

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#63: Re: Sauer's Good, and a little Bad

by Pxtl on 07/28/2006 08:11, refers to #60

A) There's the "capture" mode for CTF-oid gameplay. And there are any number of free games with ET style gameplay if you want them. Tons of Team Fortress games have been implemented based on the various Quake platforms and released as free stand-alone games, any of which should work on a Mac.

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#64: Re: Headshot

by rancor on 07/28/2006 09:18, refers to #62

Agreed. However, getting a headshot is quite satisfying, and it might make a fun addition to instagib. It could also make an "insta-pistol" mode,as discussed in the past, actually require some skill, by doing something like 120+ damage on a headshot. Just some food for thought.

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#65: Re: Headshot

by Passa on 07/28/2006 09:36, refers to #64

All my CS playing means I normally get headshots with the rifle while pwning 5 unnameds on aard3c :)

Would be nice for HS damage, but only for the pistol and rifle.

note however; without a healthboost and no armour, rifles are 1 hit kills (100 damage)

Realise though that headshot damage will never come (it goes against the philosophy of simple gameplay, just as crouching does etc)

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#66: Re: Headshot

by rancor on 07/28/2006 10:05, refers to #65

Perfectly aware of both the high power of the rifle and and the simplicity cost. It would be a terrible idea in FFA. My main thought was that tracking it could offer one of the additional player rewards, such as killing spree announcements, that are occasionally mentioned. Additionally, a pistol only mode was a pointless idea without the idea of an accuracy bonus. It's still probably not the best idea ever, but it does seem worth reconsidering its value.

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