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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, 165105 views, last view: 12/09/2021 05:00

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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#81: ..

by guuest on 07/30/2006 19:51

is possible to disable bump mapping keeping the option for fullscreen effects?
i mean without use -f0
And i have a suggestion, will be possible to change timelimit?

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#82: ..

by sinsky on 07/30/2006 23:50

In case anyone might care to read - yesterday I bought a radeon 9550, Sauer runs with shaders and normal maps, can't tell about bloom.. This shader stuff is new to me and Sauer is the first shaded product I've seen. Made me think how combining lighting effects, water, particles and moving objects could make a more dynamic-looking environment. Probably won't work very well, but might give it a try when I have enough time.

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#83: ..

by pushplay on 07/31/2006 06:23

>> Why buy ATI, when nVidia does everything ATI does, but adds top-notch OpenGL support?

For a while nvidia was terrible for heat and juice on equivalently powered cards. I don't think that's true any longer.

>> first shaded product I've seen

Ever seen the doom 3 trailer? You've seen games with shaders, you just don't realize it.

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#84: Re: ..

by Passa on 07/31/2006 07:50, refers to #83

"Ever seen the doom 3 trailer? You've seen games with shaders, you just don't realize it."

Heh, I will never forget Deus Ex: Invisible War for that, it absoloutely refused to run on anything with no shader support (this is when non-shader GeForce 4 MX cards were popular, and of course they couldn't run the game)

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#85: Re: ..

by djRobbieF on 07/31/2006 14:53, refers to #83

>>For a while nvidia was terrible for heat and juice on equivalently powered cards.

Very true.


>>I don't think that's true any longer.

You've reinforced my point: Why buy ATI now? Nothing against the company, but their OpenGL support sucks (this is not OPINION - this is fact), and when nVidia no longer seems to have the cooling issue (if your nVidia card uses a GPU fan, make sure you check it every few months to make sure it's free of dust), then what's to hold you back? You may pay a little bit more for an nVidia than the ATI card, because ATI offers their "value" cards, which are honestly more suited for office application, but not gaming. Don't fall into the trap of thinking that the ATI card for $20 less is a good deal. It's not the same thing...

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#86: Re: ..

by Passa on 07/31/2006 15:44, refers to #85

"Why buy ATI now?"

With the ATI/AMD merger, we could be seeing graphics chips exclusively for certain motherboards and CPUs, thats right, GPU SLOTS!!1!!11! :/

"ATI offers their "value" cards, which are honestly more suited for office application, but not gaming."

Heh, they aren't good for anything at all, better off sticking with an intergrated solution, it will probably work better anyway (I made the mistake of getting a Radeon 9250 on one pc, horrible card, cant do anything, freezes all the time because it has no fan, just a headsink)

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#87: ..

by sinsky on 08/01/2006 01:11

I haven't seen anything Doom 3 on my PC yet, only on TV shows. Not that I take pride in my narrow views, just that shaders are neat, probably love on first sight for any gamer :) And, well.. it's good to have shaders. Now to the point! The new ATI (9550) runs the same games and applications the same way the old one (7500) did, plus it can run them with some extras turned on, and last but not least, it can run Sauer - which the old one couldn't. So, I can do everything I could do before, as if nothing happened. Now I can only hope it will last 3-4 years without breaking, as the oldie did (it still works btw). Amen :)

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#88: ..

by wowanothername on 08/01/2006 04:22

I cant wait to start editing with this... Im not sure why, but on the other version it was hard to see the things I highlighted. Anyway, you'll see some pretty nice medium sized maps from me soon.

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#89: New Voices - test stuff

by marcpullen on 08/01/2006 05:16

Aard:

I tried emailing you at his wouter at fov120 dot com email, but my email bounced because:

Recipient address rejected: User unknown in virtual mailbox table

You might not have gotten another previous email I replied about the music, let me know or email me back about that.

Anyway, I did some replacement voices for the new s-l-o-w paced ones that were in the new release as a test.

Give them a try, let me know what you think. Feel free to use or tweak of course, or if you want something different - let me know.

http://www2.fanaticalproductions.net:8080/temp/voice.zip (3.5 megs)

For those that want to try these, backup the WAV files in \Sauerbraten\packages\sounds\aard\voice, and unzip mine to that same folder. Load Sauerbraten and see/listen if it sucks or not.

If you hate them, put the backed up ones from the original package back where they came from.

Comments welcomed. And yes I know they aren't the best sounding, it was a quick test to try something different. :)

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#90: bump mapping bug

by rpointon on 08/01/2006 17:22

Bump mapping sometimes appears 'inside-out', see screen shot from bumptest: <img src="http://www.macs.hw.ac.uk/~rpointon/saue.jpg" /> - note ground and left side of pillar vs right side.

Meanwhile Bloom and other effects work fine.

OSX PPC - same results using ATI 9800 and ATI x800.

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#91: Re: New Voices - test stuff

by Aardappel_ on 08/01/2006 21:22, refers to #89

marc, apologies, I have a backlog of email and you are in there. that fov120 address doesn't work since ages.... use w v o a t g m x d o t n e t... I'll get back to you soon.

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#92: Re: bump mapping bug

by Aardappel_ on 08/01/2006 21:23, refers to #90

ok, we have another mac related bug. compare:

mac: http://www.macs.hw.ac.uk/~rpointon/saue.jpg
pc: http://strlen.com/screenshot_100834.jpg

not just that face is lit wrong, so it some of the lighting on the floor further down.

I presume this is a byte ordering bug... eihrul, any ideas?

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#93: Editing - making corners with a script?

by _Fanatic on 08/01/2006 21:50

Can anyone write up an example script that I can use in my config file to make a corner by hitting one key?

Kind of like how Cube does it with the old "K" key binding, one press and you have a 45 degree corner.

What I'm thinking is do a loop like 8 times that simulates scrolling the mouse wheel away from you. I just don't know how to script it.

It would save me a lot of time from making corners by being able to press a button versus scrolling over and over, my pointer finger is actually getting sore from scrolling. :)

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#94: Re: bump mapping bug

by guest57 on 08/01/2006 22:10, refers to #92

Also, noticed that if I turn full-bright lighting on then the it looks okay... something to do with the lightmaps?

- aka rpointon

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#95: Re: bump mapping bug

by eihrul on 08/01/2006 22:15, refers to #94

Lightmaps aren't stored any differently for fullbright. We have no way to debug this, so you're going to have to track it down for us.

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#96: Re: bump mapping bug

by guest57 on 08/01/2006 22:58, refers to #95

In terms of tracking it down, yes I can help - but if I can show you some more symptoms then maybe you help narrow down the possible causes - take this off forum to my rpointon email as required...

Try this for size, two images of the same spot, only difference is that I've changed the selected texture, no position change, or anything else... effect not always repeatable, but once occured scene seems stable:
http://www.macs.hw.ac.uk/~rpointon/saue_t1.jpg
http://www.macs.hw.ac.uk/~rpointon/saue_t2.jpg

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#97: Re: bump mapping bug

by Aardappel_ on 08/02/2006 00:19, refers to #96

That looks all sorts of wrong. If the difference between those 2 screenshots is only a texture change, no other action, then it looks like a driver bug, because it is dependent on which order we send stuff to the card (changing the texture causes the buffers to be recomputed, which may change the order in which things are rendered, and therefore the order parameters are set, like camera position etc).

On t1, the lighting in the distances looks really screwed, on t2 the closer by stuff looks screwed. Again, what I can imagine is that the driver is not passing the global parameters correctly, which include the tangent space matrix and the camera position, which would screw up the specular. Still, it almost seems like its screwing up more than that... maybe the texture coordinates or something.

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#98: Re: Editing - making corners with a script?

by Aardappel_ on 08/02/2006 00:24, refers to #93

You can just do "editface 8" or "editface -8" to move an entire corner in or out, you will still need to select the corner using middlemouse (not the entire cubes) however.

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#99: Re: bump mapping bug

by Aardappel_ on 08/02/2006 00:32, refers to #96

does bumpmapping look ok on a mac, EVER? I mean, I am trying to think where this bug can come from. Can you post some screenshots of aard3c maybe, unmodified?

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#100: Re: bump mapping bug

by guest57 on 08/02/2006 01:21, refers to #99

"look ok on a mac, EVER?" - lol

Find random screenshots in directory:
http://www.macs.hw.ac.uk/~rpointon/saue/

With regards to my earlier texture changed screenshots (post 96), the changes only occur at most for the first two times the texture is used - after that I can use any texture with no weird changes...

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