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new cube release... collect your stuff!

by Aardappel_ on 08/07/2005 22:23, 148 messages, last message: 09/18/2005 09:02, 122165 views, last view: 03/28/2024 17:16

So we haven't had a new cube release in a while, and I guess everyone understands why: sauerbraten is the engine of the future.

But Cube has its own maps, its own gameplay, and is worthy of its own spot for a while to come. So next weekend I will take a little break from sauer and my other projects, and work on a cube release. That doesn't mean that there will be a cube release next weekend, in the best case there will be, in the worst case a whole lot will get done and it will be the week after.

The bad news (if any) is the new cube will NOT receive any significant new features. Sauer is version 2.0 of Cube, and it simply does not make any sense spending large amounts of time in updating Cube. Work on Cube is to be focused on polish and bugs. The main reason for this release code wise it to fix the list of small bugs that have appeared since the last release.

So is this the last release of Cube? Maybe. I am not sure either way, there is always a possibility for more versions, but the way things are going with Sauerbraten, what I want for Cube is a very stable version that people can enjoy while we make Sauerbraten the greatest thing since, well, Cube.

So what do I want from the community? Well, 2 things will go into this release, new media, and bits of code.

For media, I simply want to collect the best released new maps and other items since the last release. I already have most of them, but if you want to be sure I don't miss any simply post links here in this thread... rememeber, just the most high quality stuff.

Then code. I know this is going to be hard for you because you all have your pet little feature that you want to see in Cube. If you read the above, you know these are not going to happen. Some things I just don't find important. Like probably the #1 requested feature is a configureable player model, but that is not going to happen for this release. These kinds of things will likely be in sauer. It is not that it is hard (rather, it trivial), it is just not a priority.

So I will list some things that I definitely intend to fix, or try to. You *MAY* use this thread to suggest certain additional fixes/features, and who knows I can be swayed if a lot of you make convincing arguments, but remember, unless it is a few line easy fix or just incredibly important to cube right now, its not likely going in.

I will report on this thread as things progress.

features already in:
* lots of smaller fixes that I didn't bother to write down. Maybe if you note them here I can say "yes that is already in"
* stereo sound effects
* put in workaround for buggy ATI drivers (glReadPixels() result, already on linux)
* tweaked kickback strength for various weapons

for sure planned to go in:
- seperate release archives for windows, linux, and macosx (less FAQs)
- fixes for amd64. if someone with such a machine can be on call in irc next weekend for testing, that be great
- fixes where illegal protocol could corrupt client state
- vdelta edit fix
- shooting rockets at HOM -> out of memory error
- jumppad velocity Z cancellation (better jumps)
- cap fps to 200 or whatever (variable) (some cube code starts behaving weird when it nears 1000).
- fixes for sound crashing on linux
- some minor tweaks to SP balance and AI
- listen server functionality will be removed
- demo play bugs like sticky scoreboard
- make serverinfo port obey -i
- maxclients

maybe will go in:
- some of the features requested by the german "pro" community (not sure which)
if they have CLEAR list of what they changed to fix what, that might help things
go in (you listening Makke?). Though I am guessing since I won't add all their stuff,
they may want to stick with pcube anyway.
- look at that immortality bug that sometimes pops up. I have a demo of it. It is however
hard to debug and I make no guarantees. Same with other "happens occasionally in
multiplayer" bugs people have.
- kick vote



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#129: Re: ..

by Aardappel_ on 08/31/2005 21:33, refers to #128

that is the server trying to do an operation on a client number which has never connected before. In theory this shouldn't happen, the only thing I can think of is this happening through people with old/hacked protocols.

Seeing the stacktrace would help.

reply to this message

#130: Re: ..

by kracho! on 08/31/2005 22:10, refers to #129

strace ./linux_server ?

reply to this message

#131: ..

by kracho! on 08/31/2005 22:38

217MB and counting :X

Please crash you damn server.

reply to this message

#132: ..

by kracho! on 08/31/2005 23:10

wait, strace seems to be the wrong app :c

reply to this message

#133: Re: ..

by Aardappel_ on 09/01/2005 02:41, refers to #132

a "stacktrace" shows me who called the function that crashed, and with what arguments. Afaik under linux you'd use gdb for that... and you may have to recompile with debug options if symbols were stripped.

reply to this message

#134: masterserver

by Aardappel_ on 09/05/2005 00:08

is hopefully up tomorrow. will keep you informed as things progress...

reply to this message

#135: Re: masterserver

by SleepwalkR on 09/05/2005 12:55, refers to #134

Still working on it, but I'm almost there. Probably not before tomorrow. Sorry!

reply to this message

#136: Re: ..

by CrazyTB on 09/06/2005 17:02, refers to #133

AFAIK, you can generate a core dump. Then, open gdb and import the core dump. Then you can do everything on gdb, like read variables.

Since the server is probably stripped, and the server cannot be recompiled (or else the clients won't login), when kracho sends the core dump to you, Aard, you must import it into a not-stripped version of server. Of course, the exactly same version that kracho is using.

reply to this message

#137: Monsters can shoot through mapmodels?

by CC_machine2 on 09/12/2005 23:24

Anyone noticed that monsters can shoot through mapmodels? It's annoying, especially with bridges.

reply to this message

#138: Re: Monsters can shoot through mapmodels?

by tentus on 09/13/2005 04:57, refers to #137

for this specific reason DCP developed the wooden palette, so that players could shoot back where it's an issue. it's a well known problem, and a big part of why mapmodels are not the best way to make terrain in cube. CL is guilty of using mapmodel overmuch in order to overcome Cube's limits, and as such monsters can be a real issue.

reply to this message

#139: Re: Monsters can shoot through mapmodels?

by -Rick- on 09/13/2005 09:28, refers to #138

I fixed this in my cube bot mod...

reply to this message

#140: Re: Monsters can shoot through mapmodels?

by dcp on 09/13/2005 21:44, refers to #138

not only the palette, there is a mapmodel dedicated to rusty metal bridge structures. isn't it up on my models page?

reply to this message

#141: Re: Monsters can shoot through mapmodels?

by tentus on 09/14/2005 04:18, refers to #140

i think so, but it slipped my mind.

reply to this message

#142: Re: Monsters can shoot through mapmodels?

by mitaman at dark cave on 09/14/2005 12:55, refers to #140

I think maybe your talking about your "grate" mapmodel, 4x4x1. you can see thru it. nice stuff you have DCP!
mitaman

reply to this message

#143: ..

by tentus on 09/15/2005 03:20

while we're on mapmodels, are there any requests that i can address? i want to have some projects ready to relax with while i'm learning milkshape. i tend to get frustrated over a few hours and need something to do that is familiar.

reply to this message

#144: Re: Monsters can shoot through mapmodels?

by dcp on 09/15/2005 07:44, refers to #142

erm... grate... yup... that's what it was called... ;-)

reply to this message

#145: ..

by jcdpc on 09/15/2005 23:26

grate. hah. pun.

reply to this message

#146: Re: ..

by tentus on 09/18/2005 04:15, refers to #145

i'll see what i can do. do you want me to sequence the frames for the scifi door in a certain way? also, what kind of face count are you wanting?

i'm assuming these will be 4x5 (width x height in cubes) doors- correct me if i'm wrong (player model is 3x4).

reply to this message

#147: Re: ..

by tentus on 09/18/2005 05:28, refers to #145

you wouldn't happen to have any screens or sketches you want me to use for reference? i don't have quake 1 so i'm kind of guessing here... my email works if you want to email anything to me.

reply to this message

#148: Re: ..

by Aardappel_ on 09/18/2005 09:02, refers to #143

"objects" that are generically useful in an rpg would be cool.

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