July 25, 200619 yr Hello, I play a game called Sauerbraten. I'm wondering if anyone else has been into this game. It's a fast-paced FPS with an engine that supports powerful in-game geometry and map editing. This includes networked 'coop-edit.' It has recently gotten some new graphical features. The changelog is 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 Old: New: I am going to be working on a map soon that includes bumpmapped textures. It will be singleplayer. I play under the name Phenax. If you play please post the name you play under here and maybe we can coop-edit or I can whip you in instagib sometime.. :)
July 25, 200619 yr i like to eat sauerbraten (sometimes), but no sauerkraut :notalk: never heard of that game though
July 25, 200619 yr Yikes, any minimum spec. requirements you can give us? This is how much you all raised for charity. Thank you.
July 26, 200619 yr Author There are no minimum specs per-say. The author recommends a GeForce 4 or higher. I think I can rule out anything with less than 128mb of RAM, and less than a Pentium 3. You can disable bumpmapping, shaders, and a few other features by launching it with a sauerbraten -f (just edit the shortcut, or if your on a Unix just type in 'sauerbraten -f') My 6600GT hits around 180fps-200fps on maps that don't use bumpmapping constantly, and 120-200 on maps that use a lot of bumpmapping at 1280x1024.
July 26, 200619 yr Author Well, I think that texture was made to look flat. There are plenty of textures with 'psuedobumpmapping' that don't look quite as flat. Anywho, here is a screenshot showing a more regular picture of the new features. Made it myself
July 26, 200619 yr Is this a game that you can download? If so is it free and where can I download? Thanks Venomai for this super sig and Kwimbob for the awesome avatar!
July 26, 200619 yr Author sauerbraten.org I didn't mention it at the top because a mod would have most likely said it was advertising.
July 30, 200619 yr Author A single player RPG is being developed on this engine, it's called Eisenstern and it's in pre-development (Some maps can be seen in Sauerbraten) Really looking forward to it.
September 19, 200619 yr Author New release. 20060912 'Water' http://www.cubeengine.com/forum.php4?ac ... ad_id=1001 * new water rendering supporting reflection & refraction * added "setteam" command for forcing teams via mastermode * added support for material texture slots * added "shaderdetail" var that can turn off some expensive shaders * monsters wake up if monsters close to them get shot by a visible player * dying while using a menu doesn't pop up the scoreboard anymore * added a static version of the wiki to the documentation * uniformly scaled down the spec factor in all maps from 8 to 6 (as used in metl4) * deaths now spawn a number gibs depending on the amount of excess damage, if that is a lot then no corpse is rendered * increased the minimum ambient light factor for opponents in multiplayer a lot (can't hide in the dark anymore) * added simple keybinding options to the menus * added damageblendfactor & damagespherefactor var * starting grenades reduced to just 1 * added support for md2 vweps * added optional flipping over X and Y axes to "texture" command * added makke's new ammo/health models * added models for rocket/grenade launcher projectiles * fixed broken world-specular on ATI cards * changed rendering architecture to do seperate Z pass to get more accurate occlusion culling and reduced pixelshader load Unfortunately the master server is down for now. Read here: http://www.cubeengine.com/forum.php4?ac ... ad_id=1013 This game, with bump mapping, shading, and reflective water, it is turning out to look very nice..
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