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Sauerbraten


Diminished2b

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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:

 

sauerflat.jpg

 

 

 

New:

 

sauerbump.jpg

 

 

 

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.. :)

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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.

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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.

 

screenshot491657ax3.png

 

Made it myself

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  • 1 month later...

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

 

 

 

screenshot_878348.jpg

 

screenshot_96727.jpg

 

 

 

This game, with bump mapping, shading, and reflective water, it is turning out to look very nice..

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