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Assassins
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![]() ✔ Год выпуска: 2004 ✔ Жанр: Action (Shooter) / 3D / 1st Person ✔ Разработчик: Wouter van Oortmerssen ✔ Издательство: Wouter van Oortmerssen ✔ Тип издания: RePack ✔ Язык интерфейса: Английский ✔ Язык озвучки: Отсутствует/не требуется ✔ Таблэтка: Не требуется ✔ Операционная система: Windows XP / Vista / 7 ✔ Процессор: Pentium 4 2.4 GHz ✔ Оперативная память: 512MB ✔ Видеокарта: 128MB GeForce 6600 ✔ Звуковое устройство: Совместимая с DirectX 9.0c ✔ Места на жестком диске: 750 МБ ✔ интернет соединение: 256K ADSL Cube 2: Sauerbraten - захватывающий трехмерный сиквел шутера Cube от первого лица с отличной графикой. Геймплей одиночной игры очень похож на Quake.В игре представлено множество разнообразных карт, несколько видов оружия, огромные толпы мяса, сингл и мультиплеер. Также в состав игры входит редактор карт. Игра разработана на бесплатном движке Cube с открытым исходным кодом. ☐ Ничего не удалено ☐ Игра обновлена до версии Collect Edition от 4 января 2013 года ☐ Релиз группы RG Games ☐ 2013_01_04_collect_edition reanimated Ogro (by Geartrooper) with skeletal animation so he supports vweps and ragdolls added new MP maps by 4t3one & Snowy (collusion), viruz (subterra), Windecker (alithia), miscreant (turbulence), Suicizer (evilness), sinsch (catch22), flubz0r (hidden), Skur (skrdm1), SuperMan (bvdm_01), Fatum (tumwalk, snapper_rocks, bad_moon, shiva, elegy), Meister & Fatum (mill, asgard, legazzo, teahupoo, gubo), rabe (outpost), Doko & MisanthropX & Nieb (renegade), Nieb & RaZgRiZ & SirAlex & Windecker (garden), Chris_0076 & Nieb & SomeDude (hashi), t-chen (simplicity, fury, mbt4, mbt9, arbana, haste, forgotten), t-chen & RaZgRiZ (mbt12), RaZgRiZ (twinforts), cm|CubicMatter (kopenhagen), Nieb (autumn), ac & Boxx & HeWho (depot), HeWho (rm5), Sprite & Crap_I'm_Dead (spcr), Crap_I'm_Dead (dirtndust), Maycrus & AtlasSteal & HeWho & Somedude & Chris (masdm), Star (sauerstruck), b4lkLu & Chris_0076 (donya), Majikal (siberia), Ardelico & HeWho & Suicizer (force), Snowy (nucleus), Zeronic & HeWho & Cooper (eternal_valley) added "collect", "insta collect", and "efficiency collect" game modes new weapon sounds by Slawomir 'Q009' Blauciak added support for directional sunlight for lightmaps (controlled via "sunlight", "sunlightyaw", "sunlightpitch", and "sunlightscale" vars) added "savebrush" and "pastebrush" commands for saving and pasting selected geometry added support for up to 4 types of water, lava, and glass materials (using "water2", "lava3", etc. materials) added geometry filter modes for "editmat" command ("empty", "notempty", "solid", and "notsolid") now uses GLSL as the default rendering path when available (use "forceglsl 0" to use the old assembly shader path if necessary) added support for international character sets added support for 64-bit Windows builds config files and maps are now saved to the My Games directory on Windows added auto-update and auto-sort options to the server browser made server browser stay open on connect failure server browser now displays time remaining for the match on servers server now shows up as a system tray icon on Windows server now loads entities directly from maps if available server may now have multiple masters, auths, and admins at the same time server now controls its own map rotation server now supports configurable teamkill limits increased pistol and grenade damage, and lengthened yellow armour spawn time health boost and quad spawn times are no longer randomized shortened game times to 10 minutes in all team modes players now spawn with blue armour again in FFA teammates are now shown on minimap team frags are now tracked independently of player frags in CTF the same player that dropped a flag may now pick it back up one time, but not twice in a row without a teammate picking it up in between teamkilling the flag runner in CTF modes now disallows the teamkiller from picking up the flag (toggled via "ctftkpenalty" var in server-init.cfg) team damage no longer contributes to accuracy gamehud and edithud may now span multiple lines added "hidedead" var to control whether players disappear immediately once killed added "restrictpausegame" var for controlling whether need to be admin to use pausegame during multiplayer added "restrictdemos" var for controlling whether need to be admin to record a demo and "maxdemos"/"maxdemosize" vars for limiting the number and size of demos movie recorder now supports larger than 1 GB files using OpenDML/AVI 2.0 added "ignore" and "unignore" commands to locally ignore chat from players added "-g" command-line option which sets which file console output is logged to added support for DDS DXT1/3/5 compressed skyboxes and envmaps added simplified IK for pitch animation added support for applying transforms to bone tags on skeletal models revised internal geometry format to support merging cube faces into convex triangle fans instead of just rectangles use premultiplied-alpha for grass textures to avoid darkening around grass outlines improved model lighting that preserves contrast on unlit side added cubescript recursion limits added "local" command to cubescript that allows you to declare local variables added cubescript compiler added snow particles (particle type 13) "lightthreads" and "pvsthreads" vars now default to the estimated number of CPUs when set to 0 fixed lightmap blurring (controlled via "blurlms" var) at lightmap borders normals are now sampled at all t-joints for smoothing rather than speculatively subdividing edges improved packing of lightmaps when a cube face has more than one plane added "guispring" for creating springs inside a list 2010_07_19_justice_edition added new player models Inky and Captain Cannon by Geartrooper added new MP maps by t-chen & MisanthropX (tempest), MisanthropX & Finn & t-chen (xenon), mIscreant (mercury), Nieb & Geartrooper (justice), Blindabuser & PainKillAH (fc5), KI113R & Redon & SkiingPenguins (alloy), TomekGNO (ruine), Kretren (core_refuge), KaiserTodretter (infamy, desecration), Nieb (bt_falls), viruz (abbey, tortuga), Jonlimle & Argh! & Nieb (injustice), Jonlimle & Nieb & Razgriz (curvy_castle), Nieb & Jonlimle (authentic), t-chen (duel7, duel8, mbt1, mbt2, mbt10, caribbean), MisanthropX & t-chen & Nieb (industry), Fatum (nitro), Vincent (suburb), BlikjeBier (akaritori), Nieb & Destroyer & MisanthropX & viruz (park), KaZ (dune), Justin (pitch_black), and Meister (osiris) added trak5 texture set by TRaK added "efficiency ctf", "efficiency protect", "hold", "insta hold", and "efficiency hold" game modes green and yellow armour spawn delay is now partially randomized and do not spawn immediately can return the flag to base in protect mode by dropping the flag on top of the base if a player explicitly drops a flag in ctf mode, he can't pick it back up (only his teammates can) added numbered base blips for capture modes (toggled via "basenumbers" var, contributed by NancyWilliams) players are now notified of team switches, and team switches can only be done while dead (forces player to die if alive) teleports now preserve velocity if third attribute of teledest is set to 1 smoothed out climbing of 1:1 stairs added mini-map to radar match time remaining is now displayed in minutes and seconds added crosshair selection menu can now change the texture configuration in-game of all textures within a selection (via "vrotate", "voffset", "vscale", "vscroll", "vlayer", "valpha", "vshaderparam", "vcolor", "vreset", and "vdelta" commands) added support for alpha-blended textures (controlled via "editmat alpha", "texalpha", and "valpha" commands) added color scaling for diffuse textures in all shaders (via "texcolor" and "vcolor" commands) added support for fogging skybox (controlled via "fogdomemax", "fogdomemin", and "fogdomeheight" vars) added support for coloring skybox (via "skyboxcolour" var) sky-textured geometry no longer blocks skylight (controlled via "skytexturelight" var) added multi-threading for "calclight" command (controlled via "lightthreads" var) edit clipboard is now synchronized when a new player connects to a coop-edit added "replacesel" command that only replaces textures within the current selection added "shrinkmap" command for reducing oversized maps cubes are now textured on all sides with the second texture slot by default added optional Quake-like mouse acceleration (controlled via "mouseaccel" var) added "reconnect" command for connecting to the last connected server added optional wall clock (controlled via "wallclock", "wallclock24", and "wallclocksecs" vars) added "conscale" var that controls the size of console text added teamkill filter for console added "screenshotdir" var that controls where screenshots are placed "writeobj" command now exports texture assignments revised vertex format to be more efficient on older/generic 3D cards added GLSL render path (toggled via "forceglsl" var) added support for uniform buffer objects to GLSL skeletal animation path improved skeletal animation blending quality in fixed-function mode added support for environment-mapped world geometry in fixed-function mode added rotational friction for ragdolls to make them settle more quickly revised collision detection to use Minkowski Portal Refinement (allows for easier extending of collision to new shapes) improved adaptive sampling for calclight (faster "calclight 1") added motion blur effect (toggled via "motionblur" var) "deathscore" variable controls whether scoreboard is shown on death scoreboard shows the server you are currently connected to (toggled via "showservinfo") added "guinameslider" for selecting from a list of names with a slider added "guialign" for creating aligned lists added SMD and IQM model support (see models.html) 2009_05_04_trooper_edition added new player model Snout X10000 by Geartrooper added new hudguns and vweps by Geartrooper added new logo and loading screens by Blindabuser added new soundtrack "Odious" by Fanatic added new MP maps by Nieb (flagstone, turbine), Meister & Com3t4 (valhalla), Blikje Bier (konkuri-to), KaiserTodretter (redemption), Blindabuser (fc4), THEtarget (l_ctf), Halleck (neondevastation), mIscreant (refuge, forge), MX (sdm1), viruz (dust2), schmutzwurst (campo), KI113R & Redon (killcore3), Majikal (damnation, torment), Hero (europium), Kal & Halleck (kffa), Meister (shinmei1), Destroyer (dock), Hero & viruz (cwcastle), Redon (memento, frozen, recovery), Drakker (sacrifice, powerplant), Kretren (core_transfer), and MisanthropX (arabic) added new SP map by Redon (lost) added new stained glass texture set by PainKillAH and snow texture set by TomekGNO backported bots from Blood Frontier by Quin new announcer voice by Blindabuser added "protect" and "insta protect" game modes added layer blending for world geometry added flame particles (particle types 0 and 11) and smoke particles (particle type 12) all map vars (skybox, fog, watercolour, etc.) now save inside maps and sync during coop-edit ambient light can now be colored (with "ambient R G B") "fogcolour" variable can now be set with the form "fogcolour R G B" renamed "aiclip" material to "gameclip" and allowed it to be used to prevent flag dropping in areas in CTF/protect modes or base capturing in capture modes "editmat" command can now specify an optional filter material which limits the cubes it modifies added "gotosel" command to go to the current selection's position in edit mode simplified "calclight"/"patchlight" quality levels to 1: high, -1: low, and 0: determined by "lmshadows" and "lmaa" vars particles now show in edit mode (controlled by "showparticles" var) pickups now show up immediately when added in edit mode added support for optional hit sound (toggle with "hitsound" var) added configurable mini-console for chat (configurable via "miniconsize", "miniconwidth", "miniconfilter", and "miniconfade" vars) made key-binding menu easier to use extended damage compass to 8 directions (from 4) added ammo inventory display to HUD made "sensitivity" variable floating-point (no more "sensitivityscale" needed) added "dropflag" command for CTF modes to drop the flag main menu is now shown instead of dumping to local map when game starts up or when disconnected from multiplayer players can now un-spectator themselves if mastermode is less than 2 (locked) can now keep servers in the server browser with the "keepserver" command and also specify passwords for it to use demo recording now works for local MP modes re-enabled listen server functionality (via "-d1" command-line option or "startlistenserver" command) can now setup server parameters with "server-init.cfg" instead of using command-line options can now specify different ports for servers to use (via "-j" command-line option) included source code for new master/auth server added optional master authentication system instead of old "approve" command added support for locking servers with passwords (via "-y" command-line option) server admins can now pause matches with the "pausegame" command collision boxes for mapmodels now support yaw smoothed out player collisions against stairways added optional ragdoll physics for skeletally-animated models added movie recording in uncompressed AVI YUV format (via "movie" command) screenshots now save as PNG images instead of BMP added support for loading files directly out of ZIP archives added support for DDS DXT1/3/5 compressed textures removed dependency on libGLU added view frustum/PVS culling for particle entities deferred loading of world shaders until they are used replaced "setpixelparam"/"setvertexparam" with easier "setshaderparam" command rewrote grass rendering to support blending and better batching made "mdltrans"/"mdlscale" use matrix transforms instead of preprocessing vertexes added cheap blob shadows fallback for player shadows removed old/inefficient stencil shadows fallback added support for shadow mapping in fixed-function mode added support for dynamic lights in fixed-function mode rewrote post-processing shaders to allow stacking 2008_06_17_ctf_edition added new MP maps by Nieb (hallo, shipwreck), schmutzwurst (akroseum, berlin_wall), KillHour (hog2), KaiserTodretter (paradiselost), Mayhem & mIscreant (duomo), Mayhem (tejen), Hero & WahnFred (mach2), TUX (capture_night), SATAN!!! (reissen), Redon (c_egypt), and Kal & DairyKing (kalking1) added MitaMAN's new SP campaign: "Private Stan Sauer" added Fanatic's new 10 song soundtrack "Spontaneous Failure" added geartrooper's new MD5 character model: Mr. Fixit added ctf and insta ctf game modes added support for cloud boxes and cloud layers over sky box added in-game text editor for editing cfg files texture browser now displays glow, rotation, and offsets added console message filter (controlled via "confilter" and "fullconfilter" vars) "follow" command now works in first-person (can spectate in third-person via "thirdperson" var or 9 key) added support for Cube Server Lister extended information added support for Mumble positional audio (contributed by The Conquerors clan) added "apply changes now?" dialog using "resetgl" command (toggled via "applydialog" var) made clip material coexist with other materials (so water/lava can clip) added "death" material for forcing player suicide added "fullconsize" var for controlling the percent of the screen the full console occupies undo now works with heightmap editing mode now automatically pick up ammo boxes when touching a base in normal capture mode (toggled via "autorepammo" var) lowered the minimum gridpower to 0 added "texoffset", "texrotate", and "texscale" commands for more easily specifying texture slot parameters texture rotation is now done via texture coordinate generation (instead of making copies/wasting memory) added "sayteam" command for chatting to teammates (bound to Y key by default) added optional t-joint removal to fix world sparklies (toggled via "filltjoints" var) made hit crosshair show when successfully hit enemy (duration set via "hitcrosshair" var) made teammate crosshair show when aiming at a teammate (toggled via "teamcrosshair" var) player is now dumped to an empty map if he does not have the particular map in multiplayer added support for soft particles/explosions (toggled via "depthfx" var) added support for "pulseglow" shaders in fixed-function mode added "texscroll" command for scrolling texture slots added cheaper/more-controlled glow/specular bloom (controlled via "glare" var) added "texgui2d" var for toggling whether the texture palette uses a 2D or 3D gui scoreboard now always defaults to 2D, regardless of GUI settings (controlled via "scoreboard2d" var) added "waterfallcolour" command to control coloring of waterfalls separately from water optimized water reflection/refraction with scissoring and tighter frustum culling added refractive waterfalls (controlled via "waterfallrefract" var, disabled by default due to cost) added environment-mapped waterfalls (controlled via "waterfallenv" var) added tethers that show who is capturing a base (controlled via "capturetether" var) rewrote particle renderer to make it more extensible rewrote world renderer to more efficiently batch draw calls made lightmaps use a texture atlas to enable better batching of draw calls locked physics at fixed rate of 200 Hz (no more variable rate) revised handling of slopes in physics to reduce sticking problems made underwater fog/caustics fade in instead of turn on immediately at the surface added "resetgl" command to restart the renderer while running added builtin zoom (toggled via G key or "zoom" var) added directional damage indicator to the HUD (toggled via "damagecompass" var) smoothed out the shadow boundary caused by the shadowmap depth peeling softened water edges now work when under water players can now reconnect to private games when disconnected, so long as their IP matches added precomputed visibility/PVS system for occlusion culling on 3D cards that don't support OQ (see editref.html) added support for environment-mapped water reflections as a cheap fallback (used if "waterreflect" is off) added movement smoothing for other players in multiplayer (reduces jumpiness from packet loss) added "fullbrightmodels" var for controlling fullbright-ness of player models added MD5 model support with new skeletal animation system (see models.html) added OBJ model support (see models.html) added new decal system for bullet holes, scorch marks, etc. 2007_12_22_assassin_edition added new "slowmo" sp and dmsp modes (-5 and -4 respectively), see sp modes description added lots of functionality to the rpg game capture meters now decay instead of reset if you leave their radius added assassin, insta assassin, and regen capture game modes models (hudguns, characters, etc.) are now preloaded to reduce load pauses during play switched the quick-edit menu key from TAB to F3 air speed bonus now works when moving backwards added geartrooper's new hudguns and vweps improved remip added dtrace probes for cube script added "aiclip" material for clipping monsters in SP added exploding barrels, movable boxes, platforms, and elevators for SP (via "barrel", "box", "platform", and "elevator" entities) added support for anisotropic texture filtering (via "aniso" var) re-enabled occlusion query on Linux ATI/fglrx drivers due to some massive improvements in version 8.42 cut capture/spawn times in half for insta capture added support for depth-fogged water in fixed-function mode softened up water edges when using refractive water with shaders master status must now be approved by one other person (via "approve" command) when using the "-o1" public server option rewrote heightmap. Hold LCTRL or press H to activate. added workaround for broken demo recording on Windows added normalmapping support for models (via "md3bumpmap" command) taunting now causes player to stop moving fixed bug with explosions not doing damage made client and server sync their clocks as often as possible to compensate for inaccurate clocks on some hardware replaced the display list fallback for models with vertex arrays instead (allows better reuse of model animation on older 3D cards) player animation is now cached so its only done once per frame despite multipass rendering (reflections, shadows, etc.) player models now use occlusion queries so only visible players are animated (huge SP speedup with lots of monsters) environment map textures are now automatically scaled so that all sides have matching resolution added lightning particles added experimental soft shadow system based on shadowmapping and depth peeling Cube map importer can now handle AssaultCube maps added spectator follow camera (via "follow" command) added "loadcrosshair" command improved scoreboard for team modes miscellaneous crash/bug fixes 2007_08_19_summer_edition local server now respects "gamespeed" and "paused" vars added toggles for trilinear and bilinear filtering (via "trilinear" and "bilinear" vars) added "consize" var for controlling the size of the default/overlayed console server browser now sorts servers by number of players (empty servers still sorted by ping) directions and radiuses of entities now display in edit mode (toggled via "showentradius" var) added support for FBO depth+stencil format so dynamic shadows can render properly in water refractions "remip" now synchronized with all clients in coop-edit added "clearbans" command so masters can clear all bans added "floatspeed" var for controlling spectator/editmode movement speed added "outlinemeters" var for outlining capture meters added "teamskins" var for toggling usage of red/blue skins in FFA modes added "ogro" var for toggling use of Ogro models now use a bounding interval hierarchy for ray tracing/lightmapping instead of sphere trees (better memory/cache usage) added workaround for crashes with Linux ATI/fglrx drivers fixed collision bug that let players walk inside sloped geometry added blood decals (toggled via the "blood" var) added "insta capture" game mode tweaked capture gameplay timings added calclight visualization of lightmaps added "-v" command-line option for controlling vsync added "-k" command-line option for adding mod directories added "-q" command-line option to set per-user home directories added "-r" command-line option to load "init.cfg" on startup added "init.cfg" so init settings can be changed from in-game and take effect on restart without needing command-line added "guilistslider" command for selecting from a list of specific integer values added support for hardware-accelerated mipmap generation (via "hwmipmap" var) added "gui2d" var for making all menus/scoreboard 2D added "texreduce" var for scaling texture quality down added dynamic lighting system new "gridlookup" var controls whether cursor grid size is looked up from cube under cursor refactored gameplay and moved some of it (damage, ammo, health) server-side autoteam now only selects good/evil regardless of number of teams in play experimental server-side demo recording added "admin" privileges via "setmaster password" added support for translucent models made yaw/pitch of playermodels interpolated in multiplayer VBOs now supported on animated models added support for custom fonts added "lava" material added "goto" command for spectators made models share meshes/rendering data if same md2/md3 file is loaded for better memory usage connection to masterserver can now be aborted in case the http socket connect locks up fixed bug that caused some unnecessary sparklies in indoor maps glowmapped models/geometry now work in fixed-function mode models now support environment mapping (via custom envmaps or envmap entities) added (ugly) fallback for old cards with no multitexture support (rather than spitting out error and quitting) revised texture combiner support to more easily add fixed-function effects fixed particles and materials not fogging properly duplicate player names are now distinguished by client number optimized model rendering to batch similar models and reduce state changing as much as possible capture bases can now be named via "base_N" aliases animation now supports multi-part md3 characters added support for OGG sounds added "spotlight" entities added texture slot "e" for loading custom envmaps with envmapped shaders added support for post-pass blurring of lightmaps (via "blurlms" and "blurskylight" vars) added ambient occlusion for lightmaps (via "skylight" command) added softened explosions via shaders (spheres) or fixed-function mode (hemispheres) added workaround for explosions crashing on some Intel integrated graphics added vertex animation to water 2007_04_13_spring_edition added hudgun sway (toggled via "hugunsway" variable) "crosshairfx" variable now works again servers now report correct IP to masterserver with the -i command-line option scoreboard now displays mode, map, and time remaining bases now produce ammo in capture mode (take ammo with R key or "repammo" command) added reflective water in fixed-function mode added reflective glass in fixed-function mode made waterfall top/bottom correctly align with water surface player vs. player collisions now use ellipses instead of bounding boxes added new functionality to the rpg prototype (WiP) added planar shadows for most dynamic entities added -o option for servers to disable "locked" and "private" mastermodes dead players now colored gray on scoreboard changed experimental movement speedup code to include both jumping & forward independently (see game.html) added F key support to heightmap editing. improved "fastshader" system to support more than 2 performance levels added environment-mapped geometry shaders (via "bumpenv*world" shaders) added ambient sound entities (via "mapsound" and "newent sound") added alpha-masked shadows for mapmodels with alpha-channel skins (via "calclight 3") added animated caustics effect to underwater geometry added experimental animated grass system added support for GLSL shaders added entautoview, entitysurf and selectionsurf added Marc's latest 8 tracks, for a total of 31 now! added visual entity box handle. allows easy choice of orientation. hovering over an ent now replaces closest ent as implicit ent selection. added smoothmap command for heightmaps. (default press H when already in hmap mode) executes a moving avg filter over hmap added context sensitive entity menu (default TAB) added a scale parameter to the "texture" command, for changing the apparent size texture combining now scales combined texture to match size of base texture command "showtexgui" (default F2) allows for comfortable texture browsing made gui stick to player's Z fixed server lockup (in patch) 2006_12_04_gui_edition added 'particletext' var for toggling particle text alias arguments now set by 'push' on execution, and restored by 'pop' after added 'push' and 'pop' commands for saving and restoring aliases glass reflection using environment maps added environment map entities (created by "newent envmap") for reflecting geometry added S3 texture compression support (controlled by "mintexcompresssize" var) added Gregor's new texture set and map, and many other new maps/media added heightmaps for most existing normalmapped textures, so we can have parallax on everything added scripting documentation for the rpg model rendering code now automatically generates triangle strips for both md2s and md3s added workaround for garbage in skybox on ATI cards (must be enabled explicitly by "/ati_skybox_bug 1" if necessary) fixed lighting bug in fixed-function mode that caused textures to saturate made selections solid. you can still use 'passthrough' to suppress it changed some default editing key bindings. right mouse is now the 'editextend' command, B is now change brush, Alt is now passthrough added multiple entity selection. added boolean operators to cubescript: &&(and), ||(or), ^(xor), !(not) exposed selecting to cube script. see "entselect, moving, dragging, entmoving" and related commands. ex: KP_Enter selects entity's within selection, etc. added a bunch of new editing commands to seperate much of the entity and cube commands in engine. overloading behaviours is now left to scripts. see data/stdedit.cfg new gui/menu system added surface merging that drastically reduces world geometry (done on remip/calclight) teams now automatically selected on any team mode by server added support for md3 vweps default enemy ogro skin is now always red (teammates always blue) added progress meters for base captures server will now pick map with most pending votes (if possible) at the end of a match reflections now use occlusion queries instead of distance check changed geometry rendering to use triangles instead of quads (consistent subdivision on all platforms) "newmap" is now synchronized across all clients in coopedit revised networking code to better utilize enet (less lag and bandwidth usage) 2006_09_12_water_edition added "setteam" command for forcing teams via mastermode added support for material texture slots added "shaderdetail" var that can turn off some expensive shaders new water rendering supporting reflection & refraction 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 2006_07_22_normalmap_edition 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 2006_06_11_sp_edition scripting language: every command/block/exp can now return string values (no more use of variable "s", much cleaner code) scripting language: reduced allocations a great deal, should execute faster now scripting language: can now write X = Y instead of alias X Y for more readable code If sauer crashes on a non-programmer machine on Windows, it will now output a stacktrace (both in a popup and the console window) which can be copy-pasted and sent to the developers (do this before you press "OK" to close the program, from the console windows menu). added provisional "sendmap"/"getmap" commands for coopedit mode explicit sky polies are now outlined in editmode (toggled by "showsky" var) now shows names of entities floating in edit mode (in green, closest = red) any non-multiplayer games can now be paused (variable "paused", default key F1) fixed rockets exploding mid-air if they were aimed at a moving target copy/paste now work in coop-edit moved all mapmodels into the menus new SP respawning system! read "SP Respawning" in game.html console language macros now allow code generation (see config.html) added customizable file completion (via "complete" command) aliases and vars set in map cfgs are now sandboxed (don't persist) world shaders can now work with any number of textures (see "texture" command). support for specularity maps and glow maps on md2/md3 models (see md2.txt/md3_sauer_howto.txt) new "editbind" works like "bind", only the key is only available in edit mode. cleaned up keymap/default cfg files (no more bindings in keymap) added triggerable mapmodels (see editref.html for more info) removed the z-offset attribute from mapmodel info and ents and moved mapmodel ent skin attribute to mapmodel info (see editref.html) added support for full screen pixel shader effects (see setfullscreenshader, and the "option" menu) removed obsolete editheight command added powerful new heightmap mode! use getheightmap command [default H key] when there is a selection box to activate (see editref.html for more info) added selectbrush modifier [default J key] that switches between brushes defined in data/brush.cfg added copybrush [default K key] to use current heightmap as brush. see data/brush.cfg for more info. editable brushes for heightmap mode. see data/brush.cfg for more info. capture gameplay mode fixes ip address lookups now use the concurrent resolver added redo command [default I key] made importcube remip while importing to save memory removed some lighting/physics bottlenecks in SP mode removed 256 textures per map limit (is now 64k) fixed incorrect mapmodel shadows on Windows fixed invincibility bug 2006_04_26_occlusion_edition tweaks & fixes to the capture gameplay mode added high resolution skyboxes, and some of the g_pack textures to the standard set fixed newent sending invalid attributes in coopedit mode models with a specularity of 0 now have a specialized shader ("nospecpvmodel") for faster drawing (mainly for vegetation) grenadelauncher damage increased to max 75 multiplayer players & flag models will not be culled no matter how far away they are added waterfall effect for water material sides added pistol ammo (ent type "cartridges") added linearly-interpolated normals for lighting (controlled by "lerpangle", "lerpsubdiv", and "lerpsubdivsize" vars) added HW occlusion culling support (requires NV GeForce3-class hardware or better) reduced overdraw dramatically reduced size of vertex data by using short instead of float removed ZYX order inconistency from math classes fixed lights placed outside the world not casting shadows fixed grenades being stopped by clip material and being stuck in walls made networking protocol use less bandwidth calclight now uses multi-sampling and adaptive sampling faster mapmodel ray intersects with spheretrees instead of bsp shorter fuse on grenades (2 seconds) fixed hudgun light computation related crash 2006_03_20_shader_edition registersound now allows individual sound volume adjustment can now render md2s without back face culling (good for vegetation models), custom specularity, custom shader. console now supports line-editing calclight now forces a map remip automatically, and has 4 quality settings you can pass (see ref) added workaround for texgen bug in nvidia drivers added goal-oriented team player mode (mode 12, "capture", see game.html, try playing it on face-capture map) added initial version of the grenade launcher added macros to the scripting language everything in the engine is now rendered using shaders converted the engine's use of OpenGL from xzy to xyz (don't ask) added phong lighting for models added shader system, each world surface can now have its own shader, and maps can have their own shaders. Look at the shader and setshader commands. reorganized directory structure can now specify custom animations and other properties for md2s (see docs/dev/md2.txt) clip material no longer stops bullets (only the glass material does) added spectator mode (toggled by "spectator" command, or mastermode 2) many mastermode bug fixes fixed line wrapping to depend on screen resolution added map model shadows for md2s (available in maximum quality mode of "calclight", see ref) added Cube-like "replace" command that will repeat a texture edit across matching parts of a selection maxhealth now persists across disconnects 2006_02_27_physics_edition added Fanatic's new soundtrack! 15 2 minute tracks, played at random in sequence (they were meant to "connect"), an endlessly varying song! experimental gameplay feature: the health boost / megahealth now only gives you +10, except it is permanent to your maxhealth for this game, as opposed to just health. experimental forward push on jump. Let me know if this is cool.. text particles can now be any size, and now show the player's name permanently in 3d as well as any chat made T default key for multiplayer chat again, Y is now default for texture edits. frags now persist across disconnects fixed hellpig bounding sphere added menu page scrolling "sleep" command now supports multiple timers "music" command can now execute commands when a song is done playing optimized material rendering by grouping into larger surfaces (toggled by "optmats" var) many tiny tweaks to the multiplayer gameplay "maxfps" var for limiting fps "showmat" var for rendering invisible materials and selecting materials in edit mode edited cubes default to fullbright until calclight/patchlight added coopedit support back in | no map uploading yet... rewrote physics to be closer to the original Cube physics 2006_01_31_mp_edition disconnection messages now show why you were disconnected multiplayer enemies show firing/pain animations weapon pushback (esp for rockets) now works over the network, and for monsters reduced ammo you can carry from 5 to 3 boxes each, and increased ammo respawn times by 33%. machinegun now has mild inaccuracy at distance fixed shotgun (all rays are now individual so you can hit multiple targets optimally, better spread pattern, slightly wider) fixed all hitscan weapons not stopping at first target fixed RL splash damage, now does more damage in radius and rocket jumps work better masterserver functionality restored added flare particles to help emphasize hitscan weapons interpretation of cubes edges switched from 'edgepan' to 'vector' passthrough command. normally cubes of equal size to the grid are given priority when selecting; passthrough removes this priority while held down. (default key: LCTRL) fixed ghost/disconnection problems in multiplayer "allfaces" var for texturing all faces at once "writeobj" command writes a sauer level out as .obj file for potential use in other apps. added "text particles": small bits of text that can float in 3d space. Currently used for damage numbers (red) and other gameplay events (green). gameplay changes: pistol damage 40 -> 25 "mastermode" for having easy, cheater-free multiplayer games with the people you want. Read the section "Cheating & Multiplayer" in game.html to learn how to use it. gettex command fixed sky HOM when fog was closer than size of world 2005_11_07_agc_edition warning will appear if player cannot see most of selection when trying to edit selecting now ignores the cube the player is currently in "importcube" command for converting old cube maps fixed animation blending fixed being at the surface of water generating many sound events did an endless amount of more refactoring to seperate the game code out more. Multiple "games" can now coexist in the same exe "lanconnect" command for broadcasting connection requests over a LAN "maxparticledistance" variable culls all particle splashes at distance "maxmodelradiusdistance" variable calls models at distance, relative to their size. One day we will render models as sprites in the distance, but for now this is a cheap way to significantly reduce the rendering load on large maps "loddistance" sets the distance at which vertex array blocks of world geometry use a lower LOD approximation. Significantly reduces amount of small detail rendered at distance. Useful on larger maps only. "lodsize" must be set to 32 to turn lod on for a map (use only for really large maps), 0 turns it off. saved with the map. 2005_08_15_quakecon_edition animation blending... makes 3rd person view, other players and monsters look much better now saves to config.cfg automatically so you can change settings persistently in game first attempt at factoring out all gameplay code, results may be buggy May 22 2005 101 small changes to bring all the old cube functionality back up and running, mostly affecting gameplay & rendering. Singleplayer and Multiplayer mostlty work again. May 21 2005 lots of updates to lightmaps, and related stuff prune micro cubes in editing limit texture selection May 17 2005 raycube changed to support lightmaps better May 16 2005 inital lightmap code added May 15 2005 added a cube validator that's called after a map is loaded. added a ray casting function in preperation for lighting. Using it to get editing cursor for now. added some collision detection / response against entities. they still get stuck... May 8 2005 collision detection / response is now functionally done. cleaned up editing a bit. May 6 2005 remip functionally done. will want to clean it up a bit though. Apr 24 2005 more tweaks to remip Apr 23 2005 remip. still need to integrate it with editing commands. Apr 22 2005 added reorient command. changed collision detection. Now player treated as rectangle. Much simpler and faster. still need to find proper floorheight Collision clipping planes added to cube structure. Are generated at same time as vertexes are. (currently static arrays, though will probably allocate dynamically in future to save mem) also a few other minor changes to subdivision etc, since no need for gentris(). Feb 2 2005 fixed dropped geometries in octarender (#58) Jan 24 2005 simplifyied the rendering and partial update code rearranged the hud map numbers abit, added allocated vertex array counter "va" Jan 18 2005 fixed crash due to failed to clear va pointer Jan 9 2005 changed cvec into ivec (integers instead of uchar) changed most integer points into ivec fixed cursor position depth for small gridsizes added error msg to newmap when not in editmode started to clean up some stuff Jan 4 2005 make _DEBUG gcc friendly Jan 3 2005 fixed memory leak (vertex array not destroyed) force all children in selection area to update Dec 31 2004 fixed GL_ARB_vertex_buffer_object function pointer dereference when extension not present Dec 19 2004 revision 1.12 of the exe has a new command "fixmap", that can be entered through the console. this will convert older maps that had problems because of recent updates. it acts as a toggle. "fixmap" will not be a part of future exe s, and I haven't bothered putting it in the source code. Dec 18 2004 fixed partial update bug, now calls addchanged() after octree is changed perfoemance improvement for partial updates added partial updates Dec 13 2004 more work on ramp collision and response (very smooth now) fixed bug #15 Dec 12 2004 rework vertex array code to better fit model GNU g++ compatibility in physics.cpp add framework for partial map updates Dec 11 2004 fixed up ramp collision Dec 8 2004 added VBO support fixed possible memory leak removed VAR code Dec 6 2004 make tools.h more compatible with gcc comment out VAR code improved hidden face rejection added hierarchial vertex arrays added view frustrum culling updated included glext.h to latest from SGI Dec 4 2004 fixed edgeinv creating invalid cubes fixed grid being changable while dragging fixed #2, #3 added selection support to cube hud counter misc cleanup in octaedit made tools.h more compatible with gnu c++, based on somebody's (D.plomat?, Thailon?) mingw cube source. added subdivision special cases. still need to add slightly stronger condition for 'peeling' Nov 30 2004 tiny bug fixes, like #8 and selgrid init selection support for rotation changed edge configuration. simplifies flip and rotate, while everything else should be unaffected. Nov 28 2004 real gravity (but too much air friction) Nov 27 2004 starting to refactor some things like subdivision (but need to fix special cases), RCD, loopsel, gentris etc made bounding box react more elliptical... though still need to fix physics/collision stuff with z dimension like changing gravity to a velocity. Sept 8 2004 added stairs support added jumping July 29 2004 fixed player starting inside the ground when newmap took out the newworld function cubes are now always convex (well except for some very rare special cases) added collision detection for ellipsoid players. step response is only partial finished. May 21 2004 added red 0 reference box added selection support to copy and paste added selection support to undo added selection support to flip May 19 2004 tweaked cursor depth added 3D selection added selection support to fill command added selection support to edittex made undo more conservative May 15 2004 fixed subdivision happening in cursorupdate, cube stat fixed subdivisions 'peeling' and 'cracking' to a decent degree changed fill command to no longer fill cube when scrolling down added selection functionality to fill command added ad-hoc vertex lighting editing more rearrangement of faceverts. added fixfaces to fix old maps that are displayed differently because of faceverts changes (remove after next release) finished empty_world / newmap updated menu.cfg, autoexec May 11 2004 added cube stat to hud May 09 2004 rearranged faceverts in octarender, which removed the need for some hacks May 06 2004 added geomip (though not inverse) added cubic copy and paste added cubic flip and 90 degree rotate added undo (doesn't work with selections fully ) added texture edit changed pitch/yaw derived selection to cubic boundary face selection cleaned up octaedit hacked a fix for a culling error in touchingfaces ☐ 1 Установить; ☐ 2 Играть) P.S. 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