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Сообщение 11 янв 2016, 17:45 

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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

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