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sauerbraten

Version: 2010_07_19
Author: Lee Salzman  
Category: Action Rate this game yourself!   Average of 21 Ratings:4.674.674.674.674.67

sauerbraten Screenshot 3D game engine and FPS/RPG

Cube 2: Sauerbraten is a free multiplayer/singleplayer first person shooter, built as a major redesign of the Cube FPS. Much like cube, the aim of this engine is not to produce the most eyecandy possible, but rather allow map/geometry editing to be done dynamically in-game and make map editing a lot of fun.

License: free

Sound: Play in X: Play in Console: Multiplayer: Network Play: 3D Acceleration: Source Available:
yes yes no yes yes yes yes


If you try this software, don't forget to come back to this page and rate it!

Submitted by Anonymous on 2006-02-28.


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Comments

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[1-10] [11-20] [21-30] [31-40] [41-47

  sauerbraten posted by Tartalo @ 77.229.186.36 on Aug 30 2009 6:32 PM 55555
 
[Reply]

  Great posted by pouetchess @ 82.229.205.180 on May 11 2009 8:38 PM 55555
Great game
 
[Reply]

  posted by qreeves @ 124.148.36.179 on May 7 2009 1:07 PM 55555
 
[Reply]

  Want more single player posted by tuppe666 @ 78.32.125.173 on May 6 2009 10:35 PM 4444
I'm being selfish, but I love this game for its single player. Its the closest game to the spirit of the original doom. I'm a little put out that it only has one new single player map. It only gets five stars as Nexuiz & OpenArena have the edge for now.
 
[Reply]

  sauerbraten posted by myromance123 @ 118.100.71.24 on Feb 21 2009 11:14 PM 55555
 
[Reply]

  complete changelog posted by draeath @ 24.96.44.208 on Jun 20 2008 1:29 AM 55555
Complete changelog:

  • 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.
 
[Reply]
  Re: complete changelog posted by draeath @ 24.96.44.208 on Jun 20 2008 1:30 AM 55555
Oh.. it takes a bit of looking to find this info, for future reference all changelogs are here:
http://sauerbraten.org/docs/history.html
 
[Reply]
  Re: complete changelog posted by draeath @ 192.30.100.251 on Jun 20 2008 9:14 PM 55555
This patch makes the game look a lot more refined, and run much better...
 
[Reply]
  Re: complete changelog posted by DaVince @ 62.51.153.52 on Jun 20 2008 10:18 PM  
Holy woah. What a huge list of changes. Awesome work there! :)
One question: how feasible is it to have some speed optimizations in the existing code? My ATI card still isn't fully supported so I usually have to run with half of the effects turned off to get a constant frame rate (~25 FPS)...
 
[Reply]
  Re: complete changelog posted by draeath @ 192.30.100.251 on Jun 23 2008 4:58 PM 55555
Well, it seems there already were some optimizations as the game runs much faster on my hardware than it did in the last release.

And that's using MORE graphics effects than I used before.

Not sure what to tell you about your ATI card. I use nvidia just because I always have (went from a voodoo 2 (my first 3d) directly go geforce 2, been with nvidia since). From what I have read, ATI cards just have a lot of issues in Linux. Hopefully that new one (the one completely open from the get-go) won't suffer from the same problems.
 
[Reply]
  Re: complete changelog posted by DaVince @ 145.92.14.209 on Jun 27 2008 1:17 PM  
You're right, it DOES run a bit faster! But only a bit for me. I can turn on more effects now though. :)
 
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  kxLtlQadFUiCMFSVZkt posted by Anonymous @ 202.155.82.34 on Mar 23 2008 10:49 AM  
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