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Feedback/Bug-Reports for AssaultCube v1.1
05 Aug 10, 07:40PM
Post: #31
RE: Feedback/Bug-Reports for AssaultCube v1.1
I cant get the connect password on servers to work.

I've tried
Code:
-p match and -pmatch
(current setting) but cant "connect de.mysick.tk 21111 match". can you?
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05 Aug 10, 08:00PM
Post: #32
RE: Feedback/Bug-Reports for AssaultCube v1.1
I dont understand how beta testing didnt catch these problems they are easy to find problems that got released without being fixed.
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05 Aug 10, 08:06PM
Post: #33
RE: Feedback/Bug-Reports for AssaultCube v1.1
Oh I don't know, maybe if more people tested 9_9
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05 Aug 10, 08:29PM
Post: #34
RE: Feedback/Bug-Reports for AssaultCube v1.1
(05 Aug 10 07:36PM)Matasar Wrote:  Out of ammo switch to pistol script does not work with 1.1 ?

About time they removed the weapon change "cheat" script.
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05 Aug 10, 09:02PM
Post: #35
RE: Feedback/Bug-Reports for AssaultCube v1.1
1. Sometimes the gib sound on knife attacks is missing, dunno why

2. Language translation of the menus and the messages are still incomplete. Also several translations in german are spelt wrong or in a bad style. I was in the hope this would be sorted out before the official release. So we need a "service pack" soon.

(Btw if there is help needed for a correct translation, let me now)
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05 Aug 10, 09:05PM
Post: #36
RE: Feedback/Bug-Reports for AssaultCube v1.1
1. Why is the map view when you press alt filled with a white transparent square??

2. Try using the low res option in desert3 and mots textures stay the same.
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05 Aug 10, 09:30PM
Post: #37
RE: Feedback/Bug-Reports for AssaultCube v1.1
To change the transparent square use: showmapbackdroptransparency
Zero is the 1.0.4 style.
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05 Aug 10, 10:04PM
Post: #38
RE: Feedback/Bug-Reports for AssaultCube v1.1
Is it just me or is the textures in 1.1 more pixilated than 1.0.4?
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05 Aug 10, 10:17PM
Post: #39
RE: Feedback/Bug-Reports for AssaultCube v1.1
It's not you, same thing for me. When I get close to them I can see all the pixels.
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05 Aug 10, 10:59PM
Post: #40
RE: Feedback/Bug-Reports for AssaultCube v1.1
Change your video settings to the max, then edit the settings you need to. That's how I fixed it anyways.
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05 Aug 10, 11:15PM
Post: #41
RE: Feedback/Bug-Reports for AssaultCube v1.1
(05 Aug 10 04:34AM)BrickSquad Wrote:  and the one grenade is a good idea too, less spamming.
I was never pissed of spamming imho.
I think it's just an history of some players complaining because they were not able to play against nade-players and they couldn't play with nades.
They cried and that's the reason it changed in 1.1 I think :/

About the gameplay, I would say that it became a pickup-hunt. And a bit hard to understand. Some newcomers might be disgusted by the fact they need to shot much more than their ennemy - without knowing why.

And I agree with BrickSquad on AFK auto kick. I got auto kicked very fast, just cheking someone's IP in my logs.

But : this version has some good points. The included low res textures, wich is one of the best improvements imho.
The anticheat seems nice (even if there are some bugs ?)
The new weapon is okay

But I think it's now only an history of lateral movements for weapons :/
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05 Aug 10, 11:50PM (This post was last modified: 05 Aug 10 11:51PM by makkE.)
Post: #42
RE: Feedback/Bug-Reports for AssaultCube v1.1
(05 Aug 10 11:15PM)Luc@s Wrote:  About the gameplay, I would say that it became a pickup-hunt. And a bit hard to understand. Some newcomers might be disgusted by the fact they need to shot much more than their ennemy - without knowing why.

Ac was always designed as a pickup-heavy game, just like the old-time fps'es. Or what do you think pickups are for after all? Granted, due to our stupidity, we messed up the armours and didn't notice until after 1.0, but it's now fixed, and works the way it was always intended.
Still, people still seem to be confusing this with a tactical shooter. I still see players just run past pickups as if they were mere decoration... what you call "pickup-hunt" is a vital part of the concept behind ac. Learn to control the armours and helmets, and you will have an advantage, just like in doom/quake/hl/cube etc etc...
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06 Aug 10, 01:07AM
Post: #43
RE: Feedback/Bug-Reports for AssaultCube v1.1
Once noobs play for a while they will sooner or later figure it out that if they use pickups more, they will survive more. It's like life, you see something doesn't work, you change the way you do it.
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06 Aug 10, 06:04AM (This post was last modified: 06 Aug 10 06:05AM by #M|A#Wolf.)
Post: #44
RE: Feedback/Bug-Reports for AssaultCube v1.1
In the mini map the flags are kinda shifted off its base. Same goes for when someone is carrying a flag, the flag isn't exactly on top of them, more like to a side. Here is how it looks.
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06 Aug 10, 08:15AM
Post: #45
RE: Feedback/Bug-Reports for AssaultCube v1.1
(05 Aug 10 11:50PM)makkE Wrote:  
(05 Aug 10 11:15PM)Luc@s Wrote:  About the gameplay, I would say that it became a pickup-hunt. And a bit hard to understand. Some newcomers might be disgusted by the fact they need to shot much more than their ennemy - without knowing why.

Ac was always designed as a pickup-heavy game, just like the old-time fps'es. Or what do you think pickups are for after all? Granted, due to our stupidity, we messed up the armours and didn't notice until after 1.0, but it's now fixed, and works the way it was always intended.
Still, people still seem to be confusing this with a tactical shooter. I still see players just run past pickups as if they were mere decoration... what you call "pickup-hunt" is a vital part of the concept behind ac. Learn to control the armours and helmets, and you will have an advantage, just like in doom/quake/hl/cube etc etc...

The fact is now, the gameplay depends more of the maps because of this. If pickups are more located in a specific base, the game play directly becomes unfair. And I see players running everywhere to get pickups before to play : they can keep control on pickups and the players respawning won't be able to kill them easily : they will wonder why they have to shot so much to kill one :/
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06 Aug 10, 08:22AM
Post: #46
RE: Feedback/Bug-Reports for AssaultCube v1.1
cant connect to private Server (error: incorrect password)
-pmatch
tried it over /connectadmin ip port adminpwd , same error
I have the same problem like MyS Panda has.
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06 Aug 10, 08:44AM
Post: #47
RE: Feedback/Bug-Reports for AssaultCube v1.1
When typing /scopefov it says max 50 when it should be 60.
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06 Aug 10, 08:56AM
Post: #48
RE: Feedback/Bug-Reports for AssaultCube v1.1
I don't know if it was already reported but I can't change crosshair (I get the "could not load texture" error message).
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06 Aug 10, 09:08AM
Post: #49
RE: Feedback/Bug-Reports for AssaultCube v1.1
So is there no more custom maps? And why? I think the mapping is one of the vital reasons some people play AC and it shouldn't be taken out :/
and the words are to bright like when someone is fragged they yellow is really bright and other words to and they are fuzzy is there a way to change the brightness of the words and make them less fuzzy likne in v 1.0.4 ?
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06 Aug 10, 09:43AM
Post: #50
RE: Feedback/Bug-Reports for AssaultCube v1.1
(06 Aug 10 09:08AM)Reloading Wrote:  So is there no more custom maps? And why? I think the mapping is one of the vital reasons some people play AC and it shouldn't be taken out :/
and the words are to bright like when someone is fragged they yellow is really bright and other words to and they are fuzzy is there a way to change the brightness of the words and make them less fuzzy likne in v 1.0.4 ?

... You can still map so wont take long for custom maps will appear... I guess you can also place ur old custom maps from 1.04 to 1.1. There was already a conversation done related to custom maps in 1.1, you should check it out ;)
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06 Aug 10, 10:12AM (This post was last modified: 06 Aug 10 10:18AM by Panda.)
Post: #51
RE: Feedback/Bug-Reports for AssaultCube v1.1
I feel that the combined effect created by putting a new armor type in and adding pickups of the new armor on top of the old armor pickups and the nerfing of smg and sniper made the weapons a bit too powerless. The old weapon stats + new armor would have made a great game and the new weapon stats + old armor would have too. Both combined make it a bit too slow to kill anyone who has walked past a helmet, which is most players in 2:2 and 3:3 clan games.

Also... when I saw the helmet in the desert3 cla base I ensued in a mixture of laughing hysterically and crying :X (I.e. please consider changing that for desert3. And: I haven't tried it in teamgames yet, but desert seems to be rebalanced a tad better, even tho by feel I'd suggest removing a health from the well and putting it near the rvsf base which could also do with a nade pickup. cla should gain an ammo pickup in return.)
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06 Aug 10, 11:37AM
Post: #52
RE: Feedback/Bug-Reports for AssaultCube v1.1
[Image: d2qq.png]

I'm mainly just curious as to what happened to desert2 and why.
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06 Aug 10, 12:03PM (This post was last modified: 06 Aug 10 12:05PM by Lightning.)
Post: #53
RE: Feedback/Bug-Reports for AssaultCube v1.1
Since this is the feedback thing. I don't like the new text. I prefered the 1.0.4 text, anyway you can bring that back?

Also, spectating is cooler than GHOST [FREE]
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06 Aug 10, 12:26PM (This post was last modified: 06 Aug 10 01:21PM by jamz.)
Post: #54
RE: Feedback/Bug-Reports for AssaultCube v1.1
(06 Aug 10 11:37AM)JMM Wrote:  ...what happened to desert2 and why.
You can see what happened, and it was because a maximum height check was introduced to prevent excessively high (therefore, choppy) maps being played in servers. ac_desert2 exceeded this, so (original author) nieb was, as far as I'm aware, asked to reduce the overall height.

edit: I'm slightly wrong here. stef pointed out that the current ac_desert2 was uploaded, by nieb, long before the maximum height restriction was in place. It seems nieb just prefers the map that way.
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06 Aug 10, 12:39PM
Post: #55
RE: Feedback/Bug-Reports for AssaultCube v1.1
I would like the 1.0.4 Text and text colours back, the current colours give me a headache after two or three minutes..
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06 Aug 10, 12:54PM
Post: #56
RE: Feedback/Bug-Reports for AssaultCube v1.1
+1 to Shorty
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06 Aug 10, 01:00PM
Post: #57
RE: Feedback/Bug-Reports for AssaultCube v1.1
IDK about the colours, but, as Toca said in post #8:
use command: "/setfont v104" to change the font to the old one "/setfont default" to switch back
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06 Aug 10, 01:07PM
Post: #58
RE: Feedback/Bug-Reports for AssaultCube v1.1
(06 Aug 10 12:26PM)jamz Wrote:  a maximum height check was introduced to prevent excessively high (therefore, choppy) maps being played in servers
Hm.

I don't like the idea of artifical limits introduced to an already fairly limited engine. I honestly think this does more bad to good maps and creativity than it does good as far getting rid of crappy maps is concerned. There are so many other ways of making crappy/laggy maps (and these already exist in numbers), I can't see this being effective at all... masterserver moderation (getting rid of servers that have bad maprots) and other checks like ability to vote in a map only once every, say, hour or so would do a lot better job.

Another idea that occurred me is a (server-specific) map whitelist, where these whitelisted maps exist on the server and are secured like officials (so people won't try to upload shit maps with fake names). Then you could have a limit that allows voting in non-whitelisted maps only every so often.
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06 Aug 10, 01:58PM (This post was last modified: 06 Aug 10 01:59PM by Ruthless.)
Post: #59
RE: Feedback/Bug-Reports for AssaultCube v1.1
I don't like how the shotgun gibs. Its bloody annoying.
And the sniper feels really weird for some reason.
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06 Aug 10, 02:13PM
Post: #60
RE: Feedback/Bug-Reports for AssaultCube v1.1
Whenever i try to change crosshairs it says:
unknown command: concatwo
couldn't load texture packages\misc\crosshairs\concatwo
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