18 Jan 12, 02:37PM 
		
	
	
		Maybe separate the chat window from the kill feed ? Problem with this is covering up too much window space :\
	
	
	
	
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					Feedback/Bug-Reports for AssaultCube v1.1
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		18 Jan 12, 02:37PM 
		
	 
		Maybe separate the chat window from the kill feed ? Problem with this is covering up too much window space :\
	 
		Yes, I did this for another game I was working on before I took over AssaultCube. It can work quite well - simply put the frag-messages on the top right, the chat on the left - reduce space to half screen (minus space for clock if shown). Of course, that requires a bit more math in the rendering of the chat stuff - but frag-messages have a definite limit in size (MAXNAMELEN*width_of_W)*2 + spacing + width_of_frag_icons. That formula was wrong at first and it assumes one would want a "X f Y"-format of frag messages like: "Player-1 X Player-2" and again: where X (or whatever) would be the iconic display of the weapon in use .. which again requires a bit of code voodoo to make it work.
	 
		Found a bug in the svn, not sure where to put it, here looks good. Anyway: To replicate: press and hold 'w' (to walk forwards) press and release 's' (while still holding 'w') when you press 's', you will start to walk backwards, as you should. However, when you release 's' you will stop moving, even though you are still holding down the 'w' key. I am using Windows 7, and the movement is working fine for the 1104 installed on the same computer. The person I was playing with (Aekom) is also on Windows 7 but could not replicate this bug. 
		
		
		14 May 12, 07:46AM 
		
	 
		My guess is that this is an unintended consequence of this neat addition. I couldn't explain why it didn't work for Aekom, unless he has a overriding manual bind for S that puts it back to just "backward".
	 
		
		
		14 May 12, 09:43AM 
		
	 
		Wait, was the backward ladder climbing feature removed...?!
	 
		
		
		14 May 12, 11:58AM 
		
	 
		No. Adding it caused Lantry's bug.
	 
		
		
		16 May 12, 01:58AM 
		
	 
		Yep, I changed it to just  [cubescript] bind "S" [ backward ] [/cubescript] and I don't have that bug anymore. Perhaps Aekom didn't have this bug because his saved.cfg still had the old bind with just 'backward' in it. 
		
		
		16 May 12, 04:50AM 
		
	 
		
		
		28 May 12, 08:12PM 
		
	 
		menudirlist fail if you give an empty string as a second parameter  eg: /menudirlist "demos/" "" "demo $arg1" I think that the problem is here:  [SELECT ALL] Code: else if(!strcmp(dirlist->ext, "cgz") /*&& (fileexists(jpgname, "r") || findfile(jpgname, "r") != jpgname)*/)
		@ _29A: fixed in r6809 (hopefully) :D Note: As far as I know, the 2nd argument of menudirlist is required for the command to work properly, giving it a empty string will never work. Nonetheless, AC shouldn't crash if you try, and that should be fixed now. :) 
		
		
		29 Jun 12, 12:53AM 
		
	 
		New mac bin: http://minus.com/mMAI898sF Try it, it should work even if it hasn't worked for you in the past. 
		
		
		31 Jul 12, 10:43PM 
		
	 
		If you stand on a clip that has 0 height and shoot upwards with a high-kickback weapon, you'll sink through it.
	 
		
		
		31 Jul 12, 11:03PM 
		
	 
		
		
		31 Jul 12, 11:20PM 
		
	 
		If you edit sound entities IDs with the scroll feature (hold [1] and scroll mouse wheel) each of the sounds loads, to the point that there's so many sounds you can't hear your gun shoot. This lasts until you reload the map (deleting the sound entity doesn't stop it) Apparently you are allowed to have negative sound slots, too. 
		
		
		01 Aug 12, 04:51AM 
		
	 
		When right clicking to throw nade right after reloading, it makes the gun shoot instead.
	 
		Not sure where to put this, but evanzo wants to know why some animations are in the files but (possibly)not seen in-game. http://www.youtube.com/watch?v=1NwU3-S2Sfw&feature=plcp The one at 0:38+ looks like a guy shaking dice before rolling them. Las Vegas Cube, gogogo. 
		
		
		04 Aug 12, 02:46AM 
(This post was last modified: 04 Aug 12, 02:49AM by paulmuaddibKA.)
		
	 (04 Aug 12, 12:47AM)Nightmare Wrote: Not sure where to put this, but evanzo wants to know why some animations are in the files but (possibly)not seen in-game. Hes obviously calling someone a wanker XD Edit: Love the related videos 
		
		
		24 Oct 12, 07:18PM 
		
	 Bug In SVN 6900 ![[Image: bugsvn.gif]](http://imageshack.us/a/img191/5720/bugsvn.gif) if you shoot between two mapmodel appears effect of that shot hit the wall. if you shoot in the player will kill him but the effect still happens. if you shoot looking down occurs all normal. 
		
		
		19 Nov 12, 03:26AM 
		
	 Bug In SVN 6935 ![[Image: bugsvnrevision6935.gif]](http://img802.imageshack.us/img802/4406/bugsvnrevision6935.gif) Survivor mode when you stab the vest does not diminish the damage 
		
		
		19 Nov 12, 03:48AM 
		
	 
		That is a new feature, armor is ignored by knife.
	 
		
		
		19 Nov 12, 08:47PM 
		
	 
		This thread is for 1.1 bugs. The armor thing isn't implemented until the new release.
	 
		
		
		25 Nov 12, 02:34PM 
		
	 
		Ok so today me and bakos, my friend from |3i|, tested the SVN. We came across a couple bugs. Maybe someone has already brought these up but maybe not. They're still there and me and him have the latest versions. 1) When someone votes soemthing there is automatically an F1 (from the person who set the vote) if no one votes and the vote is F1=1 & F2=0 then the vote passes. 2) Shotgun on close range doesnt hit anything. 3) Once you use the ignore button you cant unignore. Out of 6 tries it only worked once for me. 4) When you pick up a flag on TKTF then the song comes on. After a couple of seconds the song just stops and another part of the song starts. It like has a pause and then starts with another part of the song, or another. I hope this helps! /bakos and skaelos 
		
		
		02 Dec 12, 03:53AM 
		
	 
		I was made aware of #2 and have made some time - sort'a "coming out of retirement" - to look into it. It's a bit obscure, I've posted a possible fix to Ärkefiende and it will be tested .. but since it only appears in MP (=network play) it [most probably] will be a hard bug to track.  #4 sounds like gibberish .. not in what you posted as such .. but it's .. weird .. not precise .. is this only you or can it be observed and/or duplicated (this would be hard evidence) on another system?!? 
		
		
		02 Dec 12, 04:57AM 
		
	 
		Yay go flowtron! let the Ac development contuinr for the next release! ~ Bug when you shoot bullet behind a flag, the bullets don't go through instead it like hit the flags. 
		
		
		02 Dec 12, 12:53PM 
		
	 
		
		
		02 Dec 12, 12:58PM 
		
	 
		It fades out and in again for me. I'm pretty sure it's meant to happen. Also, I got stuck on a bot again. Return of the 1.0 glitch? 
		
		
		02 Dec 12, 02:47PM 
		
	 
		
		
		04 Dec 12, 08:09PM 
		
	 (25 Nov 12, 02:34PM)Skaelos Wrote: 1) When someone votes soemthing there is automatically an F1 (from the person who set the vote) if no one votes and the vote is F1=1 & F2=0 then the vote passes. 1) Works as designed; we got a new voting system 2) Fixed by Lucas! 3) Will look into that 4) It has been like that in 1.1.0.4 as well 
		
		
		05 Dec 12, 03:33AM 
(This post was last modified: 05 Dec 12, 03:37AM by InitialSAW.)
		
	 (14 May 12, 07:46AM)jamz Wrote: this neat addition. I know it's been months since this was posted, but I found another problem related to that bind: If you're on a ladder, facing towards it and you push S, you'll walk up the ladder, which feels very odd and means that the only way to actually climb down the ladder is to crouch with shift, which sort of awkwardly "drops" you off the ladder rather than really climbs down it. I still get a huge kick out of the fact that everyone decided to make the whole ladder bug a feature. 
		
		
		04 Jan 13, 09:37AM 
		
	 
		In the maps menu, ac_ingress has a stray "or" in its message, in another line below the main message.
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