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	Posts: 40Threads: 3
 Joined: Jun 2010
 
	
	
		we can't play on acka and BC servers depot and power 
screen:
http://img219.imageshack.us/i/2010111613...werct.jpg/ 
where's mistake?
	
		
	 
	
	
	
		
	Posts: 1,823Threads: 20
 Joined: Jun 2010
 
	
	
	
		
	Posts: 1,162Threads: 19
 Joined: Jun 2010
 
	
	
		How about setting date and time first in demo names, then mode and map?Or date - mode - map - time (clock)?
 Its kinda hard to find right demo in folder as it is now.
 
		
	 
	
	
	
		
	Posts: 625Threads: 0
 Joined: Jun 2010
 
	
	
		I (Mac OSX user) don't have the "don't shoot the teammate" crosshair i had in 1103, the one i have now is a larger red version of my normal crosshair.Adding "loadcrosshair teammate.png teammate" to my saved.cfg fixed it (thanks jamz)
 
 
 
		
	 
	
	
	
		
	Posts: 2,136Threads: 50
 Joined: Jun 2010
 
	
	
		 (19 Nov 10, 01:12PM)Medusa Wrote:  ...Adding "loadcrosshair teammate.png teammate" to my saved.cfg fixed it... The correct way to do this would be to type it in-game. Editing saved.cfg is for crazy people. Medusa also said that her scope crosshair entry was missing from saved.cfg:
 /loadcrosshair teammate.png teammate/loadcrosshair red_dot.png scope
in-game will fix them.
	 
		
	 
	
	
	
		
	Posts: 142Threads: 2
 Joined: Oct 2010
 
	
	
		my simple suggestion:different hand skins for each team(like cube2 or UrbanTerror)
 exemple: blue hands for blue team, red hands for red team and Green hands for neutral(DM, htf) like cube 2 Sauerbraten.
 
 would be interesting if it was possible to use different weapons for each team(weapons skins only, not weapon status), like wolfet or q2 dday : )
 
		
	 
	
	
	
		
	Posts: 1,162Threads: 19
 Joined: Jun 2010
 
	
	
		Why change something that works?
 IMO 1.1.0.4 is close to perfect.
 Some changes to weapon balance is needed but its looks, feels and works real good.
 
 Keep up the great work you all do for this great game.
 
 Lets get the weapon balance «perfect» and we are «home free».
 
 Cheers to the DEVS for keeping up with our shit.
 
		
	 
	
	
	
		
	Posts: 999Threads: 20
 Joined: Jul 2010
 
	
	
		How about bonus damage for backstab?
	 
		
	 
	
	
	
		
	Posts: 354Threads: 1
 Joined: Jun 2010
 
	
	
		Ok here's one very frustrating thing that keeps happening: the AR, when firing, sometimes just seems to skip shots by itself. I haven't noticed the same thing with the SMG. I'm still not quite 100% sure if it's just the sound not playing, but it definitely feels like it's actually not shooting at all, though the game is a little too fast for me to tell for sure.
	 
		
	 
	
	
	
		
	Posts: 76Threads: 1
 Joined: Jun 2010
 
	
	
		The missing sounds is one of my most hated bugs in 1.1; any sound can be affected (eg pickups, nades exploding, hitsound). Weirdly enough, seems to have good days (when it's not very noticeable) and really bad days (eg SMG spraying next to you with no sound at all). Reported on XP and Ubuntu so not a setup-specific issue.
 (yes i have /soundsatonce 64 etc etc)
 
		
	 
	
	
	
		
	Posts: 1,823Threads: 20
 Joined: Jun 2010
 
	
	
		Thought I mentioned this, have they tried OpenAL-soft?
	 
		
	 
	
	
	
		
	Posts: 241Threads: 3
 Joined: Jun 2010
 
	
		
		
		26 Nov 10, 01:04PM 
(This post was last modified: 26 Nov 10, 01:06PM by Panda.)
		
	 
		I've mentioned lag handling  earlier in #assaultcube but not many where there to discuss...
 Quote:11:28 < apanda> clearly lag is a huge problem in AC11:28 < apanda> especially the fact that you get an advantage by lagging
 11:28 < apanda> neatly demonstrated by the latest speedhacks
 11:32 < apanda> i see two obvious ways to solve that.. first is to discard
 lagged packets and the 2nd is to actively counteract anything
 that lag does, e.g. moving too fast, fireing too much etc.
 11:33 <@jamz> auto-kick anyone with a ping over 60
 11:33 <@jamz> 60 is fair
 11:34 < apanda> but the fact that you can send lagged information about what
 you supposedly have done.. while the other player cant hit you
 because you are either blinking or jumping around like crazy,
 is a bit insane
 11:35 < apanda> jamz i know its supposed to be funny, but 500 would maybe be
 "fair" while keeping all normal players able to play
 11:36 <@jamz> I fully agree. When I see a player saluting or warping, I rifle
 sprint out of there
 
In addition to that I think a stable ping for players should be established and everything that is > max(x%, y ms) away from that should be treated as lag by a method still to discuss and implement.
	
		
	 
	
	
	
		
	Posts: 241Threads: 3
 Joined: Jun 2010
 
	
		
		
		05 Dec 10, 11:06AM 
(This post was last modified: 05 Dec 10, 11:07AM by Panda.)
		
	 
		Double posting here because of a "new" issue. 
The alt-tab bug on ATI is still there (using Win XP). Sometimes the gamma just goes down (fixable), but sometimes the compass will go half-blank and the third stage is what you see here:
 ![[Image: 20101205_06.49.05_ac_arctic_DM.jpg]](http://stashbox.org/1038612/20101205_06.49.05_ac_arctic_DM.jpg)  
with some textures blacked out.
 
(The sky is not a bug.)
	
		
	 
	
	
	
		
	Posts: 102Threads: 8
 Joined: Sep 2010
 
	
	
		 (19 Nov 10, 01:12PM)Medusa Wrote:  I (Mac OSX user) don't have the "don't shoot the teammate" crosshair i had in 1103, the one i have now is a larger red version of my normal crosshair.Adding "loadcrosshair teammate.png teammate" to my saved.cfg fixed it (thanks jamz)
 
You aren't the first one to have that odd problem. Which may or may not be a coincidence. Dunno.
	 
		
	 
	
	
	
		
	Posts: 586Threads: 24
 Joined: Jun 2010
 
	
	
		@sound - yes, this is an issue that's been bugging me a lot - although I haven't noticed it myself actually - I've been doing some test-coding but haven't gotten anywhere (really) with that .. so it'll sadly still be a while before we may have a solution there. 
@alt-tab-bug - I'm not familiar with it, do you mean you get texture problems when switching to-and-from desktop/game .. well, I get some problems with my radar-image if I spawn close to the edge and start the game in windowed-mode .. toggling fullscreen or - if all else fails - running resetgl  should fix any issue .. but ATI drivers have been bugging the cube-community practically from day-#1 .. not that we've not seen some serious problems with nvidia's drivers too - there used to be a nasty freeze-up-the-game bug related to those 3-4 years back.
 
@crosshair: please check your config/defaults.cfg - it should have exactly the line you mentioned in it. (line 6)
 loadcrosshair teammate.png teammate     // Teammate crosshair.
And do not  edit your config/saved.cfg .. it says so at the top *sigh* .. if needed personal settings should be inside your game-home:config/autoexec.cfg.
	
		
	 
	
	
	
		
	Posts: 840Threads: 10
 Joined: Jun 2010
 
	
	
		Sometimes i go to servers (TyD, MyS) and i can't spawn in certain maps like Arabian, Depot, Toxicity, in some servers the message is that my client it's not updated.Idk what to do :S
 
		
	 
	
	
	
		
	Posts: 2,136Threads: 50
 Joined: Jun 2010
 
	
	
		jAcKRoCk*, check which version you're using (/version in-game). If it's not 1104, update. If it is, download all the official maps for 1104 from sourceforge  (link to 1MB tar.gz file), and unzip them into /packages/maps
	
		
	 
	
	
	
		
	Posts: 3,462Threads: 72
 Joined: Jun 2010
 
	
	
		I've had this error a couple times (toxic and arabian afaik) and I always assumed it was because I had been using the SVN. I have not yet checked to see if these maps were ever updated.
	 
		
	 
	
	
	
		
	Posts: 840Threads: 10
 Joined: Jun 2010
 
	
	
		Ok i will thanks jamz and btw it is 1.1.0.4 y have to download the maps then
	 
		
	 
	
	
	
		
	Posts: 586Threads: 24
 Joined: Jun 2010
 
	
	
		The issue is server-side - the server needs to be 1104.
	 
		
	 
	
	
	
		
	Posts: 2,136Threads: 50
 Joined: Jun 2010
 
	
	
		I'd assumed that at first flowtron, but people were saying it was happening on my (1104) server.
	 
		
	 
	
	
	
		
	Posts: 108Threads: 3
 Joined: Jun 2010
 
	
	
		and BC are 1104 also, since MacAdress had that issue on my server
	 
		
	 
	
	
	
		
	Posts: 586Threads: 24
 Joined: Jun 2010
 
	
	
		Well, before we released we had this issue with mixed SVN-versions between client & server .. the maps in question had been indeed updated (I remember ac_arabian especially) - once both sides use exactly the same map-revision (see console output when loading the map) it works fine. Please ensure those servers are actually using the same file. 
Example for CLI comparison:
 5e85ce7a72f5855a4b78c379779f8d18  /1.1.0.1/packages/maps/official/ac_arabian.cgz66ef31cb20ae04f50044c2cc5cec679b  /1.1.0.4/packages/maps/official/ac_arabian.cgz
Interestingely enough my local 1103 seems to share the same MD5sum with 1104 for ac_arabian .. so .. maybe this is still not quite the solution - if so, I'm very sorry - but it was what I'd established after some testing with Ärkefiende's server and local combinations prior to the release.
	
		
	 
	
	
	
		
	Posts: 2,136Threads: 50
 Joined: Jun 2010
 
	
	
		My server has 66ef31cb20ae04f50044c2cc5cec679b 
but more worryingly, ac_arabian.cgz MD5s for each 1.1.0.4 release:
 66ef31cb20ae04f50044c2cc5cec679b - Windows66ef31cb20ae04f50044c2cc5cec679b - Linux
 127cbe3b8b6325c75fe09c142c6b1c7c - Mac
:/ 
The Mac version is 27030 bytes (revision 5807), the others are 27037 (revision 5696).
	
		
	 
	
	
	
		
	Posts: 586Threads: 24
 Joined: Jun 2010
 
	
	
		Oh dear .. that would explain it. Thanks for getting this data together jamz!
	 
		
	 
	
	
	
		
	Posts: 150Threads: 54
 Joined: Nov 2010
 
	
	
		Every 5 or so seconds it kicks everybody in my server for lag kick we all no you can't vote that much so it's not me but it only happens in co-op edit. Everybody always assumes admin (me) but i cannot kick 10 people in less than 5 seconds. Obviously it's some kinda of bug.
	 
		
	 
	
	
	
		
	Posts: 77Threads: 4
 Joined: Nov 2010
 
	
	
		Hey, I've noticed that bots equipped with carbines don't shoot. It only happens when a bot is eqiupped with the carbine. 
 Also, I think the multiplayer game modes should be playable with bots as single player modes.
 
 
 
		
	 
	
	
	
		
	Posts: 840Threads: 10
 Joined: Jun 2010
 
	
	
		The bots A.I ain't that good yet, so don't expect CTF on bots any time soon. Hehe they het stucked to eachother (kinda funny to watch).
	 
		
	 
	
	
	
		
	Posts: 1,436Threads: 7
 Joined: Jun 2010
 
	
	
		Just a quick reminder for the devs: when adding new weapons, the AI code should be updated. 
At least in this line
 m_pMyEnt->nextprimary = 2 + rnd(4);
rnd(4) has to be changed to rnd(5) for the carbine to be selected at all.
	
		
	 
	
	
	
		
	Posts: 1,823Threads: 20
 Joined: Jun 2010
 
	
	
		Carbine is selected but the bots won't shoot it.
	 
		
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