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current_version is a new command in SVN, intended to let clients know they need to update, called on startup/connecting to the masterserver; am guessing that it wasn't properly patched in as later on, the clientside protocol was reverted to 1.1.0.1. V-fail ;)
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anyway just do define current_version alias to fix this :p
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(29 Aug 10, 01:28AM)anywaste Wrote: One thing that I don't get and have not seen adequately explained -- why is there now this limitation on what maps can be played? I saw somewhere above something about high ceilings causing a problem, but I have never experienced this. The only other explanation I've seen is that people were playing "weird maps," but this seems quite subjective. If you don't like a map, just don't play it. Why do we need to keep the people who do like the "weird" maps from playing them as well? Personally I think the weird user created maps were one of the cooler things about AC, even though yes, some of them were really irritating.
The default maps are all very small, compared to something like say, HeadshotCity. I think the bigger maps allow a different playing style that was a lot of fun as well...
Somehow my original comment got sidetracked to all this talk about 24 hour t/osok servers. But what I really was hoping for was some insight into why certain maps were banned, or rules were made as to what kind of maps were allowed. Anyone?
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(30 Aug 10, 07:15PM)anywaste Wrote: But what I really was hoping for was some insight into why certain maps were banned, or rules were made as to what kind of maps were allowed. Anyone?
I would like some info too please.
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30 Aug 10, 09:57PM
(This post was last modified: 30 Aug 10, 10:50PM by jamz.)
There's a thread for that, just look the link. I've forgot it :/
Mod edit: This one maybe? - http://forum.cubers.net/thread-556.html
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31 Aug 10, 04:23AM
(This post was last modified: 31 Aug 10, 04:23AM by #M|A#Wolf.)
If you type /radarheight it will say the min is 20 and max is 70, while actually you can use it between 11 and 100.
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(09 Aug 10, 08:01PM)|BC|Wolf Wrote: Quote:i'd like to know if a wiki info comes on future making a table of gun stats including recoil/spread/ms per shoot and others values for each gun.
You can actually find those stats in Gibstick's strategy guide
This doesn't include spread.
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Spread has never been mentioned in any chart list for guns. It would be hard saying how much it would be since even if you say something like 2 cube meter/s it isn't that exact. If you're trying to find the spread of each weapon, then get used to the guns so you have an idea :)
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I found a bug !
When a player name begins with / like for example "/clantag/username". When another client tries to write a message begining with a player name, you press tab, you get "/clantag/username" then you press tab another time, it doesn't shows the next player's name but it shows commands instead...
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01 Sep 10, 10:59AM
(This post was last modified: 01 Sep 10, 12:18PM by tempest.)
(01 Sep 10, 04:06AM)|BC|Wolf Wrote: It would be hard saying how much it would be since even if you say something like 2 cube meter/s it isn't that exact. Degrees?
EDIT:
I just noticed a de-facto bug:
Kick and ban votes now fail when the guy you tried to kick/ban disconnects while the vote is running. At a first glance, this makes sense. But as I noticed, some offenders have already discovered the other side of this and simply disconnect and immediately reconnect when someone calls a vote to kick them. If there's no admin around, you practically have no chance to get rid of them.
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02 Sep 10, 10:34AM
(This post was last modified: 02 Sep 10, 10:35AM by Panda.)
For kick votes this is ok, ban votes should probably succeed if the offender disconnects.
This has probably been mentioned already: In matchmode, there should obviously be no autobalancing. And in general autobalancing seems to shuffle too many players around at once, like 4 or 6 people on a 12 person server. It would be better to change the 2 players that influence the game the most, then wait 2 minutes if that has helped enough, then change 2 more if needed, etc. Also don't autochange people who hold the flag.
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(02 Sep 10, 10:34AM)Panda Wrote: Also don't autochange people who hold the flag. Good idea. Maybe even extend that to shuffle votes, because I think many people vote those down as they fear their team might lose a flag (and it really happens from time to time).
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In shuffle votes, if you let only the flag dudes not get shuffled, they will get to the base without even meeting an enemy, since they are all respawning... It would be better if when someone votes to shuffle and someone has the flag in any team a little message tells them " Invalid vote: someone has flag" or something.
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I've got a problem.
Just 10 minutes ago, I tried playing AssaultCube. But when I move, it has a movement delay, the players moves 1 second after you've moved, and stops 1 second after you've let go.
It worked perfectly all the other times i've played it, but why so suddenly?
It a movement delay kind of thing.
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(01 Sep 10, 03:32AM)anywaste Wrote: (09 Aug 10, 08:01PM)|BC|Wolf Wrote: Quote:i'd like to know if a wiki info comes on future making a table of gun stats including recoil/spread/ms per shoot and others values for each gun.
You can actually find those stats in Gibstick's strategy guide
This doesn't include spread. Spread and recoil were removed. Ok hush now. http://wiki.cubers.net/action/view/Weapo...s_and_tips
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Just into regards of my earlier post, it has come all good.
Possibly my computer may have been running slowly, but I don't think that is the case.
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02 Sep 10, 04:50PM
(This post was last modified: 02 Sep 10, 04:51PM by Bukz.)
Bug Report:
Any bots using the SMG as their primary weapon will usually only fire in very infrequent, short (like 1-2 bullet) bursts. Seems like the frequency of these bursts gets larger as you move up in the harder skill levels, but regardless of the skill level, all bots do not currently fire the SMG correctly. (Spray to win. :P)
v.1.1.0.2
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Also, maybe this could be fixed in the next version, been waiting for a long time. :D
Quote:case FHF: // FIXME: too simplistic collision with slopes, makes it feels like tiny stairs
Line 205, physics.cpp
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using 1.1.0.2, I could see ammobox on ac_wasteland pf
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Forgot about my ragepost earlier, consider this my public apology. u_u
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05 Sep 10, 07:20PM
(This post was last modified: 05 Sep 10, 07:45PM by Zomg!.)
THE ENTIRE GAME IS A BUG
DOUBLEPOST, I seriously hate this game now. Good Bye forever everyone. I'm off to eat breakfast.
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11 Sep 10, 12:59PM
(This post was last modified: 11 Sep 10, 01:00PM by Panda.)
Feature Request:
In 1vs1 games, please don't spawn players so that one is at the back of the other and can immediately start to kill the other. Just spawn the 2nd player somewhere else.
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I don't like how you have to write /kick cn reason why can't it just be on the menu
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menus_multiplayer.cfg
//menuitem "Kick/ban player..." "showmenu kick/ban" // only noobish vote abusers use this, if you really want it, just uncomment
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13 Sep 10, 05:43AM
(This post was last modified: 13 Sep 10, 06:28AM by Bukz.)
Every time I've tried to use the windows installer, it keeps opening up a window in my web browser that goes to this link and I think it's supposed to go to the docs.
Mod edit:
Not sure what makes you think that it is okay to post these kind of links on an opensource FPS forum's, but IT'S NOT. You're better off quitting while you're still (not) ahead.
13 Sep 10, 03:55PM
(This post was last modified: 13 Sep 10, 04:04PM by Bukz.)
[spam removed]
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(13 Sep 10, 05:43AM)Habluka Wrote: Not sure what makes you think that it is okay to post these kind of links on an opensource FPS forum's, but IT'S NOT. You're better off quitting while you're still (not) ahead. WTF?
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