09 Jan 11, 12:09AM
y not u?
Feedback/Bug-Reports for AssaultCube v1.1
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09 Jan 11, 12:09AM
y not u?
09 Jan 11, 12:24AM
y u no be dev
//I'll take a look at it
Sorry if this has already been purposed, but 16 pages are way too long :P
As it is done on many other games, I wish to purpose the possibility of editing team respawns time from a config file. Correct me if wrong, but this is only able to be done by compiling from source code at the moment. GGz!
If the "keybind" command is given anything but a keymapped key as an argument, AC throws an exception.
(I suggest making a provision to merely ignore non-keymapped arguments.)
12 Jan 11, 05:13PM
You mean that "unknown key "blabla"". Actually, that's quite useful if you have a typo in the key name.
12 Jan 11, 11:51PM
no, actually it throws an exception and Windows kills it.
Go in-game and type: [SELECT ALL] Code: /keybind blabla
Yup, indeed.
[SELECT ALL] Code: stacktrace: Use /bind for now :P I'm too tired to look for the reason right now.
lol.
It was because I forgot that "bind" actually binds a key and command together, while "keybind" probes the contents of a given key. I was trying to use the "add2bind" command instead of "add2eachbind" command from tools.cfg. The first one probes a given key, while the second one searches for a given string in the keys. I figured out that it was throwing an exception when I extended the commands manually and saw myself typing "keybind reload," causing me to facepalm. It makes sense that if there's no provision for a non-keymapped argument, "keybind" will throw a fit (but maybe not an exception).
13 Jan 11, 07:08AM
I'm sure this has been brought up before, but I'm kinda starting to get annoyed at getting hit by a nade through a wall, is this just a part of "gameplay" or can this be fixed somehow.
13 Jan 11, 01:24PM
It's just the game's physics. Not much we can do.
13 Jan 11, 01:53PM
(13 Jan 11, 07:08AM)castiel Wrote: I'm sure this has been brought up before, but I'm kinda starting to get annoyed at getting hit by a nade through a wall, is this just a part of "gameplay" or can this be fixed somehow. I was taught to use solid walls at least 3 cubes thick to prevent this, although it actually takes 5 or so.
13 Jan 11, 03:59PM
(This post was last modified: 13 Jan 11, 04:01PM by eftertanke.)
(13 Jan 11, 01:24PM)|BC|Wolf Wrote: It's just the game's physics. Not much we can do. (13 Jan 11, 01:53PM)Gibstick Wrote: I was taught to use solid walls at least 3 cubes thick to prevent this, although it actually takes 5 or so.I had asked that question before, so it's good to know that there is a solution. However, does this mean mappers are indeed the only ones who can fix it? There's no way to solve it universally within the code?
13 Jan 11, 05:37PM
Many of these issues will only be fixed when some parts of the code be re-written.
Do I see volunteers there?
13 Jan 11, 06:02PM
Here's your patch for the /keybind crash.
http://pastebin.com/VW19E11C
13 Jan 11, 11:49PM
(13 Jan 11, 01:24PM)|BC|Wolf Wrote: It's just the game's physics. Not much we can do. (13 Jan 11, 05:37PM)Brahma Wrote: Many of these issues will only be fixed when some parts of the code be re-written.I wish. Haha. I look at patches that have been submitted and try to see what was done and why. Eventually maybe.
14 Jan 11, 02:28PM
@eftertanke
Yes... Your persistent interest in bug reports makes me think you are a potential developer. :)
14 Jan 11, 08:00PM
22 Jan 11, 12:43PM
- in all versions 1.1.x.x we have problem in using character " in name setting by menu.
- using character " in name setting by command /name work without problems. example tested in 1.1.0.4 : name set by menu is set to : |3"|Etch or Etch|3"| name showed in table after presing TAB is: |3 or Etch|3 even in menu is still right original name thx
22 Jan 11, 01:49PM
also happends with [ ], but it disappear after restart the client.
1) Bots are often given duplicate client numbers.
2) The pstat commands ignore bot client numbers and instead refer to each bot as a number in sequence (bots with cn 1, 3, 5, 7, and 9 will respond to pstat commands with arguments of 1, 2, 3, 4, and 5, respectively.) (These bugs are only apparent when bots get kicked and/or new ones connect, since they are given client numbers in sequence.)
25 Jan 11, 03:14AM
25 Jan 11, 03:50AM
Pretty sure that's intentional. Though I don't see a problem with blocking off the one in the RVSF base in ac_toxic.
25 Jan 11, 04:11AM
Intentional? You sure? Why would they do something so unobvious and glitchy-looking when there's a mapmodel for an open fence?
25 Jan 11, 04:31AM
Not sure, but the fact that people talk about it a lot and for such a long time (I don't even know how old ac_toxic is) is a huge indicator of that intention.
27 Jan 11, 06:04PM
Its just unlocked. If a door is shut, but unlocked, you can still go through it, no?
27 Jan 11, 06:42PM
BANG! Ouch...
Don't ask.
27 Jan 11, 07:55PM
It was a glitch in the original model's clip setting (before there were proper clip brushes).
Before we knew it, people got used to these being passable. Clipping them off would have led to problems, since mappers had already starting to see them as intentionally passable. I know it's weird, but it's one of these things that happen to hobbyist game designers :)
27 Jan 11, 08:09PM
I'm sure those things don't happen to hobbyists only ;)
for some reason i cant spawn on maps arabian and toxic
I havent changed any map files, ive tried re installs, but it just cant seem to let me spawn.. Im using the mac version: also sometimes randomly i get fps lag and the number shoots to 1000 + i get some un wanted slow mo i have everything lowered, so why does it happen?( i get more fps then pictures above, they were in windowed mode)
28 Jan 11, 05:20AM
redownload the maps from the correct svn revision, this is a known bug. I do not know the last time I played on toxic.
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