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acr's Issues

24: RPG x2 Reload

RPG x2 Reload by theonlypwner
Issue 24 posted to Google Code on 2012 Jul 8 at 02:38:41

Current status: Verified
Current labels: Type-Defect, Priority-High, Component-Logic, Effect-Gameplay

theonlypwner on 2012 Jul 8 at 02:38:41:

What steps will reproduce the problem?

  1. Spawn with RPG
  2. Reload
  3. Profit!

What is the expected output? What do you see instead?
The expected output is to be refused an RPG reload. Instead, the RPG can be fired twice with no delay.

In order to fix it:
Change weapons so that they have a "reload penalty" of reloading to (magsize-1) (except RPG) when doing a dry reload.

theonlypwner on 2012 Jul 8 at 22:03:52:

Labels: -Gameplay Effect-Gameplay

theonlypwner on 2012 Jul 31 at 17:55:06:

Done by TFS 18655

Status: Verified

9: Claymores/mines

9: Claymores/mines

Claymores/mines by theonlypwner
Issue 9 posted to Google Code on 2012 Jul 1 at 01:12:28

Current status: Acknowledged
Current labels: Type-Enhancement, Priority-Low, Effect-Gameplay

theonlypwner on 2012 Jul 1 at 01:12:28:

Written by pr-calvin the 16 Apr 12 at 00:32.

44: fatal error: SDL.h: No such file or directory

fatal error: SDL.h: No such file or directory by mailaender.matthias
Issue 44 posted to Google Code on 2012 Sep 23 at 01:39:37

Current status: Invalid
Current labels: Type-Enhancement, Priority-Trivial, OpSys-Linux

mailaender.matthias on 2012 Sep 23 at 01:39:37:

I am currently trying to package this at https://build.opensuse.org/package/show?package=assaultcube-reloaded&project=home%3AMailaender%3Abranches%3Agames

BuildRequires: SDL-devel
BuildRequires: SDL_image-devel
BuildRequires: SDL_mixer-devel

In file included from client.cpp:3:0:
pch.h:41:17: fatal error: SDL.h: No such file or directory
compilation terminated.

This makes no sense.

I can also contribute a patch to use system libenet and add -lX11 (suggested by g++ as the compile failed).

Makefile.patch

--- source/src/Makefile.orig    2011-12-24 18:33:32.000000000 +0100
+++ source/src/Makefile 2012-09-23 03:33:32.507203960 +0200
@@ -1,12 +1,12 @@
 CXXOPTFLAGS=-O3 -fomit-frame-pointer
-INCLUDES1=-I/usr/X11R6/include -I../enet/include -I../src
+INCLUDES1=-I/usr/X11R6/include -I../src
 INCLUDES2=`sdl-config --cflags`
 CXXCUSTOMFLAGS=-fsigned-char -Wall -Wextra -Wno-missing-field-initializers -Wno-unused -Wpointer-arith -Wwrite-strings -Wconversion -rdynamic
 CXXFLAGS=$(CXXOPTFLAGS) $(INCLUDES1) $(INCLUDES2) $(CUSTOMFLAGS)
 CXXFLAGSSERVER=$(CXXOPTFLAGS) $(INCLUDES1) $(CUSTOMFLAGS)

 PLATFORM_PREFIX=native
-CLIENT_LIBS=-L/usr/X11R6/lib -L../enet/.libs -lenet `sdl-config --libs` -lSDL_image -lz -lGL -lopenal -lvorbisfile
+CLIENT_LIBS=-L/usr/X11R6/lib -lenet `sdl-config --libs` -lSDL_image -lz -lGL -lopenal -lvorbisfile -lX11
 CLIENT_OBJS1= \
    client.o \
    clientgame.o \
@@ -55,7 +55,7 @@ CLIENT_OBJS2= \
    bot/ac_bot_ai.o 


-SERVER_LIBS=-L../enet/.libs -lenet -lz
+SERVER_LIBS= -lenet -lz
 SERVER_FILES= \
    log.cpp \
    serverms.cpp \
@@ -66,26 +66,18 @@ SERVER_FILES= \

 default: all

-all: libenet client server
-
-../enet/Makefile:
-   cd ../enet; ./configure --enable-shared=no --enable-static=yes
-
-libenet: ../enet/Makefile
-   -$(MAKE) -C ../enet all
+all: client server

 clean:
    -$(RM) -f $(SERVER_OBJS) $(CLIENT_OBJS1) ac_server ac_client
-#  -$(MAKE) -C ../enet/ clean

 mrproper: clean
    -$(RM) -f $(CLIENT_OBJS2)
-   -$(MAKE) -C ../enet/ clean

 client: $(CLIENT_OBJS1) $(CLIENT_OBJS2)
    $(CXX) $(CXXFLAGS) -o $(PLATFORM_PREFIX)_client $(CLIENT_OBJS1) $(CLIENT_OBJS2) $(CLIENT_LIBS)

-server: libenet $(SERVER_FILES)
+server: $(SERVER_FILES)
    $(CXX) $(CXXFLAGSSERVER) -o $(PLATFORM_PREFIX)_server -DSTANDALONE $(SERVER_FILES) $(SERVER_LIBS)

 install: all

mailaender.matthias on 2012 Sep 23 at 01:47:13:

Ah never mind, removing CXXFLAGS="%{optflags}" from make did this. I also added the SDL include path to includes (might be unnecessary.

Makefile.patch

--- source/src/Makefile.orig    2011-12-24 18:33:32.000000000 +0100
+++ source/src/Makefile 2012-09-23 03:41:09.079420162 +0200
@@ -1,12 +1,12 @@
 CXXOPTFLAGS=-O3 -fomit-frame-pointer
-INCLUDES1=-I/usr/X11R6/include -I../enet/include -I../src
+INCLUDES1=-I/usr/X11R6/include -I/usr/include/SDL -I../src
 INCLUDES2=`sdl-config --cflags`
 CXXCUSTOMFLAGS=-fsigned-char -Wall -Wextra -Wno-missing-field-initializers -Wno-unused -Wpointer-arith -Wwrite-strings -Wconversion -rdynamic
 CXXFLAGS=$(CXXOPTFLAGS) $(INCLUDES1) $(INCLUDES2) $(CUSTOMFLAGS)
 CXXFLAGSSERVER=$(CXXOPTFLAGS) $(INCLUDES1) $(CUSTOMFLAGS)

 PLATFORM_PREFIX=native
-CLIENT_LIBS=-L/usr/X11R6/lib -L../enet/.libs -lenet `sdl-config --libs` -lSDL_image -lz -lGL -lopenal -lvorbisfile
+CLIENT_LIBS=-L/usr/X11R6/lib -lenet `sdl-config --libs` -lSDL_image -lz -lGL -lopenal -lvorbisfile -lX11
 CLIENT_OBJS1= \
    client.o \
    clientgame.o \
@@ -55,7 +55,7 @@ CLIENT_OBJS2= \
    bot/ac_bot_ai.o 


-SERVER_LIBS=-L../enet/.libs -lenet -lz
+SERVER_LIBS= -lenet -lz
 SERVER_FILES= \
    log.cpp \
    serverms.cpp \
@@ -66,26 +66,18 @@ SERVER_FILES= \

 default: all

-all: libenet client server
-
-../enet/Makefile:
-   cd ../enet; ./configure --enable-shared=no --enable-static=yes
-
-libenet: ../enet/Makefile
-   -$(MAKE) -C ../enet all
+all: client server

 clean:
    -$(RM) -f $(SERVER_OBJS) $(CLIENT_OBJS1) ac_server ac_client
-#  -$(MAKE) -C ../enet/ clean

 mrproper: clean
    -$(RM) -f $(CLIENT_OBJS2)
-   -$(MAKE) -C ../enet/ clean

 client: $(CLIENT_OBJS1) $(CLIENT_OBJS2)
    $(CXX) $(CXXFLAGS) -o $(PLATFORM_PREFIX)_client $(CLIENT_OBJS1) $(CLIENT_OBJS2) $(CLIENT_LIBS)

-server: libenet $(SERVER_FILES)
+server: $(SERVER_FILES)
    $(CXX) $(CXXFLAGSSERVER) -o $(PLATFORM_PREFIX)_server -DSTANDALONE $(SERVER_FILES) $(SERVER_LIBS)

 install: all

theonlypwner on 2012 Sep 24 at 03:15:28:

Well, AC and ACR have enet code, and compile with it (in case the system enet is newer, which would cause protocol problems).

I'm not sure if this change is needed.

Labels: -Priority-Unset Priority-Trivial OpSys-Linux
Status: Acknowledged

rh.nkrodu on 2013 Jan 2 at 16:36:05:

Using home directory: data
init: sdl
init: net
init: world
init: video: sdl
init: video: mode
init: video: misc
init: gl
Renderer: Quadro NVS 140M/PCIe/SSE2 (NVIDIA Corporation)
Driver: 3.3.0 NVIDIA 313.09
init: console
init: sound
ALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.rear
ALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.center_lfe
ALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.side
ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5)
ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5)
ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5)
ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5)
ALSA lib pcm_dmix.c:957:(snd_pcm_dmix_open) The dmix plugin supports only playback stream
Cannot connect to server socket err = No such file or directory
Cannot connect to server socket
jack server is not running or cannot be started
Audio devices: PulseAudio Default, ALSA Default, PortAudio Default
Sound: PulseAudio Default / OpenAL Soft (OpenAL Community)
Driver: 1.1 ALSOFT 1.13
init: cfg
your name is: 
unknown command: addallfavcatmenus
init: models
init: docs
init: localconnect
read map packages/maps/official/ac_elevation.cgz (18 milliseconds)
ac_elevation by A&D_Shadow
Waypoints for map ac_elevation loaded
game mode is "team deathmatch"
Deathmatch: Kill all your opponents and get points to win!
Team: Watch out for teammates!
time remaining: 15 minutes
init: mainloop
attempting to connect to 74.63.229.43
connected to server
recording demo
currently recording demo
currently recording demo
MOTD:
Welcome to Playfrog4u's server!
read map packages/maps/official/ac_snow.cgz (28 milliseconds)
Mine City - By daMfr0
Waypoints for map ac_snow loaded
game mode is "survivor"
Deathmatch: Kill all your opponents and get points to win!
Survivor: Last combatant standing wins!
time remaining: 3 minutes
the round is over! next round in 5 seconds!
Cpl. Brown [1-0] is the victor!
new round starting... fight!
Ares [2-0] splattered you (@0.97 m) with a critical hit
the round is over! next round in 5 seconds!
the bots have won the round!
Cpl. Brown [1-0] impaled Langley [3-0] (@0.79 m) with a critical hit
new round starting... fight!
Cpl. Thomas [4-0] perforated Cpl. Brown [1-0] (@4.22 m) with a critical hit
you skewered Langley [3-0] (@0.41 m) for first blood with a critical hit
Langley [3-0] vengefully impaled you (@1.83 m)
the round is over! next round in 5 seconds!
the bots have won the round!
Ares [2-0] obliterated Cpl. Thomas [4-0] (@2.31 m)
new round starting... fight!
Cpl. Thomas [4-0] vengefully splattered Ares [2-0] (@1.14 m) with a critical hit
Langley [3-0] splattered Cpl. Thomas [4-0] (@1.86 m) with a critical hit
Langley [3-0] vengefully scrambled Cpl. Brown [1-0] (@3.36 m) with a critical hit
100.00% accuracy (3786 hit, 3786 shot, 0 wasted)
time remaining: 2 minutes
 (0) called a vote: load map ac_aqueous in mode team-expert-sniping-double keep the flag
vote passed
Demo "Wed Jan  2 19:31:33 2013: survivor, ac_snow, 77.14kB" recorded.
read map packages/maps/official/ac_aqueous.cgz (35 milliseconds)
Aqueous - By RandumKiwi
[watercolor] is only allowed in edit mode
Waypoints for map ac_aqueous loaded
game mode is "team-expert-sniping-double keep the flag"
KTF: Hold a flag or 2 and keep it to earn points!
Team: Watch out for teammates!
Expert: Only headshot and gib damage can be effective!
Sniping: Use a sniper rifle that is extra effective!
Double: Two flags in play!
time remaining: 15 minutes
recording demo
currently recording demo
you overkilled Avatar [7-0] (@6.51 m) for first blood while hardscoping

I think that problem is with demo function.

theonlypwner on 2013 Jan 2 at 18:59:48:

Demos are server-sided... It's just a message, and it shouldn't cause a client crash.

" (0) called a vote: load map ac_aqueous in mode team-expert-sniping-double keep the flag" - Who? If that was you, then it might be a bug. I'll look into it.

theonlypwner on 2013 Jan 2 at 19:06:24:

I checked, and I have confirmed that this could not have caused a crash, but is strange.

Please post this into Issue 95, where it belongs.

theonlypwner on 2014 Mar 1 at 18:57:20:

Status: Started-Redo

theonlypwner on 2014 Aug 23 at 01:41:50:

This issue is one of those assumed to affect version 2.6 and previous versions.

Status: Invalid

39: Infected Zombies

Halo style zombie mode. by Bob.the.devil
Issue 39 posted to Google Code on 2012 Aug 23 at 21:04:49

Current status: Acknowledged
Current labels: Type-Enhancement, Priority-Low, Effect-Gameplay, Component-Logic

Bob.the.devil on 2012 Aug 23 at 21:04:49:

a multiplayer zombie game mode similar to the halo ce zombie game would be cool (1 v all, one way convert, and zombies only mele)

theonlypwner on 2012 Aug 23 at 22:11:47:

Well, there is already convert-zombies, which is similar to that (you described infected of MW3).

Labels: -Priority-Unset Priority-Low Effect-Gameplay Component-Logic
Status: Acknowledged

Bob.the.devil on 2012 Aug 24 at 17:39:12:

i'll try it out thanks,, I have to say I get faster results with you that ANY commercial game i have ever tried (any paid software's "tech support" actually) just want to give a bit of personal praise, you are fantastic in that respect, thank you.

theonlypwner on 2012 Aug 24 at 19:28:21:

I try to oversee the ACR Issues when I have time, roughly daily.

Paid software's "tech support" are outsourced to other countries, and the different timezone will cause a large delay. You're in a similar timezone compared to me, so I can see it and respond to it faster.

Audio Bug

I was in a middle of a match everything was working fine but I fired a few times and all the sound cut out until I join a different match. I tried going to settings and changed the volume up and down and messed with the other audio setting but it didn't do anything. Thx for all your help best gaming community. :)

2: Kill Confirmed

Kill Confirmed by theonlypwner
Issue 2 posted to Google Code on 2012 Jul 1 at 00:50:59

Current status: Verified
Current labels: Type-Enhancement, Priority-High, Effect-Gameplay

theonlypwner on 2012 Jul 1 at 00:50:59:

Transferred from the IdeaTorrent.

Kill Confirmed by theonlypwner (me!)

The MW3 kill confirmed gamemode.

Run over enemy dog tags to confirm the kill for the team.
Conversely, run over your team's dog tags to deny the kill for the enemy.

theonlypwner on 2012 Jul 1 at 01:01:29:

Implement: As a starter, substitute the dog tags with CTF flags.

Labels: -Priority-Medium Priority-High Component-Gameplay

theonlypwner on 2012 Jul 8 at 22:03:51:

Labels: -Gameplay Effect-Gameplay

theonlypwner on 2012 Jul 23 at 00:46:37:

Well, it's implemented, but needs something to replace the KC flags.

Status: Fixed

theonlypwner on 2012 Sep 3 at 00:49:20:

Status: Verified

theonlypwner on 2012 Oct 9 at 22:01:27:

Issue 51 has been merged into this issue.

theonlypwner on 2012 Oct 10 at 22:47:10:

Issue 51 has been merged into this issue.

5: Prone

Prone by theonlypwner
Issue 5 posted to Google Code on 2012 Jul 1 at 01:08:26

Current status: Acknowledged
Current labels: Type-Enhancement, Component-Engine, Priority-Trivial, Effect-Gameplay

theonlypwner on 2012 Jul 1 at 01:08:26:

Written by derking97 the 14 Apr 12 at 17:59.
It would be very cool to lay down.

theonlypwner on 2012 Jul 1 at 01:24:36:

There are no prone animations.

Labels: Gameplay
Status: Acknowledged

WWIIIProd on 2012 Sep 21 at 18:17:07:

plus, in a game as fast-paced as this, do you really need to sit still?

theonlypwner on 2012 Sep 21 at 21:14:58:

No, unless you're camping + sniping

6: 3rd Person

3rd Person by theonlypwner
Issue 6 posted to Google Code on 2012 Jul 1 at 01:09:40

Current status: Verified
Current labels: Type-Enhancement, Priority-Medium, Component-Net, Usability, Component-UI, Component-Engine, Effect-Gameplay

theonlypwner on 2012 Jul 1 at 01:09:40:

SPECT Mode:
Look left/right in third person spect, change distance, etc.

Gameplay:
Create a third-person mode that users can select, assuming that it doesn't provide too much advantage in this fast-paced gameplay.

This might defeat the purpose of being a 1st person shooter though.

theonlypwner on 2012 Jul 1 at 01:20:16:

Summary: 3rd Person
Labels: Component-Gameplay Component-Net Usability
Status: Accepted

theonlypwner on 2012 Jul 1 at 23:21:35:

It is also the UI

Labels: Component-UI

theonlypwner on 2012 Jul 3 at 16:33:57:

Labels: Component-Engine

theonlypwner on 2012 Jul 8 at 22:03:51:

Labels: -Gameplay Effect-Gameplay

theonlypwner on 2012 Aug 8 at 17:21:41:

Done by TFS 18871

Status: Fixed

theonlypwner on 2012 Aug 8 at 17:22:09:

Verified by TFS 18883

Status: Verified

14: Animations

Animations by OPeralta6
Issue 14 posted to Google Code on 2012 Jul 3 at 05:35:53

Current status: WontFix
Current labels: Type-Enhancement, Component-Logic, Component-UI, Component-Engine, Priority-Trivial

OPeralta6 on 2012 Jul 3 at 05:35:53:

Allow for 3 sets of animations for the gun. Animation A would be for ads,B for shooting,and c for reloading.

theonlypwner on 2012 Jul 3 at 16:22:40:

How exactly would this work? This is the current animation, but only 1 at a time is possible. The engine uses vertex animation.

Labels: -Priority-Medium Priority-Low Component-Logic Component-UI
Status: Acknowledged

theonlypwner on 2012 Jul 3 at 16:33:57:

Labels: Component-Engine

OPeralta6 on 2012 Jul 3 at 22:43:51:

The same way how the player models have different sets of animations per different action.

theonlypwner on 2012 Jul 7 at 20:58:45:

After you described it to me more in-game, it looks like it's not possible to implement this.

Think: shooting while half-ADS cannot be animated.

The other solution is to fix the ADS offsets, and learn better matrix math. Then apply the ADS translation transformation to allow reloading and exiting ADS at the same time. This is the only way to have shooting + ADS animations.

Status: WontFix

theonlypwner on 2012 Jul 8 at 19:33:32:

These are trivial!

Labels: -Priority-Low Priority-Trivial

43: Inaccurate vote-ending projections

Inaccurate vote-ending projections by theonlypwner
Issue 43 posted to Google Code on 2012 Sep 22 at 00:02:31

Current status: Verified
Current labels: Type-Defect, Priority-Low, Effect-Protocol, Component-Logic, Component-UI, Usability

theonlypwner on 2012 Sep 22 at 00:02:31:

What steps will reproduce the problem?

  1. Vote
  2. Disconnect
  3. The predicted end-vote result is off

What is the expected output? What do you see instead?
It should update to always show the vote ending result. However, this needs a protocol change.

theonlypwner on 2012 Oct 12 at 20:43:42:

This should be changed: N_VOTEPROJECTION or N_VOTEINFO... etc and N_CALLVOTE should be sent upon evaluation, and contain:

expected yes/no result, remain for yes, remain for no

Status: Started

theonlypwner on 2012 Oct 13 at 19:56:40:

Done both by TFS 20484

Status: Verified

38: Better weapon world models

Better weapon world models by Bob.the.devil
Issue 38 posted to Google Code on 2012 Aug 23 at 15:56:46

Current status: Acknowledged
Current labels: Type-Task, Priority-Medium

Bob.the.devil on 2012 Aug 23 at 15:56:46:

It appears my bots don't like holding a visible rpg. is this a general thing, or specific to me? also is anyone currently working on enhancing the rpg model/texture the wrap around thing makes a good texture mod kinda tricky. and if so would the world model and player model be different? (that would be cool you'r own weapons could be distinct, well they could be anyway but that makes it easier) anyway just wondering about the invisible rpg and if there was any redo/improvement planed(i would change it myself but i have no skill in modeling sigh i really should learn) also i do like the rpg i think the model is a good one, just not quite up to par with your others you guys use some really good ones.

theonlypwner on 2012 Aug 23 at 16:41:37:

There are no world models for the RPG... no player in thirdperson will hold an RPG.

Try it! Equip the RPG and do /thirdperson 10.

Labels: -Type-Enhancement -Priority-Unset Type-Task Priority-Medium
Status: Acknowledged

Bob.the.devil on 2012 Aug 23 at 16:46:47:

that's kind of depressing, is there any plan for it?

theonlypwner on 2012 Aug 23 at 17:17:31:

There's no-one creating an RPG world model. If you create one, we might include it.

nigulmadis on 2013 Mar 22 at 14:07:26:

I if the models is i n one group and has only one texture file

(look in the world folders,always onlyy one skin for them.Models with multiple skins cant be converted to world models)

theonlypwner on 2013 Mar 22 at 16:22:38:

The world model should be compacted (reduce polygons, convert to md2), but it can still have two textures (but 1 is better).

Summary: Add RPG world model (was: invisible rpg (issue) / changes to rpg (suggestion))

nigulmadis on 2013 Jul 22 at 17:20:50:

It doesnt have to be .md2 file,and yeah ,my bad the world and menu files can have multiple textures but then You must make md3.cfg file to the specific folder that game would look for the skins!

theonlypwner on 2013 Jul 23 at 01:48:59:

This affects other weapons too: they should get new world models.

Summary: Better weapon world models (was: Add RPG world model)

12: Segmentation Fault Crash

Segmentation Fault Crash by OPeralta6
Issue 12 posted to Google Code on 2012 Jul 3 at 05:29:32

Current status: Verified
Current labels: Type-Defect, Priority-Critical, Component-Logic, Usability, Maintainability, Performance, Component-Engine

OPeralta6 on 2012 Jul 3 at 05:29:32:

What steps will reproduce the problem?
1.It happens randomly.
2.
3.

What is the expected output? What do you see instead?

What version are you using? On what operating system?

Intrepid (2.5.0)
Please provide any additional information below.

glitch.png
glitch

theonlypwner on 2012 Jul 3 at 16:20:06:

This is tentatively fixed as a bot flag WP bug, but bots cannot navigate to flags with waypoints now.

Summary: Segmentation Fault Crash
Labels: -Priority-Medium Priority-Critical Component-Logic Usability Maintainability Performance
Status: Started

theonlypwner on 2012 Jul 3 at 16:33:57:

Labels: Component-Engine

theonlypwner on 2012 Jul 6 at 23:53:10:

Fixed + Verified

Status: Verified

theonlypwner on 2012 Dec 28 at 20:04:02:

Issue 31 has been merged into this issue.

Fix classic modes

This issue was originally reported by Oliver Nyquist on 2015 Mar 11 at 4:35 PM (-0600?).

This was so bad I had to resort back to the old Assaultcube. The sound cuts out after a few minutes and buttons become unresponsive. The old modes won't load (the old modes are the majority of the modes I play in acr) and bots randomly die in survivor modes even though they were not fighting. Please fix all these problems fast I want to play acr again.

13: Ninja Perk

Ninja Perk by OPeralta6
Issue 13 posted to Google Code on 2012 Jul 3 at 05:32:37

Current status: Verified
Current labels: Type-Enhancement, Priority-High, Component-Logic, Effect-Gameplay

OPeralta6 on 2012 Jul 3 at 05:32:37:

A two slot perk. Makes you not get tagged with the recon perk,also you make no sound at all.

theonlypwner on 2012 Jul 3 at 16:21:17:

It is already being implemented right now.

Labels: -Priority-Medium Priority-High Component-Logic Gameplay
Owner: theonlypwner
Status: Started

theonlypwner on 2012 Jul 6 at 23:49:55:

It's done now. You are not immune to the radar killstreak though.

Status: Verified

theonlypwner on 2012 Jul 8 at 22:03:51:

Labels: -Gameplay Effect-Gameplay

4: Show names above players

Show names above players by theonlypwner
Issue 4 posted to Google Code on 2012 Jul 1 at 01:07:47

Current status: Acknowledged
Current labels: Type-Enhancement, Priority-Medium, Component-UI, Usability, Component-Engine, Effect-Gameplay

theonlypwner on 2012 Jul 1 at 01:07:47:

Written by derking97 the 14 Apr 12 at 18:04

its better if names would display above players.
teammates = always show names through walls too
enemys = just when you are aiming on them.

then you can leave out the names in the HUD, what will make a little more use field for other important informations.

theonlypwner on 2012 Jul 1 at 01:25:32:

This engine isn't really good for doing that.

Labels: Component-UI Gameplay Usability
Status: Acknowledged

OfficialHazardous on 2012 Oct 16 at 09:46:15:

Would be pretty cool though! Also what do files and editors do I use to start devolving because I'd like to give adding in some things a go! mdf1 2 or 3 or what software? I wanna be able to make models and sprites to Mod ACR, And if I get really decent maybe making some changes you could implement!

theonlypwner on 2012 Oct 16 at 23:43:59:

Visual Studio/C++ Express 2012. Then either TFS or SVN to get the code, or download from the downloads (not latest code).

harryspag10 on 2012 Oct 24 at 11:14:51:

So would it be hard to make a code that Shows player names?

theonlypwner on 2012 Oct 24 at 22:27:34:

It would be hard (for me, as a 16-year-old who barely understands matrix math) to create a world to screen function to draw nametags.

theonlypwner on 2012 Oct 24 at 22:29:17:

Do you notice how the "capture" icons shrink over distance? That's my way of creating them (drawing, but approximating), but they should really be done with "world to screen". The nametags would be either too big, or shrink too much to see if I did them without "world to screen".

nigulmadis on 2013 Mar 22 at 14:01:35:

i think its a good idea but on the other hand it would be too much copying from another games(right now i think the idea is taken from battlefield 2)

theonlypwner on 2013 Mar 22 at 16:20:28:

What's wrong with "copying ideas" from other games?

8: Sprint

Sprint by theonlypwner
Issue 8 posted to Google Code on 2012 Jul 1 at 01:10:58

Current status: Verified
Current labels: Type-Enhancement, Priority-Medium, Component-Engine, Effect-Gameplay

theonlypwner on 2012 Jul 1 at 01:10:58:

Written by derking97 the 5 Apr 12 at 17:30.

It would be very cool to have a sprint feature to be faster sometimes, because it looks cool and its just boring to walk slow the whole time.
I think because there are maps like ac_snow and there will be other big maps too, the feature would be very useful.

I think when you look at a player who is running, he just should make hand movements which you are making while running (like CoD running with akimbo pistols)
And you should just see 2 hands making running movements (like CoD running with akimbo pistols) when YOU are running
and the running hand movements which you will see when you are running, can be a *.gif pic or something else which is not as hard to create as a 3D model.

theonlypwner on 2012 Jul 1 at 01:23:57:

New labels

Summary: Sprint
Labels: -Component-Gameplay Gameplay

theonlypwner on 2012 Jul 3 at 16:33:57:

Labels: Component-Engine

theonlypwner on 2012 Jul 7 at 21:02:42:

This is starting to be more important

Labels: -Priority-Low Priority-Medium

theonlypwner on 2012 Jul 8 at 22:03:51:

Labels: -Gameplay Effect-Gameplay

theonlypwner on 2012 Jul 23 at 00:45:39:

We don't have any sprint animations, do we? Maybe we could use the animation speed...

theonlypwner on 2012 Aug 10 at 22:23:18:

I'm going to add a walk feature instead

Status: Started

theonlypwner on 2012 Aug 16 at 20:53:58:

Done and verified for working status!

Status: Verified

11: Infinite Knife/Sword Range

Infinite Knife/Sword Range by theonlypwner
Issue 11 posted to Google Code on 2012 Jul 1 at 23:30:59

Current status: Verified
Current labels: Type-Defect, Priority-High, Component-Logic, Usability, Effect-Gameplay

theonlypwner on 2012 Jul 1 at 23:30:59:

What steps will reproduce the problem?

  1. Aim at the enemy who is far away
  2. Swing your knife or sword
  3. LOL

What is the expected output? What do you see instead?
It should not do any damage, but he gets wounded and bleeds to death.

This was caused by forgetting to nullify the damage after the end range.
Normal guns use start-start-end-end
The knife and sword use start-start-end-0

The previous end for melee weapons was 0, which caused no bug.

theonlypwner on 2012 Jul 1 at 23:54:49:

I shall verify later.

Status: Fixed

theonlypwner on 2012 Jul 1 at 23:55:25:

It is fixed!

Status: Verified

theonlypwner on 2012 Jul 8 at 22:03:51:

Labels: -Gameplay Effect-Gameplay

theonlypwner on 2013 Aug 22 at 23:06:54:

Remove milestones...

Labels: -Milestone-NextRelease

26: FFA Total not working

FFA Total not working by theonlypwner
Issue 26 posted to Google Code on 2012 Jul 9 at 00:16:26

Current status: Verified
Current labels: Type-Defect, Priority-Medium, Component-Logic, Component-UI

theonlypwner on 2012 Jul 9 at 00:16:26:

FFA Total sums up RED players only.

theonlypwner on 2012 Jul 9 at 00:16:37:

It might be easier to fix after OOP is done.

Blocked by: 25

theonlypwner on 2012 Jul 14 at 22:04:53:

It is fixed anyways.

Status: Verified

theonlypwner on 2012 Jul 14 at 22:07:46:

The team score update call needs fixing.

Status: Fixed

theonlypwner on 2012 Jul 30 at 01:48:20:

Fixed all in TFS 18604

Status: Verified

theonlypwner on 2012 Aug 1 at 23:41:50:

It's not really blocked...

Blocked by: -25

27: Voice Chat

Voice Chat by carson768
Issue 27 posted to Google Code on 2012 Jul 9 at 00:22:56

Current status: Acknowledged
Current labels: Type-Enhancement, Priority-Trivial, Component-Net, Component-Engine, Component-Logic, Effect-Gameplay, Effect-Protocol

carson768 on 2012 Jul 9 at 00:22:56:

I see that this could be incorperated into our servers to allow voice chat between users with microphones. If this is server-sided, we would have less lag, and a easyer way to communicate, if client-sided, we may have more lag due to the fact of more items to load. I have found a C++ code source that may work, it is open-source.

http://www.codeproject.com/KB/IP/VoiceChat/VoiceChat.zip
http://www.codeproject.com/Articles/1750/Simple-Voice-Chat

theonlypwner on 2012 Jul 9 at 01:10:42:

Many players mute it on Call of Duty anyways...

We could use something similar to that, but it would have to be switched to enet sockets. Then the server can relay it as voice/team-voice.

Summary: Voice Chat
Labels: -Priority-Unset Priority-Trivial Component-Net Component-Engine Component-Logic Effect-Gameplay Effect-Protocol
Status: Acknowledged

carson768 on 2012 Jul 9 at 03:07:29:

Well, we/I/you could add a mute function "/mutevc", plus how hard would it be to transform to enet sockets?

theonlypwner on 2012 Jul 31 at 17:57:11:

We could mute players individually, but we would have to implement a microphone interface for Windows, Linux and Mac to support all OSes

20: Kill Streaks on HUD

Kill Streaks on HUD by ShadowXDify
Issue 20 posted to Google Code on 2012 Jul 6 at 22:06:20

Current status: Verified
Current labels: Type-Enhancement, Component-Logic, Priority-Trivial, Effect-Gameplay

ShadowXDify on 2012 Jul 6 at 22:06:20:

I would like it if you guys looked into kill streaks, like if you get 2 kills it would say 2 kill streak and if three kills then 3 kill streak, and so on

it is hard for me to remember how many kills I have to a nuke or other achievement so this would help a lot, and it is a good feature to have in any fps game

theonlypwner on 2012 Jul 6 at 23:47:21:

There is a streak meter right now.

Labels: Component-Logic Gameplay Protocol Component-Net
Status: Acknowledged

ShadowXDify on 2012 Jul 7 at 20:57:55:

what I meant is that if maybe you reach like 3 kills words pop up on the screen saying 3 kill streak and increase from there.

theonlypwner on 2012 Jul 7 at 21:01:52:

There is already a streak meter at the bottom, so that you know how many kills you have at an instant, not every 3 kills you get.

Summary: Kill Streaks on HUD
Labels: -Priority-Medium Priority-Low

harryspag10 on 2012 Oct 15 at 19:43:16:

Yeah, But the HUD is very cluttered at the moment and to be honest ntma is right, the kill feed should be sunk into the top left corner, And the "*** killed _" Should be just that because the screen can be very cluttered with messages like "_ vengefully quickly killed ****". The Display should be more minimalist, Like a bullet ammo counter instead of the numbers (Cause they are a bit big), And maybe make the health display less in your face!

harryspag10 on 2012 Oct 15 at 19:46:02:

Or maybe visual elements of the counters, maybe like this (attached) maybe minus the steampunkiness

steampunk_fps_hud_by_thornblackstar-d4tw7uc.png
steampunk_fps_hud_by_thornblackstar-d4tw7uc

theonlypwner on 2012 Oct 15 at 23:49:40:

Actually, the original issue ticket is to show killstreaks on the HUD, which is complete.

Labels: -Component-Net -Effect-Protocol
Status: Verified

OfficialHazardous on 2012 Oct 17 at 09:47:50:

I know, But COD 4 style text should appear along with the logo

theonlypwner on 2012 Oct 17 at 15:16:27:

It's really redundant to have the text explain the killstreak.

37: Reload Animations

Reload Animations by THESOUNDOFRAP
Issue 37 posted to Google Code on 2012 Aug 15 at 02:35:20

Current status: Started
Current labels: Type-Enhancement, Priority-Medium, Usability, Effect-Gameplay, Component-UI

THESOUNDOFRAP on 2012 Aug 15 at 02:35:20:

if its possible to add more reload animations. dat would b awesome
also, play with tha intervition trick shot like MW2. if it cant b copyed ,@ least u tired.

theonlypwner on 2012 Aug 15 at 03:21:44:

No artists are working on the reload animations (yet), but it is completely possible.

Labels: -Priority-Unset Priority-Medium Usability Effect-Gameplay Component-UI
Status: Started

theonlypwner on 2012 Aug 15 at 03:22:05:

Fix capitals

Summary: Reload Animations

theonlypwner on 2012 Nov 17 at 22:47:29:

Well, the animations are possible now (no coded animations).

We just need someone to add it.

sburns1990 on 2012 Nov 18 at 00:09:43:

You mean the HUD model doesn't move to reload and now it just needs the animation created in the model?

theonlypwner on 2012 Nov 18 at 00:43:24:

The HUD model doesn't move during reloads anymore. It's the animation created in the model.

I made "lazy animations" for them already, but we need someone to make better ones.

XplodePromotion on 2012 Nov 18 at 10:42:19:

I cannot wait till you can properly trickshot in ACR!
Would it be possible that you could instead of having 1,2,3,4,5 for switching have 1 or 2 cycle from pistol to gun! And then get rid of the 1,2,3,4,5 system and instead have the quick knife script built into the game, and the quick nade of course! And maybe bind tk to mouse3

theonlypwner on 2012 Nov 18 at 17:38:07:

How is it that we cannot "properly trickshot"? Reload cancelling is unrealistic, but switch cancelling (Issue 63) is understandable.

40: DOA style zombies

DOA style zombies by OPeralta6
Issue 40 posted to Google Code on 2012 Sep 2 at 09:49:12

Current status: Verified
Current labels: Type-Enhancement, Priority-Low, Component-Engine, Component-Logic, Effect-Gameplay

OPeralta6 on 2012 Sep 2 at 09:49:12:

A zombie mode similar to dead-ops arcade(From Black ops).

theonlypwner on 2012 Sep 2 at 16:25:50:

I think I can do an above camera projection (zombies-only)

Here is your image, attached.

Labels: -Priority-Unset Priority-Low Component-Engine Component-Logic Effect-Gameplay
Status: Started

theonlypwner on 2012 Sep 3 at 00:49:01:

Done in TFS 19599, but somewhat glitchy with its projection...

Status: Verified

29: Zombie Waves

Zombie Waves by theonlypwner
Issue 29 posted to Google Code on 2012 Jul 9 at 00:41:48

Current status: Verified
Current labels: Type-Enhancement, Priority-High, Component-Logic, Effect-Gameplay, Effect-Protocol, Component-Scripts, Component-UI

theonlypwner on 2012 Jul 9 at 00:41:48:

What new or enhanced feature are you proposing?
Increase the zombie count every round.

What goal would this enhancement help you achieve?
This would make zombies more fun.

Normal "zombies" should be the current "onslaught". Special "zombies" should be "progressive". These zombies should be by round, and increase difficulty if every human survives, and decrease if every human fails.

theonlypwner on 2012 Aug 1 at 22:02:35:

It was coded, and verified!

Status: Verified

Bob.the.devil on 2012 Aug 23 at 16:35:44:

along the same lines a multiplayer zombie game mode similar to halo ce would be cool (1 v all, one way convert, and zombies only mele)

theonlypwner on 2012 Aug 23 at 16:39:32:

You need to open a new issue for that

theonlypwner on 2013 Aug 22 at 23:06:54:

Remove milestones...

Labels: -Milestone-2.6

23: Crash in source/src/bot/bot_waypoint.cpp:2076

Crash in source/src/bot/bot_waypoint.cpp:2076 by theonlypwner
Issue 23 posted to Google Code on 2012 Jul 7 at 20:52:23

Current status: Verified
Current labels: Type-Defect, Priority-Critical, Component-Logic, Component-Engine, Performance, Usability, Maintainability

theonlypwner on 2012 Jul 7 at 20:52:23:

Probably a bad call to the S() macro. Check with OUTBORD first.

theonlypwner on 2012 Jul 14 at 22:09:26:

Fixed in TFS 17981

Status: Verified

theonlypwner on 2012 Jul 22 at 23:32:08:

Issue 31 has been merged into this issue.

theonlypwner on 2013 Aug 22 at 23:06:54:

Remove milestones...

Labels: -Milestone-2.6

25: Object-Oriented

Object-Oriented by theonlypwner
Issue 25 posted to Google Code on 2012 Jul 9 at 00:14:54

Current status: WontFix
Current labels: Type-Enhancement, Priority-Low, Component-Logic, Component-Engine, Component-Scripts, Performance, Usability, Maintainability

theonlypwner on 2012 Jul 9 at 00:14:54:

What new or enhanced feature are you proposing?
Recode the game so that it uses namespaces and better object-oriented design, similar to Red Eclipse.

What goal would this enhancement help you achieve?
This would help fix many bugs, and make the code better.

theonlypwner on 2012 Jul 9 at 00:16:45:

Blocking: 26

theonlypwner on 2012 Jul 10 at 17:16:14:

Blocking: 30

theonlypwner on 2012 Aug 1 at 23:41:52:

Blocking: -26

theonlypwner on 2012 Aug 9 at 18:36:18:

I gave up!

Status: Acknowledged

theonlypwner on 2012 Sep 2 at 17:01:31:

Status: WontFix

theonlypwner on 2014 Mar 9 at 17:56:22:

Blocking: -30

31: Crash Report (0xc0000005 [0x1267FFF0])

Crash Report (0xc0000005 [0x1267FFF0]) by bipeng93
Issue 31 posted to Google Code on 2012 Jul 22 at 23:16:13

Current status: Duplicate

bipeng93 on 2012 Jul 22 at 23:16:13:

What steps will reproduce the problem?
1.
2.
3.

What is the expected output? What do you see instead?

What version are you using? On what operating system?
Win 7 Home Premium x64

Please provide any additional information below.

asd.png
asd

theonlypwner on 2012 Jul 22 at 23:25:59:

Summary: Crash Report (0xc0000005 [0x136FFF0])
Labels: -Priority-Unset Priority-Critical Usability Performance Maintainability Component-Logic OpSys-Windows OpSys-All
Status: MoreInfoRequired

theonlypwner on 2012 Jul 22 at 23:27:20:

Reading fail ...

Summary: Crash Report (0xc0000005 [0x1267FFF0])

theonlypwner on 2012 Jul 22 at 23:30:30:

It's an Access Violation, probably a bad pointer dereference somewhere (like the bot crashes that I fixed)

theonlypwner on 2012 Jul 22 at 23:32:08:

I think it might be this issue

Merged into: 23
Status: Duplicate

theonlypwner on 2012 Nov 20 at 01:41:09:

Labels: -Type-Defect -Priority-Critical -Usability -Performance -Maintainability -Component-Logic -OpSys-Windows -OpSys-All

theonlypwner on 2012 Dec 28 at 20:04:02:

Actually, it's issue 12

Merged into: 12

30: No Apple Macintosh Support

No Apple Macintosh Support by theonlypwner
Issue 30 posted to Google Code on 2012 Jul 10 at 17:15:51

Current status: Accepted
Current labels: Type-Defect, Priority-Critical, OpSys-OSX, Effect-Gameplay, Usability, Maintainability

theonlypwner on 2012 Jul 10 at 17:15:51:

I need to fix the code, and get some xcode kit to compile it.

theonlypwner on 2012 Aug 1 at 23:39:54:

I shall attempt to run a VM with Mac OSX...

theonlypwner on 2012 Aug 16 at 20:53:20:

pwned is working on trying to package it

cooperalson on 2013 Feb 15 at 07:45:41:

i can lend my computer over teamviewer or something.

i tried building it but some issue in the modelcache.h

your forums wont let me register btw.

contact me at [email protected] if i can help

theonlypwner on 2013 Feb 15 at 17:15:31:

What happened on the forums? What error did it say?

Apple's compiler isn't very good because that modelcache.h "error" is valid C, but it still needs to be fixed...

cooperalson on 2013 Feb 15 at 21:54:23:

"IP resolution failed."

theonlypwner on 2013 Feb 16 at 01:08:45:

That's not a compile or crash error. That's an internet error.

cooperalson on 2013 Feb 17 at 15:30:08:

"What happened on the forums? What error did it say?"

It was a response for that. if you want the error from modelcache.h in xcode this is what it says

http://i49.tinypic.com/2mn25j6.jpg

There are other errors. but these 2 are the ones that prevent it from building.

theonlypwner on 2013 Feb 17 at 17:00:12:

I would replace "entry" with "modelcacheentry" in both lines. I don't completely remember, but that should fix this issue.

There might be more issues, which is why we couldn't make Mac releases easily.

cooperalson on 2013 Feb 19 at 03:17:23:

that solved that issue.. i think ill be able to build after i get ogg.framework and vorbis.framework.

theonlypwner on 2013 Feb 19 at 23:27:17:

Well, good luck. You should also understand how to fix the other errors if they occur. There is a reason why Mac releases are harder to do.

theonlypwner on 2013 Aug 22 at 23:06:54:

Remove milestones...

Labels: -Milestone-Stable2

d.ruler501 on 2013 Nov 8 at 15:08:01:

I'm starting work on this with OS X Mavericks. Hopefully I can get it running

Owner: d.ruler501

theonlypwner on 2014 Mar 1 at 18:57:20:

Status: Started-Redo

theonlypwner on 2014 Mar 12 at 00:36:37:

Even after ACR is recoded, we will still need someone to compile it on a Mac.

Labels: -Performance
Status: Accepted

46: Compiling

Compiling by raeandruss
Issue 46 posted to Google Code on 2012 Sep 23 at 16:52:52

Current status: Invalid
Current labels: Type-Other, Priority-Medium, OpSys-Windows

raeandruss on 2012 Sep 23 at 16:52:52:

1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(992,5): warning MSB8012: TargetName(cube) does not match the Linker's OutputFile property value (ac_client). This may cause your project to build incorrectly. To correct this, please make sure that $(OutDir), $(TargetName) and $(TargetExt) property values match the value specified in %(Link.OutputFile).

and

1> Generating code
1> Finished generating code
1>LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt

Please help.. This is what i get when i try to build it

theonlypwner on 2012 Sep 24 at 03:05:48:

First of all, you are using the wrong template. This is not a request for enhancement. You need to tell me what compiler you are using (VS 2010? 2012? Studio? Express?)

The first is a warning, which should be ignored.

The second looks like you should disable incremental linking:
http://stackoverflow.com/questions/10888391/link-fatal-error-lnk1123-failure-during-conversion-to-coff-file-invalid-or-c

Labels: -Type-Enhancement -Priority-Unset Type-Other Priority-Medium OpSys-Windows
Status: MoreInfoRequired

theonlypwner on 2013 Feb 14 at 17:29:34:

If it still fails, try using "rebuild".

Status: Invalid

32: A "setnext" command

A "setnext" command by bipeng93
Issue 32 posted to Google Code on 2012 Jul 28 at 20:13:49

Current status: Verified
Current labels: Type-Enhancement, Priority-Medium, Component-Logic

bipeng93 on 2012 Jul 28 at 20:13:49:

What new or enhanced feature are you proposing?
with this command /setnext (or whatever you shall name it), you will be able to vote what will be played next (map and gamemode etc). Normally the vote will end the current game, but this one will not.

What goal would this enhancement help you achieve?

better gaming experience.

theonlypwner on 2012 Jul 28 at 21:37:40:

AC 1.1. does not have this, but it's still a good idea.

Labels: -Priority-Unset Priority-Medium Component-Logic Component-Net Effect-Protocol

theonlypwner on 2012 Aug 1 at 20:19:56:

Status: Started

theonlypwner on 2012 Oct 13 at 16:59:06:

TFS 20482 allows you to add a + in front of the map name, setting it as the next map.

It looks like the protocol bump wasn't actually needed.

Labels: -Component-Net -Effect-Protocol
Status: Fixed

theonlypwner on 2012 Oct 15 at 02:03:29:

It works... but it would be better with a dedicated vote command

Status: Verified

18: Send map BEFORE the vote

Send map BEFORE the vote by theonlypwner
Issue 18 posted to Google Code on 2012 Jul 6 at 20:31:08

Current status: Verified
Current labels: Type-Enhancement, Priority-Critical, Component-Logic, Component-Net, Security, Usability, Maintainability, Component-Persistence, Effect-Protocol

theonlypwner on 2012 Jul 6 at 20:31:08:

What new or enhanced feature are you proposing?
The map should be sent BEFORE the server can vote it.

What goal would this enhancement help you achieve?
This prevents voting for a non-sense map + gamemode, then uploading it and playing it.

theonlypwner on 2012 Jul 6 at 20:34:34:

Blocking: 19

theonlypwner on 2012 Aug 1 at 20:18:17:

Fixed with Issue 19

Status: Verified

theonlypwner on 2013 Aug 22 at 23:06:54:

Remove milestones...

Labels: -Milestone-2.6

35: Ragdoll

Ragdoll by ShadowXDify
Issue 35 posted to Google Code on 2012 Aug 8 at 17:30:39

Current status: Acknowledged
Current labels: Type-Enhancement, Priority-Trivial, Component-Engine

ShadowXDify on 2012 Aug 8 at 17:30:39:

What new or enhanced feature are you proposing?
A Rag-doll effect would be nice, I know that the current models run on a none skeletal or Md3-Md4 base and that they would have to be recreated to Md5.

What goal would this enhancement help you achieve?
Add a level of realism to the game.

theonlypwner on 2012 Aug 9 at 18:35:59:

I could have started the game with Cube 2, and the engine would support it...

The current md2/md3 use vertex animation, not bone animation. If you can get someone to implement md5, and make md5 models, we could include it.

Labels: -Priority-Unset Priority-Trivial Component-Engine
Status: Acknowledged

OfficialHazardous on 2013 Apr 4 at 00:33:42:

Could you not, At some point in the Future have a major revamp and because, acr 2.0 using the newer engine, It could really improve the game... With things like Ragdolls and better graphics etc etc etc etc

theonlypwner on 2013 Apr 4 at 22:58:39:

That would be with a different engine, in the future, if I create a new game.

22: Better obits

Better obits by theonlypwner
Issue 22 posted to Google Code on 2012 Jul 7 at 00:29:21

Current status: Verified
Current labels: Type-Enhancement, Priority-High, Component-UI, Component-Logic, Usability, Effect-Gameplay

theonlypwner on 2012 Jul 7 at 00:29:21:

What new or enhanced feature are you proposing?
Shorten the obits (remove ks/ds/etc.)
Remove specter (1-hit) and replace it with hip-fire/scoping/full ADS.

What goal would this enhancement help you achieve?
It would make the game less "busy" as suggested by jamz.

theonlypwner on 2012 Jul 8 at 22:03:52:

Labels: -Gameplay Effect-Gameplay

theonlypwner on 2012 Jul 31 at 18:55:40:

These were implemented.

Status: Verified

theonlypwner on 2013 Aug 22 at 23:06:54:

Remove milestones...

Labels: -Milestone-2.6

45: undefined reference to 'getmaplayoutid(int, int)'

undefined reference to 'getmaplayoutid(int, int)' by mailaender.matthias
Issue 45 posted to Google Code on 2012 Sep 23 at 01:49:18

Current status: Verified
Current labels: Type-Defect, Priority-Critical, OpSys-Linux, Usability

mailaender.matthias on 2012 Sep 23 at 01:49:18:

Still trying to package the file for openSUSE and I stumpled upon something I can't fix myself:

g++ -O3 -fomit-frame-pointer -I/usr/X11R6/include -I/usr/include/SDL -I../src sdl-config --cflags -o native_client client.o clientgame.o clients2c.o command.o console.o docs.o editing.o entities.o log.o main.o menus.o packetqueue.o physics.o protocol.o rendercubes.o rendergl.o renderhud.o rendermodel.o renderparticles.o rendertext.o rndmap.o scoreboard.o server.o serverbrowser.o serverms.o shadow.o sound.o texture.o tools.o water.o weapon.o wizard.o world.o worldio.o worldlight.o worldocull.o worldrender.o bot/bot.o bot/botmanager.o bot/bot_ai.o bot/bot_util.o bot/bot_waypoint.o bot/ac_bot.o bot/ac_bot_ai.o -L/usr/X11R6/lib -lenet sdl-config --libs -lSDL_image -lz -lGL -lopenal -lvorbisfile -lX11
server.o: In function sendspawn(client*)': server.cpp:(.text+0x36f1): undefined reference togetmaplayoutid(int, int)'
collect2: error: ld returned 1 exit status
make: *** [client] Error 1

theonlypwner on 2012 Sep 24 at 03:02:20:

This is a bug that was not caught on Windows, but was already released into 2.5.4.

It was already fixed in TFS changeset 20003
http://assaultcuber.codeplex.com/SourceControl/changeset/20003

Summary: undefined reference to 'getmaplayoutid(int, int)'
Labels: -Type-Enhancement -Priority-Unset Type-Defect Priority-Critical OpSys-Linux Usability
Status: Verified

theonlypwner on 2012 Sep 24 at 03:18:32:

To be specific, the function int getmaplayoutid(int x, int y) is completely removed, and is replaced with this macro:

#define getmaplayoutid(x, y) (clamp<int>(x, 2, (1 << maplayout_factor) - 2) + (clamp<int>(y, 2, (1 << maplayout_factor) - 2) << maplayout_factor))

10: Red Dot Sight

Red Dot Sight by WWIIIProd
Issue 10 posted to Google Code on 2012 Jul 1 at 18:11:19

Current status: Acknowledged
Current labels: Type-Enhancement, Priority-Low, Component-UI, Component-Engine, Effect-Gameplay, Component-Scripts

WWIIIProd on 2012 Jul 1 at 18:11:19:

I was thinking that a red dot sight attachment would be great for this game. It would be unlocked at certain levels, and be easier to aim.

I already have a model, but it doesn't have the ADS animation.
I'm attaching it to this post so you can see it.

Thank you.

AR15_190_1275573510.rar (947,751 bytes, sha1: 3a8b31b3ea04f87b333d8e9dcb67f94965bab83d)
[(doubly) compressed in AR15_190_1275573510.rar.zip]
[recompressed as AR15_190_1275573510.zip]

theonlypwner on 2012 Jul 1 at 23:20:34:

It does not make sense for anything to be unlocked, but it could be a purely visual effect.

Labels: -Priority-Medium Priority-Low Component-UI Gameplay CubeScript
Status: Acknowledged

theonlypwner on 2012 Jul 1 at 23:36:01:

The problem with red-dot sights (as an attachment) is that they will require extra weapon models.

theonlypwner on 2012 Jul 3 at 16:33:57:

Labels: Component-Engine

WWIIIProd on 2012 Jul 3 at 21:40:40:

yeah, you could just drop the whole attachment thing. but still, wouldn't a red dot sight be awesome?!

WWIIIProd on 2012 Jul 3 at 21:41:16:

or, you could use that model i sent as the red dot sight model.

theonlypwner on 2012 Jul 3 at 21:52:03:

What I mean is that for every weapon that has a red dot sight, it requires another weapon model.

n = # of models (no attachments)
2n = 1 attachment, or none
4n = 2 attachments, 1 of them (x2), or none
8n = 3 attachments, 2 of them (x3), 1 of them (x3) or none
(pascal triangle much?)

This pattern is roughly
n = # of weapons
a = # of attachments
(2 ^ a) * n = # of required models

Unless we have a better way of rendering attachments, we cannot do it. It would make the package size too large.

theonlypwner on 2012 Jul 8 at 22:03:51:

Labels: -Gameplay Effect-Gameplay

theonlypwner on 2012 Jul 8 at 22:05:13:

Labels: -CubeScript Component-Scripts

WWIIIProd on 2012 Sep 21 at 18:15:01:

could you still do the animation for me?

theonlypwner on 2012 Sep 21 at 21:17:29:

What "animation"? Red dot sights have nothing to do with animations.

WWIIIProd on 2012 Sep 27 at 14:06:50:

the weapon model animation, for ADS. tune it so that the red dot sight is aligned with where the bullet will go.

WWIIIProd on 2012 Sep 27 at 14:07:30:

the red dot is already part of a the texture, therefore enabling red dot via animation

theonlypwner on 2012 Sep 27 at 22:21:34:

Get Milkshape 3D, or some other .md3 editor, and do it. I don't have much time.

theonlypwner on 2012 Nov 20 at 01:13:11:

Issue 82 has been merged into this issue.

nigulmadis on 2013 Mar 22 at 13:18:47:

He means that he wants somebody to make this model work right in acr you idiot.And if youre telling him the program,You think it really gonna help him.Hey Gavin,I can do that when i finnaly learn how to make good reload animations!

theonlypwner on 2013 Mar 22 at 16:19:19:

Padge1 already posted a SCAR-L with a holographic sight.

I have said that I won't do it, so I mentioned a tool that can be used to create it. What's wrong with that?

WWIIIProd on 2013 Mar 28 at 20:25:17:

thank you for doing the animation, but he's not an idiot. although i did try to use the program and couldn't make it, i still learned a lot more than i knew about modeling before.

47: Add team spawns for ac_douze

Add team spawns for ac_douze by jiajunlin118
Issue 47 posted to Google Code on 2012 Sep 25 at 21:02:02

Current status: Verified
Current labels: Type-Task, Priority-High, Usability, Effect-Gameplay

jiajunlin118 on 2012 Sep 25 at 21:02:02:

What new or enhanced feature are you proposing?
Whenever I start the game on singleplayer with bots, a bunch of bots die, saying "bot ___ has spawned in a bad place". Also, I can't access the map Douze, but i somehow played it before, and I want to try to play it again. Also, can the M16 have a rear sight like the RPG? Its not a big deal, but it adds a bit of realism.

What goal would this enhancement help you achieve?
Better sights, spawn points

theonlypwner on 2012 Sep 25 at 22:35:25:

Those spawn errors can't really be fixed.

The M16 used to have a rear sight, but it had to be removed due to it glitching and blocking. If you find a better mode, it can be used.

We should add team spawns to ac_douze though.

Summary: Add team spawns for ac_douze
Labels: -Type-Enhancement -Priority-Unset Type-Task Priority-High Usability Effect-Gameplay
Status: Accepted

jiajunlin118 on 2012 Sep 26 at 00:49:57:

Thanks for the feedback! I thought that the M16 with rear sight would be more of a challenge, since some of the sight picture would be blocked. Btw, i didnt notice the spawn errors on the older versions.

theonlypwner on 2012 Oct 14 at 23:48:09:

I'm going to add team spawns as well as domination flags to ac_douze for 2.5.5.

theonlypwner on 2012 Oct 15 at 00:07:49:

Fixed in TFS 20534.

Status: Done

theonlypwner on 2014 Apr 3 at 01:42:34:

Status: Verified

41: Compatibility with AssaultCube

Compatibility with AssaultCube by gqxxzx
Issue 41 posted to Google Code on 2012 Sep 4 at 06:53:42

Current status: WontFix
Current labels: Type-Other, Priority-Critical, Effect-Gameplay, Usability, Maintainability

gqxxzx on 2012 Sep 4 at 06:53:42:

I have no server to play with.
Please let us can play with assaultcube server.

theonlypwner on 2012 Sep 4 at 20:53:57:

We need more people to run servers. This game is not protocol-compatible with AssaultCube.

This is out of my control, unless this game gets more attention. I'm running a server during part of the day, but I cannot run it 24/7.

Labels: -Type-Enhancement -Priority-Unset Type-Other Priority-Critical Effect-Gameplay Usability Maintainability
Status: Invalid

theonlypwner on 2012 Sep 12 at 23:07:15:

Issue 42 has been merged into this issue.

theonlypwner on 2012 Sep 12 at 23:08:07:

As soon as the next version comes out, I'll try to promote it more.

harryspag10 on 2012 Oct 24 at 11:27:48:

How can we make servers? (Free)

theonlypwner on 2012 Oct 24 at 22:31:37:

There really isn't any free lunch these days. By lunch, I mean almost everything.

theonlypwner on 2014 Feb 16 at 15:47:18:

Issue 42 has been merged into this issue.

theonlypwner on 2014 Feb 16 at 15:47:54:

We're voting on whether we should take action on this issue:

http://forum.acr.victorz.ca/thread-1256.html

theonlypwner on 2014 Feb 16 at 20:28:28:

Status: Acknowledged

theonlypwner on 2014 Feb 16 at 20:29:36:

Based on the partial results, this will most likely not be implemented.

Summary: Compatibility with AssaultCube (was: Please let user can play with assaultcube server.)

theonlypwner on 2014 Mar 1 at 18:38:38:

This idea has been scrapped.

Status: WontFix

1: Show Nuke Explosion

Transferred from our IdeaTorrent (probably 2011) and from Google Code as Issue 1 on 2012 Jun 30 at 00:48:31.

Current status: Verified
Current labels: Type-Enhancement, Priority-Low, Component-UI, Component-Engine, Effect-Gameplay

show nuke explosion by restcoser

instead of just killing everyone, the nuke should be visible and kill everyone
play sound and big explosion
a explosion sound heard by all players should play, a big explosion at the nukers position

theonlypwner on 2012 Jul 1 at 00:49:44:

Labels: -Priority-Medium Priority-Low Component-UI
Status: Accepted

theonlypwner on 2012 Jul 1 at 01:26:50:

The engine isn't that good for it...

Labels: Gameplay
Status: Acknowledged

WWIIIProd on 2012 Jul 3 at 21:43:16:

it could be used as the fog effect, but larger in mass density, and orange/red color.

theonlypwner on 2012 Aug 16 at 20:58:39:

As in double the fog (half the fog distance), and adding an orange/red tint?

But there would be no explosion...

theonlypwner on 2014 Jan 16 at 01:10:31:

Now, nukes will display an explosion effect.

Status: Verified

19: Map Permissions

Map Permissions by theonlypwner
Issue 19 posted to Google Code on 2012 Jul 6 at 20:34:22

Current status: Verified
Current labels: Type-Enhancement, Priority-High, Usability, Security, Component-Persistence, Component-Logic

theonlypwner on 2012 Jul 6 at 20:34:22:

What new or enhanced feature are you proposing?
There should be map upload permissions, set by the server config (admin only/everyone/etc.)

There could be one for new maps, and one for existing maps.

What goal would this enhancement help you achieve?
This prevents overwriting maps, and could prevent malicious users from uploading viruses as maps.

theonlypwner on 2012 Jul 8 at 22:22:30:

Sending a map should notify everyone else, and cause a reload, but should not force a download.

theonlypwner on 2012 Aug 1 at 20:18:32:

Fixed with Issue 18

Status: Verified

theonlypwner on 2013 Aug 22 at 23:06:54:

Remove milestones...

Labels: -Milestone-2.6

28: Client Demo Recording

Client Demo Recording by theonlypwner
Issue 28 posted to Google Code on 2012 Jul 9 at 00:23:36

Current status: Acknowledged
Current labels: Type-Enhancement, Priority-Trivial, Component-Engine, Component-Logic, Component-Persistence, Component-Net, Effect-Gameplay, Effect-Protocol

theonlypwner on 2012 Jul 9 at 00:23:36:

What new or enhanced feature are you proposing?
Record demos at the client's side. This allows you to replay your memories, similar to Call of Duty's "theater mode".

What goal would this enhancement help you achieve?
It allows non-server-admins to have demos. However, these demos won't have the "right physics and timing and effects", since it was not recorded by the server.

theonlypwner on 2012 Jul 9 at 00:24:00:

Blocking: 21

theonlypwner on 2013 Aug 18 at 16:40:07:

Another use of this is to allow killcams.

16: ADS bug

ADS bug by OPeralta6
Issue 16 posted to Google Code on 2012 Jul 3 at 05:48:10

Current status: Verified
Current labels: Type-Defect, Priority-Medium, Component-UI, Component-Logic, Component-Engine, Effect-Gameplay

OPeralta6 on 2012 Jul 3 at 05:48:10:

When you press the reload (while in ads) and let go of the reload button (while the gun is reloading)It still goes back to ads mode after the reloading is done.

theonlypwner on 2012 Jul 3 at 16:24:42:

This occurs sometimes with the RPG.

Labels: Component-UI Gameplay CubeScript Component-Logic
Status: Accepted

theonlypwner on 2012 Jul 23 at 00:39:33:

Fixed and verified (TFS r18312) via the engine (no scripts)

Labels: -Component-Scripts
Owner: theonlypwner
Status: Verified

42: One suggestion about gameserver.

One suggestion about gameserver. by gqxxzx
Issue 42 posted to Google Code on 2012 Sep 12 at 07:02:52

Current status: Duplicate

gqxxzx on 2012 Sep 12 at 07:02:52:

Assaultcuber is a nice game. I like it because I can connect to many gameserver.
Assaultcuber Reloaded has made many impovements based Assaultcuber, but I can't find a server for it. So, In order to let more and more people to play Assaultcuber Reloaded, I think you should think about how to use assaultcuber sever. Maybe you can just update assaultcuber code to let support your client. maybe you just make assaultcuber reloaded as a update version of assaultcuber called Assaultcuber 2.0, then several years later, after most people update there sever, there are more and more server will support Assault Reloaded.

Remember: You made this game. I think you'd love more people to paly it. You should do this.

theonlypwner on 2012 Sep 12 at 23:07:14:

Of course we want more people to play it, but your suggestions are not practical.

Labels: -Type-Enhancement -Priority-Unset Type-Other Priority-Critical Usability Maintainability Effect-Gameplay
Merged into: 41
Status: Duplicate

theonlypwner on 2012 Nov 20 at 01:41:09:

Labels: -Type-Other -Priority-Critical -Usability -Maintainability -Effect-Gameplay

theonlypwner on 2014 Feb 16 at 15:47:17:

See Issue 41 -- there is a vote

36: changing a majority of options just plain not working

changing a majority of options just plain not working by Bob.the.devil
Issue 36 posted to Google Code on 2012 Aug 11 at 02:08:56

Current status: Verified
Current labels: Type-Defect, Priority-Medium

Bob.the.devil on 2012 Aug 11 at 02:08:56:

What steps will reproduce the problem?
1.
2.
3.

What is the expected output? What do you see instead?

What version are you using? On what operating system?

Please provide any additional information below.

Bob.the.devil on 2012 Aug 11 at 02:10:37:

oops. didn't mean to hit enter, running win7 can't chance crosshairs, weapon, or perk. no idea why, nothing i can figure out that would be reproducible.

theonlypwner on 2012 Aug 11 at 14:45:51:

The crosshairs are special, and use two textures, "vertical" and "horizontal". In addition, there are a texture for when someone is scoped in or is in editmode and another for the shotgun.

The menu is glitched, and pressing B should work. It is already fixed for next version.

Labels: -Priority-Unset Priority-Medium
Status: Verified

Restore items in Multiplayer menu

These menus should be restored:

  • Bot control in Multiplayer: an important menu link in the multiplayer gameplay menu of the previous versions has not been backported yet.
  • kick/ban in Multiplayer: AssaultCube removed these because of "noobish vote abusers" but we can consider restoring this link.

34: More fall damage

More fall damage by ShadowXDify
Issue 34 posted to Google Code on 2012 Aug 8 at 17:27:09

Current status: WorkAsIntended
Current labels: Type-Enhancement, Priority-Medium

ShadowXDify on 2012 Aug 8 at 17:27:09:

What new or enhanced feature are you proposing?
When you fall there is little or no damage taken and It would be nice that if you fell from a certain height you would take damage or die.

What goal would this enhancement help you achieve?

It would a new level of caution to the game and Enhance realism.

theonlypwner on 2012 Aug 9 at 18:34:07:

It has already been increased in the next version. The balance between realism and gameplay dictates that we should cap the damage at 99 HP, but you reach it quicker in the next version.

Summary: More fall damage
Labels: -Priority-Unset Priority-Medium
Status: WorkAsIntended

7: Quick Knife

Quick Knife by theonlypwner
Issue 7 posted to Google Code on 2012 Jul 1 at 01:10:37

Current status: Started
Current labels: Type-Enhancement, Priority-Medium, Effect-Gameplay

theonlypwner on 2012 Jul 1 at 01:10:37:

Written by derking97 the 5 Apr 12 at 17:19.

It would be very cool if there was a quickknife, which needs 2 hit to kill somebody.
Because when you press and hold "G" you will quickly throw a nade, and so I thought it would be cool there would be a key to press and hold to make a slash.

I think when you add the quickknife it should kill the enemy not as fast as the normal knife.

Normal Knife: 2hits
QuickKnife : 3hits

or

Normal Knife: 1hit
QuickKnife: 2hits

theonlypwner on 2012 Jul 1 at 01:19:39:

I could write a quick-knife script, but the damage is the same.

Labels: Component-Gameplay
Status: Accepted

WWIIIProd on 2012 Jul 3 at 21:45:12:

this would be awesome with a call of duty control setup on an Xbox 360 controller (i tried it with xpadder)

theonlypwner on 2012 Aug 16 at 20:59:47:

There is already a quick knife script (switch to knife, then knife, and switch back) that's possible, based on the quicknadethrow script.

Bob.the.devil on 2012 Aug 23 at 16:19:01:

where is it/how do we use it?

theonlypwner on 2012 Aug 23 at 16:38:05:

In config/scripts.cfg, look for:

alias quicknadethrow

Right below it, you can change 7 to 0 to create a knife script.

Bob.the.devil on 2012 Aug 24 at 17:49:32:

there are a few sevens.

theonlypwner on 2012 Aug 24 at 19:25:34:

It looks like

alias quickknife [
if (> (magcontent 0) 0) [
if (!= (curweapon) 0) [melee]
attack
]
onrelease [ sleep 1 [ if (= (curweapon) 0) [weapon (prevweapon)] ] ]
]

theonlypwner on 2012 Sep 2 at 16:26:50:

Work is being done on it...

Status: Started

OfficialHazardous on 2012 Oct 18 at 09:48:51:

Here is an all in one script for you to put in you autoexec.cfg:
alias quickknife [
if (> (magcontent 0) 0) [
if (!= (curweapon) 0) [melee]
attack
]
onrelease [ sleep 1 [ if (= (curweapon) 0) [weapon (prevweapon)] ] ]
]
bind Q quickknife
// out of ammo -> pistol
alias noprimammo [
if (= curweapon [currentprimary]) [sleep 100 [if (= (magcontent (currentprimary)) 0)[ weapon 1]]]]
bind MOUSE1 [attack;noprimammo]
bind f [ if $editing [solid 1] [quicknadethrow]]
bind q [ if $editing [ domodifier 1 ] [melee; attack]]

OfficialHazardous on 2012 Oct 18 at 09:51:50:

And theonlypwnwer, could you implement this code into the game to come with the game!

theonlypwner on 2012 Oct 18 at 22:13:00:

Absolutely not!

autoexec.cfg should be always empty, and the defaults should go into the defaults. No one likes his stuff to be overwritten.

The noprimammo switches to the pistol, instead of the secondary should the player choose a different secondary.

The knife does not return to the previous weapon, like the nade does. Keybinds must not go into autoexec.cfg, but rather the default keybinds config. Also, why is Q binded twice?

You don't need to post a copy of my code, with the addition of useless code.

I haven't fixed the bug with the quick knife not returning, and Q is being used for bursts, so I cannot find a key to use (maybe Z for burst, and Q for quick knife?). When I have that resolved, I can add this without interfering with autoexec.cfg.

15: Flash/Decoy

Flash/Decoy by OPeralta6
Issue 15 posted to Google Code on 2012 Jul 3 at 05:39:14

Current status: Acknowledged
Current labels: Type-Enhancement, Priority-Medium, Component-Engine, Component-Net, Component-Logic, Effect-Gameplay

OPeralta6 on 2012 Jul 3 at 05:39:14:

Flash grenades,and a decoy.

theonlypwner on 2012 Jul 3 at 16:35:19:

How would the decoy work?

Summary: Flash/Decoy
Labels: Gameplay Component-Engine Component-Net Component-Logic
Status: Acknowledged

OPeralta6 on 2012 Jul 3 at 23:10:55:

Decoy would fire different gun sounds it pops up as an enemy player on the mini map.It also jumps around and doesn't stay in one place

carson768 on 2012 Jul 9 at 03:12:40:

Just leave the flashbang grenade not the decoy.

theonlypwner on 2012 Aug 16 at 21:00:19:

Well, the flashbang from previous versions was glitched up, so I left it.

harryspag10 on 2012 Oct 24 at 11:17:29:

Try and Unglitch Flash Bang please :)

rh.nkrodu on 2012 Nov 27 at 16:19:15:

how about smoke granade?

theonlypwner on 2012 Nov 28 at 04:02:53:

This engine is bad at smoke.

carson768 on 2013 Jun 16 at 13:54:01:

Implement the flash then.

theonlypwner on 2013 Jun 16 at 14:38:59:

Keep in mind that flash grenades can be hacked easily because it's client-side.

17: Perk allowing 2 primary weapons

Rambo Perk by OPeralta6
Issue 17 posted to Google Code on 2012 Jul 4 at 23:01:07

Current status: Acknowledged
Current labels: Type-Enhancement, Priority-Medium, Component-Logic, Effect-Protocol, Effect-Gameplay

OPeralta6 on 2012 Jul 4 at 23:01:07:

A two slot perk that Allows you to equip 2 primary's and cannot allow you to pick a secondary's, vice-versa goes for secondary's.

theonlypwner on 2012 Jul 4 at 23:35:08:

I can't understand:
"Allows you to equip 2 primary's and cannot allow you to pick a secondary's, vice-versa goes for secondary's."

First of all what's "a secondary's"?

Is it similar to Call of Duty's Overkill perk, where you get 2 primaries? Or does it also let you choose 2 secondaries?

Labels: Gameplay Protocol Component-Logic
Status: Acknowledged

OPeralta6 on 2012 Jul 4 at 23:51:50:

Yeah its just overkill (I should of just wrote that)

theonlypwner on 2012 Jul 5 at 16:01:56:

Yes you "should have" just wrote that. "of" is a preposition, not a verb.

However, Call of Duty allows you to use 2 exactly same weapons, but this game is not capable of that. This game gives you every weapon, but you can only use the ones that are in the primary/secondary slot + nades + knife + akimbo when you have ammo.

Bob.the.devil on 2012 Aug 23 at 16:26:41:

couldn't it be done similarly to akimbo? just have it so when someone uses the perk their loadout has dual weapons instead? i suppose that would be tricky tho. just a thought.

theonlypwner on 2012 Aug 23 at 16:39:48:

Do you mean an akimbo perk?

Bob.the.devil on 2012 Aug 23 at 21:05:52:

well to achieve the dual wielding. something along those lines anyway.

Bob.the.devil on 2012 Aug 23 at 21:07:39:

oh never mind, i just realized he meant have an additional primary rather than i primary and secondary (i think)

21: Last kill cam

Last kill cam by ShadowXDify
Issue 21 posted to Google Code on 2012 Jul 6 at 22:10:41

Current status: Acknowledged
Current labels: Type-Enhancement, Priority-Trivial, Component-Logic, Component-Engine, Component-Net, Effect-Protocol, Effect-Gameplay

ShadowXDify on 2012 Jul 6 at 22:10:41:

This is just a long term idea that would probably take a while but last kill cams would be epic for this game, I know that a friend of mine would also like this ( {ak}brandon ) and it would be an epic edition to the game.

Me and my friend like to do fancy stuff and sometimes trick shots ( quick scopes, 360 no scopes, etc. and it would add a whole ne element to the game that would alow us to see who made the best trick shot or all around shot.

Idea: I have done some game making my self so if one of you has a copy of on of the COD games then maybe look at the code and try to match it to assault cube.

theonlypwner on 2012 Jul 6 at 23:48:17:

It might be hard since demo recording is server-sided, versus a client-side demo recording for replay. Or maybe the server can "replay" by sending old packets to clients...

Labels: Component-Logic Component-Engine Component-Net Gameplay Protocol
Status: Acknowledged

ShadowXDify on 2012 Jul 7 at 20:58:29:

Sorry I mean that you could just display the last kill not the best one, that would be hard.

theonlypwner on 2012 Jul 9 at 00:23:56:

This is blocked by Issue 28.

Labels: -Priority-Medium Priority-Trivial
Blocked by: 28

theonlypwner on 2012 Oct 18 at 22:03:57:

Issue 62 has been merged into this issue.

harryspag10 on 2012 Oct 19 at 07:45:28:

What does any of ^^ that mean?

theonlypwner on 2014 Jan 16 at 01:11:54:

At least we have a Battlefield-like "killcam" now.

33: Use Arena Rounds for Convert

Use Arena Rounds for Convert by theonlypwner
Issue 33 posted to Google Code on 2012 Jul 31 at 22:41:15

Current status: Verified
Current labels: Type-Enhancement, Priority-High, Component-Logic, Effect-Gameplay, Effect-Protocol

theonlypwner on 2012 Jul 31 at 22:41:15:

What new or enhanced feature are you proposing?
Instead of ending the match, start a new round if all are converted.

What goal would this enhancement help you achieve?
There is no more need to revote for convert modes.

theonlypwner on 2012 Aug 1 at 22:35:35:

This was implemented and checked!

Status: Verified

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