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You can use one of the build-debug-skulltag, build-debug-zdoom or build-release batch files to build the mod. Use the debug build files while you are doing any modification to the mod files. Unlike release build, debug build is incremental (only the modified files are rebuilt), so after the initial build, incremental builds are extremely fast. Once the build is complete (the console window closes), you can find the resulting PK3 file in either output directory (if you used release build script) or temp (if you used debug). You can now play with this file as if it was an official release. You can now also update the directory to latest version by right clicking the directory and clicking the "SVN Update". When the window closes, all the files will be 100% up-to-date! Now just rebuild the PK3 and you have the lastest version without downloading whole 80+ megabyte package :) One small remark regarding the release build scripts: If you (for some reason) remove a file from the source tree, you have to manually delete the PK3 file from the temp directory and rebuild the file from scratch. The incremental build won't recognize that a file was deleted and would not be removed from the PK3.
What steps will reproduce the problem?
1. Go into an ONLINE dm/tdm. Choose grenadier class.
2. Shoot an M203 grenade.
3. The grenade will not fire or have recoil, while it takes a grenade out of
your ammo. The reloading sounds will also be choppy and missing parts.(The
other M203 grenades will work properly.)
4. Use up your remaining grenades so you have 0 M203 grenades left.
5. Select the M203 as your weapon again, and although you have no M203 ammo,
you will hear the reloading sounds play. and the idle animation will stay.
6. After the reloading sounds are done playing, hit fire. Lo and behold, a
grenade will shoot from the M203. The actual sound of the grenade firing does
not play.
What is the expected output? What do you see instead?
Pretty much summed it up already.
What version of the product are you using? On what operating system?
RGH_1_10_Skulltag, Windows XP
Please provide any additional information below.
Does not happen offline, only online.
Oh yeah, the starting ammo for the FAMAS give you 32 rounds extra. I don't
think this is too important, I just thought (the extra two rounds) was odd.
Original issue reported on code.google.com by [email protected]
on 10 Apr 2011 at 12:42
They just spray and praay
Original issue reported on code.google.com by mzabsky
on 28 Mar 2011 at 7:21
Not confirmed yet, reported by protoox
Original issue reported on code.google.com by mzabsky
on 28 Mar 2011 at 7:20
x
Original issue reported on code.google.com by mzabsky
on 7 Apr 2011 at 9:00
What steps will reproduce the problem?
NOTE: I have only reproduced this once; I haven't got the chance to thouroughly
test it. These steps are how I first came across it.
1. Go into an online DM/TDM.
2. Get an AT4 and lock onto an enemy player.
3. Fire the rocket.
What is the expected output? What do you see instead?
The rocket does not reload, nor does it take anything out of my ammo. It fired
the rocket and killed the bot, but the ammo stayed the same.
What version of the product are you using? On what operating system?
RGH_1_11_Beta_Skulltag, Windows XP
Please provide any additional information below.
I will see if I can get someone to test this with; locking onto bots is
extremely difficult, therefore I have only been able to test this once. When I
try to load up two skulltag windows on the same computer, it crashes.
Original issue reported on code.google.com by [email protected]
on 27 Apr 2011 at 12:27
The invisibility effect shows only to the owner.
Original issue reported on code.google.com by mzabsky
on 29 Mar 2011 at 4:14
reported by valheerran
Original issue reported on code.google.com by mzabsky
on 28 Mar 2011 at 7:59
What steps will reproduce the problem?
1. Pick the "Daredevil" class
2. rank up once
3. pick "Last Stand" as your perk of choice
What is the expected output? What do you see instead?
when killed by an enemy you should go into last stand. Instead when killed by
an enemy you just simply die.
What version of the product are you using? On what operating system?
1.10.2 and 1.11 beta on Windows XP
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 1 May 2011 at 4:53
When I select an FN FAL/PP2000 combo in class selection and select an akimbo
attachment to use on the PP2000, the PP2000 disappears completely from my
inventory when I use the akimbo attachment on it.
Oddly, this only seems to happen with the FN FAL/PP2000 combo so far. An
Intervention/PP2000 akimbo combo seems to work fine.
Original issue reported on code.google.com by [email protected]
on 7 Apr 2011 at 4:42
x
Original issue reported on code.google.com by mzabsky
on 6 Apr 2011 at 8:07
What steps will reproduce the problem?
1. On any stage, set your voice to TF141, Arabic, Militia, Navy Seals, etc.
Anything but US Rangers and Russian.
2. Save your Game and kill yourself.
3. Respawn from your save.
What is the expected output? What do you see instead?
What is supposed to happen is any voice that you have set should still be set.
When I play, any voice but the Russian and US Ranger automatically gets over
written by the US Ranger voice.
What version of the product are you using? On what operating system?
I am playing Real Guns Hardcore version 1.10.2 on a Windows XP. I've had this
problem for RGH versions 1.8 and 1.10.1 also.
Please provide any additional information below.
Nothing I can think of currently.
Original issue reported on code.google.com by [email protected]
on 24 Apr 2011 at 3:02
After levelup, if player didn't choose award for previous level, the award gets
wasted.
Original issue reported on code.google.com by mzabsky
on 28 Mar 2011 at 7:24
What steps will reproduce the problem?
1. Start any game and choose a class with last stand (juggernaut would be
easiest). It must have a pistol as a sidearm.
2. Empty your handgun completely, or partially. You can leave one or two
bullets in your clip, but it works the same either way
3. Go into last stand. You will now have a full clip in your handgun and a
spare clip as well. The ammo stays after you get up.
What is the expected output? What do you see instead? ^
What version of the product are you using? On what operating system?
RGH_1_10_2_Skulltag, windows XP
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 17 Apr 2011 at 9:30
What steps will reproduce the problem?
1. Level up while firing weapon.
What is the expected output? What do you see instead?
Expected: Gun to stop firing after releasing trigger while level up music and
text plays. Actual: Leveling up while firing a full auto weapon causes trigger
to stick and fire until ammo in that magazine is expended.
What version of the product are you using? On what operating system?
RGH 1.9 Skulltag 98d. WinXP Home 5.1 32bit
Please provide any additional information below.
Not a big deal, just wanted to bring it to your attention. May have more to do
with my slow computer as I have noticed the game lags for a split second while
loading a new sound/graphic. However this happened twice during a single
playthrough.
Original issue reported on code.google.com by [email protected]
on 30 Mar 2011 at 5:38
I have been having issues with some monsters having eyes in the back of thier
heads. Zombie Commandos are nearly impossible to sneak up on, and sometimes
they get a cheap shot on me when they decide to spawn in front of me because of
it. In the level Tricks And Traps, the door with the mass amount of Hell Knight
type monsters and the Cyber Demon, that one has also been causing me grief. I
don't know which monster causes this, but most of the time when I walk in there
quietly, they ALL turn around and open fire. A certain monster is alerting
everything in the room of my pressence, and it gets me killed every fkin time.
>.<
Reported by Valherran
Original issue reported on code.google.com by mzabsky
on 6 Apr 2011 at 10:52
What steps will reproduce the problem?
1. Open any gamemode.
2. Completely empty your magazine.
What is the expected output? What do you see instead?
I expect to hear "reloading", but it never says anything.
What version of the product are you using? On what operating system?
Any version of RGA/RGH. Windows XP
Please provide any additional information below.
Not a huge problem, just thought I would mention it.
Original issue reported on code.google.com by [email protected]
on 27 Apr 2011 at 12:22
What steps will reproduce the problem?
1. Create a class that will allow you to attach an attachment to a weapon.
2. Attach said attachment to said weapon.
3. The gun will just suck. There will be no recoil or damage but the bullet
holes will form.
4. To counter, switch to another weapon. Fire at least one shot and reload. Go
back to the weapon with the attachment, and it will now work fine.
EXTRA- Giving extended mags emptys the extended mag and reloads it. For
example, you have an AK-47 with 30 rounds in the clip and 0 rounds extra.
Attach extended mags, and it gives you an empty extended mag.
With the ammo only in the clip thing, wasn't this resolved before? I remember
Bleant bringing it up a while ago while the menu lag issue was being resolved.
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
RGH_1_9_Skulltag, Windows XP.
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 28 Mar 2011 at 11:00
x
Original issue reported on code.google.com by mzabsky
on 7 Apr 2011 at 8:58
After making your first class, if you try to create another one, you get stuck
with the same one. Example: Deagle, Scar-H, SOH, DC, LS, EX mags. Die and try
to go to "create a class". You spawn with the same stuff.
reported by Spam205
Original issue reported on code.google.com by mzabsky
on 1 Apr 2011 at 7:14
What steps will reproduce the problem?
1. Get hit enough for the Last Stand Perk to be activated.
2. When fallen, try and get fall/move behind a wall or location so you'll not
be killed or kill the enemy.
3.
What is the expected output? What do you see instead?
I see, "YOU SURVIVED!" but unable to get up, change weapon, and crawling all
the times. Also get a small error on the left corner.
What version of the product are you using? On what operating system?
1.9, Window 7 32-bit, Home Edition, English
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 1 Apr 2011 at 5:06
Giving extended mags emptys the extended mag and reloads it. For example, you
have an AK-47 with 30 rounds in the clip and 0 rounds extra. Attach extended
mags, and it gives you an empty extended mag.
With the ammo only in the clip thing, wasn't this resolved before? I remember
Bleant bringing it up a while ago while the menu lag issue was being resolved.
reported by Spam205
Original issue reported on code.google.com by mzabsky
on 29 Mar 2011 at 6:43
x
Original issue reported on code.google.com by mzabsky
on 29 Apr 2011 at 9:14
reported by bleant
Original issue reported on code.google.com by mzabsky
on 28 Mar 2011 at 8:01
What steps will reproduce the problem?
1. Pushing whatever key (or mouse button) is hotkeyed for the
"Equipment/Grenade" RGH specific control setup.
2.
3.
What is the expected output? What do you see instead?
-Nothing really wrong, but basically throwing any grenade produces the
following error message:
"UNKNOWN P-CODE 119 IN SCRIPT 603"
What version of the product are you using? On what operating system?
-GZDoom, Windows 7, 64-bit
Please provide any additional information below.
Haven't been able to really tell if something is really wrong, other than just
displaying a pointless message. Maybe cooking grenades isn't working, if it
was implemented at all?
Original issue reported on code.google.com by [email protected]
on 29 Mar 2011 at 9:44
This applies to .44 Magnum and several shotguns (SPAS, Ranger and M1887).
Original issue reported on code.google.com by mzabsky
on 28 Mar 2011 at 7:19
Danger Close either has the wrong description or it is linked to another perk.
When you choose Danger Close PRO as your reward it displays the information for
Commando PRO. Then it keeps coming back as an award after you choose it
displaying the same thing.
Reported by Valherran
Original issue reported on code.google.com by mzabsky
on 1 Apr 2011 at 7:28
What steps will reproduce the problem?
1. Go into an online DM/TDM.
2. Make your own class, and make sure you have scavenger as a perk.
3. Note your ammo.
What is the expected output? What do you see instead?
It dosen't work in custom classes.
What version of the product are you using? On what operating system?
RGH_1_11_Beta_Skulltag, Windows XP
Please provide any additional information below.
It works fine in Demolitions; it only f's up when making your own class.
Original issue reported on code.google.com by [email protected]
on 27 Apr 2011 at 2:02
http://www.skulltag.com/forum/viewtopic.php?p=360191#p360191
Original issue reported on code.google.com by mzabsky
on 17 Apr 2011 at 7:42
It appears above the inventory itself.
Original issue reported on code.google.com by mzabsky
on 28 Mar 2011 at 8:21
The walls will not lower after killing all the disciples in the blue key area.
Original issue reported on code.google.com by mzabsky
on 17 Apr 2011 at 11:55
With wide screen resolutions, the edges of the sniper rifle scope screen can be
seen.
Original issue reported on code.google.com by mzabsky
on 17 Apr 2011 at 5:03
In competitive.
Original issue reported on code.google.com by mzabsky
on 30 Mar 2011 at 3:52
What steps will reproduce the problem?
1. In Singleplayer kill a few enemies. You should obviously hear your player
say "Tango Down."
2. Play long enough, around stage 10 in Doom 2 or get a level up, and when you
kill enemies, your player won't say anything.
What is the expected output? What do you see instead?
I would think that the player should always say "Tango Down" whenever he kills
an enemy. I have had the thought that this is on purpose as some people might
not want to hear "Tango Down" constantly. Back to the topic, I found that
around stage 10 of Doom 2 or my first level up, the player will not say
anything when I kill enemies.
What version of the product are you using? On what operating system?
I am using Real Guns Hardcore version 1.10.2 on a Windows XP.
Please provide any additional information below.
None that I can think of.
Original issue reported on code.google.com by [email protected]
on 24 Apr 2011 at 3:13
What steps will reproduce the problem?
1. Go into an online server, and add bots.
2. Listen to the sounds that the gun makes compared to the killfeed.
I will most often hear handgun sounds (most commonly the M9, USP, PP2K) instead
of the weapon that the bot is actually using.
What is the expected output? What do you see instead? ^^^
What version of the product are you using? On what operating system?
RGH_1_11_Beta_Skulltag, windows XP
Please provide any additional information below.
I have noticed this bug for several versions actually; I don't know if this
happens in RGA though.
Original issue reported on code.google.com by [email protected]
on 27 Apr 2011 at 12:31
What steps will reproduce the problem?
1. Select create your own class on a multiplayer co-op server
2. Choose tac knife as the attachment at the end
3. Install it on a pistol
What is the expected output? What do you see instead?
The initial tac knife attachment will disappear but after dying and upon
respawn you will sometimes acquire a free extra tac knife attachment.
What version of the product are you using? On what operating system?
RGH_1_9_Skulltag, Windows XP sp3
Please provide any additional information below.
When you respawn and the mod glitches you the extra tac knife attachment it
will play the music you get when you equip a perk or after you initially choose
a class. I'm not sure if it happens with other attachments but it's worth
looking into.
Original issue reported on code.google.com by [email protected]
on 30 Mar 2011 at 7:17
I own a laptop with a widescreen display, and prefer to run ZDoom fullscreen at
1024x600, as running in a window causes inexplicable performance drops. I'm
forced to run windowed to support any non-16:9 resolution, and RGH displays an
irritating message telling me not to run the mod widescreen. I'm well aware
that the weapon graphics do not support widescreen, but I'd rather have that
than an irritating message that I can't remove without restarting the game.
Original issue reported on code.google.com by [email protected]
on 31 Mar 2011 at 6:49
What steps will reproduce the problem?
1. Play Singleplayer.
2. Get killed by any monster.
What is the expected output? What do you see instead?
The expected output is that no sound is heard but your player's death grunt.
Instead, I hear the player say "Tango Down". Normally happens when the
"Killer's Health" line comes up.
What version of the product are you using? On what operating system?
I am using the latest version of RGH, 1.10.2 on Windows XP.
Original issue reported on code.google.com by [email protected]
on 30 Apr 2011 at 5:55
What steps will reproduce the problem?
1. Go into an OFFLINE dm/tdm.
2. Spawn as any class (preferably not recon).
3. Observe your body.
What is the expected output? What do you see instead?
Your body is partially traslucent, from first person and chasecam. It flickers
between semi-translucent to solid, even if you are idle. Bots appear normally.
What version of the product are you using? On what operating system?
RGH_1_10_Skulltag, Windows XP
Please provide any additional information below.
After your first death, it changes back to normal. Only occurs in offline.
Original issue reported on code.google.com by [email protected]
on 10 Apr 2011 at 12:46
The FAL is weird, if i click too fast, it kinda stops firing, i haven't taken a
look at the code, but i'm pretty sure this is because you made a hold state
with 1 tic, and a check in the fire state that checks if the player is holding
the fire button, ind if he or she is it goes to the hold state, with A_refire
at the end, this makes the weapon semi automatic, but you can't fire as fast as
you pull the trigger, i don't know another way to do this, but in some mods it
has been done.
Original issue reported on code.google.com by mzabsky
on 21 Apr 2011 at 10:20
What steps will reproduce the problem?
1. Go into deathmatch, change your voice to Russian or something like that.
2. Die.
3. Respawn. your voice will be Rangers again (although you can still change it)
What is the expected output? What do you see instead?
Keeping the Russain voice, instead its going back to Rangers.
What version of the product are you using? On what operating system?
RGH_1_10_Skulltag
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 8 Apr 2011 at 7:50
What steps will reproduce the problem?
1.
2.
3.
What is the expected output? What do you see instead?
Please use labels and text to provide additional information.
Original issue reported on code.google.com by mzabsky
on 28 Mar 2011 at 8:14
What steps will reproduce the problem?
1. Spawn as Grenadier class. Any mode (online, offline, campaign, DM)will do.
2. Get killed.
3. Last stand does not activate.
What is the expected output? What do you see instead?
See above.
What version of the product are you using? On what operating system?
RGH_1_10_1_Skulltag, Windows XP.
Please provide any additional information below.
First noticed by "Tornado", not me. Credit him for finding the bug.
Original issue reported on code.google.com by [email protected]
on 15 Apr 2011 at 2:07
Not sure what will be used as its effect.
Original issue reported on code.google.com by mzabsky
on 28 Mar 2011 at 8:13
x
Original issue reported on code.google.com by mzabsky
on 28 Apr 2011 at 7:00
What steps will reproduce the problem?
Not sure. The scneario was fighting Arachnatrons, and the Barons with the
Arachnatron legs, using the 4 gauge auto-shotgun. (Can't think of the name
right now.)
What is the expected output? What do you see instead?
The following error messages:
P_STARTSCRIPT: UNKNOWN SCRIPT 66
and
P_STARTSCRIPT: UNKNOWN SCRIPT 666
What version of the product are you using? On what operating system?
1.10.1 Win7 64-bit
Please provide any additional information below.
Action was happening really too fast (big room with no cover, monsters
everywhere) to really pinpoint what was happening, but that's what I was
fighting and what weapon I was using. The message popup "seemed" to of happen
after killing one or two, but it only happened once, not everytime.
The weapon itself used against other monsters seems to have no problems, so
it's most likely not the weapon.
Original issue reported on code.google.com by [email protected]
on 16 Apr 2011 at 11:08
x
Original issue reported on code.google.com by mzabsky
on 29 Mar 2011 at 7:21
x
Original issue reported on code.google.com by mzabsky
on 28 Mar 2011 at 8:11
reported by protox
Original issue reported on code.google.com by mzabsky
on 19 Apr 2011 at 7:40
Reserve bullet count and bullet count in tthe guns must be < 40.
Original issue reported on code.google.com by mzabsky
on 28 Mar 2011 at 7:17
What steps will reproduce the problem?
1.
2.
3.
What is the expected output? What do you see instead?
Please use labels and text to provide additional information.
Original issue reported on code.google.com by mzabsky
on 28 Mar 2011 at 8:14
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