logo ┌─[✗]─[[email protected]]─[~] └──╼ $./Pwn3d.sh Dear Admin/s, Greetings from ./Payload.sh [ Homepage: https://Payload.sh/ ] Your database has been dumped we have all '_users' in a .sql* Proof:'1','Victor','fd60ce6b028082526ca18e9a05f5af32','XYNd3d3h','Wow8TYxNI7D7tEnR3GQZrnTdb5snhus1LSKtsTglBbDV71VAu7','[email protected]' Anyways not going to lie, things ain't preety for you. Next time keep your shit up to date & maybe take some time to patch your server. exit
Search Results
Post Author Forum Replies Views Posted [asc]
    Thread: 2.6.3 (2.7 beta 3)
Post: RE: [Future] 2.7/2.6.3

Unfortunately I'm not adept at making maps or models. If you have specific things to change about the map editor I could work on that. I believe we have something like that(hopefully asmanel rememb...
ruler501 Releases 31 34,724 2015-04-28, 12:57 PM
    Thread: 2.6.3 (2.7 beta 3)
Post: RE: [Future] 2.7/2.6.3

I have some time in between jobs to work on this now. Is there any specific features/bug fixes people want the most? Please respond here with requests(to anyone).
ruler501 Releases 31 34,724 2015-04-26, 04:35 PM
    Thread: ACR Updater[CLI]
Post: RE: ACR Updater[CLI]

I just finished writing a server to host this(slightly different format from before, it is now a nice REST API). It is temporarily hosted off of my computer through localtunnel. Repository for the cod...
ruler501 Implemented Features 33 36,230 2015-04-21, 04:16 PM
    Thread: 2.6.2 (2.7 beta 2)
Post: RE: 2.6.2 (2.7 beta 2)

look in win32_bin and rename the OpenAL* to what it says to
ruler501 Releases 69 73,084 2015-01-17, 07:55 PM
    Thread: Finally found my USB(ACR Mobile)
Post: RE: Finally found my USB(ACR Mobile)

You can compile C/++ code for iPhone(that's how I develop apps). The problem is that the version of SDL we use doesn't work on android/iOS as far as I know. We need to update to SDL 2 which will provi...
ruler501 Modelling 6 6,726 2014-12-04, 08:18 AM
    Thread: Finally found my USB(ACR Mobile)
Post: RE: Finally found my USB(ACR Mobile)

If we want to move to Mobile we will port to SDL2 and port OpenGL to OpenGL ES to get it to work
ruler501 Modelling 6 6,726 2014-11-28, 07:22 PM
    Thread: 2.6.2 (2.7 beta 2)
Post: RE: [Future] 2.7

You can browse through https://github.com/acreloaded/acr/tree/master/acr/packages/models/weapons for the md3.cfg files
ruler501 Releases 69 73,084 2014-11-25, 08:43 AM
    Thread: 2.6.2 (2.7 beta 2)
Post: RE: [Future] 2.7

That is currently implemented. Once you fire a weapon you know longer have invincibility when you spawn. Otherwise the spawn protection was made slightly longer.
ruler501 Releases 69 73,084 2014-10-28, 12:49 PM
    Thread: 2.6.2 (2.7 beta 2)
Post: RE: [Future] 2.7

I can release compiled versions of the game without a problem. What do you think is most important to work on right now to get it to a releasable point?
ruler501 Releases 69 73,084 2014-10-22, 07:43 PM
    Thread: 2.6.2 (2.7 beta 2)
Post: RE: [Future] 2.7

With my job work has cleared up some so I have more time to spend on this. What I believe is most important is to figure out what is needed most and get that done. For most of the changes though I wil...
ruler501 Releases 69 73,084 2014-10-20, 02:57 PM
    Thread: compiling error
Post: RE: compiling error

Did you download libcurl and libintl like the wiki page says?
ruler501 Help 13 16,112 2014-10-04, 09:09 AM
    Thread: wtf happened to the forum
Post: RE: wtf happened to the forum

When Victor updated the forum there was an error with the template so he had to reset it to the default. You can set it back to normal(though there are some formatting issues with normal) in the user ...
ruler501 Miscellaneous 1 3,095 2014-09-26, 09:53 AM
    Thread: 2.7 Alpha Testing
Post: RE: 2.7 Alpha Testing

New alpha build added to the OP, I'll update it whenever we add new features, the same link will still work.
ruler501 Gameplay Discussion 12 14,744 2014-09-24, 11:47 AM
    Thread: Cube Mod 1.0
Post: RE: Cube Mod 1.0

If you assume each texture is only 8kb(a small texture) then 256 textures is only 2mb of VRAM, but if you have a more realistic 1mb/texture you have 1/4gb of RAM which is absurd for a game like us to ...
ruler501 Suggestions 35 36,983 2014-09-21, 08:51 AM
    Thread: compiling error
Post: RE: compiling error

libenet is different, it is in source/lib You have to compile it with ./configure && make
ruler501 Help 13 16,112 2014-09-12, 06:51 AM
    Thread: compiling error
Post: RE: compiling error

That is an inability to link with libenet, you are probably missing one dll
ruler501 Help 13 16,112 2014-09-11, 03:01 PM
    Thread: 2.6.2 (2.7 beta 2)
Post: RE: [Future] 2.7

2. We'll definitely look into this 3. This is a modeling concern, if one of our great modelers could fix it we'd be very appreciative.(pistol and ak-47) 4. Not sure what you mean by this. For sou...
ruler501 Releases 69 73,084 2014-08-24, 01:23 PM
    Thread: AC LURKERS PRESENT
Post: RE: AC LURKERS PRESENT

They're allowed to read and use the stuff released here if the license permits. Don't stir up hate
ruler501 Miscellaneous 6 7,584 2014-08-22, 11:40 AM
    Thread: 2.6.2 (2.7 beta 2)
Post: 2.6.2 (2.7 beta 2)

Changelog: Fixed many defects detected by Coverity Scan Add missing animations and placeholders for missing world models Fixed reload while zoomed HUD model FOV is decreased back down to 55 ...
ruler501 Releases 69 73,084 2014-08-22, 07:13 AM
    Thread: Cube Mod 1.0
Post: RE: Cube Mod 1.0

It all depends on what you're doing. Generally you add the code to the file whose functionality you are modifying. You also don't always create new functions, sometimes the old ones just need to be up...
ruler501 Suggestions 35 36,983 2014-08-13, 01:17 PM

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