Search Results
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Replies |
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Posted
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Thread: Shotgun Reload Method
Post: RE: Shotgun Reload Method
Currently shotgun reloading is sucks. You'll newer win with shotgun (more likely you'll got headshot). |
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RPG |
Gameplay Discussion
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5 |
6,958 |
2013-09-07, 12:21 PM |
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Thread: 2.5.9 doesn't work (Linux x86_64)
Post: RE: 2.5.9 doesn't work (Linux x86_64)
I use Mageia 3. Under gdb it also works good.
[hr]
Here is another bug report:
Program received signal SIGBUS, Bus error.
gendynverts (ai_t=0, prev=0x0, cur=..., as=..., this=0x77b4aa0)
at ... |
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RPG |
Help
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6 |
7,850 |
2013-08-26, 02:20 AM |
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Thread: 2.5.9 doesn't work (Linux x86_64)
Post: RE: 2.5.9 doesn't work (Linux x86_64)
Hmmm... ACR starts normally if (!!!) I do this:
strace ./LinuxClient.sh
I wanted to determine a point where it stops but to my surprise it started without any problems! Defenitely you have race ... |
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RPG |
Help
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6 |
7,850 |
2013-08-25, 12:51 PM |
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Thread: 2.5.9 doesn't work (Linux x86_64)
Post: RE: 2.5.9 doesn't work (Linux x86_64)
Original AC builds on my machine properly. ACR doesn't work even after -lX11. |
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RPG |
Help
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6 |
7,850 |
2013-08-25, 11:46 AM |
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Thread: 2.5.9 doesn't work (Linux x86_64)
Post: 2.5.9 doesn't work (Linux x86_64)
I updated and 2.5.9 doesn't work now. 2.5.8 works fine. It holds at loadscreen time, I hear first map loading sound and nothing happens after it.
Maybe SDL 2.0 matter, maybe something else.
I al... |
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RPG |
Help
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6 |
7,850 |
2013-08-24, 10:43 PM |
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Thread: Serious balance issues as of 2.5.8
Post: RE: Serious balance issues as of 2.5.8
RPG is very powerful weapon, agree, but only if you know how to handle it. It's great weapon to keep map free from campers but it's more powerful than pistol or other alternatives. I don't think that ... |
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RPG |
Suggestions
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11 |
11,929 |
2013-08-21, 12:09 PM |
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Thread: Death cam
Post: RE: Death cam
> then there is no need to fix number 1
right. just do not look at the killer forever. |
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RPG |
Implemented Features
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10 |
13,500 |
2012-01-04, 01:09 PM |
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Thread: Death cam
Post: RE: Death cam
Strange... AC has this function.[hr]
I see the deathcam. i think there may be some improvements:
1. Stop looking when your killer is dead
2. Look on the player only for 3 seconds to avoid "spying". |
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RPG |
Implemented Features
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10 |
13,500 |
2012-01-03, 03:28 PM |
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Thread: Mutators
Post: RE: Mutators
You can create aliases for your favorite modes/maps eg
/cd - CTF ac_desert3
/td - TDM ac_desert
and so on... |
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RPG |
Implemented Features
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6 |
9,059 |
2012-01-02, 04:09 PM |
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Thread: Death cam
Post: RE: Death cam
To follow look at the player just use function vectoyawpitch in physics.cpp
smth like vectoyawpitch(vec, camera1->yaw, camera1->pitch);
Also you should see the spectator and camera code in rende... |
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RPG |
Implemented Features
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10 |
13,500 |
2012-01-02, 04:03 PM |
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Thread: Death cam
Post: RE: Death cam
> but it woukd be better to have a killcam because then you can see how you get killed ...
Smth like flashback? I think it's hard to implement - client must record a demo and play part of it when som... |
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RPG |
Implemented Features
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10 |
13,500 |
2012-01-02, 11:54 AM |
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Thread: Death cam
Post: Death cam
This is the camera that follows your killer. Many FPS has such effect (e.g. Counter Strike).
i think it is very easy to implement. if u want I'll make the patch. |
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RPG |
Implemented Features
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10 |
13,500 |
2012-01-01, 10:19 AM |
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Thread: Regarding the Crashes
Post: RE: Regarding the Crashes
I cannot analyze all your commits - I have no time. If you say me where is the crash, I say you where is the mistake. |
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RPG |
Releases
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15 |
18,613 |
2011-12-31, 05:13 PM |
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Thread: Regarding the Crashes
Post: RE: Regarding the Crashes
What code exactly you talking about? I can't read whole source of the game:) |
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RPG |
Releases
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15 |
18,613 |
2011-12-31, 02:46 AM |
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Thread: Source code
Post: RE: Source code
Blurry image will be blurry on any monitor I think. |
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RPG |
General
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13 |
15,060 |
2011-12-31, 02:45 AM |
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Thread: Source code
Post: RE: Source code
They will see the blurry image, in both cases. If your texture had sharp edges, details - of course, keep this texture with high resolution. But blurry textures such as damage.png may be easily reduce... |
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RPG |
General
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13 |
15,060 |
2011-12-30, 07:06 PM |
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Thread: Regarding the Crashes
Post: RE: Regarding the Crashes
ohh, of course, malloc/free in pure C is equal new/delete in C++:)
enet is written on C, AC - C++ |
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RPG |
Releases
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15 |
18,613 |
2011-12-30, 07:03 PM |
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Thread: Regarding the Crashes
Post: RE: Regarding the Crashes
I'm sure that one of your commits produces segfault:)
First of all pay attention on memory allocation and memory cleaning, entity handling, and so on.
Debugger may give you more information about cr... |
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RPG |
Releases
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15 |
18,613 |
2011-12-30, 04:51 PM |
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Thread: Source code
Post: RE: Source code
Just compare:
http://ompldr.org/vYnpuYw |
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RPG |
General
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13 |
15,060 |
2011-12-30, 04:42 PM |
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Thread: Hi
Post: RE: Hi
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RPG |
Introductions
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1 |
2,959 |
2011-12-30, 03:09 PM |