2.6.1 (2.7 beta 1)
2014-07-19, 08:34 PM (This post was last modified: 2014-07-19, 08:35 PM by ruler501.)
#81
RE: [Future] 2.6.1 (2.7 Beta)
I don't think there is anything we need to do for you to be able to send a pull request. If you post the exact error message we can look into it though.
2014-07-22, 10:38 AM (This post was last modified: 2014-07-22, 10:39 AM by -{ET}-xdEpicZombie.)
#82
RE: [Future] 2.6.1 (2.7 Beta)
I downloaded the beta and I have a little question.Do you add that class system to the new release,and why were the weapon models kinda far away from the player,looked a bit ugly and I couldn`t fix it with FOV,wtf?!

And the animations for reload and ADS were very slow too,actually a bit annoying

[Image: 3SVsNlV.png]
2014-07-22, 11:33 AM
#83
RE: [Future] 2.6.1 (2.7 Beta)
@xdEpicZombie, actually, that was the alpha release.

The HUD weapon model FOV was reset to AC's values, so that models will look the same on both AC and ACR. You'll have to move the weapon closer to the origin to compensate. The "slow" ADS animations are probably caused by the decreased FOV. I'm not sure about the reload animations though.

Best regards,
Victor
//victorz.ca
Code:
Your antithesis compares favorably with any high magnitude of pwnage. (-you > |p|, you < -|p|)
My antithesis compares favorably with _that of_ any high magnitude of pwnage. (|-me| > |-p|, |me| > |p|)
2014-07-22, 01:39 PM (This post was last modified: 2014-07-22, 01:40 PM by -{ET}-xdEpicZombie.)
#84
RE: [Future] 2.6.1 (2.7 Beta)
Ok,but just why are you setting the models like there is in AC

[Image: 3SVsNlV.png]
2014-07-22, 05:19 PM
#85
RE: [Future] 2.6.1 (2.7 Beta)
It makes it easier to create content that works on both AC and ACR.

Best regards,
Victor
//victorz.ca
Code:
Your antithesis compares favorably with any high magnitude of pwnage. (-you > |p|, you < -|p|)
My antithesis compares favorably with _that of_ any high magnitude of pwnage. (|-me| > |-p|, |me| > |p|)
2014-07-22, 07:30 PM
#86
RE: [Future] 2.6.1 (2.7 Beta)
I do not think any of the weapon models made for AC should be ported to ACR. Not many of the ironsights of those weapons would work for ACR. Shouldn't we stick with the default settings?

DSO
Windows 8 fanboy =D
"Not dead, can't quit"
2014-07-22, 07:43 PM
#87
RE: [Future] 2.6.1 (2.7 Beta)
@DeltaStrikeOp, ACR models can be used in AC, which means that you can mention that it "also works in ACR" if you post it to an AC mod site.

Best regards,
Victor
//victorz.ca
Code:
Your antithesis compares favorably with any high magnitude of pwnage. (-you > |p|, you < -|p|)
My antithesis compares favorably with _that of_ any high magnitude of pwnage. (|-me| > |-p|, |me| > |p|)
2014-07-22, 11:52 PM
#88
RE: [Future] 2.6.1 (2.7 Beta)
Given the hostility towards ACR, I doubt anyone would mention that, but I guess it would be a valid reason.

I still haven't played the alpha release yet, but is it true that the FOV/position of the firearm in client view has changed? Could you submit a screenshot comparing the differences?

DSO
Windows 8 fanboy =D
"Not dead, can't quit"
2014-08-22, 12:50 PM
#89
RE: 2.6.1 (2.7 Beta)
The Windows and Linux packages have been released. The server and source packs will be released soon.

Best regards,
Victor
//victorz.ca
Code:
Your antithesis compares favorably with any high magnitude of pwnage. (-you > |p|, you < -|p|)
My antithesis compares favorably with _that of_ any high magnitude of pwnage. (|-me| > |-p|, |me| > |p|)
2014-08-29, 04:58 AM
#90
RE: 2.6.1 (2.7 beta 1)
We can Shoot floors or ceilings


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