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2.6.2 (2.7 beta 2)
2015-01-17, 07:55 PM,
#61
RE: 2.6.2 (2.7 beta 2)
look in win32_bin and rename the OpenAL* to what it says to
2015-01-18, 12:02 AM, (This post was last modified: 2015-01-18, 01:41 AM by Papangue974.)
#62
RE: 2.6.2 (2.7 beta 2)
Oh yes, I didn't see it, thank you

Is, it normal that when we create a serveur, we can't access after ?
2015-01-18, 04:01 AM,
#63
RE: 2.6.2 (2.7 beta 2)
@ruler501 You've made 420 posts Smile

[Image: 3SVsNlV.png]
2015-01-18, 08:04 AM, (This post was last modified: 2015-01-18, 08:05 AM by Papangue974.)
#64
RE: 2.6.2 (2.7 beta 2)
2015-01-18, 12:25 PM, (This post was last modified: 2015-01-18, 03:32 PM by asmanel.)
#65
RE: 2.6.2 (2.7 beta 2)

2015-02-11, 09:11 AM, (This post was last modified: 2015-02-11, 09:45 AM by rXn.)
#66
RE: 2.6.2 (2.7 beta 2)
Don't know if it was the same in "old" ACR, but if you modify your server.h locally it has effects f.e. to your online weapons. So when I set the firing delay for a weapon to 0 on my pc I can shoot my clip in one click on an internet server Big Grin Big Grin Big Grin

//EDIT:
It seems it doesnt affect things like firing rate because the server seems to calculate the fire rate on himself. But at least the reload can be shortened Tongue

//EDIT:
Forgive me that I type before thinking, most of the funny things are not possible, they are only shown in the client while the server handles the effects (like shots) correctly.
But what you can definitely do is getting an automatic shotgun that can fire six rounds at exatly the same spot (well, more or less) Big Grin

The C Programming Language: combines the flexibility of assembly language with the power of assembly language.
2015-02-13, 05:46 PM,
#67
RE: 2.6.2 (2.7 beta 2)
@rXn, the spread for weapons, including the shotgun, is determined by the server, just like many of the other attributes.

AC did stuff like this to reduce possible cheats (without affecting lagging players), but ACR extends this further at the expense of making lag cause disadvantages.

2015-02-24, 11:16 AM,
#68
RE: 2.6.2 (2.7 beta 2)
I found a quite fast software blur algorithm and put it into acr. It worked all fine (well, if you ignore that fps drops from ~100 to ~25 on my machine bc of the neccessary glReadPixels/glDrawPixels (using 1360x760/Insane)). But when I run it in my full res of 1366x768 it instantly crashes. 1360x760 works perfectly, but it surrenders on full res.

As I am not that good at all that OpenGL/SDL/graphics programming: Do you have any ideas why?

The C Programming Language: combines the flexibility of assembly language with the power of assembly language.
2015-03-27, 09:24 PM, (This post was last modified: 2015-03-29, 05:56 PM by Victor. Edit Reason: Removed unnecessary quote )
#69
RE: 2.6.2 (2.7 beta 2)
what does it look like?

[Image: cooltext1203588761_zps9cfa0053.gif]
2015-03-29, 05:57 PM,
#70
RE: 2.6.2 (2.7 beta 2)
@{KE}bluwarguy, a long time ago, @rXn posted it in the chat box:

[Image: Kd9RoEW.png]



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