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  New Server
Posted by: Victor - 10-07-2017, 05:27 PM - Forum: Announcements - No Replies

As OpenShift Online V2 is shutting down, I have to move ACR's infrastructure again.

I decided to pay for a VPS and move the ACR forum and master-server to it. The official server will also run on it.

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  [Future] 2.6.4 (maybe 2.7)
Posted by: Victor - 01-12-2016, 11:48 AM - Forum: Releases - Replies (3)

We should also try to get PortableApps support (make packages for PortableApps), but that can be done with 2.6.3 before the next release.

Changelog:

Features:

  • [TODO] Mac OS X support (Google Code Issue 30/GitHub Issue #48)
  • [TODO-HIGH-PRIORITY] Actual fix for bot A* crash (instead of a temporary fix) (#189)
  • [TODO-LOW-PRIORITY] New collect and harvester gamemodes
  • [TODO-HIGH] Toggle zoom/iron sights/ADS option (instead of holding) (#196)
  • [TODO-HIGH] Classic mutator enhancements
    • Perks preselected (light/streak)
    • Long flag indicator interval (10 s)
    • Shorter spawn protection time (1000 ms)
    • [TODO] Disallow/nerf Heal and RPG-7?
    • No throwing knife bleeding
    • [TODO] Disable autospectate (possible exception: unless (a new flag) is set in /autospectate)
    • [TODO] Nerf killstreaks (less airstrike damage, removed radar, nuke takes 60 seconds to activate)
  • [TODO] /crosshairold to force AC-style crosshairs
  • [TODO] Better knife hit detection (135/#153)
  • [TODO] Adjust weapon recoil stats (including M82 in classic)
  • [TODO] Speedhack detection from ACR 2.6
  • Informative loading screen text (131/#149)
  • HUD speed meter

Fixes:
  • [TODO] Remove all copyrighted content listed in docs/acr-README.txt
  • Fix server registration bug (#205) inherited from AC 1.0.4
  • [TODO] Fix SV_POS/SV_POSC bug
  • Fix master-server update lockout bug (when resolving fails)
  • Fix vote evaluation on disconnect
  • [TODO] Ignore map checks (fix acr_recreation)
  • Prevent forcing AFK spectators to SPECT
  • [TODO?] Limit zombie nade chains (like in 2.5.4?)
  • Fix assisted suicide scoring (http://forum.acr.victorz.ca/thread-1492-...ml#pid8343)
  • Disable bots when all humans are in SPECT
  • Show ping of old/new servers in the server list
  • Show colored server name on scoreboard

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  Server Moved
Posted by: Victor - 01-09-2016, 11:13 AM - Forum: Announcements - No Replies

The ACR forum and master-server have been moved from SourceForge Project Web to Openshift Online.

When the database was moved, there were some issues: some (Unicode?) characters were screwed up.

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  2.6.3 (2.7 beta 3)
Posted by: Victor - 01-11-2015, 10:53 AM - Forum: Releases - Replies (31)

Changelog:

New (and recycled) features:

  • New overload mode: destroy the enemy base
  • New void mutator: different rendering effects
  • 3 new "pro" weapons for pros (harder kills but double points and higher count for killstreaks)
  • HUD waypoints with "world to screen" functions
  • Player nametags (visible teammates and current target) and grenade timers (vision perk)
  • Grenade throw timer
  • [ACR 2.5.2] Zombie nade fun
  • F3 to rescind votes
  • Hide shotlines in hardcore, and hide local shotlines in classic
  • H = /quickknifethrow and Q = /quickknife (use /resetbinds if necessary)
  • More UI options: /spectatebots [ACR 2.5.5], /waypointsize, /nametagfade
  • Typing indicator [ACR 2.5.8] but done more efficiently
  • Scoreboard ranking [ACR 2.5]
  • Increased time for recent scopes (from 300ms to 750ms)
  • Still show older/newer/modded servers in serverbrowser
  • Fake red dot from ACR 2.5.9 (to enable, use /crosshairreddotsize 15)
  • Allow /maxroll 45
  • Server owners can set bot limit, which increased to 64 by default
  • Log bot owner numbers
  • Server-configurable weapon stats [ACR 2.6]
  • New master-server protocol with better auth security and more IPv6 preparations (ACR supports only IPv4 but maps a.b.c.d to ::ffff:a.b.c.d)

Fixes:
  • Fix memory handling issues (overreads, memory leaks) and infinite loops (some inherited from AssaultCube)
  • Fix major server crash when reconnecting
  • AI Improvements (bots try to capture the enemy flag in CTF)
  • DPI issue fix (with dpiAware in manifest.xml)
  • Fix drowning when standing in water
  • Fix throwing knives (when they hit)
  • Delete grenades and knives when the arena round starts
  • Hide dead AI zombies from scoreboard
  • Fix progressive zombie spawning
  • Add sanity check for maprot mode/mutator
  • Restore "Bot control" and "kick/ban" in multiplayer menu
  • Fix classic modes in menu
  • Fix thirdperson sound location
  • Fix issue with stuff beyond far end of fog
  • Fix color in MOTD

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  2.6.2 (2.7 beta 2)
Posted by: ruler501 - 08-22-2014, 07:13 AM - Forum: Releases - Replies (69)

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
  • Different shells depending on weapon type
  • [Backport] Automatically reload the shotgun completely
  • Crosshair for knife, sword, and grenades
  • [Backport] Deathcam: auto-spectate and suicidecam
  • Fix scope transparency (peripheral vision)
  • [Backport] Throwing knife
  • [Backport] Manual team control
  • Add Mk12 and M1911 with temporary values
  • /fakelasertest and /silencertest
  • Cleanup script to delete unnecessary AC packages (since we have to distribute the entire unmodified package)

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  New Master-Server Rules
Posted by: Victor - 08-05-2014, 08:05 PM - Forum: Announcements - No Replies

The AssaultCube Reloaded Task Force has approved a new version of the master-server rules, which will be effective on August 8, 2014. Compared to the previous version, it grants more autonomy and freedom to server owners.

New style: do pretty much whatever you want as long as the server labels it
compared to
Old style: don't cheat or abuse admin, or else people will report you and you will be banned for a short amount of time

In response to @Caruni's complaint, servers no longer have to honor the auth permissions if the server ping response indicates this, and 2.7 will implement this feature.

This means that you may run "anarchy" servers and allow people to use cheats on them, but if you don't label it, you're still expected to administer the server and remove cheaters.

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  2.6.1 (2.7 beta 1)
Posted by: Victor - 12-24-2013, 11:01 AM - Forum: Releases - Replies (98)

Some changes couldn't make it to 2.6, and a recode was started before 2.6.1 could be released. However, the version 2.6.1 is used to represent the first beta release of 2.7.

Changelog:

  • Recoded on AC 1.2 as the base version (likely less crashes)
  • Class manager
  • Simpler killfeed, removed kill messages
  • Hide KILL indicator in classic, otherwise update at 4 second intervals
  • Disable spawn protection upon firing the first shot

WARNING: Some features like the throwing knife have not been backported yet. Please report missing features that were present in 2.6.

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  2.6 New Year
Posted by: Victor - 08-22-2013, 03:30 PM - Forum: Releases - Replies (23)

Changelog:

  • Fixed many licence problems (all of the ones with AC are resolved because our mods are moved to a mod folder and their copyright statuses are declared)
  • Forum Integration (new master-server protocol)
  • /ignore and /unignore
  • Server-configurable weapon stats
  • Improve multi-monitor support
  • Allow server admins to disable global bans, but an icon will be placed into the serverlist
  • Throttle demo downloads instead of restricting to admins
  • /autospectate (automatically spectate your killer for a BF3-like killcam experience) (in Gameplay Settings)
  • suicidecamera
  • Fixed bug preventing teammates from being healed
  • Indicate assist count in obits
  • Bot names by the client -- prevent admin name abuse
  • "restart/repeat this match" in vote messages
  • /maxroll is capped at 30 instead of 10

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  Cube Licence Clarification
Posted by: Victor - 08-09-2013, 02:51 PM - Forum: Announcements - Replies (9)

I Wrote:AssaultCube is a mod of Cube, licenced under the Cube licence. It is the same as the zLib licence, but includes this clause:

additional clause specific to Cube:

4. Source versions may not be "relicensed" under a different license
without my explicitly written permission.


But it says that the clause is "specific to Cube", so does that mean it does not apply to AssaultCube? AssaultCube Reloaded, a fork of AssaultCube, is relicenced under the GPL v3 under that assumption.

If the original intent was to force all derivatives to use the Cube licence, I can change the licence back to the Cube licence.

Dang it... I forgot the salutation and signature...

Quote:Clearly that is transitive, i.e. a mod of Cube is built on the Cube source, so it falls under the Cube license, so cannot change its license either.
That clause was specifically put in to disallow the GPL. So yes, please change it back.

Wouter

I Wrote:Dear Wouter van Oortmerssen:

All future versions will be changed to the Cube licence, and an announcement on our forum indicates that all previous releases should be treated as if they had been licenced under the Cube licence.

Best Regards,

Victor Zheng
AssaultCube Reloaded

I Wrote:Dear Wouter van Oortmerssen:

All future versions will be changed to the Cube licence, and an announcement on our forum indicates that all previous releases should be treated as if they had been licenced under the Cube licence.

Best Regards,

Victor Zheng
AssaultCube Reloaded

I Wrote:Dear Wouter van Oortmerssen:

I had originally relicenced AssaultCube Reloaded to the GPL so that all derivatives of AssaultCube Reloaded will also have to be open-source.


Will you grant AssaultCube Reloaded permission to use the Cube licence with an additional clause requiring that the source code of all AssaultCube Reloaded derivatives be provided?

Best Regards,

Victor Zheng
AssaultCube Reloaded

Quote:The whole point of BSD style licenses (like ZLIB, en thus the Cube license) in contrast to the GPL is that source code does NOT need to be provided.
So, no.

I Wrote:But why don't you want to force derivative works to release the source? Don't you want to make it so that their improvements can be easily backported to your original software?

Quote:No, I don't. If you want to learn about why people choose BSD style licenses over the GPL, there are endless resources about that online.

Wouter

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  2.5.9
Posted by: Victor - 06-30-2013, 10:30 AM - Forum: Releases - Replies (20)

Changelog:

  • Revert to the Cube licence (applies to ALL previous versions too)
  • Damage tweaks, balance, etc.
  • Fix forbidden speech false positives
  • Finish Server IP mute list (-s, default "config/servermutelist.cfg")
  • Rectify M16 exploit in sniping/insta (originally discovered by "jambo", "tiririca", and his other aliases)
  • Another fix for the zombies' explosions.
  • Completely remove friendly fire -- no more trolling from blockers/mistakes, except in hardcore, which redirects part of the friendly fire damage to the dealer
  • Lower falling damage for classic, restore drowning, but at a very slow rate
  • More tweaks for speedhack detection
  • Fake Red Dot support
  • Sniper zoom script
  • Stop deathcam on mouse move
  • Fade spectators on minimap
  • Prevent 1 anti-client and 2 anti-server crash exploits

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