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2.7
Forum: Releases
Last Post: Victor
09-03-2018, 04:44 PM
» Replies: 5
» Views: 4,034
[Future] 2.7.1
Forum: Releases
Last Post: Victor
09-01-2018, 06:14 PM
» Replies: 0
» Views: 74
Implement possibility to ...
Forum: Suggestions
Last Post: ztealmax
06-30-2018, 11:32 AM
» Replies: 2
» Views: 271
Can we resurrect ACR?
Forum: General
Last Post: Nightmare
04-15-2018, 03:41 PM
» Replies: 10
» Views: 3,246
New Server
Forum: Announcements
Last Post: Victor
10-07-2017, 05:27 PM
» Replies: 0
» Views: 764
Server errors
Forum: Servers
Last Post: Victor
08-10-2017, 09:08 PM
» Replies: 3
» Views: 1,327
How build acr_server and ...
Forum: Servers
Last Post: Victor
07-23-2017, 06:05 PM
» Replies: 4
» Views: 1,392
BOTS Seriously Broken
Forum: General
Last Post: chandler
12-17-2016, 06:05 AM
» Replies: 6
» Views: 2,677
New version?
Forum: General
Last Post: GustavoWoltmann
10-03-2016, 11:34 PM
» Replies: 29
» Views: 12,246
NEW SERVER OPEN! I love ...
Forum: Servers
Last Post: Victor
08-09-2016, 05:53 PM
» Replies: 11
» Views: 5,327

 
  [Future] 2.7.1
Posted by: Victor - 09-01-2018, 06:14 PM - Forum: Releases - No Replies

We should also try to get PortableApps support (make packages for PortableApps), but that can also be done with 2.6.3 or 2.7.


Changelog:

Features:
  • [TODO] Mac OS X support (Google Code Issue 30/GitHub Issue #48)
  • [TODO] Better knife hit detection (135/#153)
  • [TODO] Adjust weapon recoil stats (including M82 in classic)
  • [TODO] Speedhack detection from ACR 2.6

Fixes:
  • [TODO-HIGH-PRIORITY] Actual fix for bot A* crash (instead of a temporary fix) (#189)
  • [TODO] Remove all copyrighted content listed in docs/acr-README.txt

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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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  2.7
Posted by: Victor - 01-12-2016, 11:48 AM - Forum: Releases - Replies (5)

Changelog:

Features:

  • Toggle zoom/iron sights/ADS, crouch, and sprint/walk (instead of holding) (#196)
  • Classic mutator enhancements
    • Perks preselected (light/streak)
    • Long flag indicator interval (10 s)
    • Shorter spawn protection time (1000 ms)
    • Nerf RPG-7 range slightly
    • No throwing knife bleeding
    • Nerf killstreaks (less airstrike damage, radar is shorter, nuke takes 60 seconds to activate)
  • /crosshairmode to use or force AC-style crosshairs (default is both)
  • Informative loading screen text (131/#149)
  • HUD speed meter
  • New collect and harvester gamemodes as 'confirm overload'
  • Teleport killers to victims in 'void' mutator (#203), also swap teams with 'convert-void' mutators
Fixes:
  • Fix server registration bug (#205) inherited from AC 1.0.4
  • Fix LAG bug (root cause is how clients handle falling damage)
  • Fix master-server update lockout bug (when resolving fails)
  • Fix vote evaluation on disconnect
  • Ignore map checks (fix old maps like acr_recreation)
  • Fix acr_recreation (pass more AC map checks), add ac_desert and ac_douze with flags
  • Prevent forcing AFK spectators to SPECT
  • 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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