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» Forum threads: 1,033
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  2.5.8
Posted by: Victor - 04-13-2013, 08:12 AM - Forum: Releases - Replies (41)

Changelog:

  • ruler501's temporary fix to the bot crash
  • Better speedhack detection when using the M82
  • More Intervention damage
  • Better explosive damage fading
  • Less damage for automatic weapons
  • "hardcore" - now with more recoil and reduced HUD elements (user-adjustable)
  • "psychic" Mutator - wallhacks for all
  • "juggernaut" Mutator - 10x maximum HP (but no regen)
  • "sniping" Mutator - insta with M21 - the old sniping is now "insta"
  • Progressive zombies don't explode until the last round
  • Refill humans' health/ammo for the next zombie round
  • Do not allow spawning before zombies spawn on Round 30
  • Show an icon above typing players' heads
  • Fix for helmets not respawning
  • New official map: acr_recreation
  • Bot balance for individual teams
  • Fixed name change spam
  • Smoother deathcam that turns from the kill source (grenade explosion) to the killer

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  2.5.7
Posted by: Victor - 01-26-2013, 04:21 PM - Forum: Releases - Replies (30)

Changelog:

  • Fixed divide by zero error (should prevent the freeze)
  • Fixed to stop zombies from spawning during the arena round intermission
  • Better speedhack detection for laggers in case of a sudden burst of packets
  • Add M82 and an actual sword model!
  • Allow burst for AK-47
  • Burst indicator
  • CTF "return" -> "direct" (opposite) - Maprot settings changed!
  • Better KTF HUD waypoint (implied strategy)
  • Fix for kill points not showing for "normal" kills
  • Fix for death states not being set when a bot kills a bot
  • Bullet shells take the velocity of its owner

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  2.5.6
Posted by: Victor - 11-17-2012, 04:46 PM - Forum: Releases - Replies (16)

There wasn't enough time to even give it a name, just like the last few releases...

Changelog:

  • Less bandwidth (40fps -> 25 fps)
  • Improved speedhack detection
  • Added AK-47
  • Sword is a secondary weapon
  • Higher kick/ban requirements
  • Zombies uses irreversible team spawns (canceled)
  • Allow spawning during a zombie intermission
  • Better M21 damage fading
  • More item transforms for modes
  • Damagescreen cap @ 5 seconds/hit
  • Assist fix
  • Fix server choke stats
  • Won't set HP to 0.0 on death

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  2.5.5 Server Patches
Posted by: Victor - 11-01-2012, 03:53 PM - Forum: Releases - Replies (12)

"Normal"
Windows: TFS 20992
[REMOVED]

Linux i386/i686: TFS 20992
[REMOVED]

Linux x64_86:
(available on request)

"Moonjump + Explosive Ammo"
Windows: TFS 21350 with flag 22
[REMOVED]

Linux i386/i686: TFS 21350 with flag 22
[REMOVED] *fixed*

Linux x64_86:
(available on request)



Since servers were getting false positives on speedhacks (due to server lag), I have tweaked the algorithm and compiled new binaries.

You may also wish to compile a server with the TFS/SVN source code, but these files are for convenience.



Explosive mod servers are also here for testing!

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  2.5.5
Posted by: Victor - 10-21-2012, 09:16 AM - Forum: Releases - Replies (7)

It's coming out on October 31, 2012*.

Major changes:

  • Fixed potential bot bugs: Map change, OpenAL-related, BotManager cleanup
  • Support AssaultCube 1.1 v8 Maps!
  • Added Secure-The-Flag
  • AMENDED Buff the M21 to 45 base damage, 63 torso, 225 head
  • AMENDED Fix the massive minefield after nuking in progressive zombies
  • Fix spawn bugs during last minute, and if the initial map does not have team spawns
  • Spawn reversals
  • Fix client crash (spawn related)
  • More foolproof admin (no kick for using deban pass)
  • Shorter vote times/higher requirements for weak votes
  • Fix initial vampire health
  • Juggernaut is 8x + 200, capped at 2000
  • Fix shotgun splats at long range
  • Search and merge obits (even more reduction)
  • Cache 100 chat and 100 obits (instead of the previous 6/12)
  • /damagescreen -> factor 4, alpha 50 (min 45), fade 325
  • Fix radar glitch when near the border
  • /spectatebots 1 if you want to spectate bots
  • Allow /shuffleteam trick in zombies
  • Fix vote caller disconnect
  • Fix excessive suicide bug
  • Don't show full suicide obit via obitamt 1 (added 2 for it, new max 3)
  • Added RPG headshot

*for some timezones

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  2.5.4
Posted by: Victor - 09-18-2012, 03:27 PM - Forum: Releases - Replies (5)

Enjoy! Too bad there is school, and other stuff, preventing much development right now.

List:

  • New logo
  • Improved airstrike!
  • Reset nukes on wave 30 of progressive zombies
  • Checks if the server has official maps or not, the maprot will replace demo with deathmatch, and there is a 3 minute minimum
  • Backported some focus checks
  • Improve thirdperson and add overhead for zombies
  • Fix spawning (skins/positions)
  • Fix the massive minefield after nuking in progressive zombies
  • Prevent assisted suicide on nukes
  • Fix 3rd person crosshair when spectating
  • Fix pickups being in the wrong place (elevation)
  • Juggernaut only requires 17 kills, and will show in the chat
  • Buff the M21 to 45 base damage, 63 torso, 225 head
  • Better hand perk (more recoil reduction), and better recoil, giving the AC feel
  • Better hit detection with client trust
  • Fix RPG hit (it says an enemy RPGs you)
  • Hide "teammate healed you" when your bots are healed
  • Show if the vote will pass/fail when it expires
  • New translations for obits (kill/spawn)
  • Added /sensitivityscale (useless? it just divides the sensitivity?) /mouseaccel and /mfilter
  • Random startup map
  • Assisted -> "Assisted the suicide of"
  • Real -> Hardcore
  • Classic = no regen
  • Show damage screen for a short time if there is no regen
  • Fix lagging players' hudguns
  • Fix HUD waypoints

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  Vote for the new logo!
Posted by: Victor - 09-02-2012, 05:06 PM - Forum: Announcements - Replies (16)

If you look at this forum's new logo, you can select the one that you think best suits AssaultCube Reloaded.

In order to fit the timeframe for the next release, this poll will run for 7 days. There must be at least 8 (since 7.5 won't work) people voting for a logo, or else the timeframe should be extended.

EDIT: 21 day extension (until the 23rd)
MORE EDIT: 28 day extension (until the 30th)

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  New Master-Server
Posted by: Victor - 08-22-2012, 02:06 PM - Forum: Announcements - Replies (1)

I have moved the master-server to OpenShift, which allows outgoing sockets.

As a result, we can check port n+1 (just like AC) for you!

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  2.5.3 Unnamed Fixed
Posted by: Victor - 08-14-2012, 10:01 AM - Forum: Releases - Replies (2)

Just as with 2.5 and 2.5.1, which is a patch that fixes the previous version, 2.5.2 and 2.5.3 will be the same thing.

The protocol is completely compatible, but has a protocol-related bugfix. If you do not update, you are vulnerable to those crashes.

Changes:

  • Fix resume (airstrikes, nuke timer, etc.)
  • Fix server crash when a client connects
  • Fix client: another bot crash (by adding a typecast)
  • Widen the mario jump, only 10 cubes is required
  • Fix crosshair hitting the focus when spectating in 3rd person
  • No more speedhack gibs, unless almost certain, and generates warnings for lower speeds
  • Fix penetrate distance (penetration shots will not say 0.20m when it's as far as 200m)
  • Fix sendmap in coopedit
  • Fix name display (spaces) in server browser
  • Fix private (passworded) pongflag
  • Bots are called "a zombie" or "a bot"
  • Bots won't suicide with nades anymore

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  Developer Reversion
Posted by: Nightmare - 08-07-2012, 06:52 PM - Forum: Announcements - Replies (9)

Victor is no longer a developer for AssaultCube Reloaded. I am replacing him, as suggested by jamz from AC.

Jamz Wrote:(to Victor via email)
"The issue we have is with *you*, not your game."

The purpose of this is so that AssaultCube has no more issues with AssaultCube Reloaded.

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