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Hi, One of my teammate found this issue recently. U|ana:D changed his nickname to U|Infierno and, ofc, she disconnected due to the whitelist, but.. She reconnected using that nickname and nothing happended. The server was /xrd.me 5000 match I don't know if this it's an AC or xrd's server issue.
Here some screenshots.
http://i.imgur.com/u2CaFXe.jpg
http://i.imgur.com/IULI265.jpg
http://i.imgur.com/xZxhjko.jpg
I don't know if the server check he whitelist on every intermission or regulary (ex. 60 sec)
Here is the demo. /setmr 8
https://www.dropbox.com/s/xel9g5cssclup0e/20141011_1925_192.99.14.16_ac_desert_13min_TDM.dmo?dl=0
Well, I hope you can fix this. Thanks
If you enter edit mode while falling (but not ascending), the next time you exit edit mode it will play the sound that plays when you land on the ground after jumping. You can even fall a great distance before toggling edit mode and when you exit edit mode it will play the "fall from great height" sound.
"setmr x" crashes AC, when x is greater than timeremain.
Hi,
AC is freezing and I have to kill it. Here is the backtrace:
(gdb) bt
#0 0x00007ffff4bee89c in __lll_lock_wait ()
from /lib/x86_64-linux-gnu/libpthread.so.0
#1 0x00007ffff4bea080 in _L_lock_903 ()
from /lib/x86_64-linux-gnu/libpthread.so.0
#2 0x00007ffff4be9f19 in pthread_mutex_lock ()
from /lib/x86_64-linux-gnu/libpthread.so.0
#3 0x00007ffff6e7ff0b in alcSuspendContext ()
from /usr/lib/x86_64-linux-gnu/libopenal.so.1
#4 0x000000000043e846 in audiomanager::updateaudio() ()
#5 0x00000000004712b0 in main ()
This can be a duplicate of an existing issue. That can be linked to Ubuntu.
Audio cards installed (as I see we are in audiomanager)
dmesg | grep sound
[ 14.946403] input: HDA ATI SB Line as /devices/pci0000:00/0000:00:14.2/sound/card0/input6
[ 14.946517] input: HDA ATI SB Front Mic as /devices/pci0000:00/0000:00:14.2/sound/card0/input7
[ 14.946563] input: HDA ATI SB Rear Mic as /devices/pci0000:00/0000:00:14.2/sound/card0/input8
[ 14.946607] input: HDA ATI SB Front Headphone as /devices/pci0000:00/0000:00:14.2/sound/card0/input9
[ 14.946653] input: HDA ATI SB Line-Out as /devices/pci0000:00/0000:00:14.2/sound/card0/input10
[ 15.960148] input: HDA NVidia HDMI/DP,pcm=9 as /devices/pci0000:00/0000:00:02.0/0000:01:00.1/sound/card1/input11
[ 15.960248] input: HDA NVidia HDMI/DP,pcm=8 as /devices/pci0000:00/0000:00:02.0/0000:01:00.1/sound/card1/input12
[ 15.960316] input: HDA NVidia HDMI/DP,pcm=7 as /devices/pci0000:00/0000:00:02.0/0000:01:00.1/sound/card1/input13
[ 15.960370] input: HDA NVidia HDMI/DP,pcm=3 as /devices/pci0000:00/0000:00:02.0/0000:01:00.1/sound/card1/input14
Thank you!
Whenever a player other than me shoots a sniper rifle, the trail of the bullet appears to go in the opposite direction it should be going. For example, if a player in front of me tries to snipe me but misses to my right, the animation makes it seem like the bullet is coming from behind me from my right, aimed at the player that just shot it. This does not occur when I shoot it, and sniper rifle hits that are successful still deal damage normally. This is only a visual bug.
I'm on a Macbook Pro running Snow Leopard (10.6), but I believe I also had this problem on a different computer running Windows 7.
It appears that sounds sometimes stop working completely for no apparent reason on windows.
Most often, reloading the map (connecting to a server again) solves the issue temporarily (until it happens again).
Reducing sound details as well as max sounds played at once seem to solve the issue;
There were also reports that switching to an up to date version of openAl soft solves the issue (partially ?)
More details here : http://forum.cubers.net/thread-7201.html
The same sound the plays when you land on solid ground plays when you land in water (AS WELL as the splash sound, but it should be INSTEAD)
When player connects to servers and switches to active mode, then he isn't forced to worse team, which looses. It looks, that is random, so in many cases he strengthens stronger team.
When maxrollremote = 0, then I see still maxroll of remote players.
Fix - change in clients2c.cpp 231 line for: if(!maxrollremote) clamproll((physent *) d);
the mouse filtering algorithm AC is using is bugged, I noticed that by enabling it the sensitivity feel changed, indeed the algorithm DOES alter rather unpredictably the total movement resultant...
I propose to change it with this one:
// IN ----- physics.cpp --------
// replace this:
FVARP(mfilter, 0.0f, 0.0f, 6.0f);
// with this:
FVARP(mfilter, 0.0f, 0.0f, 1.0f);
// and in:
void mousemove(int odx, int ody)
// replace the older IF clause with this new one:
if(mfilter > 0.0f && mfilter < 1.0f)
{
float k = mfilter;
float kdx=fdx-k_(dx+fdx); dx=dx+kdx; fdx=fdx-kdx;
float kdy=fdy-k_(dy+fdy); dy=dy+kdy; fdy=fdy-kdy;
}
this algorithm smooths the mouse signal, but still preserves the total movement resultant.
I hope the patch is adopted, since I (and many others) have only access to a cheap mouse...
http://i.imgur.com/0fhZtbe.png
MPx found this... it's was done by my server accidentally due to a bug in the script that randomises the maprot. Please fix AC so that non-multiplayer modes can't be set in the maprot.
If you have map ac_somemap and type /dm ac_SoMeMAP it will display like that on the scoreboard (even for official maps like ac_DeSErt) instead of respecting the case on the map file.
Any menu won't appear, if during demo watching "stopdemo" is executed first, and later "showmenu", try for example: /stopdemo; showmenu [Play demo]
Therefore "Watch other demo" in "Watching demo menu" doesn't work.
Requesting a removal of the 'arena' limits in bot survival.
When attempting to play any games in Bot Survival mode the player is given a pre-determined time to stack up on health, armour and ammunition. The player is given the ability to 'free-roam' the map at this stage until the bots are spawned. Once the bots are spawned the player is confined to a very small portion of the map, and exiting the pre-determined 'arena' will cause the player to forfeit unless they return within 5 seconds.
This design choice is very questionable and to be honest I am surprised it even got through testing. The restriction of where a player can move (on ac_complex for example it is essential a 10x10 cube grid) renders half of the items on the map useless as the time limit to grab them is too small. Gameplay is very static and largely uninteresting due to some arbitrary limits.
The entire map should be considered the 'arena' given that it is just that, an arena.
Not necessarily a bug, but slightly annoying -- while in edit mode you have water physics unlike collision with walls, etc where you'd expect to "no-clip" through water.
It's strange when you are simply below the global water level but below the floor where in regular gameplay you wouldn't know there's water there.
using /rewind command with a positive number as parameter causes the game to crash while viewing a demo, whereas it works fine with a negative parameter. (forward mode).
Useful old AC feature - quicknadethrow - is default disabled. Current solution gives advantage to this part of players (mainly old), which know this command, and many players don't know it. So this useful unique feature should be default enabled for all.
Those commands introduced in scripts.cfg work with the CubeScript variables selx, sely, selxs, and selys (which are undocumented by the way)
This makes the commands discard any other selections, limiting the commands' usefulness.
I'm not even sure if CubeScript can loop through the selection list currently, but maybe this issue hasn't been noticed yet.
We should be able to see how many of our deaths were by TK.
Also, should see a ratio as such.
If a request to update your serverlist from MS is made, but that request fails, then AC is no longer able to connect to any servers.
Pretty minor issue. Unlike other modes where the shorthand (as displayed back in Console) and command to vote are the same, Team Survivor uses /ts instead of /tsurv.
If you're on a server, and you get forced to the other team, and you have JUST thrown a grenade, if the grenade kills someone, the system reports it as a TK, even though you were on the opposite team when you threw the grenade.
This is a complicated issue - rather than fixing the code to remember the team when throwing, we'd need to fix the whole teamchange procedure. It should only change your team between death and respawn. It should also be shown more prominently.
In round-modes, when player changes from spectate mode to active, than he sees locally in scoreboard, as if he would be alive - nick is white, should be gray to spawn.
I suggest that votes appear in it's own small (very small) box, above console text, example: http://i.imgur.com/llmOel5.jpg
Suggest the option yes/no is transparent, until you vote, in which case one of the boxes gets highlighted.
It shouldn't
If your name is set by the following script in autoexec.cfg, the console states "Please do not spam" during start-up.
RANDOMNAMES = "name1 name2 name3 name4 name5"
name (at $RANDOMNAMES (rnd (listlen $RANDOMNAMES)))
This is a minor UX papercut - the window should use AssaultCube icon to differentiate it from other applications. Additionally this would speed up alt-tabbing.
Entering command line arguments such as "--loadmap=FILE" do not work on the OS X launcher Assault Cube. It is important to note that only some command line arguments don't work correct, such as loadmap. Others such as -w and -h do work.
We should allow transparency options on console/votes.
IE whatever position the camera was in when you clicked to respawn is the camera position when you spawn. So you can die, look straight up, spawn and you'll be looking straight up. Look down before respawning and you'll spawn looking down. This is only in bot modes.
If a grenade is thrown at a low enough angle, it sticks to the ground. This is bad if you're trying to bombard people from above.
As in the title, it shouldn't happen, because 5:4 is standard resolution. No problems for resolution 4:3 and bigger.
Some observation about "setnext":
If a map is played, but some of the content is missing, including models, the lack of those models will cause the map to lag terribly.
This can be tested, by opening a map, looking at the FPS counter, then, deleting some models that are normally in the view you were at, restarting ac, opening that same map at the same place, and look at the FPS counter. You will notice the FPS counter flickering rapidly. In the example I tried:
Before with mapmodels: 140 FPS, quite stable.
After without mapmodels: 115-150 FPS, unstable.
.. tested at the same place/map. I have a fast computer, so this is hard to tell normally, but for players on older machines, the results are obvious.
When using sniper the reticule is obviously missing for good reason. On my Mac it is possible to reveal the cursor by toggling the Dashboard with the middle mouse button while ingame. This provides an enormous advantage to Mac players with the sniper; aim is greatly improved. I am running 10.4 I believe.
When aiming below horizontal, shooting, and running over a pallet, the player passes over the model. When aiming above horizontal, shooting, and running over a pallet, the player becomes stuck on the edge and cannot pass over. See attached demo.
You don't physically 'get stuck' but more like 'temporarily blocked' due to the recoil pushing you down (less of an annoyance with single shot weapons) and as soon as you stop shooting you start moving forward again... Just with a little tap on Space key will also unblock you.
If you are hit by a grenade explosion and go into edit mode, the heartbeat sound (not sure if enabled by default) will loop until you die. May be related to other sound bugs.
The current Mac-Edition of AC has problems in finding customs sounds.
Sample map:
http://forum.tearyoudown.com/showthread.php?tid=1658&pid=16938#pid16938
When placing the map into the AC folder below the user's folder in Windows everything is going fine: the AC-Win is able to load the custom media.
When placing the map into the AC folder in the users's library folder in MacOS the client says:
"failed to load sample..."
Regards Apollo
I had such situation - we played tosok 2 vs 1, and player from smaller team disconnected.
Then round should finish and one player should be forced to empty team - it didn't happen, round didn't finish for some time, till one player switched manually to empty team.
After death, when player changes quickly from active mode to spectate and again to active, he doesn't have to wait 5s to spawn.
While editing, when getting in front of water, user can see a reflection of AC figure. This does not make sense.
In OSOK/TOSOK, if you shoot 4 shots, then the 5th on the last second in the wait for the next round, it reloads your gun and you lose 5 shots the next round. It's not that big, but it can be annoying if you like to do a celebratory shoot at the end of the round.
Round in (t)osok etc. finishes 2 times, when spectator changes mode to active in the same moment, when countdown (5..4..3..2..1..) finishes - see attached demo, when timeremain=2.
I saw that bug 2x in v. 1.2.0.0, and reproduced it in SVN version.
http://www.speedyshare.com/8EPgJ/20131117-1102-89.107.19.228-ac-desert-15min-TOSOK.dmo
See tr=9 in attached demo, when "Banana" connected - I killed "dex" during countdown. :)
The 'time remaining' on the scoreboard is sometimes not right. In about 1 out of 4 games (so not always) the game starts with '16 minutes remaining' instead of 15. At the end of the game, it jumps from 2 minutes remaining to the intermission.
As it says on the tin. Weirdly, when setting crosshairfx to 0 (default is 1) the Assault Rifle still has a crosshair effect that shows a larger (perhaps 3-5 crosshairsize's larger) crosshair when shooting 4 or more bullets.
Additionally when in spectate mode, switching to a player using the Assault Rifle will sometimes show this larger crosshair until switching to a new player.
In sum; crosshairfx 0 should fully disable all crosshair effects.
I think it would make sense if more than frags was taken into consideration, a guy going 20-2 ties with someone going 20-17 :x
Should CTF flags, drop where the player was supposed to of been when he died (rather than, around a corner due to lag, as that's where the player was when he died)?
In my servercmdline.txt I have -PfKbMAsRCDEw
the 'w' part does this:
[quote]w vote to kick/ban for "weak" reasons, i.e, the other player is not obviously lagging, nor teamkilling, nor spamming, nor cheating (as far as the server can detect it)[/quote]
As it is set to lowercase, I should be able to kick/ban as a normal user OR admin for any reason. I can kick as a normal user or admin, but I can only ban as an admin. When I try to ban as a normal user, I get "could not vote: server denied your call" UNLESS the person I am banning has done something the server considers bannable, such as spamming, TKing, too high score ratio, etc.
In other words, it is acting like I used -PW instead of -Pw when I try to do a ban vote.
Unlike other modes when typing /surv, /tpf or /tss in console in order to vote the mode/map. Usually a description is given of what it does "Starts a map with the mode Capture the Flag" in the case of CTF for example.
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