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AC 1.1
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26 Jan 10, 12:48AM
(This post was last modified: 26 Jan 10 12:48AM by Undead.)
Post: #31
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RE: AC 1.1
(makke_ooo) fuck it all :`(
makke_ooo has left quakenet (Quit: Quitte) (DES|Bukz) thats a good sign :D baby we aint nothin but animals so lets do it like they do it on the discovery channel |
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26 Jan 10, 02:57AM
(This post was last modified: 26 Jan 10 04:40PM by M0nkey.)
Post: #32
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RE: AC 1.1
sorry
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26 Jan 10, 05:38AM
Post: #33
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RE: AC 1.1
This isn't the ideas thread. This is the discussion one.
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27 Jan 10, 04:55PM
Post: #34
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RE: AC 1.1
This is pretty much the reason that I'm finding it hard to even run assaultcube.bat anymore. This game feels like it's going nowhere, and although I've plugged countless - at least ~200 hours of gaming into AC I've no problem stopping completely. I do love the game, but the game's at a standstill.
@ dreamer: trolling / forums have absolutely nothing to do with game development lol. The best thing someone could do is start helping out, either by localization or by asking around to see what you can do. |
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27 Jan 10, 05:01PM
Post: #35
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RE: AC 1.1
Some people tried to. Were there any reactions telling them what to do? No.
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30 Jan 10, 06:45PM
Post: #36
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30 Jan 10, 10:36PM
Post: #37
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RE: AC 1.1
I agree about demo recording, as I've whined earlier. Just recently I followed a friend unwittingly to Pohutukawa (unknowingly) and played an AWESOME game only to find "no demos available." Bah. And the cheater issue still holds as well. I believe it was there we all met "Frit0's Son" with no evidence to prove it? Lawl. Luckily we were able to cooperate enough to ban three of his dynamic IP addresses.
The part about community support brings me to believe this might be a good time to leak a hint about my own current goals with the game. I'm currently learning C++ so I will be able to port the game to ...some other platform(s). I'm also working on a sensible scoring system to deter ratio whoring and nade spamming. Hopefully my college math skills will help out with that (although so far it only requires fourth grade math, lol). I might also add that I started learning C++ when I was eleven, and wrote a few simple programs. I've since forgotten most of it and have had to re-learn everything, but my point is that anyone here could learn C++ as well and thus contribute to the game. Other than what I've said, I think the devs are doing their jobs exactly as could be expected while at the same time having a life and "real" jobs and obligations. It takes a lot of time to work out your own life and then set aside resources to benefit some open-source project that won't really give a lot back to you individually. Perhaps some of us with more time than we know what do so with (because of a lack of employment or school or girlfriends or w/e [or all of the above, Jack :-P]) could help out in some way, because players here with lots of time might therefore well be puzzled at the apparent lack of input from the devs. |
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09 Feb 10, 10:49AM
Post: #38
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RE: AC 1.1
I have -PX set on my server so noone can vote for maps that are not present on the server, but players dont know what maps are on the server, they only see what is in their maps folder, would it be possible for the next version to read the map list from the server when a player votes and the -PX switch is set.
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09 Feb 10, 01:13PM
Post: #39
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RE: AC 1.1
Have you implemented the serverinfo_en.txt file? You could list your custom server maps in there. I'm sure if every server admin used this, word would soon spread.
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09 Feb 10, 01:59PM
Post: #40
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RE: AC 1.1
(09 Feb 10 01:13PM)jamz Wrote: Have you implemented the serverinfo_en.txt file? You could list your custom server maps in there. I'm sure if every server admin used this, word would soon spread. Yea, I've put a list of the maps in serverinfo_en.txt, but i guess alot of people can't read or dont know about F9 coz i get alot of votes for nonexistant maps in the logs. |
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