diff --git a/ac/docs/README.html b/ac/docs/README.html index 8f430bb038..5fd3e31689 100644 --- a/ac/docs/README.html +++ b/ac/docs/README.html @@ -50,8 +50,8 @@

Help!

diff --git a/ac/docs/commandline.html b/ac/docs/commandline.html index cbf45e6198..487e587710 100644 --- a/ac/docs/commandline.html +++ b/ac/docs/commandline.html @@ -436,9 +436,12 @@

Server switches

change server description x vote for maps, that are not present on the server + p + vote for a gamemode that is not supported by the map For example: -PbmAX enables ban & mastermode to be voted by normal players but only admins can change autoteam or vote for nonexistent maps. + The default settings are: "fGkBMasRCDxP". diff --git a/ac/docs/commonfaqs.html b/ac/docs/commonfaqs.html index 0c0a43bdb1..b630befd37 100644 --- a/ac/docs/commonfaqs.html +++ b/ac/docs/commonfaqs.html @@ -1,71 +1,105 @@ -Common F.A.Q's - - - + + Common F.A.Q's + + + + -
- -
-

- AssaultCube: Common F.A.Q's

-
-
-

Common F.A.Q's

-

- This section of the ReadMe covers some common questions asked by players. -

- -

- This is covered in the interface part of the readme. Check here. -

- -

- This is because of lag. The server has not had a response from this player for too long and so they have - temporarally been turned into a "ghost" that cannot be shot (but don't worry, they can't shoot you either). -

- -

- This is because they are the administrator. This means they know the password to the server, probably because they own the server, - or are a friend of the person who owns the server, and because of this, they can do what they like on THEIR SERVER. Administrators overide all - normal player votes. -

- -

- Try increasing your Field of View or resolution. You can change the resolution through the Quick setup menu in settings. Field of View can be found in Video settings in the settings menu. -

- -

- If you try "gibbing" an enemy, you would get 2 points for that. Try honing your skills onto gibbing and that may help you. -

-
- +
+ +
+

+ AssaultCube: Common F.A.Q's +

+
+
+

+ Common F.A.Q's +

+

+ + This section of the ReadMe covers some common questions asked by players. + +

+
    +
  • + + What is ping/packet jump? + +
  • +
+

+ This is covered in the interface part of the readme. Check here. +

+
    +
  • + + Why do some players become transparent and salute? + +
  • +
+

+ This is because of lag. The server has not had a response from this player for too long and so they have + temporarally been turned into a "ghost" that cannot be shot (but don't worry, they can't shoot you either). +

+
    +
  • + + Someones name on the scoreboard is coloured red... why is this? + +
  • +
+

+ This is because they are the administrator. This means they know the password to the server, probably because they own the server, + or are a friend of the person who owns the server, and because of this, they can do what they like on THEIR SERVER. Administrators overide all + normal player votes. +

+
    +
  • + + I experience some motion sickness... any way around this? + +
  • +
+

+ Try increasing your Field of View or resolution. You can change the resolution through the Quick setup + menu in settings. Field of View can be found in Video settings in the settings menu. +

+
    +
  • + + What's a good way to get a lot of points, fast? + +
  • +
+

+ If you try "gibbing" an enemy, you would get 2 points for that. + Try honing your skills onto gibbing and that may help you. +

+
    +
  • + + Why doesn't AssaultCube have feature XYZ from a different game, such as Counter-Strike? + +
  • +
+

+ Firstly, AssaultCube is not a Counter-Strike clone! The quicker you understand this, + the sooner you will be able to defeat your opponents with ease. +

+

+ Secondly, just because a feature is available in your favourite game A, does not mean we have to implement it + here, it might not suit the game style that AssaultCube has... of course, that doesn't mean you can't ask for it on our + feature request page. +

+
diff --git a/ac/docs/history.html b/ac/docs/history.html index 88d24d5dfd..11cfedf86e 100644 --- a/ac/docs/history.html +++ b/ac/docs/history.html @@ -1,303 +1,358 @@ - - - - History - - - - - -
- -
-

- AssaultCube: History

-
-
-

- History

-

- AssaultCube v1.0

-

- Released: 21st of November, 2008 -

- -

Gameplay

-
    -
  • New maps: ac_power, ac_elevation, ac_toxic, ac_urban, ac_shine, ac_desert3, ac_keller, - ac_sunset, ac_arctic and ac_scaffold.
  • -
  • New game modes: Hunt the flag, Keep the flag & Team keep the flag.
  • -
  • Crouching, hide effectively and shoot with more precision.
  • -
  • Smooth recoil changes.
  • -
  • Spectator and player-following.
  • -
  • Reduced violence mode.
  • -
-

Audio

-
    -
  • OpenAL 1.1 support (Allows for 5.1 surround sound).
  • -
  • Footsteps, bullet ricochets and other new sound effects.
  • -
  • Voice-coms, a varietey of team commands.
  • -
  • Action music when stealing the CTF flag.
  • -
  • Two new soundtracks (Cube 1).
  • -
  • Ambient map-sounds.
  • -
-

Graphics

-
    -
  • Stencil shadow support.
  • -
  • Brand new mapmodels.
  • -
  • Vertex lighting for mapmodels.
  • -
  • Visibility options for player models.
  • -
  • Custom playerskin support.
  • -
  • Scorch marks made by grenades.
  • -
  • Muzzle flashes.
  • -
  • Bulletholes (Cube 2).
  • -
  • New sniper scope.
  • -
  • New text rendering (Cube 2).
  • -
  • Batched model rendering.
  • -
  • New startscreen and icons.
  • -
  • New damage screen.
  • -
-

Interface

-
    -
  • Enhanced scoreboard asthetics and features.
  • -
  • More advanced/intuitive interface for changing sound and video options.
  • -
  • Keybinding menu, mouse invert support.
  • -
  • Welcome menu that asks for fundamental options to be changed.
  • -
  • Map and crosshair menus show ALL items from their resource directory.
  • -
  • Sliders, checkboxes and text-inputs now available for menus.
  • -
  • Better crosshair menu/support.
  • -
  • An in-game multiplayer menu with the options that you'll specifically need while - in-game, and also lists admin commands if you're administrator.
  • -
  • New custom connect and admin connect menu.
  • -
  • AssaultCube updates servers for you.
  • -
  • Nickname, mapname and entity type auto-completion.
  • -
  • When files are written to disk by the game, the game advises you.
  • -
  • Game output prints scores at the end of each match in the console.
  • -
  • Damage indicators in the HUD.
  • -
  • Text cursor now makes a flickering effect.
  • -
  • Better countdown timers for respawn.
  • -
  • A compass inside the minimap.
  • -
  • Support for apple meta keys.
  • -
  • Mouse sensitivity is now "floating point".
  • -
-

Server

-
    -
  • AssaultCube server wizard (which allows it to run as a windows service if needed).
  • -
  • Even better netcode with various improvements.
  • -
  • Customizable ports allowed for servers.
  • -
  • CSL (cube server lister) support.
  • -
  • Whois command.
  • -
  • New masterserver implementation (OSS, ASP.NET).
  • -
  • Server supports syslog loggin on Linux-like patforms.
  • -
  • Auto-getmap and map config sending.
  • -
  • Server can provide custom maps and learn new maps.
  • -
  • When joining a server, players now connect to the smaller team.
  • -
  • New extensions/plugin system for the server.
  • -
  • New map storage/sending system.
  • -
  • Support for admins to change the server description in-game.
  • -
  • Multiple admin password support.
  • -
  • Passwords to allow access for blacklisted players.
  • -
  • IP Blacklisting support.
  • -
  • Team shuffle command.
  • -
  • Min/max player support for the maprotation - If there are too many/few players, - depending on the map rotation settings, that map will be skipped in rotation.
  • -
  • Auto-ban threshold for the server.
  • -
  • Auto-forceteam ensures that teams are always even in team-based modes.
  • -
  • The server now checks cfg files periodically and updates if any have changed.
  • -
  • More secure sending of passwords to the server.
  • -
  • Simple SPAM detection and suppression.
  • -
  • Serverside demo recording (Cube 2).
  • -
  • Searching LAN will show all LAN servers.
  • -
  • Muliple IP addresses are allowed on one server.
  • -
-

Editing

-
    -
  • New "clip" entity allows easy clipping for map editors.
  • -
  • Better support for mods of this game.
  • -
  • "editent" command to easily edit entities.
  • -
  • Flags and pickups show up in edit mode.
  • -
  • "loadnotexture" command, allowing a custom texture to be loaded if the user doesn't - have the correct content.
  • -
  • Better playerskin support. See /docs/playerskins.html for more information.
  • -
-

Misc

-
    -
  • Configurable script security contexts to run map configs in a "sandbox".
  • -
  • Multi-user support for Windows/Linux, stores your configurations/files to your user - profile.
  • -
  • Lots of new documentation, including user guides for map editing.
  • -
  • 64-bit linux binaries now included in release.
  • -
-

Fixes

-
    -
  • Map cleanups/fixes.
  • -
  • Better bot waypoints.
  • -
  • Quick-switch exploit fixed.
  • -
  • Forceteam/autoteam/team change issues fixed.
  • -
  • HUD gun no longer appears to go through walls.
  • -
  • Fixed reloading while scoping issue.
  • -
  • "hideradar 0" doesn't disable the minimap anymore.
  • -
  • Scope is always drawn at correct aspect ratio now.
  • -
  • CTF flag now drops correctly on heightfields.
  • -
  • "Unknown" servers now show as "empty".
  • -
  • Grenades don't fall through bridges/platforms.
  • -
  • Suicides drop the flag, instead of resetting it.
  • -
  • Better spawning - Players don't spawn in the same location (in arena game modes).
  • -
  • "sendmap filename" will no longer write to file, unless in co-op edit mode.
  • -
  • "getmap" will now get the right map, or no map.
  • -
  • Securemaps now work as intended.
  • -
  • Mapmodel occulling fix.
  • -
  • Documentation is IE friendly
  • -
  • Plus many others...
  • -
-

- AssaultCube v0.93

-

- Released: 4th of June, 2007

-
    -
  • A new name: ActionCube is now known as AssaultCube. Best feature ever...
  • -
  • New map: ac_snow.
  • -
  • Mini team-radar.
  • -
  • Map overview.
  • -
  • In-game documentation reference (command prompt and menus).
  • -
  • Water reflections.
  • -
  • Dynamic player shadows.
  • -
  • Bulletholes.
  • -
  • 3rd person demo playback, pausing and slow motion (experimental).
  • -
  • Team chat.
  • -
  • New 'admin' client role, which allows server owners to break into locked servers.
  • -
  • New explosion GFX (Sauerbraten backport).
  • -
  • Improved weapon sway.
  • -
  • Small physic improvements.
  • -
  • Improved scorebard.
  • -
  • Server MOTD (message of the day).
  • -
  • Master can now force a player to the enemy team.
  • -
  • Player collisions improved.
  • -
  • Local renaming of duplicate player names (Sauerbraten backport).
  • -
  • Improved app launcher for Mac (Sauerbraten backport).
  • -
  • Reload animation now plays correctly.
  • -
  • Flag now drops correctly on heighfields.
  • -
  • Akimbo pickup doesn't cause a weapon change when using the sniper.
  • -
  • CTF join bug fixed.
  • -
-

- ActionCube v0.92

-

- Released: 17th of Janurary, 2007

-
    -
  • New bot gamemode one shot, one kill.
  • -
  • Auto team.
  • -
  • Connecting players stay dead in arena modes.
  • -
  • Colored messages.
  • -
  • Public and private server mastermodes.
  • -
  • Tweaked weapon balance.
  • -
  • Sniper headshot kills instantly and shows some gibs.
  • -
  • All gibs count as two frags (knife, nade, sniper headshot).
  • -
  • CTF flag resets on teamkill.
  • -
  • A big note on the teamkillers screen.
  • -
  • Quick nade throw (key G, MOUSE2).
  • -
  • Better spawning.
  • -
  • Fixed skin menu.
  • -
  • Fixed flag disappear on disconnect.
  • -
  • Fixed shooting while editing.
  • -
  • Fixed invincible bots.
  • -
  • Fixed several memory bugs.
  • -
-

- ActionCube v0.91

-

- Released: 12 of November, 2006

-

- Some of the features are backports from Sauerbraten, thanks to eihrul. -

-
    -
  • New game mode "one shot, one kill".
  • -
  • New map: ac_desert2.
  • -
  • Netcode and new version of the enet library (consumes less bandwidth).
  • -
  • Weapon balance tweaked.
  • -
  • Config saving.
  • -
  • Support for md3 mapmodels.
  • -
  • Faster geometry rendering.
  • -
  • Faster ladder climbing.
  • -
  • 3rd person death.
  • -
  • Advanced console.
  • -
  • Screenres command and fullscreen var.
  • -
  • Limit fps with maxFPS.
  • -
  • -z, -b, and -a command-line options.
  • -
  • Ctf flagpick bug fixed.
  • -
  • Gib crash fixed.
  • -
  • Flag count fixed.
  • -
  • Scores now save across disconnects.
  • -
  • Player death animation fixed.
  • -
  • Weapon hit absorbtion fixed.
  • -
-

- ActionCube v0.90 - First public beta

-

- Released: 4th of November, 2006 -

-

- Artwork -

-
    -
  • 55 new mapmodels.
  • -
  • 4 high quality new maps.
  • -
  • 100% new texture set (new, not fully original).
  • -
  • 100% new content (original, apart from sounds/playermodel).
  • -
  • New weapons: Knife, Pistol, Shotgun, Subgun, Assault Rifle, Sniper Rifle, Grenades.
  • -
  • New items: Health, Ammobox , Kevlar, Clips, Grenades, Akimbo Powerup.
  • -
  • New sounds.
  • -
  • The well known SAS Quake2 model by Darren Pattenden.
  • -
-

- Game/Engine -

-
    -
  • Gamemodes: -
      -
    • Capture The Flag (Ported from pCube).
    • -
    • Team Deathmatch.
    • -
    • Team Survivor.
    • -
    • Last man Standing.
    • -
    • Deathmatch.
    • -
    • Pistol Frenzy.
    • -
    • Last Swiss Standing.
    • -
    -
  • -
  • Two fixed teams with chooseable skins.
  • -
  • Server side maprotation (Ported from pCube).
  • -
  • md3 hudguns.
  • -
  • Vweap support for all weapons.
  • -
  • Weapon reloading.
  • -
  • Bullet flyby FX.
  • -
  • Weapon bob/sway.
  • -
  • Ladders.
  • -
  • Gib FX.
  • -
  • New menu/HUD GFX (model drawing).
  • -
  • Simple kick/ban systems.
  • -
  • Bot support (adaption of the CUBEbots).
  • -
-

- The day makkE came to town...

-
- **** BEGIN LOGGING AT Sun Aug 1 11:46:13 2004
- Aug 01 16:12:02 --> makkE (makkE@116-1-87.w193-250.abo.wanadoo.fr) has joined - #ActionCube
- Aug 01 16:12:18 <makkE> hi
- Aug 01 16:13:29 <driAn> hi -
-

- Project Launch -

-

- In July 2004, Arghvark, driAn, Verbal_ and dtd started developing AssaultCube. -

-
- -
- - + + + + History + + + + + +
+ +
+

+ AssaultCube: History

+
+
+

+ History

+

+ AssaultCube v1.0.1

+

+ Released: 12th of December, 2008 +

+

+ Gameplay

+
    +
  • New maps: ac_douze, ac_gothic, ac_wasteland and ac_depot_classic
  • +
  • Slightly less SMG recoil
  • +
  • Restricted footstep and land sound radius
  • +
  • Added scope settling time to fix sniper exploit
  • +
+

+ Client

+
    +
  • Writes an error report every time the 'real' disconnect-bug happens (send it to + us, please)
  • +
  • Some crashes (drawradar) fixed
  • +
  • Fixed health pickup sound
  • +
  • Display port in connect message
  • +
  • Protocol bug fixed (item spawn)
  • +
  • Stop demo playback before connecting
  • +
  • Fix ammobox pickup for spectators and demo playback
  • +
  • Option to hide vote hud after own voting
  • +
  • Hide scores, when minimap is shown
  • +
  • Enforce scoreboard during intermission
  • +
  • Nice filenames for screenshots and demos
  • +
  • Fixed & extended tktf flag grab messages
  • +
+

+ Server

+
    +
  • Connect new players to the smaller or weaker team
  • +
  • Optionally write recorded demos to files
  • +
  • Optionally restrict a server to server-provided maps
  • +
  • Configurable voting permissions
  • +
  • Missing config file warning
  • +
  • Fixed kick, ban & forceteam votes
  • +
  • Nore & fixed log messages
  • +
  • Custom server description is kept until the player leaves who changed it
  • +
  • Automatic demo recording bug fixed
  • +
  • Admin voting fixed
  • +
  • Escaping special characters for commandline arguments
  • +
  • Enhanced filtering for server descriptions
  • +
  • Cleanup blacklist before use (fixes bug)
  • +
  • Write the clients AC version to the log
  • +
+

+ AssaultCube v1.0

+

+ Released: 21st of November, 2008 +

+

+ Gameplay

+
    +
  • New maps: ac_power, ac_elevation, ac_toxic, ac_urban, ac_shine, ac_desert3, ac_keller, + ac_sunset, ac_arctic and ac_scaffold.
  • +
  • New game modes: Hunt the flag, Keep the flag & Team keep the flag.
  • +
  • Crouching, hide effectively and shoot with more precision.
  • +
  • Smooth recoil changes.
  • +
  • Spectator and player-following.
  • +
  • Reduced violence mode.
  • +
+

+ Audio

+
    +
  • OpenAL 1.1 support (Allows for 5.1 surround sound).
  • +
  • Footsteps, bullet ricochets and other new sound effects.
  • +
  • Voice-coms, a varietey of team commands.
  • +
  • Action music when stealing the CTF flag.
  • +
  • Two new soundtracks (Cube 1).
  • +
  • Ambient map-sounds.
  • +
+

+ Graphics

+
    +
  • Stencil shadow support.
  • +
  • Brand new mapmodels.
  • +
  • Vertex lighting for mapmodels.
  • +
  • Visibility options for player models.
  • +
  • Custom playerskin support.
  • +
  • Scorch marks made by grenades.
  • +
  • Muzzle flashes.
  • +
  • Bulletholes (Cube 2).
  • +
  • New sniper scope.
  • +
  • New text rendering (Cube 2).
  • +
  • Batched model rendering.
  • +
  • New startscreen and icons.
  • +
  • New damage screen.
  • +
+

+ Interface

+
    +
  • Enhanced scoreboard asthetics and features.
  • +
  • More advanced/intuitive interface for changing sound and video options.
  • +
  • Keybinding menu, mouse invert support.
  • +
  • Welcome menu that asks for fundamental options to be changed.
  • +
  • Map and crosshair menus show ALL items from their resource directory.
  • +
  • Sliders, checkboxes and text-inputs now available for menus.
  • +
  • Better crosshair menu/support.
  • +
  • An in-game multiplayer menu with the options that you'll specifically need while + in-game, and also lists admin commands if you're administrator.
  • +
  • New custom connect and admin connect menu.
  • +
  • AssaultCube updates servers for you.
  • +
  • Nickname, mapname and entity type auto-completion.
  • +
  • When files are written to disk by the game, the game advises you.
  • +
  • Game output prints scores at the end of each match in the console.
  • +
  • Damage indicators in the HUD.
  • +
  • Text cursor now makes a flickering effect.
  • +
  • Better countdown timers for respawn.
  • +
  • A compass inside the minimap.
  • +
  • Support for apple meta keys.
  • +
  • Mouse sensitivity is now "floating point".
  • +
+

+ Server

+
    +
  • AssaultCube server wizard (which allows it to run as a windows service if needed).
  • +
  • Even better netcode with various improvements.
  • +
  • Customizable ports allowed for servers.
  • +
  • CSL (cube server lister) support.
  • +
  • Whois command.
  • +
  • New masterserver implementation (OSS, ASP.NET).
  • +
  • Server supports syslog loggin on Linux-like patforms.
  • +
  • Auto-getmap and map config sending.
  • +
  • Server can provide custom maps and learn new maps.
  • +
  • When joining a server, players now connect to the smaller team.
  • +
  • New extensions/plugin system for the server.
  • +
  • New map storage/sending system.
  • +
  • Support for admins to change the server description in-game.
  • +
  • Multiple admin password support.
  • +
  • Passwords to allow access for blacklisted players.
  • +
  • IP Blacklisting support.
  • +
  • Team shuffle command.
  • +
  • Min/max player support for the maprotation - If there are too many/few players, + depending on the map rotation settings, that map will be skipped in rotation.
  • +
  • Auto-ban threshold for the server.
  • +
  • Auto-forceteam ensures that teams are always even in team-based modes.
  • +
  • The server now checks cfg files periodically and updates if any have changed.
  • +
  • More secure sending of passwords to the server.
  • +
  • Simple SPAM detection and suppression.
  • +
  • Serverside demo recording (Cube 2).
  • +
  • Searching LAN will show all LAN servers.
  • +
  • Muliple IP addresses are allowed on one server.
  • +
+

+ Editing

+
    +
  • New "clip" entity allows easy clipping for map editors.
  • +
  • Better support for mods of this game.
  • +
  • "editent" command to easily edit entities.
  • +
  • Flags and pickups show up in edit mode.
  • +
  • "loadnotexture" command, allowing a custom texture to be loaded if the user doesn't + have the correct content.
  • +
  • Better playerskin support. See /docs/playerskins.html for more information.
  • +
+

+ Misc

+
    +
  • Configurable script security contexts to run map configs in a "sandbox".
  • +
  • Multi-user support for Windows/Linux, stores your configurations/files to your user + profile.
  • +
  • Lots of new documentation, including user guides for map editing.
  • +
  • 64-bit linux binaries now included in release.
  • +
+

+ Fixes

+
    +
  • Map cleanups/fixes.
  • +
  • Better bot waypoints.
  • +
  • Quick-switch exploit fixed.
  • +
  • Forceteam/autoteam/team change issues fixed.
  • +
  • HUD gun no longer appears to go through walls.
  • +
  • Fixed reloading while scoping issue.
  • +
  • "hideradar 0" doesn't disable the minimap anymore.
  • +
  • Scope is always drawn at correct aspect ratio now.
  • +
  • CTF flag now drops correctly on heightfields.
  • +
  • "Unknown" servers now show as "empty".
  • +
  • Grenades don't fall through bridges/platforms.
  • +
  • Suicides drop the flag, instead of resetting it.
  • +
  • Better spawning - Players don't spawn in the same location (in arena game modes).
  • +
  • "sendmap filename" will no longer write to file, unless in co-op edit mode.
  • +
  • "getmap" will now get the right map, or no map.
  • +
  • Securemaps now work as intended.
  • +
  • Mapmodel occulling fix.
  • +
  • Documentation is IE friendly
  • +
  • Plus many others...
  • +
+

+ AssaultCube v0.93

+

+ Released: 4th of June, 2007

+
    +
  • A new name: ActionCube is now known as AssaultCube. Best feature ever...
  • +
  • New map: ac_snow.
  • +
  • Mini team-radar.
  • +
  • Map overview.
  • +
  • In-game documentation reference (command prompt and menus).
  • +
  • Water reflections.
  • +
  • Dynamic player shadows.
  • +
  • Bulletholes.
  • +
  • 3rd person demo playback, pausing and slow motion (experimental).
  • +
  • Team chat.
  • +
  • New 'admin' client role, which allows server owners to break into locked servers.
  • +
  • New explosion GFX (Sauerbraten backport).
  • +
  • Improved weapon sway.
  • +
  • Small physic improvements.
  • +
  • Improved scorebard.
  • +
  • Server MOTD (message of the day).
  • +
  • Master can now force a player to the enemy team.
  • +
  • Player collisions improved.
  • +
  • Local renaming of duplicate player names (Sauerbraten backport).
  • +
  • Improved app launcher for Mac (Sauerbraten backport).
  • +
  • Reload animation now plays correctly.
  • +
  • Flag now drops correctly on heighfields.
  • +
  • Akimbo pickup doesn't cause a weapon change when using the sniper.
  • +
  • CTF join bug fixed.
  • +
+

+ ActionCube v0.92

+

+ Released: 17th of Janurary, 2007

+
    +
  • New bot gamemode one shot, one kill.
  • +
  • Auto team.
  • +
  • Connecting players stay dead in arena modes.
  • +
  • Colored messages.
  • +
  • Public and private server mastermodes.
  • +
  • Tweaked weapon balance.
  • +
  • Sniper headshot kills instantly and shows some gibs.
  • +
  • All gibs count as two frags (knife, nade, sniper headshot).
  • +
  • CTF flag resets on teamkill.
  • +
  • A big note on the teamkillers screen.
  • +
  • Quick nade throw (key G, MOUSE2).
  • +
  • Better spawning.
  • +
  • Fixed skin menu.
  • +
  • Fixed flag disappear on disconnect.
  • +
  • Fixed shooting while editing.
  • +
  • Fixed invincible bots.
  • +
  • Fixed several memory bugs.
  • +
+

+ ActionCube v0.91

+

+ Released: 12 of November, 2006

+

+ Some of the features are backports from Sauerbraten, thanks to eihrul. +

+
    +
  • New game mode "one shot, one kill".
  • +
  • New map: ac_desert2.
  • +
  • Netcode and new version of the enet library (consumes less bandwidth).
  • +
  • Weapon balance tweaked.
  • +
  • Config saving.
  • +
  • Support for md3 mapmodels.
  • +
  • Faster geometry rendering.
  • +
  • Faster ladder climbing.
  • +
  • 3rd person death.
  • +
  • Advanced console.
  • +
  • Screenres command and fullscreen var.
  • +
  • Limit fps with maxFPS.
  • +
  • -z, -b, and -a command-line options.
  • +
  • Ctf flagpick bug fixed.
  • +
  • Gib crash fixed.
  • +
  • Flag count fixed.
  • +
  • Scores now save across disconnects.
  • +
  • Player death animation fixed.
  • +
  • Weapon hit absorbtion fixed.
  • +
+

+ ActionCube v0.90 - First public beta

+

+ Released: 4th of November, 2006 +

+

+ Artwork +

+
    +
  • 55 new mapmodels.
  • +
  • 4 high quality new maps.
  • +
  • 100% new texture set (new, not fully original).
  • +
  • 100% new content (original, apart from sounds/playermodel).
  • +
  • New weapons: Knife, Pistol, Shotgun, Subgun, Assault Rifle, Sniper Rifle, Grenades.
  • +
  • New items: Health, Ammobox , Kevlar, Clips, Grenades, Akimbo Powerup.
  • +
  • New sounds.
  • +
  • The well known SAS Quake2 model by Darren Pattenden.
  • +
+

+ Game/Engine +

+
    +
  • Gamemodes: +
      +
    • Capture The Flag (Ported from pCube).
    • +
    • Team Deathmatch.
    • +
    • Team Survivor.
    • +
    • Last man Standing.
    • +
    • Deathmatch.
    • +
    • Pistol Frenzy.
    • +
    • Last Swiss Standing.
    • +
    +
  • +
  • Two fixed teams with chooseable skins.
  • +
  • Server side maprotation (Ported from pCube).
  • +
  • md3 hudguns.
  • +
  • Vweap support for all weapons.
  • +
  • Weapon reloading.
  • +
  • Bullet flyby FX.
  • +
  • Weapon bob/sway.
  • +
  • Ladders.
  • +
  • Gib FX.
  • +
  • New menu/HUD GFX (model drawing).
  • +
  • Simple kick/ban systems.
  • +
  • Bot support (adaption of the CUBEbots).
  • +
+

+ The day makkE came to town...

+
+ **** BEGIN LOGGING AT Sun Aug 1 11:46:13 2004
+ Aug 01 16:12:02 --> makkE (makkE@116-1-87.w193-250.abo.wanadoo.fr) has joined + #ActionCube
+ Aug 01 16:12:18 <makkE> hi
+ Aug 01 16:13:29 <driAn> hi +
+

+ Project Launch +

+

+ In July 2004, Arghvark, driAn, Verbal_ and dtd started developing AssaultCube. +

+
+ +
+ + diff --git a/ac/docs/promo.html b/ac/docs/promo.html new file mode 100644 index 0000000000..3fa70e7ff9 --- /dev/null +++ b/ac/docs/promo.html @@ -0,0 +1,130 @@ + + + + Promoting AssaultCube + + + + + +
+ +
+

+ AssaultCube: Promoting AssaultCube +

+
+
+

+ Promoting AssaultCube +

+

+ There are numerous ways you can promote AssaultCube and spread the word of this game to others, but to help + you out, we've created a small HTML script that you can use as a template to help spread the word of AssaultCube... +

+

+ This HTML can be used in e-mails, forums, etc, etc... go wild, but don't spam! Simply copy/paste the HTML code below: +

+ + + + + + +

+... See below to see what it would look like. +

+ + + + +
+ +
+
+ + AssaultCube v1.0 + +
+

+ Version 1.0 +

+
+

+ + AssaultCube is a free first-person-shooter set in a realistic looking environment with fast & arcade game play. +
+ This game is all about team-oriented multiplayer fun. +
+

+ + AssaultCube v1.0 + +

+ + Provided in a small 40mb package, with special coding which utilizes +
+ efficient use of bandwidth, it allows multiplayer use even on a 56K modem. +
+

+ + AssaultCube v1.0 + +

+ + AssaultCube is fast and runs on old hardware. With the right settings +
+ you can make AssaultCube work, even on an old Pentium III using a GeForce II. +
+

+
+ + + + + + +
+ Windows +
+
+ + Windows + +
+
+ Linux +
+
+ + Linux + +
+
+ Mac +
+
+ + Mac + +
+
+
+

+ + AssaultCube is Open Source and runs on OpenGL, OpenAL and SDL. +
+ This allows AssaultCube to be supported across Windows, Linux & Mac. +
+

+

+ + + Download it here! + + +

+
+
\ No newline at end of file diff --git a/ac/packages/maps/ac_depot_classic.cfg b/ac/packages/maps/ac_depot_classic.cfg index 2657f83f3c..6752cdba51 100644 --- a/ac/packages/maps/ac_depot_classic.cfg +++ b/ac/packages/maps/ac_depot_classic.cfg @@ -114,7 +114,7 @@ texture 0 "./arcitool/Blockbohlen-natur.jpg" texture 0 "./arcitool/Glasbausteine.jpg" texture 0 "./mitaman/grsites/brick065.jpg" texture 0 "./arcitool/rohbaubims.jpg" -texture 0 "./arcitool/asbest-raute.jpg" +texture 0 "./makke/black.jpg" texture 0 "./arcitool/sichtbeton1.jpg" texture 0 "./arcitool/sichtbeton2.jpg" texture 0 "./arcitool/Wellblech1-1.jpg" diff --git a/ac/packages/maps/ac_depot_classic.cgz b/ac/packages/maps/ac_depot_classic.cgz index 66c714a899..57c636403e 100644 Binary files a/ac/packages/maps/ac_depot_classic.cgz and b/ac/packages/maps/ac_depot_classic.cgz differ diff --git a/ac/packages/maps/ac_douze.cgz b/ac/packages/maps/ac_douze.cgz index 47088ed5a2..0095416c2b 100644 Binary files a/ac/packages/maps/ac_douze.cgz and b/ac/packages/maps/ac_douze.cgz differ diff --git a/ac/packages/maps/ac_gothic.cfg b/ac/packages/maps/ac_gothic.cfg index 780085d5ec..57a5234b3a 100644 --- a/ac/packages/maps/ac_gothic.cfg +++ b/ac/packages/maps/ac_gothic.cfg @@ -1,155 +1,118 @@ -//AC_Gothic CFG - -//settings fog 680 - -mapmodelreset // start @ zero - -mapmodel 1 6 0 0 "nothing" //0 (Alter the values in your map.cfg and use to clip models - // that can't be clipped properly otherwise) -mapmodel 4 1 0 0 "comp_bridge" //1 -mapmodel 0 7 0 0 "ladder_7x" //2 -mapmodel 0 8 0 0 "ladder_8x" //3 -mapmodel 0 10 0 0 "ladder_10x" //4 -mapmodel 0 11 0 0 "ladder_11x" //5 -mapmodel 0 15 0 0 "ladder_15x" //6 -mapmodel 0 12 0 0 "streetlamp" //7 -mapmodel 0 12 0 0 "streetlamp" //8 -mapmodel 3 2 0 0 "bench" //9 -mapmodel 2 4 0 0 "dumpster" //10 -mapmodel 0 0 0 0 "roadblock01" //11 use nothing mapmodels to clip -mapmodel 0 0 0 0 "roadblock02" //12 -mapmodel 1 8 0 0 "fence" //13 (Mind the orientation of fence components (lightning) -mapmodel 1 8 0 0 "fencepost" //14 -mapmodel 0 0 0 0 "fencegate_open" //15 -mapmodel 1 8 0 0 "fencegate_closed" //16 -mapmodel 0 0 0 0 "grass01" //17 -mapmodel 0 0 0 0 "grass01_d" //18 -mapmodel 0 0 0 0 "grass01_s" //19 -mapmodel 0 0 0 0 "grass02" //20 -mapmodel 0 0 0 0 "grass02_d" //21 -mapmodel 0 0 0 0 "grass02_s" //22 -mapmodel 0 0 0 0 "plant01" //23 -mapmodel 0 0 0 0 "plant01_d" //24 -mapmodel 0 0 0 0 "plant01_s" //25 -mapmodel 0 0 0 0 "tree01" //26 -mapmodel 1 2 0 0 "chair1" //27 -mapmodel 0 0 0 0 "laptop1" //28 -mapmodel 0 0 0 0 "picture1" //29 (If you wish to put a custom picture in the frame - // use the skin_blanco.jpg. Please make a new folder, - // preferably called picture1_yourmapname) -mapmodel 1 6 0 0 "locker" //30 -mapmodel 0 0 0 0 "strahler" //31 -mapmodel 0 0 0 0 "light01" //32 -mapmodel 0 0 0 0 "bulb" //33 -mapmodel 1 3 0 0 "barrel" //34 -mapmodel 1 2 0 0 "barrel2" //35 -mapmodel 0 0 0 0 "elektro" //36 -mapmodel 3 1 0 0 "europalette" //37 -mapmodel 0 0 0 0 "gastank" //38 Use nothing model to clip. See -mapmodel 2 1 0 0 "gutter_h" //39 -mapmodel 1 2 0 0 "gutter_v" //40 -mapmodel 0 0 0 0 "wrench" //41 -mapmodel 0 0 0 0 "screw" //42 -mapmodel 0 0 0 0 "signs/flammable" //43 -mapmodel 0 0 0 0 "signs/speed" //44 -mapmodel 0 0 0 0 "signs/maint" //45 -mapmodel 0 0 0 0 "signs/caution" //46 -mapmodel 0 0 0 0 "signs/biohazard" //47 -mapmodel 0 0 0 0 "fag" //48 -mapmodel 0 0 0 0 "can" //49 -mapmodel 0 0 0 0 "can2" //50 -mapmodel 0 0 0 0 "wood01" //51 -mapmodel 0 0 0 0 "hook" //52 -mapmodel 0 0 0 0 "coffeemug" //53 -mapmodel 0 0 0 0 "flyer" //54 -mapmodel 0 0 1 0 "poster" //55 (Mind z-buffer issues on 16bit!) -mapmodel 1 1 0 0 "aard" //56 - // Start of 1.0 mapmodels. -mapmodel 4 1 0 0 "bridge" //57 -mapmodel 0 1 0 0 "ladder_rung" //58 -mapmodel 0 0 0 0 "drainpipe" //59 - // Start of Tocas mapmodels. -mapmodel 2 2 0 0 "toca/airconditioner" //60 -mapmodel 0 0 0 0 "toca/bullet" //61 -mapmodel 0 1 0 0 "toca/cinderblock" //62 -mapmodel 1 7 0 0 "toca/commrack" //63 -mapmodel 1 4 0 0 "toca/commrack2" //64 -mapmodel 0 0 0 0 "toca/computer/monkeymou" //65 -mapmodel 1 8 0 0 "toca/corrugated/beam" //66 (For use with corrugated fence) -mapmodel 1 4 0 0 "toca/guardrail" //67 (Use nothing mapmodel to clip) -mapmodel 1 4 0 0 "toca/guardrail2" //68 (Use nothing mapmodel to clip) -mapmodel 0 0 0 0 "toca/milkcarton" //69 -mapmodel 0 0 0 0 "toca/monitor" //70 -mapmodel 2 3 0 0 "toca/officedesk" //71 (Use nothing mapmodel to clip the sides) -mapmodel 0 5 0 0 "toca/plasmatv" //72 (Use nothing mapmodel to clip the sides) -mapmodel 3 1 0 0 "toca/platformmet" //73 -mapmodel 0 6 0 0 "toca/powermeter" //74 -mapmodel 1 6 0 0 "toca/rack" //75 (Use nothing mapmodel to clip the sides) -mapmodel 2 8 0 0 "toca/radarconsole" //76 (Use nothing mapmodel to clip the sides) -mapmodel 0 0 0 0 "toca/securitycam/secucam" //77 -mapmodel 0 0 0 0 "toca/sgshell" //78 -mapmodel 3 1 7 0 "toca/stairs1" //79 (Use nothing mapmodels to clip the stairs) -mapmodel 3 1 0 0 "toca/stairs2" //80 (Use nothing mapmodels to clip the stairs) -mapmodel 1 3 0 0 "toca/radioactivedrum" //81 -mapmodel 1 2 0 0 "toca/radioactivedrum2" //82 -mapmodel 2 1 0 0 "toca/tyre" //83 -mapmodel 1 2 0 0 "toca/trashbag" //84 -mapmodel 1 3 0 0 "toca/trashcan" //85 -mapmodel 1 2 0 0 "toca/tv" //86 -mapmodel 2 3 0 0 "toca/utilitytable" //87 (Use nothing mapmodels to clips the sides) -mapmodel 1 3 0 0 "toca/wheel" //88 -mapmodel 0 0 0 0 "toca/signs/biohazard" //89 -mapmodel 0 0 0 0 "toca/signs/chemical" //90 -mapmodel 0 0 0 0 "toca/signs/confined" //91 -mapmodel 0 0 0 0 "toca/signs/toxic" //92 -mapmodel 0 0 0 0 "toca/signs/donotenter" //93 -mapmodel 0 0 0 0 "toca/signs/explosives" //94 -mapmodel 0 0 0 0 "toca/signs/firstaid" //95 -mapmodel 0 0 0 0 "toca/signs/noentry" //96 -mapmodel 0 0 0 0 "toca/signs/nosmoking" //97 -mapmodel 0 0 0 0 "toca/signs/radioactive" //98 -mapmodel 0 0 0 0 "toca/signs/restricted" //99 -mapmodel 1 6 0 0 "toca/signs/target" //100 -mapmodel 0 2 0 0 "toca/computer/pc" //101 -mapmodel 1 8 0 0 "toca/corrugated/fence1" //102 -mapmodel 1 8 0 0 "toca/corrugated/fence2" //103 -mapmodel 0 0 0 0 "toca/securitycam/vertmount" //104 (For use with camera mapmodel 77) -mapmodel 0 0 0 0 "toca/securitycam/wallmount" //105 (For use with camera mapmodel 77) -mapmodel 1 4 0 0 "toca/guardrail2/gr2pole" //106 -mapmodel 0 0 0 0 "toca/airconditioner/interior" //107 - // End of Tocas mapmodels. - -// skybox for this map - check /packages/skymaps/ - -//loadsky "textures/skymaps/steini/steini2" -//loadsky "textures/skymaps/steini/steini3" +shadowyaw 90 +mapmodelreset +mapmodel 1 6 0 0 "nothing" +mapmodel 4 1 0 0 "comp_bridge" +mapmodel 0 7 0 0 "ladder_7x" +mapmodel 0 8 0 0 "ladder_8x" +mapmodel 0 10 0 0 "ladder_10x" +mapmodel 0 11 0 0 "ladder_11x" +mapmodel 0 15 0 0 "ladder_15x" +mapmodel 0 12 0 0 "streetlamp" +mapmodel 0 12 0 0 "streetlamp" +mapmodel 3 2 0 0 "bench" +mapmodel 2 4 0 0 "dumpster" +mapmodel 0 0 0 0 "roadblock01" +mapmodel 0 0 0 0 "roadblock02" +mapmodel 1 8 0 0 "fence" +mapmodel 1 8 0 0 "fencepost" +mapmodel 0 0 0 0 "fencegate_open" +mapmodel 1 8 0 0 "fencegate_closed" +mapmodel 0 0 0 0 "grass01" +mapmodel 0 0 0 0 "grass01_d" +mapmodel 0 0 0 0 "grass01_s" +mapmodel 0 0 0 0 "grass02" +mapmodel 0 0 0 0 "grass02_d" +mapmodel 0 0 0 0 "grass02_s" +mapmodel 0 0 0 0 "plant01" +mapmodel 0 0 0 0 "plant01_d" +mapmodel 0 0 0 0 "plant01_s" +mapmodel 0 0 0 0 "tree01" +mapmodel 1 2 0 0 "chair1" +mapmodel 0 0 0 0 "laptop1" +mapmodel 0 0 0 0 "picture1" +mapmodel 1 6 0 0 "locker" +mapmodel 0 0 0 0 "strahler" +mapmodel 0 0 0 0 "light01" +mapmodel 0 0 0 0 "bulb" +mapmodel 1 3 0 0 "barrel" +mapmodel 1 2 0 0 "barrel2" +mapmodel 0 0 0 0 "elektro" +mapmodel 3 1 0 0 "europalette" +mapmodel 0 0 0 0 "gastank" +mapmodel 2 1 0 0 "gutter_h" +mapmodel 1 2 0 0 "gutter_v" +mapmodel 0 0 0 0 "wrench" +mapmodel 0 0 0 0 "screw" +mapmodel 0 0 0 0 "signs/flammable" +mapmodel 0 0 0 0 "signs/speed" +mapmodel 0 0 0 0 "signs/maint" +mapmodel 0 0 0 0 "signs/caution" +mapmodel 0 0 0 0 "signs/biohazard" +mapmodel 0 0 0 0 "fag" +mapmodel 0 0 0 0 "can" +mapmodel 0 0 0 0 "can2" +mapmodel 0 0 0 0 "wood01" +mapmodel 0 0 0 0 "hook" +mapmodel 0 0 0 0 "coffeemug" +mapmodel 0 0 0 0 "flyer" +mapmodel 0 0 1 0 "poster" +mapmodel 1 1 0 0 "aard" +mapmodel 4 1 0 0 "bridge" +mapmodel 0 1 0 0 "ladder_rung" +mapmodel 0 0 0 0 "drainpipe" +mapmodel 2 2 0 0 "toca/airconditioner" +mapmodel 0 0 0 0 "toca/bullet" +mapmodel 0 1 0 0 "toca/cinderblock" +mapmodel 1 7 0 0 "toca/commrack" +mapmodel 1 4 0 0 "toca/commrack2" +mapmodel 0 0 0 0 "toca/computer/monkeymou" +mapmodel 1 8 0 0 "toca/corrugated/beam" +mapmodel 1 4 0 0 "toca/guardrail" +mapmodel 1 4 0 0 "toca/guardrail2" +mapmodel 0 0 0 0 "toca/milkcarton" +mapmodel 0 0 0 0 "toca/monitor" +mapmodel 2 3 0 0 "toca/officedesk" +mapmodel 0 5 0 0 "toca/plasmatv" +mapmodel 3 1 0 0 "toca/platformmet" +mapmodel 0 6 0 0 "toca/powermeter" +mapmodel 1 6 0 0 "toca/rack" +mapmodel 2 8 0 0 "toca/radarconsole" +mapmodel 0 0 0 0 "toca/securitycam/secucam" +mapmodel 0 0 0 0 "toca/sgshell" +mapmodel 3 1 7 0 "toca/stairs1" +mapmodel 3 1 0 0 "toca/stairs2" +mapmodel 1 3 0 0 "toca/radioactivedrum" +mapmodel 1 2 0 0 "toca/radioactivedrum2" +mapmodel 2 1 0 0 "toca/tyre" +mapmodel 1 2 0 0 "toca/trashbag" +mapmodel 1 3 0 0 "toca/trashcan" +mapmodel 1 2 0 0 "toca/tv" +mapmodel 2 3 0 0 "toca/utilitytable" +mapmodel 1 3 0 0 "toca/wheel" +mapmodel 0 0 0 0 "toca/signs/biohazard" +mapmodel 0 0 0 0 "toca/signs/chemical" +mapmodel 0 0 0 0 "toca/signs/confined" +mapmodel 0 0 0 0 "toca/signs/toxic" +mapmodel 0 0 0 0 "toca/signs/donotenter" +mapmodel 0 0 0 0 "toca/signs/explosives" +mapmodel 0 0 0 0 "toca/signs/firstaid" +mapmodel 0 0 0 0 "toca/signs/noentry" +mapmodel 0 0 0 0 "toca/signs/nosmoking" +mapmodel 0 0 0 0 "toca/signs/radioactive" +mapmodel 0 0 0 0 "toca/signs/restricted" +mapmodel 1 6 0 0 "toca/signs/target" +mapmodel 0 2 0 0 "toca/computer/pc" +mapmodel 1 8 0 0 "toca/corrugated/fence1" +mapmodel 1 8 0 0 "toca/corrugated/fence2" +mapmodel 0 0 0 0 "toca/securitycam/vertmount" +mapmodel 0 0 0 0 "toca/securitycam/wallmount" +mapmodel 1 4 0 0 "toca/guardrail2/gr2pole" +mapmodel 0 0 0 0 "toca/airconditioner/interior" loadsky "textures/skymaps/socksky/nightball" -//loadsky "textures/skymaps/makke/rocky" -//loadsky "textures/skymaps/makke/mountain" - -// used textures in this map - check /packages/textures/ - -// texture 0 is hardcoded as the sky -// texture 1 is hardcoded as the default liquid texture -// texture 2 is the default wall texture (for new maps) -// texture 3 is the default floor texture -// texture 4 is the default ceiling texture - -texturereset // starts the texture slot/index at 0 - -texture 0 "kurt/klite1.jpg" //dummy - -//-------------water-uncomment all but one!------ - -texture 0 "./noctua/water/water01.jpg" -//texture 0 "./noctua/water/water04.jpg" -//texture 0 "./noctua/water/water05.jpg" -//texture 0 "./makke/muddywater.jpg" -//texture 0 "./noctua/water/snow01.jpg" - -//-----brickwalls------- - +texturereset +texture 0 "./kurt/klite1.jpg" +texture 0 "./makke/black.jpg" texture 0 "./arcitool/archibrick01.jpg" texture 0 "./arcitool/archibrick02.jpg" texture 0 "./arcitool/archibrick03.jpg" @@ -175,9 +138,6 @@ texture 0 "./makke/mauer1.jpg" texture 0 "./makke/mauer2.jpg" texture 0 "./makke/d_brick.jpg" texture 0 "./mitaman/3dcafe/stone18.jpg" - -//---- tiles -------- - texture 0 "./noctua/tiles/16tile12.jpg" texture 0 "./noctua/tiles/16tile09.jpg" texture 0 "./noctua/tiles/16tile10.jpg" @@ -192,9 +152,6 @@ texture 0 "./arcitool/Cotta2-dunkel.jpg" texture 0 "./arcitool/Cotta2-grau.jpg" texture 0 "./arcitool/Cotta2-satt.jpg" texture 0 "./makke/tiles.jpg" - -//------floorings---------------- - texture 0 "./noctua/ground/cobbles01.jpg" texture 0 "./arcitool/pflaster2.jpg" texture 0 "./arcitool/gittersteine2.jpg" @@ -205,9 +162,6 @@ texture 0 "./makke/c_tile.jpg" texture 0 "./makke/pebbles_01.jpg" texture 0 "./arcitool/sisal21.jpg" texture 0 "./makke/platten.jpg" - -//------asphalt/concrete------------------------ - texture 0 "./noctua/ground/asph01.jpg" texture 0 "./noctua/ground/asph02.jpg" texture 0 "./noctua/ground/asph03.jpg" @@ -230,9 +184,6 @@ texture 0 "./noctua/wall/conc01.jpg" texture 0 "./noctua/wall/conc02.jpg" texture 0 "./noctua/wall/conc05.jpg" texture 0 "./noctua/wall/wall02.jpg" - -//-----wall/ceiling/plaster------ - texture 0 "./arcitool/sichtbeton1.jpg" texture 0 "./arcitool/sichtbeton2.jpg" texture 0 "./noctua/ground/snowy02.jpg" @@ -243,9 +194,6 @@ texture 0 "./noctua/wall/plast03.jpg" texture 0 "./noctua/wall/plast04.jpg" texture 0 "./mitaman/various/5sqtunnelroad.jpg" texture 0 "./mitaman/various/027metal.jpg" - -//---------metal---------- - texture 0 "./boeck/metal_019.jpg" texture 0 "./boeck/metal_019_b.jpg" texture 0 "./mitaman/various/036metal.jpg" @@ -272,9 +220,6 @@ texture 0 "./noctua/metal/verdig01.jpg" texture 0 "./noctua/metal/brass01.jpg" texture 0 "./mitaman/various/006metal.jpg" texture 0 "./mitaman/various/metal020.jpg" - -//-------wood--------------------- - texture 0 "./boeck/wood_009.jpg" texture 0 "./boeck/wood_010.jpg" texture 0 "./boeck/wood_017.jpg" @@ -298,9 +243,6 @@ texture 0 "./noctua/wood/wood03.jpg" texture 0 "./noctua/wood/wood04.jpg" texture 0 "./mitaman/various/063bois.jpg" texture 0 "./mitaman/various/063bois_b.jpg" - -//-----mud/grass/sand---------- - texture 0 "./craig_fortune/terrain/grass_lush1.jpg" texture 0 "./craig_fortune/terrain/Grass_mossy.jpg" texture 0 "./craig_fortune/terrain/Grass_parched.jpg" @@ -323,9 +265,6 @@ texture 0 "./noctua/ground/mud01.jpg" texture 0 "./noctua/ground/pebble01.jpg" texture 0 "./noctua/ground/ground02.jpg" texture 0 "./noctua/ground/ground06.jpg" - -//-----rock/stone---------------- - texture 0 "./arcitool/schotter1.jpg" texture 0 "./arcitool/schotter2.jpg" texture 0 "./craig_fortune/terrain/Rock_cracked.jpg" @@ -352,24 +291,18 @@ texture 0 "./noctua/stone/stone19.jpg" texture 0 "./noctua/wall/conc03.jpg" texture 0 "./noctua/wall/conc04.jpg" texture 0 "./noctua/wall/d_wall01.jpg" - -//-------------carpet--------------- - texture 0 "./noctua/textile/carpet04.jpg" texture 0 "./noctua/textile/carpet01.jpg" texture 0 "./noctua/textile/carpet02.jpg" texture 0 "./noctua/textile/carpet03.jpg" texture 0 "./noctua/textile/burlap01.jpg" texture 0 "./noctua/textile/carpet05.jpg" - -//-------------trim------------------ - texture 0 "./arcitool/Wellblech1-1.jpg" texture 0 "./arcitool/Glasbausteine.jpg" texture 0 "./boeck/gully.jpg" texture 0 "./boeck/aircon2.jpg" texture 0 "./makke/aircon.jpg" -texture 0 "./makke/aircon_sm.jpg" //100 +texture 0 "./makke/aircon_sm.jpg" texture 0 "./makke/door.jpg" texture 0 "./makke/klappe.jpg" texture 0 "./makke/klappe2.jpg" @@ -394,7 +327,7 @@ texture 0 "./makke/metalstair1.jpg" texture 0 "./makke/metalstair2.jpg" texture 0 "./mitaman/zastrow/metal_siding_kinksb.jpg" texture 0 "./makke/window.jpg" -texture 0 "./makke/windows.jpg" +texture 0 "./makke/windows.jpg" texture 0 "./mitaman/zastrow/sub_window31.jpg" texture 0 "./mitaman/zastrow/sub_window33.jpg" texture 0 "./mitaman/various/sub_window23.jpg" @@ -408,9 +341,6 @@ texture 0 "./mitaman/zastrow/sub_doors512A10.jpg" texture 0 "./mitaman/zastrow/sub_doors512A16.jpg" texture 0 "./mitaman/various/sub_doors256nf_01.jpg" texture 0 "./mitaman/3dcafe/objects08.jpg" - -//------crates---------- - texture 0 "./craig_fortune/crates/light_weathered.jpg" texture 0 "./craig_fortune/crates/light.jpg" texture 0 "./zastrow/3wood_crate_03.jpg" @@ -427,53 +357,51 @@ texture 0 "./zastrow/wood_crate_10.jpg" texture 0 "./zastrow/wood_crate_12.jpg" texture 0 "./makke/box_2.jpg" texture 0 "./makke/box_4.jpg" -texture 0 "./makke/box_3.jpg" //241 - - +texture 0 "./makke/box_3.jpg" mapsoundreset -mapsound "./ambience/cavedrip.ogg" -1 //0 -mapsound "./ambience/distant_cars.ogg" -1 // 1 -mapsound "./ambience/hum01.ogg" -1 // 2 -mapsound "./ambience/hum02.ogg" -1 // 3 -mapsound "./ambience/night_crickets.ogg" -1 // 4 -mapsound "./ambience/water.ogg" -1 // 5 -mapsound "./ambience/wind.ogg" -1 // 6 -mapsound "./ambience/t_aircond.ogg" -1 // 7 -mapsound "./ambience/t_compressor.ogg" -1 // 8 -mapsound "./ambience/t_crow.ogg" -1 // 9 -mapsound "./ambience/t_dogs01.ogg" -1 // 10 -mapsound "./ambience/t_helicopter.ogg" -1 // 11 -mapsound "./ambience/t_hum01.ogg" -1 // 12 -mapsound "./ambience/t_hum02.ogg" -1 // 13 -mapsound "./ambience/t_hum03.ogg" -1 // 14 -mapsound "./ambience/t_hum04.ogg" -1 // 15 -mapsound "./ambience/t_night_dog.ogg" -1 // 16 -mapsound "./ambience/t_night01.ogg" -1 // 17 -mapsound "./ambience/t_night02.ogg" -1 // 18 -mapsound "./ambience/t_radio_comms.ogg" -1 // 19 -mapsound "./ambience/t_radio_static.ogg" -1 // 20 -mapsound "./ambience/t_satcoms.ogg" -1 // 21 -mapsound "./ambience/t_sludge.ogg" -1 // 22 -mapsound "./ambience/t_static01.ogg" -1 // 23 -mapsound "./ambience/t_static02.ogg" -1 // 24 -mapsound "./ambience/t_vent01.ogg" -1 // 25 -mapsound "./ambience/t_vent02.ogg" -1 // 26 -mapsound "./ambience/t_water_owl.ogg" -1 // 27 -mapsound "./ambience/t_water01.ogg" -1 // 28 -mapsound "./ambience/t_waterdrip.ogg" -1 // 29 -mapsound "./ambience/t_wind.ogg" -1 // 30 -mapsound "./ambience/t_waterpipe01.ogg" -1 // 31 -mapsound "./ambience/t_waterpipe02.ogg" -1 // 32 -mapsound "./ambience/warningalarm01.ogg" -1 // 33 -mapsound "./ambience/t_gastank.ogg" -1 // 34 -mapsound "./ambience/t_keyboard.ogg" 1 // 35 - For use with computer/keyboard mapmodels. -mapsound "./ambience/t_factory01.ogg" -1 // 36 -mapsound "./ambience/t_vents.ogg" -1 // 37 -mapsound "./ambience/t_waterfront.ogg" -1 // 38 -mapsound "./ambience/t_generator.ogg" -1 // 39 -mapsound "./ambience/t_electricbuzz.ogg" -1 // 40 -mapsound "./ambience/t_alarm01.ogg" -1 // 41 -mapsound "./ambience/flies.ogg" -1 // 42 -mapsound "./ambience/deserthawk.ogg" -1 // 43 -mapsound "./ambience/owl.ogg" -1 // 44 -mapsound "./ambience/citynoisebirds.ogg" -1 // 45 \ No newline at end of file +mapsound "./ambience/cavedrip.ogg" -1 +mapsound "./ambience/distant_cars.ogg" -1 +mapsound "./ambience/hum01.ogg" -1 +mapsound "./ambience/hum02.ogg" -1 +mapsound "./ambience/night_crickets.ogg" -1 +mapsound "./ambience/water.ogg" -1 +mapsound "./ambience/wind.ogg" -1 +mapsound "./ambience/t_aircond.ogg" -1 +mapsound "./ambience/t_compressor.ogg" -1 +mapsound "./ambience/t_crow.ogg" -1 +mapsound "./ambience/t_dogs01.ogg" -1 +mapsound "./ambience/t_helicopter.ogg" -1 +mapsound "./ambience/t_hum01.ogg" -1 +mapsound "./ambience/t_hum02.ogg" -1 +mapsound "./ambience/t_hum03.ogg" -1 +mapsound "./ambience/t_hum04.ogg" -1 +mapsound "./ambience/t_night_dog.ogg" -1 +mapsound "./ambience/t_night01.ogg" -1 +mapsound "./ambience/t_night02.ogg" -1 +mapsound "./ambience/t_radio_comms.ogg" -1 +mapsound "./ambience/t_radio_static.ogg" -1 +mapsound "./ambience/t_satcoms.ogg" -1 +mapsound "./ambience/t_sludge.ogg" -1 +mapsound "./ambience/t_static01.ogg" -1 +mapsound "./ambience/t_static02.ogg" -1 +mapsound "./ambience/t_vent01.ogg" -1 +mapsound "./ambience/t_vent02.ogg" -1 +mapsound "./ambience/t_water_owl.ogg" -1 +mapsound "./ambience/t_water01.ogg" -1 +mapsound "./ambience/t_waterdrip.ogg" -1 +mapsound "./ambience/t_wind.ogg" -1 +mapsound "./ambience/t_waterpipe01.ogg" -1 +mapsound "./ambience/t_waterpipe02.ogg" -1 +mapsound "./ambience/warningalarm01.ogg" -1 +mapsound "./ambience/t_gastank.ogg" -1 +mapsound "./ambience/t_keyboard.ogg" 1 +mapsound "./ambience/t_factory01.ogg" -1 +mapsound "./ambience/t_vents.ogg" -1 +mapsound "./ambience/t_waterfront.ogg" -1 +mapsound "./ambience/t_generator.ogg" -1 +mapsound "./ambience/t_electricbuzz.ogg" -1 +mapsound "./ambience/t_alarm01.ogg" -1 +mapsound "./ambience/flies.ogg" -1 +mapsound "./ambience/deserthawk.ogg" -1 +mapsound "./ambience/owl.ogg" -1 +mapsound "./ambience/citynoisebirds.ogg" -1 \ No newline at end of file diff --git a/ac/packages/maps/ac_gothic.cgz b/ac/packages/maps/ac_gothic.cgz index 533fe37589..26b6d223d8 100644 Binary files a/ac/packages/maps/ac_gothic.cgz and b/ac/packages/maps/ac_gothic.cgz differ diff --git a/ac/packages/models/weapons/subgun/tris_high.md3 b/ac/packages/models/weapons/subgun/tris_high.md3 index bce73cf41d..a7ab141be3 100644 Binary files a/ac/packages/models/weapons/subgun/tris_high.md3 and b/ac/packages/models/weapons/subgun/tris_high.md3 differ