ACCM 1.2 Comes Out Tommorow!
Yes, you heard me right folks. [strike]It comes out tomorrow[/strike]ACCM 1.2 is out! However, please note that it is still in beta stage! That means that some things may still be buggy. Therefore, 1.2 cannot be treated as a stable release. I have posted this early just to let everyone read up on this message.
ACCM 1.2 is a beta, therefore, it is prone to crash/bug up. The sentinels and bot zombie AI are not 100% bug-free. Use them at your own risk! If your computer screws up (which I highly doubt) or you get a UE or error or something, don't blame me or any of the other devs, because we warned you! The sentinels are known to UE if multiple sentinels are targeting the same object and it dies. Some bits of ACCM 1.2 are not tested/implemented fully! So, by running this mod, you accept that you may be running a "piece of junk that does not work/is unfinished" (most of the un-stable commands are not listed in regular help; some aren't even commands at all, just console commands).
Also, if you come across a bug, do not hesitate to post it here or PM one of us or tell us in-game. We'll fix it as soon as possible and put it in another release.
I hope you're ready for tomorrow.
Edit: Get ACCM 1.21 already!
ACCM 1.2 is a beta, therefore, it is prone to crash/bug up. The sentinels and bot zombie AI are not 100% bug-free. Use them at your own risk! If your computer screws up (which I highly doubt) or you get a UE or error or something, don't blame me or any of the other devs, because we warned you! The sentinels are known to UE if multiple sentinels are targeting the same object and it dies. Some bits of ACCM 1.2 are not tested/implemented fully! So, by running this mod, you accept that you may be running a "piece of junk that does not work/is unfinished" (most of the un-stable commands are not listed in regular help; some aren't even commands at all, just console commands).
Also, if you come across a bug, do not hesitate to post it here or PM one of us or tell us in-game. We'll fix it as soon as possible and put it in another release.
I hope you're ready for tomorrow.
Edit: Get ACCM 1.21 already!
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Comments
Oh right, I need to finish up LSW #1 for release tomorrow too.
Yay for lsw! I guess im cleening up after....
If you find ANY bugs, please tell me!
*Points at self*
And I think I'll have a party here just for the hell of it!
*Gets drunk*
Enjoy, everyone. Have yourself a big helping.
ZOMG! !!! ACCM 1.2!
If i know anything about ACCM, it was probably intended to be another unfair command only a select few would have knowledge of to get an advantage over regular players. Right?
Some of the commands in ACCM are to help keep control over the server, however, I'm seeing a lot of abuse. I'm sorry to those who just wanted to have a good, fair game.
*cough* Arty drops *cough*
at least some sort of group-avoidance so they keep a good seperation (which tends to cause them to surround a guy than all charge stupidly at him
maybe target selection that's something other than nearest? so you don't have 100 of them going after one guy behind some small ledge while others behind him pick them off?
how about propel zombies using a force that is both tangental to the surface below (as opposed to perfectly horizontal, which makes them fail at climbing hills) as well as a bit of a normal component so zombies don't get immediately stuck by friction.
because right now the whole zombie concept is, you lay down stuff, you stand back, you shoot without worrying about anything, unless you put the emitter too close and they just spawnrape, but that can be mitigated by just putting a small ledge so they get stuck...
To fix them from going for the nearest target, I can make an LOS to Target check.
Well, if you just go against regular zombies, then yeah... If you mix them, it gets hard at times (unless you're inside an LSB, in which case, it will be easy).
I don't think zombies were ever intended to be "perfect" in Dond's view, but, who's to say we can't make a difference? >:)