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Author Topic: Discussion: AA Classical  (Read 11049 times)

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Offline Alex

Re: Discussion: AA Classical
« Reply #15 on: Wednesday, December 23, 2009, 23:08:19 PM »
What engine would it possibly use and wouldn't you have to pay to use someone's engine? Sorry, I don't really know what goes into making a game. I'm just curious as to how it is going to work.

Offline Spanky

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Re: Discussion: AA Classical
« Reply #16 on: Wednesday, December 23, 2009, 23:11:59 PM »
As far as I know, the same one AA 2.5 uses. In fact it will be AA 2.5 :D
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Offline Dialects

Re: Discussion: AA Classical
« Reply #17 on: Thursday, December 24, 2009, 00:03:05 AM »
Most of the ideas I had were nailed by others at this point. There are a couple of things I would like to appeal to be considered, one of them being to swing against "modifying" AA-made maps. With this many ideas being brought onboard, I am not even sure AA Classical would be the correct way to name the project anymore, as it sounds all the more refreshing and innovative than the earlier; Nothing but the slightest of my own opinion.

In a unimportant -for the moment- note, I would like to think that working on GUI, Maps and Physics could be far of a more important trait then re-arranging the game sounds and even some of its character animations, vests, meshes, and so on. Oh oh, the time is tic-tac going, tic-tac coming; and even-though this isn't more than a simple discussion, the motion danged-banged on doors that are long waiting.

Nate was right. That bitch is always right.
"The object of war is not to die for your country but to make the other bastard die for his." - George S. Patton

Offline Spanky

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Re: Discussion: AA Classical
« Reply #18 on: Thursday, December 24, 2009, 00:10:48 AM »
I would like to think that working on GUI, Maps and Physics could be far of a more important trait then re-arranging the game sounds

I listed that because Jonny's intention would be to eliminate the GUI so I couldn't help there. Physics is also out of my league. I could very easily record sounds and replace the original ones though :)
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Might look bigger, but it aint.....

Offline BlueBlaster

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Re: Discussion: AA Classical
« Reply #19 on: Thursday, December 24, 2009, 00:23:14 AM »
The Headshot foley stage =D



Offline Spanky

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Re: Discussion: AA Classical
« Reply #20 on: Thursday, December 24, 2009, 00:33:42 AM »
Seriously. The first thing I thought of is how crappy the snow walking sounds are. I fully plan to go outside with my boots and record various sounds.
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Offline Archeh

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Re: Discussion: AA Classical
« Reply #21 on: Thursday, December 24, 2009, 00:39:28 AM »
AA's sounds are all messed up, you should do more than just the snow  8)
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Offline Dialects

Re: Discussion: AA Classical
« Reply #22 on: Thursday, December 24, 2009, 00:44:59 AM »
I am interested in hearing ideas for maps. Let them out boys!
"The object of war is not to die for your country but to make the other bastard die for his." - George S. Patton

Offline BlueBlaster

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Re: Discussion: AA Classical
« Reply #23 on: Thursday, December 24, 2009, 00:46:04 AM »
Seriously. The first thing I thought of is how crappy the snow walking sounds are. I fully plan to go outside with my boots and record various sounds.

LMAO, pretty soon we're going to be doing effects for materials like "wet concrete, sandy concrete, hard snow, soft snow, sofa cushions, yeti fur, button pushes, vending machine, brush against vegetation, clock ticking, camper alert, ALERT U R A FAG LAWL ;)"



Jonnym

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Re: Discussion: AA Classical
« Reply #24 on: Thursday, December 24, 2009, 04:14:57 AM »
It will not be a new game, It will be a total conversion mod, Like insurgency is for half life 2 --- http://www.insmod.org/

We will strip out some of the original maps, but must of them i want re-made as mAAp pipeline was done. TO give classic AA the gameplay and community of the old school AA but fresh looking and modenised.

Jonnym

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Re: Discussion: AA Classical
« Reply #25 on: Thursday, December 24, 2009, 04:17:02 AM »
Spanky... Do you think you can make urban assault look like this?????  If you can i will give you one hundered dollar!!

« Last Edit: Thursday, December 24, 2009, 04:19:48 AM by Jonnym »

Offline Spanky

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Re: Discussion: AA Classical
« Reply #26 on: Thursday, December 24, 2009, 04:19:21 AM »
i want re-made as mAAp pipeline was done

Go Spanky go Spanky go Spanky!

*ahem*

Jonny, yea it COULD. It would just be texturing, modeling and bsp work. I suck at making things from scratch but if I were given a complete layout of a map (like I used screenshots for Shipment scaling) then I can replicate then spank it :D

I think I found an overhead view:
« Last Edit: Thursday, December 24, 2009, 04:30:34 AM by Spanky »
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline Dialects

Re: Discussion: AA Classical
« Reply #27 on: Thursday, December 24, 2009, 05:00:55 AM »
If you can i will give you one hundered dollar!!

Guess you missed the most important bit of Jonny's comment.

Oh, add £20/£30 ontop of that; so, plus $50.
"The object of war is not to die for your country but to make the other bastard die for his." - George S. Patton

Offline BlueBlaster

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Re: Discussion: AA Classical
« Reply #28 on: Thursday, December 24, 2009, 05:24:41 AM »
Pictures Analysis
That screenshot feels like it has a full-screen shader going on with it, some sort of bloom effect on distanced objects. The game seems to be drawing the game on a box, just like AA, where the sides of the screen are distorted and longer than things in the middle of the screen (you know what I mean when I say theres less fog on the screen corners ;)). For the most part, seems to me like low poly models, mainly BSP-based architecture for everything, shitty vegetation, and over-exposed lighting. OH! I forgot, that screenshot has realtime dynamic shadows, AA does not :)

Okey, analysis over. Do what you want.



Offline Spanky

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Re: Discussion: AA Classical
« Reply #29 on: Thursday, December 24, 2009, 17:09:43 PM »
Guess you missed the most important bit of Jonny's comment.

Nah he edited after I replied. Maybe I'm being naive but I don't understand why someone would pay someone else to mod a free game. With that said, I've never turned down money :D  Like that one dude on 2.6...
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

 

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