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America's Army => General Chat => Topic started by: pit-23 on Friday, November 02, 2012, 14:57:59 PM

Title: Things to be included in update
Post by: pit-23 on Friday, November 02, 2012, 14:57:59 PM
If anyone has any pending work that should be included in assist update (like maps or cvars) please post it here or PM me.
Title: Re: Things to be included in update
Post by: [Majestic]tidididi on Friday, November 02, 2012, 15:11:19 PM
- Switch off possibility to write in the game console, because of much bigmouthiternetflamerswannabes.
- cvars on the servers. No cvars on server = server unauthorized
- SF Oldtown back please
- give me pb power 100 %
Title: Re: Things to be included in update
Post by: Possessed on Friday, November 02, 2012, 15:50:58 PM
- Switch off possibility to write in the game console, because of much bigmouthiternetflamerswannabes.
- cvars on the servers. No cvars on server = server unauthorized
- SF Oldtown back please
- give me pb power 100 %
Oldtown and cvars to auth. a server can be done BUT its ALOOT of work, especially the map.
hey pit, I have some cvars, I will see if I can put all the ones I got into 1 file and theres a topic where we discussed the cvars.

Pit, if u have done any work on the client, let me know xD I wanna test :)

Title: Re: Things to be included in update
Post by: MothaGoosE on Friday, November 02, 2012, 15:55:28 PM
I'm almost done with SF Contingency. Just need to add briefings, descriptions and more clutter. When it's complete, someone should review my point values and determine whether they are acceptable (rounds, objectives, ect.). Thanks, I appreciate this.
Title: Re: Things to be included in update
Post by: Bart! on Friday, November 02, 2012, 16:35:57 PM
Is it possible to add fy_pool_day_5v5 which was pretty popular in 2.8.5?

Furthermore, I beleive Big_sergio has some good cvars.
Title: Re: Things to be included in update
Post by: teddy_grizzly_bear on Friday, November 02, 2012, 16:56:07 PM
It's not a something of utmost importance , but you could stop players from going to Western Objective roof on Urban Assault (just 1 playerblocking volume should do it)
Title: Re: Things to be included in update
Post by: ELiZ on Friday, November 02, 2012, 17:28:25 PM
Is it possible to add fy_pool_day_5v5 which was pretty popular in 2.8.5?

Furthermore, I beleive Big_sergio has some good cvars.

Anything that can join 2.5 and 2.8.5 players(Former and Current) should be an priority.
If that means adding maps from 2.8.5, then effort should be put into that.
Just as a sidenote, when reading about AA4, and it was mentioned that SF Hospital was to be added, people was really exited.

If I can help with something when it comes to convert 2.8.5 maps to 2.5, I'm willing to help.
At the same time Included Maps should be pruned, in my opinion, that is.
Title: Re: Things to be included in update
Post by: pit-23 on Friday, November 02, 2012, 17:34:42 PM
Well, this thread is not about wishes regarding what could be done, but about actual work that has already been done and is waiting for inclusion.
Title: Re: Things to be included in update
Post by: R[-.^@XE^ on Friday, November 02, 2012, 20:46:44 PM
I would like to see the honor fixed so we can set minimum honor level that can enter servers.
Title: Re: Things to be included in update
Post by: Alex on Friday, November 02, 2012, 23:42:55 PM
You still have access to the mAAp dropbox right? The entire v7.2 folder is what needs to be added.
Title: Re: Things to be included in update
Post by: zoxee on Friday, November 02, 2012, 23:47:18 PM
- Switch off possibility to write in the game console

Bad idea. If done, the "bigmouthiternetflamerswannabes." will invade the forums.
Title: Re: Things to be included in update
Post by: Koden on Saturday, November 03, 2012, 07:05:07 AM
You still have access to the mAAp dropbox right? The entire v7.2 folder is what needs to be added.
Title: Re: Things to be included in update
Post by: BiG_SerGiO on Saturday, November 03, 2012, 08:47:35 AM
You still have access to the mAAp dropbox right? The entire v7.2 folder is what needs to be added.
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FnRUrd.png&hash=69368c20ea66ac750ca1abbe5d4b8629)

Title: Re: Things to be included in update
Post by: Koden on Saturday, November 03, 2012, 10:10:36 AM
You still have access to the mAAp dropbox right? The entire v7.2 folder is what needs to be added.
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FnRUrd.png&hash=69368c20ea66ac750ca1abbe5d4b8629)

Well that's the map folder, there also are a texture, briefing and system one.
Title: Re: Things to be included in update
Post by: pit-23 on Saturday, November 03, 2012, 10:19:06 AM
You still have access to the mAAp dropbox right? The entire v7.2 folder is what needs to be added.

Should it be used just as it is, or is there some work that has still to be done with it?

I remember there was some thread about making it ready, but I'm not sure what was the latest status.
Title: Re: Things to be included in update
Post by: kMx on Saturday, November 03, 2012, 11:00:41 AM
Is it possible to add fy_pool_day_5v5 which was pretty popular in 2.8.5?
Title: Re: Things to be included in update
Post by: Koden on Saturday, November 03, 2012, 11:09:33 AM
Should it be used just as it is, or is there some work that has still to be done with it?

I remember there was some thread about making it ready, but I'm not sure what was the latest status.

As far as being functional, all the maps are functional actually, and the newer ones should be complete aswell. Killa completed CIty Block ages ago so i think it is fine aswell. Same for Office Assault by Max.
Title: Re: Things to be included in update
Post by: BiG_SerGiO on Saturday, November 03, 2012, 11:39:56 AM
Code: [Select]
[quote][MAP]ICE - Feb 17th 2012 - Spanky - Added Playerblock to pond.
[MAP]Berg - Feb 19th 2012 - Spanky - Moved perimeter blocking volumes to eliminate rock bug, removed useless terrain, set several BSP surfaces to unlit and attempted fix for Assault playerstart.
[MAP]Breakout - Feb 21st 2012 - Spanky - Fixed some lighting issues, added light fixtures, resolved anti-portal issue in control room and added an objective.
[MAP]Square - Feb 22nd 2012 - Spanky - Made some surfaces into Anti-Portals to try and raise FPS, lowered and raised some lightmaps in various areas for better quality lighting and lower file size.
TriggerLightReset - Feb 25th 2012 - Spanky - Updated TriggerLightReset with defaultproperties that hopefully make it behave better and more reliably.
[MAP]Rummage - Feb 25th 2012 - Spanky - Lowered lighting to be more like 2.8's Rummage. Added sunlight actors in rooms with windows facing the sun. Changed cull distance on some objects to prevent popping in and out.
[MAP]Rummage - Feb 28th 2012 - Spanky - Changed opfor clothing to OpInf to make them more discernable.
[MAP]Aztec - Feb 29th 2012 - Spanky - Added light haze to corridor, changed enemy mesh to reduce errors in server log file.
[MAP]Aztec - Feb 29th 2012 - Spanky - Added another light haze, fixed some lightmaps, fixed a texture, fixed a zone portal, hopefully fixed bridge collision and textures.
[MAP]Square - Feb 29th 2012 - Spanky - Fixed door-warping issue when running through doorways. (awning being too low)
[MAP]Square - March 1st 2012 - Spanky - Added playerblocks to various ledges.
[MAP]Shipment - March 2nd 2012 - Spanky - Changed player meshes and skins, set graphics detail on various meshes and emitters.
[MAP]Pipeline - March 26th 2012 - Spanky - Moved playerstarts around to try to balance the map. Removed break room window and collision on railing.

[MAP]Interdiction - Feb 23th 2012 - Koden - Added 2 civilians with related objectives (triggertime25), partial objective set up, moved defense spawn points to the lower floor, and fixed uniform issue.
[MAP]Interdiction - Feb 24th 2012 - Koden8- Added Playerblock area to the North exit tunnel to avoid players falling down.
[MAP]Interdiction - Feb 24th 2012 - Koden - Fixed various light fixtures and rods that were missing (including elevator ones) and the Cafe door opening upwards.
[MAP]Interdiction - Feb 24th 2012 - Koden - Added movers, that however need a fix as they rotate too much ending up into the wall.Also added a door that has to be single shotted to be activated (2nd door on the right at the bottom of the upper main room)
[MAP]Interdiction - Feb 25th 2012 - Koden - Relinked all the ambient sounds for the 2.5 packages.
[MAP]Interdiction - Feb 25th 2012 - Koden - Completed setting up the objectives.
[MAP]Interdiction - Feb 28th 2012 - Koden - Fixing the last set of light fixtures, modifying the object sets, fixing uniforms.
[MAP]Interdiction - Feb 28th 2012 - Koden - Setting off collision for the loading line bumpers in the upper main room. Adding some more sounds in the hospital area at the lower floor, and patients static meshes.
[MAP]Interdiction - Feb 28th 2012 - Koden - Temporarily taking off NPCs for the 7.2 release (server log spam issue).
[MAP]Interdiction - Feb 28th 2012 - Koden - Adding 2 radios and 4 sounds phone ringing sound emitters in the upper and mid floor. Adding harmonica and prison ambience emitters in the prison area.
[MAP]Interdiction - Feb 29th 2012 - Koden - Fixing grate movers, adding HUD text for objectives and unlockable doors, fixing main room 2nd floor material, fixing assault double fireteam leaders, cleaning out garbage meshes.
[MAP]SFhospital - May 7th 2012 - Koden - Adding player blocks collision to avoid players moving into area they're not supposed to (reversed shelves in the room behind acceptance and in the escort spawn, next to the car). Also added a playerblock volume on the roof, and one in the ambush alley next to a dumpster.

[MAP]Glass Kill House - Feb 25 2012 - Blue - Removed volume lights from west side windows. They just eat fps too much. Plus sunlight comes through the east windows anyways.
[MAP]Aztec - Feb 25 2012 - Blue - Fixed reporting in using the LocationPriority property on commvolumes and ZoneInfos.
[MAP]Breakout - Feb 26 2012 - Blue - Tweaked objectives, slight changes in some lighting to color coordinate the maps color scheme, and almost entirely zoned.
[MAP]Breakout - Feb 27 2012 - Blue - Made the main area darker. Changed various lights around the map to introduce the red/blue color scheme.

[MAP] Square - May 1 2012 - KiLLaMaN - "fixed" the large amount of points. Has yet to be tested.
[MAP] Square - May 8 2012 - KiLLaMaN - Removed sounds from objectives as they were too loud. Temporary fix.
[MAP] Square - May 10 2012 - KiLLaMaN - Fixed fire sound for burning car.
[MAP] Ice - May 19 2012 - KiLLaMaN - Added wind ambient sound to Ice.
[MAP] Breakout - June 8 2012 - Maxbulldog - Finished off the zone portally.
[MAP] Breakout - June 10 2012 - Maxbulldog - Continued adding some of the blue/red lighting.
[MAP] Breakout - June 10 2012 - Maxbulldog - Finished off the red/blue lighting as well as all of the comm locations.[/quote]
Title: Re: Things to be included in update
Post by: Koden on Saturday, November 03, 2012, 12:11:40 PM
Code: [Select]

It's a nice pack of fix, adjusting and even new maps (things older than mid-march were the ones to be included in the 7.2 update i think). There also are a few adjustments that weren't wrote down in those logs 8)
Title: Re: Things to be included in update
Post by: Spanky on Saturday, November 03, 2012, 13:35:36 PM
I like that there was absolutely no reason to delete my previous on-topic, non-flaming post other than spite. Since I didn't save it, I'll re-write it from memory:

- Pit, what made you change your mind from the other thread?

- Being the Hospital connoisseur that you are, you might not want to include it in the update. Or at least take a look at it first, the changes in it will be in the Changelog. If you have any quick questions, you know how to contact me.

Looking at the screenshots posted above, I'm somewhat curious as to what Killa did to regular Pipeline. I know about the bugs/glitches being fixed on UA and Hospital but not Pipe.

I'll be saving this post in case it gets "lost" again :)
Title: Re: Things to be included in update
Post by: Alex on Saturday, November 03, 2012, 13:51:59 PM
I'm somewhat curious as to what Killa did to regular Pipeline. I know about the bugs/glitches being fixed on UA and Hospital but not Pipe.

There is a glitch where you can 203 through the wall at defense spawn and hit outside. I added some blocking volumes to stop it. I guess I forgot to put it in the change log.
Title: Re: Things to be included in update
Post by: Spanky on Saturday, November 03, 2012, 13:53:58 PM
There is a glitch where you can 203 through the wall at defense spawn and hit outside. I added some blocking volumes to stop it.

Oh, right, I remember that. Was never able to do it though. I wonder if it would be worthwhile to add a staticmesh inside the wall just to be safe or were you able to replicate it and did the blocking volume actually stop it?
Title: Re: Things to be included in update
Post by: pit-23 on Saturday, November 03, 2012, 14:07:41 PM
- Pit, what made you change your mind from the other thread?

Certainly not the posts written by you and your crew.

- Being the Hospital connoisseur that you are, you might not want to include it in the update. Or at least take a look at it first, the changes in it will be in the Changelog. If you have any quick questions, you know how to contact me.

Why you are writing about me doing update? You just removed me from sourceforge project, so I assume you want to take it over.
Title: Re: Things to be included in update
Post by: Alex on Saturday, November 03, 2012, 14:43:27 PM
Oh, right, I remember that. Was never able to do it though. I wonder if it would be worthwhile to add a staticmesh inside the wall just to be safe or were you able to replicate it and did the blocking volume actually stop it?
I had to mess with some stuff to where I couldn't shoot through it anymore. It took a lot of trial and error. :P
Title: Re: Things to be included in update
Post by: Spanky on Saturday, November 03, 2012, 15:16:18 PM
Certainly not the posts written by you and your crew.
This is off-topic but since you mentioned it, I will reply. I don't have a crew. I don't ask that people follow my lead or post in a certain way. People do what they want on their own free will, I don't influence anybody's posting habits on this website. I didn't expect my trollish posts to have a positive effect and make you think "oh, that Spanky guy is funny, I should update Assist now". As I said to you in PM, I created that thread to get you and other people to think. You got hostile and refused to give anything but a basic "no" answer and then ignored my points and the whole thread went off-topic.

I had to mess with some stuff to where I couldn't shoot through it anymore. It took a lot of trial and error. :P
I didn't realize you checked it out that much. Good work :)
Title: Re: Things to be included in update
Post by: pit-23 on Saturday, November 03, 2012, 15:56:05 PM
I don't have a crew. [...]

Replace "my crew" with "trolls like you".

I didn't expect my trollish posts to have a positive effect [...]

That's reasonable expectation.

You got hostile and refused to give anything but a basic "no" answer and then ignored my points [...]

Well, that was a negative effect to your trolling - that's what you expected, right?
Title: Re: Things to be included in update
Post by: Spanky on Saturday, November 03, 2012, 16:57:37 PM
We should continue to handle this in PM instead of getting this thread off-topic.
Title: Re: Things to be included in update
Post by: R[-.^@XE^ on Saturday, November 03, 2012, 19:27:56 PM
The 203 glitch is easy to do when you know how, it also works on other places, i am not going to post where on the forum but you can pm me and i will tell you.
Title: Re: Things to be included in update
Post by: Alex on Saturday, November 03, 2012, 21:00:59 PM
The 203 glitch is easy to do when you know how, it also works on other places, i am not going to post where on the forum but you can pm me and i will tell you.
Well it won't work on pipeline anymore after the update. PM me with the other locations and I'll try to fix them.
Title: Re: Things to be included in update
Post by: Possessed on Saturday, November 03, 2012, 21:41:11 PM
isn't Max banned from the forums? in case we gonna use his map
Title: Re: Things to be included in update
Post by: Alex on Saturday, November 03, 2012, 21:42:27 PM
isn't Max banned from the forums? in case we gonna use his map
It's already set to go in the maap dropbox. I think the only thing that needs doing is the admin panel images for his map as well as for city block and rooftop.
Title: Re: Things to be included in update
Post by: Possessed on Saturday, November 03, 2012, 21:52:44 PM
I'm not good at making server mods lol, but, I can get Open Weapon Slots to work, any interest?
Title: Re: Things to be included in update
Post by: Bart! on Sunday, November 04, 2012, 05:25:28 AM
https://dl.dropbox.com/u/62876385/ConvertedMaps/fy_pool_day_5v5.aao <- for ontopic purposes
Title: Re: Things to be included in update
Post by: Alex on Sunday, November 04, 2012, 12:55:22 PM
https://dl.dropbox.com/u/62876385/ConvertedMaps/fy_pool_day_5v5.aao <- for ontopic purposes
wow that's a small map. Anyways, do we even have permission to use it? I don't like using people's stuff without permission.
Title: Re: Things to be included in update
Post by: MothaGoosE on Sunday, November 04, 2012, 13:07:06 PM
Realistically, how much time before you start this? Because Contingency isn't quite finished, but it's almost there. Also, I don't have access to the dropbox anymore, since I thought this was never going to happen, so I'll just leave a link to my map when it's ready for you guys. Spanky, are you or Killa going to stick around on the forums for a while? I may have a couple of questions about the last couple of things I've gotta do.
Title: Re: Things to be included in update
Post by: Alex on Sunday, November 04, 2012, 13:12:14 PM
Realistically, how much time before you start this? Because Contingency isn't quite finished, but it's almost there. Also, I don't have access to the dropbox anymore, since I thought this was never going to happen, so I'll just leave a link to my map when it's ready for you guys. Spanky, are you or Killa going to stick around on the forums for a while? I may have a couple of questions about the last couple of things I've gotta do.
I'll be here. You could also just ask spanky to add you to the drop box again. You have to do briefings for your map too. We also need level shots for all the new maps but I don't really know how to do that. I'll see if I can bug spanky and have him show me how to do it.
Title: Re: Things to be included in update
Post by: BiG_SerGiO on Sunday, November 04, 2012, 13:28:00 PM
If isn't ready in time, then gets on the next update, honestly i rather have a quick update than having to wait more because of one map, not saying it isn't worth, just saying there is time on another update, so take your time ;)
Title: Re: Things to be included in update
Post by: Alex on Sunday, November 04, 2012, 13:29:46 PM
If isn't ready in time, then gets on the next update, honestly i rather have a quick update than having to wait more because of one map, not saying it isn't worth, just saying there is time on another update, so take your time ;)
I might be able to finish petrol as well though, depending on when he wants to push out this update.
Title: Re: Things to be included in update
Post by: Bart! on Sunday, November 04, 2012, 13:30:37 PM
wow that's a small map. Anyways, do we even have permission to use it? I don't like using people's stuff without permission.
yes, ELiZ posted it in the other topic.
Title: Re: Things to be included in update
Post by: Possessed on Sunday, November 04, 2012, 13:36:24 PM
yes, ELiZ posted it in the other topic.
fy_poolday is a CS 1.6 map, as maapers have did de_aztec, I dont see much prob. using it, even if the port was made by someone else  :D
Title: Re: Things to be included in update
Post by: Spanky on Sunday, November 04, 2012, 14:06:42 PM
I'll be here. You could also just ask spanky to add you to the drop box again. You have to do briefings for your map too. We also need level shots for all the new maps but I don't really know how to do that. I'll see if I can bug spanky and have him show me how to do it.

I'll hang around to help get this update get published. Me, Killa, Koden, Blue and probably a couple of others have a fair bit of time invested in the critical updates that were done months ago.

I'm not on the Dropbox group anymore. I do have all the files but I left the group.


Doing levelshots properly is somewhat tedious:
Set all your ingame settings to high
Force Anti-Aliasing in your graphics card drivers
Go into your AA system folder and rename the "pb" folder to something else (temporarily)
Load up your map
Bind "shot" to a key (for high quality uncompressed BMP images)
"setres 1280x720" in the console
Take a few screenshots using the "shot" function
Pick a screenshot and pop it into Photoshop or some other image editing tool
Squish the image (not crop, uncheck "constrain proportions" in PS) to 1024x1024
Export the image as TGA with 24 bits/pixel
Bring up UnrealEd, load whatever texture package holds the levelshots (I honestly don't remember if it's mAAp or T-Maps or...)
Import the image with the same naming style as the others.
Edit the tours.ini to point to that image.

Skrewy reminded me that I forgot to mention why you squish the 1280x720 image to 1024x1024. There's a few reasons. One, the images on the media page of this site are all 720p. Two, I've found that the majority of people will have a widescreen resolution so when you put a square image in the GUI that's stretched to a widescreen image, that square image then gets stretched too. So, you're taking a widescreen image, squishing it square (which is also the only format UnrealEd imports) and then when it's loaded, it gets stretched back out to a widescreen image. You do lose some quality but I've done quite a bit of menu work and this is the best method I've come up with.