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Author Topic: Things to be included in update  (Read 17440 times)

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Offline kMx

Re: Things to be included in update
« Reply #15 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?

Offline Koden

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Re: Things to be included in update
« Reply #16 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.
« Last Edit: Saturday, November 03, 2012, 12:01:08 PM by Koden »

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Re: Things to be included in update
« Reply #17 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]
"Three things can not hide for long: the Moon, the Sun and the Truth"?
Hmm?

https://vortexservers.com/clients/aff.php?aff=406

Offline Koden

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Re: Things to be included in update
« Reply #18 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)

Offline Spanky

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Re: Things to be included in update
« Reply #19 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 :)
It's like shaving your pubes to make your junk look bigger.
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Offline Alex

Re: Things to be included in update
« Reply #20 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.
« Last Edit: Saturday, November 03, 2012, 13:53:35 PM by KiLLaMaN »

Offline Spanky

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Re: Things to be included in update
« Reply #21 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?
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline pit-23

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Re: Things to be included in update
« Reply #22 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.

Offline Alex

Re: Things to be included in update
« Reply #23 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

Offline Spanky

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Re: Things to be included in update
« Reply #24 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 :)
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Offline pit-23

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Re: Things to be included in update
« Reply #25 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?

Offline Spanky

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Re: Things to be included in update
« Reply #26 on: Saturday, November 03, 2012, 16:57:37 PM »
We should continue to handle this in PM instead of getting this thread off-topic.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline R[-.^@XE^

Re: Things to be included in update
« Reply #27 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.

Offline Alex

Re: Things to be included in update
« Reply #28 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.

Offline Possessed

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Re: Things to be included in update
« Reply #29 on: Saturday, November 03, 2012, 21:41:11 PM »
isn't Max banned from the forums? in case we gonna use his map
These things I have spoken unto you, that in me ye might have peace. In the world ye shall have tribulation: but be of good cheer; I have overcome the world.
John 16:33


 

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