AAO25.com
America's Army => mAAp Project => Topic started by: Spanky on Wednesday, February 01, 2012, 16:40:18 PM
-
If you have an issue with the v7 public beta, please review the list in this thread and if your issue is not listed, please post the issue with a video/screenshot (if applicable) in a reply for this thread. Your issue will be added to the main post with your name next to it.
Pipeline - Hallway steam emitters aren't the same around the map (replace old ones).
Pipeline - Roof windows use the old mesh which disappears when shot.
Pipeline - Catwalk grate textures can only see one way, players below can't see players above.
Breakout - CommVolumes overlap certain areas
Berg - Team leader playerstart doesn't work - Needs to be tested
Interdiction - Floor in loading area has no material set
Interdiction - Some doors are one-way movers
Interdiction - Uniforms hopefully, better test this online
Interdiction - Objectives shouldn't really be bTakeTurns if it's questioning an informant objectives are now inanimated
Interdiction - Door frame around unlockable door needs to block coronas // funny thing i checked and they block coronas.
Interdiction - Medical rooms have weird wall textures
Square - Needs moar spawns
Square - Top of tower where you can fall into the broken corner. There is no way for the player to get out except falling to his death. Both crawling and crouching do not allow the player to move back into the tower.
Slots - Join a server, don't select a team. It will say "Unable to find a starting spot for you (the server may be full). You will need to watch this round." Seen on Shipment and possibly other maps.
-
Ice solution: just turn the ice pond sheets into solid brushes instead of non-solid brushes. I'm not sure why I didn't do it before....
That map needs a lot of love.
-
Ice solution: just turn the ice pond sheets into solid brushes instead of non-solid brushes. I'm not sure why I didn't do it before....
That map needs a lot of love.
Or... lower them so they're 1 unit above the pond instead of 40 :D Pipeline does the same thing though.
-
how did u manage to fuck up refinery loadouts :D
Well in 2.8 they were "random" (alternating between 2 points) so I just deleted those as I didn't know how they were setup or if they would even work and probably copied them from a non-SF map.
-
trigger lights work fine in linux, both linux server and client i can turn lights on and off in the bathroom.
-
I think I joined your Pipeline server, none of the lights were on and I flicked switches many times and they never came on or off. Not sure what to make of it.
-
I kinda thought people would report more bugs...
-
The car alarm worked online for me. I had to almost put a full clip into the car before it came on tho
-
Found this on pipeline
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FS0HKM.jpg&hash=e4d9c4064bb74fcae2c3d2bb1006684e)
Shows up after you shoot out the window to the left of it.
-
found something on Hospital i can't post about, sending a pm to spankys
-
Spanky, I updated Aztec on le dropbox. I added lots of playerstarts so now it is as follows:
-1 Squad Leader
-3 Fire Teams
--1 Fire Team Leader
--3 Class R
--1 Class S24
Total: 32 playerstarts
I know it's overkill, but if we ever start using servers with more players than 26 or w/e the max is, Aztec is covered. Or I could just remove 1 class R from each Fire Team and that would bring the total down to 26.
-------------------
Additionally, I added the fluid surface info from VT.aao, it seems to work well.
Aaaaaaaaand, I also redid the sunlight and zoneinfo hue's a bit. Ever since you gave Shipment that greenish, tint, I've found it's really nice to give some maps an edgier look. Maybe you'll think Aztec looks much cooler now.
OH! I almost forgot. I added an emitter in the skybox (it's set to superhigh detail so people with the World setting on normal won't see it), and it makes clouds in front of the AGP_Sun actor. Remember how the AGP_Sun actor interacts with particles crossing its path? It looks cool.
-
Great work Blue! I like the way it looks now, it really compliments the rock textures. I'll have to test the water out, I think it would just blow people's minds to be able to interact with the water :)
Did you see what I did for commvolumes? Endboss created Volumes and set the CommVolume attribute but that's the wrong way to do it. You have to use CommVolumes and then set the CommVolume attribute. You can just select all the Volume actors out, copy to Notepad, change the class to CommVolume and re-import them. I did it for Yeti's as well :)
-
Yea man I totally saw all the commvolumes and I was like, OMG AMAZEBALLS! I seriously love how entities in unreal are copied as plain text.
-
OMG didnt get 1 word of what u both said --"
-
OMG didnt get 1 word of what u both said --"
It means there's many many more report-in locations and better graphics.
-
I've been noticing the report in locations in maps I don't remember them in, good stuff.
-
Hell yeah AJ!
-
I've been noticing the report in locations in maps I don't remember them in, good stuff.
:D We're doing our job then.
-
Ooooo I found a problem. You disappear on the underside of the water. I might have to use a shader instead of a finalblend.
-
Ooooo I found a problem. You disappear on the underside of the water. I might have to use a shader instead of a finalblend.
Can you fix this on Pipeline too :D
-
Sure, once I figure it all out :D
So I fixed the disappearing thing on Aztec after testing out some other things. Unfortunatly, we will have to get used to the soldiers being rendered on top of the water. It's some kind of draw issue that I googled and and I couldn't get it to be fixed. At least the soldiers don't disappear.
I also had to modify the fluid surface a bit because the devs did it wrong :P
-
Cleaned up for v7.1, feel free to post more!
-
I make my own post for Interdiction:
- uniforms;
- frag grenade in the equipment (to be reduced to 2 from 4)
- spawn points too close
- some static meshes like light fixtures in the upper main room missing from the map (not from the packages), and in a corridor at the 1st floor (better place one at the upper floor and the other one at the lower floor, in the hospital area - might be taking out a door used by Assault rushers);
- security mirror texture not behaving correctly in both security area (one at the south exit, the other one at the West exit;
- missing PlayerBlock area to avoid players falling down at the outer end of the West exit;
- elevator cables missing in the elevator room;
- rods missing in all of the pipes hangs (2 rods for each element).
- pipes and pipes 90° degrees corner missing in the south exit area.
- optional: pipes junctions (for more realism)
- a door opening upwards in the cafe area;
- briefings not getting loaded;
- last but not least, objectives.
Light: some people notice a difference with the original 2.8.5 lighting in comparison to the 2.5 one and would like a darker setting. (to be verified).
-
The lighting in Interdiction is very soft-lit (i.e., there are no hard shadows) and low contrast (i.e., theres a lot of grey going on). If you make it darker, it's just going to be really dismal and make it even harder to identify teams.
It's up to you though.
Oh and more importantly than lighting, it might be useful to get rid of or block access to a lot of those dead-end rooms. Such as the medical area. Unless you add objectives to those rooms, then the dead-end rooms can stay :)
-
The lighting in Interdiction is very soft-lit (i.e., there are no hard shadows) and low contrast (i.e., theres a lot of grey going on). If you make it darker, it's just going to be really dismal and make it even harder to identify teams.
It's up to you though.
Oh and more importantly than lighting, it might be useful to get rid of or block access to a lot of those dead-end rooms. Such as the medical area. Unless you add objectives to those rooms, then the dead-end rooms can stay :)
Yep, in fact i wrote to be verified, for the lighting (let's say, fidelity vs having it more lightened up for "newer" players). My goal is to make it use the spaces in the most useful way possible, and i was talking to Spanky a couple of days ago about crossed objective positions, simply having Assault objective in the Defense area, and Defense one about in Assault area.
I need to look up the possible tactics as Interdiction was born as a cooperative map so there are really many ways to pass from a floor to the other one, and while it makes for realism, it might make things too easy if a spawn is too close to the objective or to the other team (breachable doors might turn useful - imagine a closed door, takes time and a good amount of noticeable noise to be breached open).
One of the things i didn't liked while playing today on Spanky's server was looking at the lower floor not even being noticed by both teams (part is due to objectives missing, another part is due to people playing this map for the very first time).
-
Yeah, the lower floors hardly get any use. People don't know they're there. Like the bathroom for instance :) I like that breached doors idea. You can also do unlockable doors with objectives (you can remove the objective information so it functions as a door that you unlock if you know what I mean).
Also I have another thing floating in my mind about le map. 99% of this map is grey. This includes textures and static meshes. I see that the stand out color in this map is yellow (and sometimes green). I think if would be cool if you incorporate some more yellow (or green) in certain areas to really make the map pop. Think of the old game castlevania for the NES. The game made use of 2 colors to really make the game pop, blue and orange. If you remember Castlevania 2 for NES, it game had very bland graphics because it didn't have a color scheme throughout the game. I hope you understand what I'm getting at here :)
This is a very excellent buddy system map though. I had lots of fun going around in pairs eliminating the opfor.
-
Yeah, the lower floors hardly get any use. People don't know they're there. Like the bathroom for instance :) I like that breached doors idea. You can also do unlockable doors with objectives (you can remove the objective information so it functions as a door that you unlock if you know what I mean).
Also I have another thing floating in my mind about le map. 99% of this map is grey. This includes textures and static meshes. I see that the stand out color in this map is yellow (and sometimes green). I think if would be cool if you incorporate some more yellow (or green) in certain areas to really make the map pop. Think of the old game castlevania for the NES. The game made use of 2 colors to really make the game pop, blue and orange. If you remember Castlevania 2 for NES, it game had very bland graphics because it didn't have a color scheme throughout the game. I hope you understand what I'm getting at here :)
This is a very excellent buddy system map though. I had lots of fun going around in pairs eliminating the opfor.
Unlockable doors, i like that idea more than breacheable doors because breachers explodes and that is a dangerous thing in the hand of inexperienced players.
I got what you mean about the colour scheme, yellow and green were probably made to stand out because the original 2.8.5 version of Interdiction featured an outside area that was made quite like a "forest" with some fog. I can plan on making some use of em, although i shouldn't use a lot of new textures (unless i'm using ones already available from mAAp pack or original 2.5 ones).
I'm really glad you had fun, the map is a great design as it is realistic with a grain of salt for tactical gameplay. It might just need to get a couple of things fixed to improve PvP gameplay.
Btw, tonight we reached a peak of 150 players and during the weekend i expect to see about 160/170 players.
I watched a Castlevania video, the music is great.
p.s. thanks for your comment on BT ;)
p.s.2 ah btw, now that i recall, Interdiction already has a partial color scheme for areas, basically if you look at the walls, they have a stripe of a different colour for different zones. That's a bland idea for a realistic approach of using colours to define areas rather than a true colour scheme, but still, i don't remember a similar approach on any other map.
-
Got some great ideas going on in here, I can see Koden's mind going wild with all kinds of 1337 updates for the map :)
-
Koden I've added your bugs along with some that came up last night and a couple on Berg that Jared mentioned to me. Got a good list going :D
-
I make my own post for Interdiction:
- uniforms;
- frag grenade in the equipment (to be reduced to 2 from 4) /haven't sorted out this one yet/
- spawn points too close
- some static meshes like light fixtures in the upper main room missing from the map (not from the packages), and in a corridor at the 1st floor (better place one at the upper floor and the other one at the lower floor, in the hospital area - might be taking out a door used by Assault rushers);
- security mirror texture not behaving correctly in both security area (one at the south exit, the other one at the West exit; /haven't sorted out this one yet/
- missing PlayerBlock area to avoid players falling down at the outer end of the West exit;
- elevator cables missing in the elevator room;
- rods missing in all of the pipes hangs (2 rods for each element).
- pipes and pipes 90° degrees corner missing in the south exit area. will come after some other things
- a door opening upwards in the cafe area;
- briefings not getting loaded; /haven't sorted out this one yet/
- last but not least, objectives. /partially done, unsure about if they works as playing offline i see both called as a class "A" objective/.
Light: some people notice a difference with the original 2.8.5 lighting in comparison to the 2.5 one and would like a darker setting. (to be verified).
1 more "todo" -> sounds.
-
"- last but not least, objectives. /partially done, unsure about if they works as playing offline i see both called as a class "A" objective/."
On objectives, there's a property to change the HUD order. I can't remember the exact name but change the value from 0 to 1. Change this only on one objective.
-
"- last but not least, objectives. /partially done, unsure about if they works as playing offline i see both called as a class "A" objective/."
On objectives, there's a property to change the HUD order. I can't remember the exact name but change the value from 0 to 1. Change this only on one objective.
Hmm yes i was actually trying to set one different object to be achieved by every team, but even setting up two objectives might work. One is close to Assault spawn, and the other one is close to the Defense one. This is done to "hopefully" get the two teams to cover and fight for the object rather than for the pure kills. Very much like in Urban Assault, which in fact has 2 different objects which can be taken by both of the teams (bTakeTurns).
I was actually wondering if Hospital had the objectives layout i had in mind (1 for each time) but i kinda imagine that it has to be about killing the vip object (the vip) causing the round to close with one team (ambush) to win (BRequiredToWin with the only class that can trigger the obj being the vip one). It's a neat setup but i can't have the same in Interdiction for a very simple reason, the vip would hide all around (and there's plenty to hide in this map).
You then happen to apply a sound that it's called "Interrogation Whisper" onto a women characther, and then discover that it actually is a manly whisper. Lolz.
-
I make my own post for Interdiction:
- uniforms;
- frag grenade in the equipment (to be reduced to 2 from 4) sorted out
- spawn points too close
- some static meshes like light fixtures in the upper main room missing from the map (not from the packages), and in a corridor at the 1st floor (better place one at the upper floor and the other one at the lower floor, in the hospital area - might be taking out a door used by Assault rushers);
- security mirror texture not behaving correctly in both security area (one at the south exit, the other one at the West exit;
- missing PlayerBlock area to avoid players falling down at the outer end of the West exit;
- elevator cables missing in the elevator room;
- rods missing in all of the pipes hangs (2 rods for each element).
- pipes and pipes 90° degrees corner missing in the south exit area. will come after some other things
- a door opening upwards in the cafe area;
- briefings not getting loaded; sorting out
grate movers to be added added but they rotate too much ending up into the wall.
- last but not least, objectives.
Sounds relinked to the 2.5 packages
-
Nice work so far Koden.
-
I was wondering, don't you guys think that the uniforms on rummage are really similar?
-
I was wondering, don't you guys think that the uniforms on rummage are really similar?
I havent really noticed since I haven't really had a problem identifying my own guys. However we could change it to have the opfor more noticeable.
-
Pretty easy thing to do. I think people complain about this with a few maps.
-
Updated the main list of stuff.
As for movers Koden, to change any position of the movement, you go into the properties and set KeyNum to 1. You'll notice the mesh has now moved to it's resting position. You can rotate/move it to stop where you want. Once done, set KeyNum to 0 and that's that. Basically, movers have keys and the game will play those keys (only counting up to NumKeys) and tween the movement between those keys with MoveTime. Hopefully this makes sense :)
*EDIT*
Oh, and the server log was 22.2MB :)
-
Updated the main list of stuff.
As for movers Koden, to change any position of the movement, you go into the properties and set KeyNum to 1. You'll notice the mesh has now moved to it's resting position. You can rotate/move it to stop where you want. Once done, set KeyNum to 0 and that's that. Basically, movers have keys and the game will play those keys (only counting up to NumKeys) and tween the movement between those keys with MoveTime. Hopefully this makes sense :)
*EDIT*
Oh, and the server log was 22.2MB :)
-.- gawdsaek *piles up npcs into the garbage bin*
Interdiction - Rods missing in all of the pipes hangs (2 rods for each element)
Interdiction - Pipes and pipes 90° degrees corner missing in the south exit area
Interdiction - Elevator cables missing in the elevator room
Note that those were fixed already, rods were placed back, same for the cables, and for the pipes i just went straight into the wall (you can still move in around there and anyway the stairs under those pipes don't take anywhere by now).
Interdiction - Remove collision on loading bumpers so players don't get stuck so easily
This one is just a matter of how small the space is. And being the original Interdiction built like this, i'm more prone to leave it as a collision (since the players collide against and don't actually get stuck).
Objectives will be changed to non-animated ones (they previously were npc's). Actually the exact way it is designed in Urban Assault (which has the same BTakeTurns objective system). I will also assign a lower time to execute the objective.
-
Edited the list.
For the bumpers, you fall in-between them but the space between them and the truck trailer isn't enough to walk through so you have to go prone and crawl all the way out which makes it difficult. You're pretty much screwed then if an enemy comes by.
-
Edited the list.
For the bumpers, you fall in-between them but the space between them and the truck trailer isn't enough to walk through so you have to go prone and crawl all the way out which makes it difficult. You're pretty much screwed then if an enemy comes by.
In real life, if you were on the battlefield and so close to the enemy, would you risk to get stuck in there or move so slow that you would became an easy target?
Another reason i don't want to see people there is cause they would be camping all day in that space, where frag nades cant reach you and where you can cover easily from flashes while standing in that kind of trench.
-
I fell and got stuck twice running over the truck as that's faster than to run around the truck.
-
Le sigh Koden, le sigh. Usability comes first.
-
Le sigh Koden, le sigh. Usability comes first.
-.- ok ok, ill switch those collisions off.
-
If i am the only one complain about the uniforms do not change, maybe the problem is mine, lack of attention ::)
-
question: can you shoot through the wood in guard towers on square?
-
Try and find out AJ :) Just load up the map, get up there and shoot at the ground, see if decals show up.
-
just stopped playing, had a hard time killing people in towers. someone suggested that you couldn't shoot through, I figured I'd ask
-
I think in AA by default there's certain properties loaded up depending on the texture. If it's wood, I think automatically you can shoot through it + some ricochet. Although if it doesn't, Spanky or I can explicitly set it so that you can shoot through it.
-
If you have an issue with the v7 public beta, please review the list in this thread and if your issue is not listed, please post the issue with a video/screenshot (if applicable) in a reply for this thread. Your issue will be added to the main post with your name next to it.
Pipeline - Hallway steam emitters aren't the same around the map (replace old ones).
Pipeline - Roof windows use the old mesh which disappears when shot.
Pipeline - Catwalk grate textures can only see one way, players below can't see players above.
Breakout - CommVolumes overlap certain areas
Berg - Team leader playerstart doesn't work - Needs to be tested
Interdiction - Floor in loading area has no material set
Interdiction - Some doors are one-way movers
Interdiction - Uniforms hopefully, better test this online
Interdiction - Light meshes missing from loading area and lower parts of pilars and hallways
Interdiction - Final briefing files all 3 of them.
Interdiction - Objectives shouldn't really be bTakeTurns if it's questioning an informant objectives are now inanimated
Interdiction - Remove collision on loading bumpers so players don't get stuck so easily
Interdiction - Prisoner health
Interdiction - Door frame around unlockable door needs to block coronas // funny thing i checked and they block coronas.
Interdiction - Unlockable door should crush on enroach to avoid ghosting campers from preventing it to open fully
Interdiction - Medical rooms have weird wall textures
Interdiction - Objectives shouldn't have terms like "you" as the messages are broadcast to all players on a team.
Interdiction - Missing light mesh above ladder
Slots - Join a server, don't select a team. It will say "Unable to find a starting spot for you (the server may be full). You will need to watch this round." Seen on Shipment and possibly other maps.
I can't upload the latest version right now as i really need to sleep, ill do it tomorrow
-
it's not a mAAp map but i wasn't willing to open a new thread just for this, basically seems like someone's able to hide there in that corner (a place you're not really supposed to able to reach). Should we allow that?
It's from the 1st floor room next to the hallway, on Hospital.
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F1NTqv.jpg&hash=948f2d408a66f0f60da6495a12a7c622)
-
No idea where that corner is o.O
-
Room behind 1st floor reception desk?
-
Room behind 1st floor reception desk?
Exactly.
I retested myself offline, i have almost never seen someone reaching that spot in years, it's kinda wierd because it couples with another "area reach exploit" i know of which is a bit embarassing (on the same map, Hospital).
Imho all of those area exploits kinda spoil the game and are perfect for a camping gameplay -.-
-
Players should not be allowed in those areas because the original intent of those rooms was NOT for those reasons.
-
There's a certain area exploit on Dockside that kinda breaks the gameplay a lot.
-
There's a certain area exploit on Dockside that kinda breaks the gameplay a lot.
Care to take a screenshot?
-
There's a certain area exploit on Dockside that kinda breaks the gameplay a lot.
You can explain the whole exploit lawl. People don't come here to find out how to exploit maps :P
-
I don't really remember how you do it but you can walk up a cable on the roof
-
Select all cables, remove collision. Problem solved.
-
I blame los devs, cables shouldn't have collisions on by default. :D
-
I don't really remember how you do it but you can walk up a cable on the roof
That reminds me of another spot that isn't really used anyway, the pole in front of the West Wing Roof on Hospital. It's somehow possible to jump and land on it successfully.
-
That's reminds me of another spot that isn't really used anyway, the pole in front of the West Wing Roof on Hospital. It's somehow possible to jump and land on it successfully.
Not on my updated version of Hospital :) You can't jump off the roof.
-
Not on my updated version of Hospital :) You can't jump off the roof.
Oh. That's true, good job :D it was very kamikaze-like anyway, lulz.
P.s. sligthly lesser, i just noticed you lifted up the roof by a little and that allows you to jump onto the next roof, i'll put a playerblock volume there and close to another area i just reminded of.
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fe2KAN.jpg&hash=0647edb6778876b49259cfc5d853ae9f)
This is the area i recall of some people using to camp and ambush the enemy - close at the ambush spawn.
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Ft0qgB.jpg&hash=96ff883a283659443bb23cd7d019f24e)
-
Yea, all I did was remove that lower part so it's all 1 surface. Then added tall playerblocks so people can't jump over ledges
-
hey now that i have the 2.5 editor if you guys need help fixing bugs and stuff in maps just let me know. Im down to do what I can to help :D
-
Do anything you feel like, just mark it in the changelog so the guys know who to blame if something's messed up.
-
is the changelog just on the forums or somewhere else?
-
alrighty. I do have dropbox i just dont have youre guys dropbox
-
I thought I added you to the mAAp v7 dropbox? I swear I saw your hospital in there... The changelog is in the release folder, just follow the format that's in there.
-
I thought I added you to the mAAp v7 dropbox? I swear I saw your hospital in there... The changelog is in the release folder, just follow the format that's in there.
really? Maybe you did and I just dont know how to access it? Im new to dropbox but I dont see the mAAp one anywhere.
-
You have to accept the invite.
-
Looks like Pit23 is the only one that hasn't accepted the invite. Hook me up with your Dropbox e-mail and I'll invite you.
-
[email protected]
-
Invited.
-
Pipeline - Top windows at defence spawn in the lunch room. If Assault team throws any grenade into that room via the top windows it will not exploded. However, Defence can throw grenades out of Top Windows into the carpark and they explode.
Square - Top of tower where you can fall into the broken corner. There is no way for the player to get out except falling to his death. Both crawling and crouching do not allow the player to move back into the tower.
Unsure if the above are actual map bugs, or simply tactical/balancing tweaks. But just two iv found.
-
Thanks for the bugs. I think the Pipeline one is normal. The walls inside break room, at least the one next to the stairwell, have a "Delete Projectiles" surface flag. This is to prevent 203 spam and half of Defense dying on spawn. I didn't know it applied to grenades as well but I guess it's possible.
For Square, I'll add that to the list, it should be an easy fix.
-
That bug on Square is my favorite. I did it everytime I had the chance to be up there.
-
Invite me [email protected] ;)
-
Done.
-
[mAAp] Bunker Crisis has AGP_Zone Infos causing critical errors. I'm going to try to find them all and replace them.
Problem resolved. Placing map in the dropbox folder.
-
[mAAp] Bunker Crisis has AGP_Zone Infos causing critical errors. I'm going to try to find them all and replace them.
Problem resolved. Placing map in the dropbox folder.
I'll let Possessed to be the one to do the swap of the maps.
This has been the only thing that was reported when it came to mAAp?
-
I'll let Possessed to be the one to do the swap of the maps.
This has been the only thing that was reported when it came to mAAp?
I'm not sure what you mean. I fixed the slots in Urban, but that was already put into Assist by Possessed. Later today, I'll make two folders: One for Maps to be updated, and ones that have been updated, so there is no confusion.
-
he wanna know if there are other bugs to be fixed on maap maps
-
There's a weird bug on Residence:
https://www.dropbox.com/s/yh9tpwmmeqos5up/residence_bug.dem
Has anyone looked at that one?
It's a demorec file, just put it in the Demos folder and type "demoplay residence_bug" in console in the game. (people didn't understand what it was in the other thread)
-
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fshrani.si%2Ft%2F1j%2Faa%2F1w1tDN3t%2Fshot00001.jpg&hash=a627f4edadbbd0d85a139a627660094f) (http://shrani.si/?1j/aa/1w1tDN3t/shot00001.png) District
-
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fshrani.si%2Ft%2F3N%2Fgp%2F1av4gZcD%2Fshot00002.jpg&hash=a48a7b4e4e8287cb369238ae03574cb1) (http://shrani.si/?3N/gp/1av4gZcD/shot00002.png)
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fshrani.si%2Ft%2F40%2F2b%2F2wofeKsi%2Fshot00004.jpg&hash=fbe348f9dc0b6c236b890b7a7e441758) (http://shrani.si/?40/2b/2wofeKsi/shot00004.png)
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fshrani.si%2Ft%2F9%2FLF%2F36F9s0Vw%2F1%2Fshot00000.jpg&hash=8daf1c1f4b86eceace126b55738696c5)[/ur (http://shrani.si/?9/LF/36F9s0Vw/1/shot00000.png)
-
yes, i have one from square. i will upload picture at weekend.
-
I dont know if its a bug, but my screen looks like this in mAAp Canyon. And as far as i know im the only one with this problem. I have reinstalled mAAp pack twice and even replaced map Canyon file with other player's file.
screen looks like this
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fs2.postimage.org%2Fetesjy1ph%2Fcanyon.jpg&hash=d8b23ebdfc37809d6009f092e0de69fa) (http://postimage.org/image/etesjy1ph/)
-
There is a bug on oldtown where you can see throught a bridge.
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fimg.image-storage.com%2F3049938783%2F510271476bf32.png&hash=b632f8f27308554d3ca17f4e93dd4f2c)
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fimg.image-storage.com%2F3049938783%2F5102712d5fc4f.png&hash=de845e73a931c83cf68d2693c4504979)
-
/Cut
How did you get there Teddy?
-
You mean Orange. And you can get there if you jump from the railings of the balcony-kind of thing (with the ladder) towards the dumpster.
There's probably a player blocking volume there so you couldn't jump on top of the dumpster. It just needs to be a bit higher :)
-
You mean Orange. And you can get there if you jump from the railings of the balcony-kind of thing (with the ladder) towards the dumpster.
There's probably a player blocking volume there so you couldn't jump on top of the dumpster. It just needs to be a bit higher :)
That's an easy fix yeap, btw isn't he the Orange that once used to play with SASF? (Used to call him Teddy or so, not sure right now - EDIT - he actually is).
-
Oh OK, it just looked weird to me, but if it was like that then it's all OK I guess :)
-
When i trow a granade i get kickt whit warning .
And it dussen`t metter whit ore whitout forceclass.
I cheance the map to old town and ther no problem!.
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fimg713.imageshack.us%2Fimg713%2F9044%2Fwarninggranadebunkercri.jpg&hash=635b2b3f60d8ba4b962d25930f946e9d) (http://imageshack.us/photo/my-images/713/warninggranadebunkercri.jpg/)
-
Known issue, has been fixed already(?) we will update that map later today
-
great love you guy s
-
Hi, me and my friends have a problem to join server running map Aztec when we try this message appear in AA scren: Unable to download mAAp_pack_6. We have the map Aztec in the folder maps... Any help? Thx
PS: sorry for my bad english... and if this is not the correct place.
-
Hi, me and my friends have a problem to join server running map Aztec when we try this message appear in AA scren: Unable to download mAAp_pack_6. We have the map Aztec in the folder maps... Any help? Thx
PS: sorry for my bad english... and if this is not the correct place.
problem still persists - or solved (other thread)?
-
Anyone noticed that on [mAAp] Shipment, team models are screwed, i mean, you see your own teammates using enemy clothes. At least everyone were reporting the same thing when i was on the server.
-
Anyone noticed that on [mAAp] Shipment, team models are screwed, i mean, you see your own teammates using enemy clothes. At least everyone were reporting the same thing when i was on the server.
Fixed. I set friendly meshes and skins to default Soldier rather than OpInfantry. File is in dropbox and ready to go up.
-
Thanks ;)
-
Possessed or Eliz, update it when you get the time please :up:
-
Fixed. I set friendly meshes and skins to default Soldier rather than OpInfantry. File is in dropbox and ready to go up.
will update it soon.
-
Anyone noticed that on [mAAp] Shipment, team models are screwed, i mean, you see your own teammates using enemy clothes. At least everyone were reporting the same thing when i was on the server.
thank you BiG_SerGiO for reporting this,
was just on the way to do that, because it is realy weird to see your honors going up and up - but in wrong direction like -800. :D
-
Not honor, ROE :P
Anyway, will be fixed soon so you can play the map again ;)
-
Get the fuck out. Nobody plays mAAp, especially mine.
-
Get the fuck out. Nobody plays mAAp, especially mine.
Not true, people seem rather fond of Pool Day! (I told you we shouldn't have added that map...) :P
Looking back at all those wasted hours.... :cry:
-
map updated, having trouble with Sourceforge SFTP again, expect lots of (gaming)server restarts.
file size is too small that you will not notice the download (after assist check for maps) :P
edit:
couldn't upload the cvar file to "web.sf.net" all others are ok, just cvar awaiting.
I sent a support ticket to SF about the issue.
for server owners:
if the server restarts constantly, download this file, you should know what to do with this :)
https://dl.dropbox.com/s/8n2x90nrzcdh8ng/aa-pbsv.cfg?&dl=1
do not edit this file :D
-
Get the fuck out. Nobody plays mAAp, especially mine.
Bunch of people were playin it the other day! :P