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Author Topic: Steamroller  (Read 23044 times)

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Offline ELiZ

Re: Steamroller
« Reply #30 on: Friday, January 04, 2013, 20:13:52 PM »
I see now, we had an issue on Rummage with spawn points due to the new classes created in 2.8.x. What I did to solve that was replace the non-existing ones with existing ones. Since you converted the map ELiZ, could you rename the playerstart actors to be other classes that exist in 2.5?

what are the suitble replacement for these two classes?

Code: [Select]
    SpawnClass=Class'AGP_Characters.ClassRiflemanM4A1AutoM68Bipod'
    SpawnClass=Class'AGP_Characters.ClassRiflemanM4A1AutoAcog4xBipod'

This one?

Code: [Select]
    SpawnClass=Class'AGP_Characters.ClassRiflemanM4A1Auto'

Offline Spanky

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Re: Steamroller
« Reply #31 on: Friday, January 04, 2013, 20:23:03 PM »
I am such a retard. I have the hardest time finding PlayerStarts in the editor... hah. I'm 99% sure that it is the ClassRiflemanM4A1Auto that you want.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline Spanky

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Re: Steamroller
« Reply #32 on: Friday, January 04, 2013, 21:49:03 PM »
I saw you moved Steamroller into the release folder. I went through and added a CullDistance to quite a few things to try and get rendered polys down a bit. I didn't cull anything that you can hide behind, just decorative things like signs and litter.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline ELiZ

Re: Steamroller
« Reply #33 on: Friday, January 04, 2013, 22:06:14 PM »
I've adjusted the terrain so it fits where it's supposed to be.
And as you might have seen, I've fixed the playerstarts

Offline Spanky

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Re: Steamroller
« Reply #34 on: Friday, January 04, 2013, 22:15:52 PM »
I've adjusted the terrain so it fits where it's supposed to be.
And as you might have seen, I've fixed the playerstarts

The terrain looked just a tiny pinch too low, that or the dev that made the map used floating litter...
I saw nothing different with the playerstarts but to be fair, I have yet to open the map in AA :) Looks great in the editor though.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline Possessed

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Re: Steamroller
« Reply #35 on: Friday, January 04, 2013, 22:15:52 PM »
I've adjusted the terrain so it fits where it's supposed to be.
And as you might have seen, I've fixed the playerstarts
so now some are M4's with M68 aimpoint with Bipod / Acog4x with Bipod only?
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


Offline ELiZ

Re: Steamroller
« Reply #36 on: Friday, January 04, 2013, 22:44:00 PM »
so now some are M4's with M68 aimpoint with Bipod / Acog4x with Bipod only?

3 types of weapons.

AR
S24
M4A1Auto M68 aimpoint




Spanky the above picures shows an area where the cull distance really were noticible, stuff popping in/out.

Offline ELiZ

Re: Steamroller
« Reply #37 on: Friday, January 04, 2013, 22:46:52 PM »
Spanky, if you decide that the pictures I added werent "good" enugh, please do it all the way.
Update T-mAAp_Pack_6.utx and create a thumb version I can use for the Assist client.

Offline Spanky

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Re: Steamroller
« Reply #38 on: Friday, January 04, 2013, 22:53:29 PM »
Spanky, if you decide that the pictures I added werent "good" enugh, please do it all the way.
Update T-mAAp_Pack_6.utx and create a thumb version I can use for the Assist client.

Done & done :) Sorry, your picture just really bothered me. It was extremely blurry and had aliasing jaggies. I re-did Ice and Office Assault as well.

Don't you agree that they look better?

As far as stuff popping in and out... it's all about a balance of distance. Too far and it's pointless but too close and it's extremely noticeable. If you don't like it then I can undo it. I could also set levels of quality so if someone has their settings on low, those objects don't appear at all.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline ELiZ

Re: Steamroller
« Reply #39 on: Friday, January 04, 2013, 22:58:44 PM »
Done & done :) Sorry, your picture just really bothered me. It was extremely blurry and had aliasing jaggies. I re-did Ice and Office Assault as well.

Don't you agree that they look better?

As far as stuff popping in and out... it's all about a balance of distance. Too far and it's pointless but too close and it's extremely noticeable. If you don't like it then I can undo it. I could also set levels of quality so if someone has their settings on low, those objects don't appear at all.

Will there really be a positive impact of FPS for culling a few objects?
Most complex StaticMeshes are so big that they will not be beyond the cull distance anyway?

Offline Spanky

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Re: Steamroller
« Reply #40 on: Friday, January 04, 2013, 23:12:11 PM »
The litter is only 2 polys a piece and there was just shy of 200 of them. That's really nothing. But the signs, some were 200-700 polys a piece and there's quite a few of them. Then the shrubs are quite a few polys. I think I saved several thousand polys. I also culled the projectors but I didn't test if that actually works or not.

It's your map that you converted, it's your call. What would you like done?
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline ELiZ

Re: Steamroller
« Reply #41 on: Friday, January 04, 2013, 23:19:50 PM »
The litter is only 2 polys a piece and there was just shy of 200 of them. That's really nothing. But the signs, some were 200-700 polys a piece and there's quite a few of them. Then the shrubs are quite a few polys. I think I saved several thousand polys. I also culled the projectors but I didn't test if that actually works or not.

It's your map that you converted, it's your call. What would you like done?

Leave it as is(with cull).

We'll handle any issues with updates in the future.

Offline ELiZ

Re: Steamroller
« Reply #42 on: Friday, January 04, 2013, 23:28:19 PM »
Leave it as is(with cull).

We'll handle any issues with updates in the future.

Sorry, I just ran trough the map again, And I dont know if it because I was looking for it, but I just kept getting botherd by it.
Can you remove it?

Offline Spanky

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Re: Steamroller
« Reply #43 on: Friday, January 04, 2013, 23:33:33 PM »
Sorry, I just ran trough the map again, And I dont know if it because I was looking for it, but I just kept getting botherd by it.
Can you remove it?

No problem :) Removed and re-building now.

*EDIT*
Wow, Steamroller takes the cake for build time... 13 minutes.
« Last Edit: Friday, January 04, 2013, 23:40:23 PM by Spanky »
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline teddy_grizzly_bear

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Re: Steamroller
« Reply #44 on: Saturday, January 05, 2013, 04:18:09 AM »
3 types of weapons.

AR
S24
M4A1Auto M68 aimpoint




Spanky the above picures shows an area where the cull distance really were noticible, stuff popping in/out.

That's not really the aimpoint that was on this map on 2.8.5, that's the reflex sight.

The aimpoint looks like this:
<image removed due to imgur stuff - probably for the best>

"Mathematics may be defined as the subject in which we never know what we are talking about, nor whether what we are saying is true." Bertrand Russell

 

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