AAO25.com
America's Army => mAAp Project => Topic started by: .[Ak4].Chubbs on Saturday, April 14, 2012, 14:52:28 PM
-
Not sure if mAAp has this or not. But could one of are talented map peeps make Steamroller? Was one my fav maps on 2.8 but was never really played cause it was hard on some computers but with 2.5 graphics everyone should be able to play it. Would it be to much work and a waste of time I hope not.
-
Not sure if mAAp has this or not.
Go figure.
-
Not sure if mAAp has this or not. But could one of are talented map peeps make Steamroller? Was one my fav maps on 2.8 but was never really played cause it was hard on some computers but with 2.5 graphics everyone should be able to play it. Would it be to much work and a waste of time I hope not.
Thanks to Eliz work we have the to chance of a version of the map completely ported, but you will need the related packages to be able to play the map. (almost all of the buildings are static meshes actors i believe).
p.s. by "related" i mean all of the packages the map makes use of (and note that it's made almost entirely of packages published along with version newer than 2.5).
-
ya, miss steamroller too... also miss the old SMU maps, old town, floodgate and that one longrange, was a church for B and mayors house was C...forgot the name, but was badass
-
and that one longrange, was a church for B and mayors house was C...forgot the name, but was badass
River Village :)
-
^Yeah, that one, thanks.
-
Sorry for digging up an old thread, but:
I know Possessed said on an other thread that this would be a lot of work
Steamroller should be alot of work.
but if I'm not mistaken, Eliz made a tool that makes it easier in November.
Now seeing as I don't know much about these things I don't know whether its still quite a lot of work or not (besides, the beta is almost over and you can't release a map this big without testing it).
I'm only asking because it came up in our forums that some people had played it a lot and others hadn't even seen it.
-
I would really love to see River Village converted over to 2.5. That was a fun map even though it was tough to get players to play it.
-
Not sure if mAAp has this or not. But could one of are talented map peeps make Steamroller? Was one my fav maps on 2.8 but was never really played cause it was hard on some computers but with 2.5 graphics everyone should be able to play it. Would it be to much work and a waste of time I hope not.
Challenge accepted.
-
Challenge accepted.
If you need any help, hit me up!
-
If you need any help, hit me up!
I was planning on that.
I got all the resources used that is not in 2.5.0 moved into mylevel, so now it loads in the 2.5.0 client.
Can you come to the TS(ts.aa25.org) so we can discuss whats next?
-
I was planning on that.
I got all the resources used that is not in 2.5.0 moved into mylevel, so now it loads in the 2.5.0 client.
Can you come to the TS(ts.aa25.org) so we can discuss whats next?
myLevel sucks because then it can't be used in other maps, unless you add it to that maps' myLevel which makes for 2x size. It's fine if it's ONLY stuff that goes into that map but it would be nice to be flexible.
I don't have a mic so getting on TS wouldn't be very productive :)
-
myLevel sucks because then it can't be used in other maps, unless you add it to that maps' myLevel which makes for 2x size. It's fine if it's ONLY stuff that goes into that map but it would be nice to be flexible.
I don't have a mic so getting on TS wouldn't be very productive :)
I was thinking of creating packages with all the missing 2.8.5 objects, but for just this example it was quicker to do it like this.
The map is <60 MB when all is inserted, so that shouldn't be an issue.
Dont worry about TS, I only use it for text chat, I dont use a mic either.
-
Steamroller on a 2.5.0 client:
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi47.tinypic.com%2F2eqg8bo.png&hash=884ee0ec7298dd59710aa52568b6cf12)
Spanky, I'm pm'ing you a link to the map, can you check it?
I've also uploaded it to devfolder for mAAp
-
Ohh yeahhh!
RESPECT ELiZ!! :up:
Its a great map, when can I play on it? :P :oops:
Thank you so much :style: :style: :style:
-
I'm not really a mapper, all I've done is a straight convert from the 2.8.5 map.
So there might some hidden issues, so far I see issues with the spawn spots.
I need a real mapper to take over the map and complete it.
It is on the mAAp dropbox(Dev folder)
-
What's the problems with spawn points? I don't see anything but I haven't loaded it up yet.
Quite a few of the meshes are idiotic, whoever made the map should have made more individual meshes that cull at a distance. There's a few that span the whole map. I'll try to work on FPS on the map but there might not be a ton that I can do.
-
What's the problems with spawn points? I don't see anything but I haven't loaded it up yet.
Only about 20% of the spawn points you get a weapon ;)
-
Only about 20% of the spawn points you get a weapon ;)
This may sound stupid, but have you tried cutting and re-pasting them?
Also, Max had a similar problem with his spawns at one point when he placed pickups in his map.
-
This may sound stupid, but have you tried cutting and re-pasting them?
Also, Max had a similar problem with his spawns at one point when he placed pickups in his map.
No, I had no idea that that would possible fix them.
You intrested in taking over the map and have it ready for the 7.20 release in a few days?
Just take a look at the the map befor you awnser, you might find that it's only the playerstarts that are FUBAR.
Since I did a direct convert of a 2.8.5 map it might be something with the playerclass that is wrong.
-
Another Issue is that the objectives are in thin Air.
Putting some Static mesh there would be sufficient?
-
Terrain location needs adjusting.
I adjusted it +30 in Z.
but it seems to be needing adjustments in X or/and Y as well
-
On the bug reports thread you posted a picture of the problem with spawns. As much as I remember, most of the regular spots had an m4 with aimpoint (red dot) and the squad and fireteam leaders had an m4 with an ACOQ sight. Don't remember about the smokes and/or frags.
-
most of the regular spots had an m4 with aimpoint
Dmanit always dreamt of a map with such spawnpoints :cool:
-
ya, miss steamroller too... also miss the old SMU maps, old town, floodgate and that one longrange, was a church for B and mayors house was C...forgot the name, but was badass
Oh yeah, i miss especially SF Floodgate, but Steamroller and SF River Village were also quite interesting maps.
-
ya, they were interesting.... too bad that NA players only want to play modded pipe or hosp.... or on occaision modded urban and modded icamp...... so i doubt we'll ever see a steam roller server.... and if we do, can only bet it will only be ruined by mods....
note to admin modders: anybody (including your mom, grandma and/or dog) can get a kill with a full auto sniper and a 203 launcher. No challenge. No skill.
-
On the bug reports thread you posted a picture of the problem with spawns. As much as I remember, most of the regular spots had an m4 with aimpoint (red dot) and the squad and fireteam leaders had an m4 with an ACOQ sight. Don't remember about the smokes and/or frags.
those are new spawn classes in 2.8.5
ClassRiflemanM4A1AutoAcog4x.uc
ClassRiflemanM4A1AutoAcog4xBipod.uc
ClassRiflemanM4A1AutoAcog4xS.uc
ClassRiflemanM4A1AutoIron.uc
ClassRiflemanM4A1AutoM203Iron.uc
ClassRiflemanM4A1AutoM68Bipod.uc
ClassRiflemanM4A1AutoM68Suppressed.uc
ClassRiflemanM4A1Mod.uc
should be easy to make a playerspawn like those classes :)
-
sry for double post.
I tried Steamroller and I got more than 30 fps(lowest fps, had 60 in other places - vsync on), I have a crappy pc and had wmp running, wmp sux cpu and slowdown my fps :P, but if you manage to improve fps there ok!
Spanky you should improve fps on Extraction too.
Played the fixed Urban Assault and now is alot easy to pass over the chairs and crates there, chairs were fixed in Vantage points too ^^, rly thx.
It does run MW3 and ClearSky fine :D
Processor: AMD Sempron(tm) Processor 2600+, MMX, 3DNow, ~2.0GHz
Memory: 1280 RAM
Hard Drive: 80 GB Total
Video Card: XFX - ATI Radeon HD 4350
Monitor: Samsung SyncMaster 633nw 15.6"
Sound Card: SoundMAX Digital Audio
Speakers/Headphones: Common Headset
Keyboard: Teclado padrĂ£o com 101/102 teclas ou Microsoft Natural PS/2 Keyboard
Mouse: Microsoft PS/2 Mouse
Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.111025-1629)
Motherboard: PC Chips A31G v1.1
-
It runs fine for me. I average 90 FPS in most places.
-
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?
-
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?
SpawnClass=Class'AGP_Characters.ClassRiflemanM4A1AutoM68Bipod'
SpawnClass=Class'AGP_Characters.ClassRiflemanM4A1AutoAcog4xBipod'
This one?
SpawnClass=Class'AGP_Characters.ClassRiflemanM4A1Auto'
-
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.
-
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.
-
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
-
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.
-
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?
-
so now some are M4's with M68 aimpoint with Bipod / Acog4x with Bipod only?
3 types of weapons.
AR
S24
M4A1Auto M68 aimpoint
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi45.tinypic.com%2Fde4uf8.png&hash=a50217c80fb35f3183ebbeda9a8c4add)
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi45.tinypic.com%2Fifxyww.png&hash=17b2bdee495b588fc186bcab8545711b)
Spanky the above picures shows an area where the cull distance really were noticible, stuff popping in/out.
-
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.
-
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.
-
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?
-
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?
-
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.
-
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?
-
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.
-
3 types of weapons.
AR
S24
M4A1Auto M68 aimpoint
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi45.tinypic.com%2Fde4uf8.png&hash=a50217c80fb35f3183ebbeda9a8c4add)
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi45.tinypic.com%2Fifxyww.png&hash=17b2bdee495b588fc186bcab8545711b)
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:
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fimg831.imageshack.us%2Fimg831%2F4775%2Fshot00021qr.jpg&hash=0ef4e1050130657c263e17c4fcac6d94)
-
exactly and with Bipod, and some have Acog4x with Bipod :)
I compiled a file with those classes, AA25Characters.u,
u just have to change AGP_Charaters for AA25Characters and then place teh file in System, not sure if it helps;
-
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:
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fimg831.imageshack.us%2Fimg831%2F4775%2Fshot00021qr.jpg&hash=0ef4e1050130657c263e17c4fcac6d94)
Any idea what class that is on 2.5.0?
is it present?
-
Any idea what class that is on 2.5.0?
is it present?
theres none in 2.5, or you re make the spawn with custom inventory or try:
I compiled a file with those classes, AA25Characters.u,
u just have to change AGP_Charaters for AA25Characters and then place teh file in System, not sure if it helps;
-
theres none in 2.5, or you re make the spawn with custom inventory or try:
Nah, not so close to release.
It will have to be in the next version if we decide to include it.
-
well I meant a new file with the classes only, just change it before converting as u have did before but AA25Characters instead of AGP_Characters, I can test if you compile a version with this string or with original string(can be hex edited).
are we going to name converted maps as mAAp's, cuz they can get full tracked instead of maap maps;
-
are we going to name converted maps as mAAp's, cuz they can get full tracked instead of maap maps;
oh great, do so!
and we have all [mAAp] tracked, right?
-
looks awesome guys. Nice to see everyone working as a team.
-
are we going to name converted maps as mAAp's? cuz they can get full tracked instead of maap maps;
Good point. In case you want to convert other coop maps, remember that coop missions used to have a different tracking so i guess they wouldn't fit.
-
Any idea what class that is on 2.5.0?
is it present?
It's ClassRiflemanM4A1AutoPS and it exists in 2.5, that's Rummage that I converted.
-
It's ClassRiflemanM4A1AutoPS and it exists in 2.5, that's Rummage that I converted.
If that's the same class you used on Rummage, then that actually has the Reflex sight that Eliz had a picture of.
What both maps had in 2.8.5 was the M68 aimpoint that I had a picture of for most people and for some people the m4 with just the acoq 4x scope.
But if it's too much trouble to bring it back like it was in 2.8.5, just having it back is better than nothing :) .
-
oh great, do so!
and we have all [mAAp] tracked, right?
I meant that we should name it as it is, without maap tags so the map will be full tracked(all stats) on BT.
ofc you can make assist display maap tag while they do not exist :)
-
I meant that we should name it as it is, without maap tags so the map will be full tracked(all stats) on BT.
ofc you can make assist display maap tag while they do not exist :)
It's a shame we just can't get rid of tracking and use a local database that we can manage and maintain.
-
It's a shame we just can't get rid of tracking and use a local database that we can manage and maintain.
we can get bt database or even aaotracker.com back(as he was planning to do) if Homey come back anyday;
It's ClassRiflemanM4A1AutoPS and it exists in 2.5, that's Rummage that I converted.
isn't the same thing at all, 2.8 classes force other weapon mods to M4, if you read their name you will noticed this;
WM_Override(0)="AGP_Inventory.WeaponMod_Acog4x"
WM_Override(1)="AGP_Inventory.WeaponMod_Heatshield"
WM_Override(2)="none" M4 with Acog4x + Bipod mods ONLY;
WM_Override(3)="none"
WM_Override(4)="AGP_Inventory.WeaponMod_Harris_Bipod"
WM_Override(5)="AGP_Inventory.WeaponMod_Virtual_Cone_Suppressor"
so you have to edit the spawns with 2.5 class and add the mods to the inventory or make it read the classes from another file or even insert the classes code inside the map;
-
Battletracker was easy but I still believe it would have been better to start from scratch building a custom database for Assist instead of relying on another website that 1 person that's MIA has control over. We wouldn't have lost account issues, name changing retards, honor problems, confused players going to BT for help. It just would have been better. I do understand Jonny's reasoning for using BT. If it were up to me, I would have built something custom and left tracking out of it :)
-
Steamroller squad leader and team leaders had possibility to choose acog 4x, others had only M68 aimpoint and every team had one guy with AR. And normal sniper team of two with the exception that sniper team leader had acog and sniper naturally equipped with M24 and BOTH sniper teams were similar. Its Ranger map, so guys were better equipped than normal infantry maps, but none had 203 launcher. Im not all sure about nade+flash+smoke amount, but it might have been 2+2+2 or 3+2+2 cause these guys had loads to select from :) But im 100% sure about the weapons itself, cause Roller was my all time favourite map :)
-
Thx to Possessed steamroller now has the correct weapons:
FTL position is with bipod
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi49.tinypic.com%2Ffohjr6.png&hash=f4a093e74150d2fbfd43ceb5b9d353ec)
Normal R position is with bipod
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi49.tinypic.com%2F15esdw.png&hash=a7ee25785eafca3c0132c8050a1e3a29)
AR position
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi50.tinypic.com%2F54g4d5.png&hash=4e5ef15d54b8cbcead5eec01cdd5d093)
-
ELiZ, you seem to know what that mod that Possessed made does... could you explain it to me?
-
ELiZ, you seem to know what that mod that Possessed made does... could you explain it to me?
while converting the map he changed
SpawnClass'AGP_Characters.ClassRiflemanM4A1AutoM68Bipod';
to
SpawnClass'AA25Characters.ClassRiflemanM4A1AutoM68Bipod';
The package I made contains the missing classes, so they will be loaded from my file.
As I told ya before you can use that file in the editor too, it has placeable spawn classes(ClassPS),
just drop the file at System and edit armyops.ini under editor packages.
New classes should appear in the AGP_Playerstart>SpawnClass dropdown menu.
-
What's the point though? What does it do? Is it a certain weapon configuration having an aimpoint with a bipod that doesn't exist in 2.5?
-
What's the point though? What does it do? Is it a certain weapon configuration having an aimpoint with a bipod that doesn't exist in 2.5?
Yea lol;
-
So then what's the point of the GUI settings for mod attachments? Is that only for SF maps?
I would have thought that the weapon combinations would have already been in AA as soon as they offered attachments...
It might be a good idea to have ELiZ reconvert Rummage then. I know I fucked the terrain up (no heightmap) and the playerstarts are just replacements.
-
So then what's the point of the GUI settings for mod attachments? Is that only for SF maps?
I would have thought that the weapon combinations would have already been in AA as soon as they offered attachments...
they are PlayerSpawn classes as any other spawn class. but they have m4 and some specific mods at it.
-
looks good, cant wait to testplay :) nade count was wrong what i remembered, its 1+2+2+0(thermite) like in pics shown :) went for actually youtube to find toplist guys frag vids and found this http://www.youtube.com/watch?v=I5Kg5k4eBCE :)
-
Most of the map is a Direct convert , so most things are as the were on 2.8.5.
There is small chance that FTL didnt have bipod in 2.8.5 but have it here.
Anyways, the 7.20 update has gone live, so go test to your hearts delight.
-
Most of the map is a Direct convert , so most things are as the were on 2.8.5.
There is small chance that FTL didnt have bipod in 2.8.5 but have it here.
Anyways, the 7.20 update has gone live, so go test to your hearts delight.
Looking at the link Punisher posted, you can see that the fireteam leader had in fact a bipod, so all is well :)
-
yeah FTL and others had bipod, so its correct, cause used it a lot, when bled to red and had to start megacamp ;)
-
I've moved all the objects that were in myLevel to either T-285 or M-285 for next update.
I'll start moving all 2.8.5 unique objects to those packages
-
I've moved all the objects that were in myLevel to either T-285 or M-285 for next update.
I'll start moving all 2.8.5 unique objects to those packages
You busy bee. Is there any downside to huge packages or is it just an organization thing?
-
If I'm not misstaken, a client load the entire package if it needs to load a single object. I dont know if UnrealEngine keeps it all in memory after loading.
If it gets to bit we have to split them
-
In the editor when you load a map, only the assets in the map are available unless you load the entire package. Now, I don't know if that means the whole package is loaded then it trims everything unused before sticking it in memory or how it goes about that.
I'm sure there's a lot of crap in 2.8 that you can trim. Most of the stuff should already exist in 2.5 and the training items aren't really needed (although there's probably some neat things not used in online maps).
Since you have 2.8, what's the biggest mesh/texture/sound package? Maybe we should stay under 100MB? Then again, if it's all memory, 100MB is nothing these days.
-
Biggest is T_AA2_Characters.utx with 104 MB
I will only move the objects is they are not in 2.5.0 already.
-
If you are interested in what object that are in 2.8.5 here is a list:
https://dl.dropbox.com/u/62876385/AA2.8.5.exports.zip
Format is like this:
Canyon.Texture.Alphas.RoadLayer.262240
Translated like this
Package.Class.Group.Name.Size
-
Only 250,000 items :D Though, it looks like you have animations, skeletal meshes, scripts and other stuff. I'm going to write some php code real quick to trim it up and see what we've got.
-
Here it is:
http://natescomp.com/list/eliz.php
23233 Textures, 6914 StaticMeshes, 8013 Sounds
The code if anyone is interested:
<?php
$lines = file('AA2.8.5Converter.exports.txt');
$texture = array();
$staticmesh = array();
$sound = array();
// loop through the list line by line
foreach ($lines as $line_num => $line) {
$pieces = explode(".", $line);
// stick the line in an array
if($pieces[1] == "Texture"){
array_push($texture, $line);
}
// stick the line in an array
if($pieces[1] == "StaticMesh"){
array_push($staticmesh, $line);
}
// stick the line in an array
if($pieces[1] == "Sound"){
array_push($sound, $line);
}
}
$texcount = count($texture);
$smcount = count($staticmesh);
$soundcount = count($sound);
echo "$texcount Textures, $smcount StaticMeshes, $soundcount Sounds";
echo "<hr>Textures:<br /><pre>";
print_r($texture);
echo "</pre>";
echo "<br /> <br />";
echo "<hr>StaticMeshes:<br /><pre>";
print_r($staticmesh);
echo "</pre>";
echo "<br /> <br />";
echo "<hr>Sounds:<br /><pre>";
print_r($sound);
echo "</pre>";
?>
-
Here is a full(Unfiltred)
It has the exports for all files in the
Animations
Sounds
StaticMeshes
System
Textures
https://dl.dropbox.com/u/62876385/AA2.8.5.exports.zip
This time I choose to exclude the Maps folder
I also removed size(Last field) since it cant be used when checking if object is in 2.5
Edit...
Here is a link to both versions/2.5+2.8.5)
https://dl.dropbox.com/u/62876385/Exporttables.zip
-
In the 2.5 export table at the end... where did you get X-TEMP from? There's some curious looking names in there...
-
X-TEMP is a part of the Assist download of AA2...
What do you mean...
TS?
-
wasn't x-temp from 2.4 and early versions?
if this is a package ofc.
-
He showed me last night, it's a useless package that ONLY consists of this texture with different names:
(https://dl.dropbox.com/u/464376/aac_maap/PONCH.jpg)
-
lol
-
Spanky, I thought I wrote this in the thread already.
I had to go back a version on T-285 and M-285, this ment that I also had to reverse MP_Steamroller.aao to a version before your fix with the invisible room reported, can you redo it?
-
Spanky, I thought I wrote this in the thread already.
I had to go back a version on T-285 and M-285, this ment that I also had to reverse MP_Steamroller.aao to a version before your fix with the invisible room reported, can you redo it?
I can take a look at that room. I don't know what he did to fix it, but I'll see if I can figure it out.
**Never mind, I'm missing things.
-
Spanky, I thought I wrote this in the thread already.
I had to go back a version on T-285 and M-285, this ment that I also had to reverse MP_Steamroller.aao to a version before your fix with the invisible room reported, can you redo it?
Fixed, even better than it was before :)