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America's Army => mAAp Project => Topic started by: Spanky on Saturday, November 24, 2012, 20:54:39 PM

Title: The new mAAp Pipeline
Post by: Spanky on Saturday, November 24, 2012, 20:54:39 PM
First off, please don't spam this thread with "Spanky's Back!" nonsense. As said many times in several threads, I want to see the pending map updates released. There's a lot of work that the public hasn't seen yet that has been waiting roughly since February 2012.

(https://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-11-25%2001-03-11-72.png)

Not long ago, I looked up the maps in the pending folder and decided to take a peek at my Pipeline. For some reason the editor crashed way too often to be able to do anything, even move an object around. It was something terrain-related. Even after removing things and rebuilding the map, it was still there. Unfortunately, I couldn't use this and it would have most likely caused issues with gameplay. I had to redo the changes I had made. That's what this thread is about.

I've had a lot of ideas for Pipeline and I'm hoping to integrate them. Maps in older games are so dead, there's no life in them. You don't believe you're actually there. It's not about looking realistic, it's about looking alive. The sounds and fluid objects like haze, dust, wind, smoke, steam, and how those interact the other objects in the map.

For now, I'm not keeping a changelog. There's tons of things added/changed and I'll just let people notice them as they play the map. There's plenty of surprises laid out through the map so explore around and post your favorite things as well as the things you don't like!

[youtube]http://www.youtube.com/watch?v=OFFsi_jJLJ4&hd=1[/youtube]
http://www.youtube.com/watch?v=OFFsi_jJLJ4&hd=1

Download:
https://dl.dropbox.com/u/464376/aac_maap/mAAp_Pipeline_20121219.7z

Testing this map online is at your own risk. Your computer won't blow up but you add these files to your AA installation and then join an online server, you'll probably get kicked and you'll probably freak out and think someone caught your 1337 hax. They didn't. You're just not supposed to have these files. Play it safe: backup your current files, pop these new ones in your AA folder, test the map offline and then restore the old files to play online normally.
Title: Re: The new mAAp Pipeline
Post by: Alex on Saturday, November 24, 2012, 21:16:34 PM
I see you took out the deadly ceiling fan. Also, there is a trigger by the broken water pipe and I have no idea what it's for.
Title: Re: The new mAAp Pipeline
Post by: Spanky on Saturday, November 24, 2012, 21:22:26 PM
I don't think I did anything with the fan. Why not walk into the trigger & see what happens ;) Plenty of those bad boys around the map.
Title: Re: The new mAAp Pipeline
Post by: Alex on Saturday, November 24, 2012, 21:42:23 PM
I don't think I did anything with the fan. Why not walk into the trigger & see what happens ;) Plenty of those bad boys around the map.
I did and nothing happened... Then again, I was using the editor version of AA.

It won't work in my 2.5 install because there is no spanky's camera texture or something like that.
Title: Re: The new mAAp Pipeline
Post by: Spanky on Saturday, November 24, 2012, 22:09:42 PM
I did and nothing happened... Then again, I was using the editor version of AA.
Turn your sound up :)

It won't work in my 2.5 install because there is no spanky's camera texture or something like that.
I knew there was something missing. I've added it to the download link above. Play it in AA, it's better.
Title: Re: The new mAAp Pipeline
Post by: @xe on Sunday, November 25, 2012, 03:10:06 AM
82nd would be interested in testing out any pipeline versions you come up with, this would be our main map and one of the most popular in AA.
Title: Re: The new mAAp Pipeline
Post by: Spanky on Sunday, November 25, 2012, 03:12:56 AM
It would be great to have some real multiplayer feedback but until the Assist update happens, that's not really easy. I'll try to package up newer builds for you guys to test. Feel free to grab the download in the first post and let me know what you think.
Title: Re: The new mAAp Pipeline
Post by: @xe on Sunday, November 25, 2012, 03:27:28 AM
Can i just stick that map in the Map folder and load it up through AA to test it?
Title: Re: The new mAAp Pipeline
Post by: Spanky on Sunday, November 25, 2012, 03:28:32 AM
Yea but you also have to stick the other files in there as well and then make sure to remove them before playing online. I'll put that in the main post.
Title: Re: The new mAAp Pipeline
Post by: teddy_grizzly_bear on Sunday, November 25, 2012, 03:37:17 AM
Hmm, I'm just wondering whether replacing the old files(triggerlighreset.u, S-mAAP_Pack_6.uax, M-mAAP_Pack_6.usx, T-mAAP_Pack_6.utx, SpankyCameraTextureClient.u) with the same names is going to do something bad or not...

EDIT:
I guess spanky anwered this question already.
Title: Re: The new mAAp Pipeline
Post by: @xe on Sunday, November 25, 2012, 03:41:14 AM
Ok np
Title: Re: The new mAAp Pipeline
Post by: Spanky on Sunday, November 25, 2012, 03:55:27 AM
Hmm, I'm just wondering whether replacing the old files(triggerlighreset.u, S-mAAP_Pack_6.uax, M-mAAP_Pack_6.usx, T-mAAP_Pack_6.utx, SpankyCameraTextureClient.u) with the same names is going to do something bad or not...

EDIT:
I guess spanky anwered this question already.

Yea, you'll have to make a backup. I don't think SpankyCameraTextureClient.u changed but all the others did.
Title: Re: The new mAAp Pipeline
Post by: @xe on Sunday, November 25, 2012, 04:07:53 AM
I copied the whole Assist folder to a different drive, then added the extra files and went to AA and ran it from there i went open MP_Pipeline but i don't see difference from what i have, can you explain a couple so i can check please.
Title: Re: The new mAAp Pipeline
Post by: Spanky on Sunday, November 25, 2012, 04:18:35 AM
Performance should be noticeably better on the new one. An easily noticeable difference will be the water leak at the far north end of the map.
Title: Re: The new mAAp Pipeline
Post by: @xe on Sunday, November 25, 2012, 04:23:27 AM
Ok found the water leak, was not sure i loaded up the right map, no worries thanks.
Title: Re: The new mAAp Pipeline
Post by: Koden on Sunday, November 25, 2012, 05:21:59 AM
It feels alive. The lifter has disappeared :P :)
Title: Re: The new mAAp Pipeline
Post by: [Majestic]tidididi on Sunday, November 25, 2012, 05:27:24 AM
OMG Spanky is back! GJ!
Title: Re: The new mAAp Pipeline
Post by: Spanky on Sunday, November 25, 2012, 13:37:46 PM
It feels alive. The lifter has disappeared :P :)

Yea, I was doing render testing and noticed that at various places around the map, over 90k polygons in meshes were being rendered. So, I got rid of some of the windows on the building which allowed rendering of things on the other side and then I'm in the process of doing some culling trickery with low-poly meshes. The big tanks are the first to receive this and so far save 4k polys by using a low-poly mesh at a distance. The forklift alone was 7k polys so I've saved 11k polys outside. I'll put the forklift back inside where it can be culled easier behind an anti-portal.
Title: Re: The new mAAp Pipeline
Post by: Spanky on Sunday, November 25, 2012, 19:58:17 PM
New build is up today. Took out another 10k polys with clever culling. Added playerblocks in various areas, tweaked foliage and played around with some lighting. Anyone have any bugs/issues to report?
Title: Re: The new mAAp Pipeline
Post by: Spanky on Monday, November 26, 2012, 15:47:22 PM
Did some texture work today, added a few new textures and re-did some existing ones:

(https://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-11-26%2012-46-03-45.png)
Title: Re: The new mAAp Pipeline
Post by: Alex on Monday, November 26, 2012, 16:00:28 PM
Looks great!
Title: Re: The new mAAp Pipeline
Post by: MothaGoosE on Monday, November 26, 2012, 16:35:02 PM
I've always loved this map! It's well designed and beautiful. The only issue I've ever had with it is that Defense can shoot through the windows at assault spawn. I've always felt that that through off the balance in Defense's favor, as it puts pressure on Assault as soon as they spawn. I think a good compromise would be the ability to see through the windows, but not shoot through certain ones. I know you're going for realism though, so just a suggestion. Good stuff, Spanky.
Title: Re: The new mAAp Pipeline
Post by: Spanky on Monday, November 26, 2012, 17:05:32 PM
I removed a bunch of the windows for performance reasons. The main big ones are still there but it's not really easy to shoot out any of them. The ones at the stairs at break room you can shoot into the vent above main entrance but that's about it. I also removed the little windows in secondary pump room.

Thanks for the comments guys :) Check out the version on Dropbox, it's current.
Title: Re: The new mAAp Pipeline
Post by: Spanky on Monday, November 26, 2012, 22:07:36 PM
Original post updated with today's build. I did a lot of texture work, it could be called making Pipeline 'HD'. Download link in the original post is updated and there's a nifty HD video as well.

I would like to hear some feedback from more people  :makemyday:
Title: Re: The new mAAp Pipeline
Post by: Spanky on Tuesday, November 27, 2012, 01:35:45 AM
Another interesting experiment:

[youtube]http://www.youtube.com/watch?v=OBDWuMCjKJY&hd=1[/youtube]
http://www.youtube.com/watch?v=OBDWuMCjKJY&hd=1
Title: Re: The new mAAp Pipeline
Post by: MothaGoosE on Tuesday, November 27, 2012, 02:08:41 AM
For the record, I can stick all these files in AA directory for the editor and I won't need to ask you for the new sounds and textures right? In other words, is what you included in this download everything that has been added to the editor since Blue fixed the carry objectives?
Title: Re: The new mAAp Pipeline
Post by: Spanky on Tuesday, November 27, 2012, 02:40:22 AM
Everything included in the download is what's required to run Pipeline with a normal AA installation. There have been other things added to mAAp (Koden converted 2.8 textures over and put them in another package) but the 7z file in the original post is JUST for Pipeline.
Title: Re: The new mAAp Pipeline
Post by: MothaGoosE on Tuesday, November 27, 2012, 02:58:23 AM
Everything included in the download is what's required to run Pipeline with a normal AA installation. There have been other things added to mAAp (Koden converted 2.8 textures over and put them in another package) but the 7z file in the original post is JUST for Pipeline.

All right, then I'll get my laptop running so I can reconnect to the dropbox. Could you pm me whatever I need to know in order to connect?
Title: Re: The new mAAp Pipeline
Post by: Spanky on Tuesday, November 27, 2012, 03:06:07 AM
I think you're already in the Dropbox group so all you have to do is download Dropbox and your files will download.
Title: Re: The new mAAp Pipeline
Post by: Spanky on Wednesday, November 28, 2012, 15:00:04 PM
Some screenshots of the work I've been quite pleased with the last couple days:

(https://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-11-28%2011-50-49-25.png)

(https://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-11-28%2011-54-24-08.png)

(https://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-11-28%2011-54-34-26.png)

(https://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-11-28%2011-55-17-47.png)

(https://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-11-28%2011-55-59-74.png)

(https://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-11-28%2011-57-17-75.png)
Title: Re: The new mAAp Pipeline
Post by: teddy_grizzly_bear on Wednesday, November 28, 2012, 15:33:43 PM
Is this gonna be a map where the map looks so good that its hard to see the enemy?
Title: Re: The new mAAp Pipeline
Post by: Spanky on Wednesday, November 28, 2012, 16:10:29 PM
I don't think so. It seems like a lot of AA players lower settings for more FPS in order to 'pwn' more so they'll have no problem. I think it will be fairly easy to see players even with settings on high. All maps have their camping spots though :)
Title: Re: The new mAAp Pipeline
Post by: Spanky on Sunday, December 02, 2012, 20:28:11 PM
Worked on a new sky yesterday:
(https://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-12-02%2017-25-01-27.png)

Versus the old:
(https://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-01-22%2000-46-55-04.png)

Versus the super old:
(https://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-01-29%2011-27-06-69.png)

Versus the original:
(https://dl.dropbox.com/u/464376/mAApPackFiles/mp6_comparison/ArmyOps%202009-07-11%2015-08-36-92.png)







Also, here's the current sunglare with new sky:
(https://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-12-02%2017-31-51-22.png)
Title: Re: The new mAAp Pipeline
Post by: Possessed on Sunday, December 02, 2012, 21:06:40 PM
good work Sir
Title: Re: The new mAAp Pipeline
Post by: Spanky on Tuesday, December 04, 2012, 02:03:33 AM
Re-skinned a few things with "HD" textures:

(https://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-12-03%2023-01-27-87.png)
Title: Re: The new mAAp Pipeline
Post by: Possessed on Tuesday, December 04, 2012, 02:06:35 AM
wonderful
Title: Re: The new mAAp Pipeline
Post by: bollie on Tuesday, December 04, 2012, 08:22:36 AM
looks marvelous :D
Title: Re: The new mAAp Pipeline
Post by: Koden on Tuesday, December 04, 2012, 12:50:00 PM
Sweet :) looking at those barrels my first thought was about Half life :D

Title: Re: The new mAAp Pipeline
Post by: Spanky on Tuesday, December 04, 2012, 13:24:47 PM
Sweet :) looking at those barrels my first thought was about Half life :D

I thought that too... now looking it up... it's the exact same texture -_-

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Ffirsthour.net%2Fscreenshots%2Fhalf-life-2%2Fhalf-life-2-exploding%2520barrel-flammable.jpg&hash=87d5f0a557ba661e2af34e3c901f9cab)

Please don't hurt me Valve :(
Title: Re: The new mAAp Pipeline
Post by: Koden on Tuesday, December 04, 2012, 13:34:00 PM
I thought that too... now looking it up... it's the exact same texture -_-

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Ffirsthour.net%2Fscreenshots%2Fhalf-life-2%2Fhalf-life-2-exploding%2520barrel-flammable.jpg&hash=87d5f0a557ba661e2af34e3c901f9cab)

Please don't hurt me Valve :(

Hmmm now i'm really concerned about the Valve combines that will be after you  :P jokes aside it's fine to me, the Pipeline's barrel are just a bit "fatter" than the skinny HL ones.

Yea, I had to distort the texture but it doesn't look horribly bad. It's not like we're selling mAAp and making a huge profit off of it. I honestly was just browsing Google Image results and came across that texture. I thought someone independent had made it. Never thought someone ripped it out of Half-Life and stuck it on the internet...

A forum post, a kind of tutorial i guess?

http://bws.10.forumer.com/viewtopic.php?t=868
Title: Re: The new mAAp Pipeline
Post by: Spanky on Tuesday, December 04, 2012, 13:39:12 PM
Yea, I had to distort the texture but it doesn't look horribly bad. It's not like we're selling mAAp and making a huge profit off of it. I honestly was just browsing Google Image results and came across that texture. I thought someone independent had made it. Never thought someone ripped it out of Half-Life and stuck it on the internet...
Title: Re: The new mAAp Pipeline
Post by: Spanky on Wednesday, December 05, 2012, 00:34:49 AM
New build is available in the original post, fresh out of the editor!
Title: Re: The new mAAp Pipeline
Post by: BiG_SerGiO on Wednesday, December 05, 2012, 11:54:37 AM
I wanna play it just like it right now :)
Hope new map update gets out soon.
Title: Re: The new mAAp Pipeline
Post by: Spanky on Wednesday, December 05, 2012, 15:30:35 PM
I wanna play it just like it right now :)
Hope new map update gets out soon.

Go try it out with the download. Help me tweak it for gameplay so people actually play it instead of bitch about it.
Title: Re: The new mAAp Pipeline
Post by: Alex on Wednesday, December 05, 2012, 15:54:48 PM
Go try it out with the download. Help me tweak it for gameplay so people actually play it instead of bitch about it.
It not really possible to get a sense for how balanced it is with only 1 person. We should get a server and some people to test it out.
Title: Re: The new mAAp Pipeline
Post by: Spanky on Wednesday, December 05, 2012, 16:11:26 PM
It not really possible to get a sense for how balanced it is with only 1 person. We should get a server and some people to test it out.

True. On a positive note, look what's being said on the official AA forums:

Quote from: [Dev]Tear
Fixing that pesky mirror is very impressive.  I haven't seen it work since the very early days of AA.

Nice job.
Quote from: Bratwurste
some one hire this guy for aa3 and future versions development, or at least invite him for private "beta competition thing".
he has talent, no doubt.
Title: Re: The new mAAp Pipeline
Post by: Ganja on Wednesday, December 05, 2012, 19:24:20 PM
That's out boy :)
Title: Re: The new mAAp Pipeline
Post by: Spanky on Wednesday, December 19, 2012, 17:53:08 PM
With the mAAp update coming in the next couple weeks, I'd like as much feedback as possible on this update for Pipeline. I have updated the original post with a current download link to the latest version. Post any bugs or suggestions you may have :)
Title: Re: The new mAAp Pipeline
Post by: Jason on Wednesday, December 19, 2012, 20:30:04 PM
i like it. just a few things:
-of course you know about the mirror thing being screwy. Can I see people? I couldn't see myself.
-its weird seeing bathroom doors with windows on them. no privacy?
-I kept shooting things and there were no pings, or bullet holes anywhere. Glass also wouldn't break. Maybe because I launched offline? I was able, however, to shoot the camera.
-The water leak looks awesome.
- The lens flare is pretty cool.
- Bathroom stall door didnt open but I heard the noise.
- I like the red/green light by the obj
- Could have been just me but when i was running from vent access room stairs to break room stairs, it seemed like there was a lot of stuff in the way on the floor making it annoying to navigate.

Title: Re: The new mAAp Pipeline
Post by: Spanky on Wednesday, December 19, 2012, 20:53:10 PM
i like it. just a few things:
-of course you know about the mirror thing being screwy. Can I see people? I couldn't see myself.
-its weird seeing bathroom doors with windows on them. no privacy?
-I kept shooting things and there were no pings, or bullet holes anywhere. Glass also wouldn't break. Maybe because I launched offline? I was able, however, to shoot the camera.
-The water leak looks awesome.
- The lens flare is pretty cool.
- Bathroom stall door didnt open but I heard the noise.
- I like the red/green light by the obj
- Could have been just me but when i was running from vent access room stairs to break room stairs, it seemed like there was a lot of stuff in the way on the floor making it annoying to navigate.

Thanks Jason.
- The mirror, you can see other people but you can't see yourself because you don't exist. Seriously. Do "behindview1" in the console and you will appear.
- I will change the bathroom doors, it kind of adds suspense as well. I'm trying to make that a stressful area of the map.
- No decals eh? Are your settings on low? Maybe they're disabled? I'll check on my end.
- I moved the objects in break room around, added playerblocks to them as well for less buggy whatnots.

On the rest, thanks :)
Title: Re: The new mAAp Pipeline
Post by: Jason on Wednesday, December 19, 2012, 21:41:05 PM
no problem. I actually made all the graphics on Highest and enabled decals before checking out your pretty map :)
Title: Re: The new mAAp Pipeline
Post by: Spanky on Thursday, December 20, 2012, 00:24:41 AM
I just tested in a server and decals showed up. But I can't get the bathroom stall door to do anything. What a weird thing, I don't even do anything with that.

I went through and redid the colors for the zones, everything looks so much more stressed now.
Title: Re: The new mAAp Pipeline
Post by: teddy_grizzly_bear on Thursday, December 20, 2012, 04:01:34 AM
The spiderweb in the North Side entrance isn't 100% see-through. If the door is open to the north side, and  you come from assault's side , the spiderweb makes a top part of the door disappear. Not a huge thing, but if it makes the door disappear, maybe it makes other things disappear as well.
Title: Re: The new mAAp Pipeline
Post by: Jason on Thursday, December 20, 2012, 12:37:52 PM
The spiderweb in the North Side entrance isn't 100% see-through. If the door is open to the north side, and  you come from assault's side , the spiderweb makes a top part of the door disappear. Not a huge thing, but if it makes the door disappear, maybe it makes other things disappear as well.
I second this. when you look from the other way the steam from the floor vents disappear as well.  It acts like that bottom window in blue building in Mout Mckenna.  The one that looks out towards church/alpha alley.  Most of you may know what Im talking about.  If it causes too much trouble then you might as well delete it. 

I tried looking at the map again and still no bullet holes for me. I can shoot through glass and throw grenades through glass without them breaking. Its like the glass isnt even there. 
Title: Re: The new mAAp Pipeline
Post by: teddy_grizzly_bear on Thursday, December 20, 2012, 13:24:43 PM
I second this. when you look from the other way the steam from the floor vents disappear as well.  It acts like that bottom window in blue building in Mout Mckenna.  The one that looks out towards church/alpha alley.  Most of you may know what Im talking about.  If it causes too much trouble then you might as well delete it. 

I tried looking at the map again and still no bullet holes for me. I can shoot through glass and throw grenades through glass without them breaking. Its like the glass isnt even there.
I had all the bullet holes I fired... no problem there for me.

As for the windows, for me they don't break either. You can actually even walk through them (not only the windows, but the posts between them as well) when crouched.
Title: Re: The new mAAp Pipeline
Post by: Spanky on Thursday, December 20, 2012, 13:42:58 PM
I see the problem with the windows now. bCollideActors = False. But the reason why I didn't see it is that the collision was detected server-side (I test on a lan server to see what things look like online) whereas there was no collision in single-player.

Could you guys use this to test:
http://aao25.com/maap/server-launching-for-devs/

I doubt anybody is going to be playing this map singleplayer, so I just want to make sure everything works in multiplayer.

I will fix the spiderwebs as well :) Thanks!
Title: Re: The new mAAp Pipeline
Post by: Spanky on Saturday, December 22, 2012, 20:03:45 PM
I worked on some new grass today:

http://www.youtube.com/watch?v=jtJb8SdeEq8&hd=1

[youtube]http://www.youtube.com/watch?v=jtJb8SdeEq8&hd=1[/youtube]

Looks better in-game than on YouTube, oh well.
Title: Re: The new mAAp Pipeline
Post by: [Majestic]tidididi on Sunday, December 23, 2012, 05:45:53 AM
What about old Pipeline delete in incoming update?
Title: Re: The new mAAp Pipeline
Post by: ELiZ on Sunday, December 23, 2012, 06:09:08 AM
What about old Pipeline delete in incoming update?

There is no plans in removing Org Pipeline, however it's has been slightly optimized, and a updated Org Pipeline will be in the update.
Title: Re: The new mAAp Pipeline
Post by: eKC0mm on Sunday, December 23, 2012, 11:17:08 AM
I worked on some new grass today:

http://www.youtube.com/watch?v=jtJb8SdeEq8&hd=1

[youtube]http://www.youtube.com/watch?v=jtJb8SdeEq8&hd=1[/youtube]

Looks better in-game than on YouTube, oh well.

I'd like to see what players prone in the grass look like too opfor. This brings a very COD4ish aspect to the game where one could hide in high grass. Interesting.
Title: Re: The new mAAp Pipeline
Post by: Spanky on Sunday, December 23, 2012, 13:22:08 PM
I'd like to see what players prone in the grass look like too opfor. This brings a very COD4ish aspect to the game where one could hide in high grass. Interesting.

Here you go:
(https://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-12-23%2010-17-59-24.png)
(https://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-12-23%2010-18-15-54.png)
(https://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-12-23%2010-18-49-41.png)

I've removed about 100,000 polygons in terrain foliage. Even on full settings with forced 16x anti-aliasing, I'm getting 25-30FPS at 720p with my ancient 8600GT 256MB graphics card. This map should be quite playable. Even with onboard graphics, going inside the building, FPS just climbs sky high.


What about old Pipeline delete in incoming update?
As ELiZ said, no original maps are getting deleted. This is off-topic but Urban Assault, Hospital, Tunnel and original Pipeline are getting a few bugs fixed and a few lighting tweaks. No sounds, objects or anything critical to gameplay has been altered.
Title: Re: The new mAAp Pipeline
Post by: eKC0mm on Sunday, December 23, 2012, 14:01:53 PM
Lol well it looks like you'd be very well camouflaged to your teammates. Opfors wear black so they might be a little easier to see in the grass. But that's awesome. It adds a realistic dynamic to the game that hasn't existed in the past.
Title: Re: The new mAAp Pipeline
Post by: Possessed on Sunday, December 23, 2012, 14:08:45 PM
not sure but, he can make opfor use a green vest
Title: Re: The new mAAp Pipeline
Post by: eKC0mm on Sunday, December 23, 2012, 14:29:06 PM
eh that wouldn't be good. for anyone lol
Title: Re: The new mAAp Pipeline
Post by: Spanky on Sunday, December 23, 2012, 14:33:05 PM
But that's awesome. It adds a realistic dynamic to the game that hasn't existed in the past.

Thanks :) I think it looks better than the previous grass:
(https://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-01-22%2000-46-12-84.png)

A bit more... detailed, not just a dark green color. It'll be interesting to see how people use it for cover.
Title: Re: The new mAAp Pipeline
Post by: Koden on Sunday, December 23, 2012, 15:43:52 PM
not sure but, he can make opfor use a green vest

That can be done but friendly fire issues would become a standard unfortunatly (all of the missions feature a pretty much standard uniform sets for US forces and opposing forces so while it can be done it's not practical). Original maps also featured more dull colors so i guess that it hasn't ever been an issue.
Title: Re: The new mAAp Pipeline
Post by: Spanky on Sunday, December 23, 2012, 16:25:57 PM
Messing with hue and saturation in ZoneInfo really makes areas come alive:

Grey and flat looking break room:
(https://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-12-23%2013-08-58-30.png)

Bright sunlit yet dusty/hazy north pump room:
(https://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-12-23%2013-11-11-33.png)
(https://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-12-23%2013-15-17-55.png)

Dark and dirty yet detailed exterior:
(https://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-12-23%2013-12-27-71.png)

Very dramatic, dark, red-only tunnels:
(https://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-12-23%2013-13-15-00.png)

Bright orange morning sunlight outside:
(https://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-12-23%2013-14-14-64.png)

Dramatic fluorescent-lit yellowish bathroom:
(https://dl.dropbox.com/u/464376/aac_maap/screenshots/ArmyOps%202012-12-23%2013-20-27-34.png)
Title: Re: The new mAAp Pipeline
Post by: Jason on Sunday, December 23, 2012, 16:39:15 PM
the bathroom looks like it would be from a Saw movie haha  :up:
Title: Re: The new mAAp Pipeline
Post by: Spanky on Sunday, December 23, 2012, 16:42:04 PM
the bathroom looks like it would be from a Saw movie haha  :up:

The dead guy in the shower didn't want to play the game :(
Title: Re: The new mAAp Pipeline
Post by: -[unR]BENDAWICH on Sunday, December 23, 2012, 16:42:17 PM
North pump looks immense
Title: Re: The new mAAp Pipeline
Post by: snBcrPepe on Monday, December 24, 2012, 07:38:36 AM
tunnels are amazing. How does the red light works with night vision?
Title: Re: The new mAAp Pipeline
Post by: Alex on Monday, December 24, 2012, 13:25:07 PM
tunnels are amazing. How does the red light works with night vision?
Pipeline doesn't have night vision....

EDIT: wow there actually is. I'm not sure why they put it in a daytime map...
Title: Re: The new mAAp Pipeline
Post by: Koden on Monday, December 24, 2012, 14:33:20 PM
The dead guy in the shower didn't want to play the game :(

!  :D

Every bit of it looks fun to play, are all the flammable-marked barrels in north pump explosive? That would be a wannabe terrorist dream  :style:

The bathroom looks cool, the dead guy in the shower is a bit scary xD

Title: Re: The new mAAp Pipeline
Post by: Spanky on Monday, December 24, 2012, 15:42:02 PM
EDIT: wow there actually is. I'm not sure why they put it in a daytime map...
I'll get rid of it.


Every bit of it looks fun to play, are all the flammable-marked barrels in north pump explosive? That would be a wannabe terrorist dream  :style:
No they aren't. A while back me and Blue worked on exploding barrels but it requires coding to create effects that spawn server-side (and replicated to all clients) to make the barrels work. Also, I'm having a hard time getting ViewShaker to work... it's hidden somewhere in Pipeline, I don't want to give it away :)
Title: Re: The new mAAp Pipeline
Post by: Spanky on Wednesday, December 26, 2012, 16:01:33 PM
Well, I think this is it. The mAAp beta is right around the corner and I can't think of much else to do on Pipeline. I thought I would go back and edit up the comparison I made almost a year ago and add this new version to it:

(https://dl.dropbox.com/u/464376/mAApPackFiles/pipeline_comparison2.png)


Obviously not a whole lot changed outside, except for the sky. I did go through and optimize things as much as I can and implemented detail scaling. Right now, on full settings at 1680x1050 FPS is above 55 pretty much everywhere. That's as good as it's going to get I think without sacrificing detail.
Title: Re: The new mAAp Pipeline
Post by: MothaGoosE on Wednesday, December 26, 2012, 16:16:16 PM
Looks epic, Spanky! The only issue I've ever had with this map was being able to shoot at assault spawn through certain windows (which greatly favors defense). Have you done anything about those?
Title: Re: The new mAAp Pipeline
Post by: Spanky on Wednesday, December 26, 2012, 16:59:10 PM
Looks epic, Spanky! The only issue I've ever had with this map was being able to shoot at assault spawn through certain windows (which greatly favors defense). Have you done anything about those?

Yea, I've removed that break room window and the others at break room stairs are too tall to shoot through. There's a few other windows that I've removed as well which seems to help FPS.
Title: Re: The new mAAp Pipeline
Post by: MothaGoosE on Wednesday, December 26, 2012, 18:29:04 PM
Yea, I've removed that break room window and the others at break room stairs are too tall to shoot through. There's a few other windows that I've removed as well which seems to help FPS.

I can't wait to play this! XD
Title: Re: The new mAAp Pipeline
Post by: Spanky on Wednesday, December 26, 2012, 19:09:53 PM
I can't wait to play this! XD

Here's the final pre-beta video:
http://www.youtube.com/watch?v=ma5ya-hrU4A&hd=1

[youtube]http://www.youtube.com/watch?v=ma5ya-hrU4A&hd=1[/youtube]
Title: Re: The new mAAp Pipeline
Post by: Ganja on Thursday, December 27, 2012, 12:23:33 PM
Looks really nice
Title: Re: The new mAAp Pipeline
Post by: Possessed on Sunday, December 30, 2012, 21:41:47 PM
Here's the final pre-beta video:
http://www.youtube.com/watch?v=ma5ya-hrU4A&hd=1
forgot the Bloom hack  :style:
Title: Re: The new mAAp Pipeline
Post by: Spanky on Wednesday, January 02, 2013, 14:07:38 PM
I loaded up the current release of Pipeline and am shocked and happy to report that the new build has 7FPS more outside than the old one. That's running on full settings with an 8600GT 256MB at 1680x1050. This new build performs and looks a LOT better than the old. I've been seeing a surprising amount of people playing mAAp Pipe lately so I'm excited to see how this new build is going to do.
Title: Re: The new mAAp Pipeline
Post by: Spanky on Thursday, January 10, 2013, 17:34:20 PM
I'm done with this map. Seems like there was a lot of interest but every time I look, nobody plays it. That's fine though, it was fun to make.
Title: Re: The new mAAp Pipeline
Post by: Ganja on Wednesday, July 24, 2013, 12:51:09 PM
Today I was like 'I'm bored, I'm gonna try that map Spanky doesn't stop talking about'. You know I was really proud to get of my habits of joining bridge, hospital, pipe or urban, but guess what, every time i join your server I got CE ... how comes?
Title: Re: The new mAAp Pipeline
Post by: Spanky on Wednesday, July 24, 2013, 12:57:19 PM
Turn off the hacks Ganja... I has the best anti-cheat in Pipeline.


Post your CE. Is it immediate?
Title: Re: The new mAAp Pipeline
Post by: Ganja on Wednesday, July 24, 2013, 13:17:45 PM
First, map is loading during 2 good minutes and then BAMS

 Build AmericasArmy_Build_[2004-06-01_02.01.01]

OS: Windows NT 6.1 (Build: 7600)
CPU: GenuineIntel PentiumPro-class processor @ 2128 MHz with 2934MB RAM
Video: Intel(R) HD Graphics (2104)

CreateTexture failed(8007000E).

History: FD3DTexture::Cache <- FD3DRenderInterface::CacheTexture <- FD3DRenderInterface::HandleCombinedMaterial <- FD3DRenderInterface::SetSimpleMaterial <- FD3DRenderInterface::SetMaterial <- FCanvasUtil::Flush <- FCanvasUtil::BeginPrimitive <- FCanvasUtil::DrawTile <- AAGP_Sun::ApplyGlowEffects <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level [mAAp] Pipeline <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 706D7564 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

Title: Re: The new mAAp Pipeline
Post by: Spanky on Wednesday, July 24, 2013, 13:46:21 PM
Can you open the map offline?
Title: Re: The new mAAp Pipeline
Post by: Possessed on Thursday, July 25, 2013, 03:26:54 AM
Intel(R) HD Graphics (2104) -> CreateTexture failed(8007000E) -> AAGP_Sun::ApplyGlowEffects
Title: Re: The new mAAp Pipeline
Post by: Spanky on Thursday, July 25, 2013, 04:00:17 AM
Intel(R) HD Graphics (2104) -> CreateTexture failed(8007000E) -> AAGP_Sun::ApplyGlowEffects

Well when you put it that way... Ganja, can you play on SF Oasis?

The main difference between mine & SF Oasis:
Code: [Select]
bForceCorona=True
Title: Re: The new mAAp Pipeline
Post by: Ganja on Thursday, July 25, 2013, 07:17:23 AM
Imma try it when I open AA, exhausted right now