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Author Topic: The new mAAp Pipeline  (Read 19289 times)

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Offline Spanky

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Re: The new mAAp Pipeline
« Reply #45 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.
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Offline Ganja

Re: The new mAAp Pipeline
« Reply #46 on: Wednesday, December 05, 2012, 19:24:20 PM »
That's out boy :)

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Re: The new mAAp Pipeline
« Reply #47 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 :)
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Offline Jason

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Re: The new mAAp Pipeline
« Reply #48 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.


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Re: The new mAAp Pipeline
« Reply #49 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 :)
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Offline Jason

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Re: The new mAAp Pipeline
« Reply #50 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 :)

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Re: The new mAAp Pipeline
« Reply #51 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.
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Offline teddy_grizzly_bear

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Re: The new mAAp Pipeline
« Reply #52 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.
<image removed due to imgur stuff - probably for the best>

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Offline Jason

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Re: The new mAAp Pipeline
« Reply #53 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. 

Offline teddy_grizzly_bear

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Re: The new mAAp Pipeline
« Reply #54 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.
<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

Offline Spanky

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Re: The new mAAp Pipeline
« Reply #55 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!
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Re: The new mAAp Pipeline
« Reply #56 on: Saturday, December 22, 2012, 20:03:45 PM »
I worked on some new grass today:



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

Looks better in-game than on YouTube, oh well.
It's like shaving your pubes to make your junk look bigger.
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Offline [Majestic]tidididi

Re: The new mAAp Pipeline
« Reply #57 on: Sunday, December 23, 2012, 05:45:53 AM »
What about old Pipeline delete in incoming update?

Offline ELiZ

Re: The new mAAp Pipeline
« Reply #58 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.

Offline eKC0mm

Re: The new mAAp Pipeline
« Reply #59 on: Sunday, December 23, 2012, 11:17:08 AM »
I worked on some new grass today:



[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.
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