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Author Topic: v7.2 Update  (Read 3700 times)

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Offline Spanky

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v7.2 Update
« on: Tuesday, May 08, 2012, 21:01:41 PM »
I've talked with Pit and he seems able to do a mAAp update. A few of the maps really need it but I'm mostly wondering where Blue, Koden and Killaman are with the maps (if any) they're working on. I'm kinda done doing work for AA, at least for now but there's quite a few things I've done for v7.2 already. So where are we at for an update?
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline Alex

Re: v7.2 Update
« Reply #1 on: Tuesday, May 08, 2012, 21:05:31 PM »
My map is good to go for its first release. I'll go through it tonight looking for anything out of place, but it should be fine.


Offline Archeh

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Re: v7.2 Update
« Reply #2 on: Tuesday, May 08, 2012, 21:08:24 PM »
I was actually gonna ask when we can expect an update earlier today then forgot :o
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Offline BlueBlaster

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Re: v7.2 Update
« Reply #3 on: Tuesday, May 08, 2012, 21:10:38 PM »
Are Ice and Square fixed? Those were the main ones. I could probably swap the forest camo to digi camo if someone wants it this release.



Offline Alex

Re: v7.2 Update
« Reply #4 on: Tuesday, May 08, 2012, 21:16:38 PM »
Are Ice and Square fixed? Those were the main ones. I could probably swap the forest camo to digi camo if someone wants it this release.
I just need to get rid of the obj sounds and square will be good for release.

Offline Spanky

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Re: v7.2 Update
« Reply #5 on: Tuesday, May 08, 2012, 21:16:45 PM »
My map is good to go for its first release. I'll go through it tonight looking for anything out of place, but it should be fine.
Alright, write up the briefings files then :) You can see examples in the Briefings folder.

Are Ice and Square fixed? Those were the main ones. I could probably swap the forest camo to digi camo if someone wants it this release.
I fixed Ice a while back, for real. I added a flat playerblock so people can't go below the ice. I did a bunch of bug fixes on Square like the door warping and people going where they shouldn't be.
It's like shaving your pubes to make your junk look bigger.
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Offline Alex

Re: v7.2 Update
« Reply #6 on: Tuesday, May 08, 2012, 21:20:25 PM »
Square's now done for now.

EDIT; monkey Island still needs to be fixed, if it's even possible.

Offline Archeh

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Re: v7.2 Update
« Reply #7 on: Tuesday, May 08, 2012, 21:23:29 PM »
Are the spawns on Berg working? I'm not sure if that was fixed last update, it's been a while since I played that map.
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Offline Possessed

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Re: v7.2 Update
« Reply #8 on: Tuesday, May 08, 2012, 21:29:34 PM »
Are Ice and Square fixed? Those were the main ones. I could probably swap the forest camo to digi camo if someone wants it this release.
Would be cool if we can choose both old and digital camo, I mean a menu option to choose Digital or Old.
obvious for futures releases :D
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 Alex

Re: v7.2 Update
« Reply #9 on: Tuesday, May 08, 2012, 21:36:24 PM »
Would be cool if we can choose both old and digital camo, I mean a menu option to choose Digital or Old.
obvious for futures releases :D
Not possible. The camo is actually changed for each map. Meaning, we would have to have 2 of each map to choose camo, and even then, the entire server would be wearing the same camo.

Offline Alex

Re: v7.2 Update
« Reply #10 on: Tuesday, May 08, 2012, 21:36:59 PM »
Are the spawns on Berg working? I'm not sure if that was fixed last update, it's been a while since I played that map.
Oh, yeah. I completely forgot about that.

Offline Spanky

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Re: v7.2 Update
« Reply #11 on: Tuesday, May 08, 2012, 22:07:02 PM »
Not possible. The camo is actually changed for each map. Meaning, we would have to have 2 of each map to choose camo, and even then, the entire server would be wearing the same camo.

Not to mention adding a bunch of code into the already compiled game for which we have no source. It wouldn't be a per-map thing, it would be global. The forest skins would actually be removed entirely, replaced by the digital camo.
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Offline Yahoo

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Re: v7.2 Update
« Reply #12 on: Tuesday, May 08, 2012, 22:12:03 PM »
And the breakout glitches?

Offline Alex

Re: v7.2 Update
« Reply #13 on: Tuesday, May 08, 2012, 22:13:16 PM »
And the breakout glitches?
Which are those? The one where you had to crouch going up the stairs has been fixed. Not really a bug though. 

Offline Spanky

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Re: v7.2 Update
« Reply #14 on: Tuesday, May 08, 2012, 22:19:22 PM »
I think I fixed Breakout a while back. Here's the Changelog so everybody can see it:

[MAP]ICE - Feb 17th 2012 - Spanky - Added Playerblock to pond.
[MAP]Berg - Feb 19th 2012 - Spanky - Moved perimeter blocking volumes to eliminate rock bug, removed useless terrain, set several BSP surfaces to unlit and attempted fix for Assault playerstart.
[MAP]Breakout - Feb 21st 2012 - Spanky - Fixed some lighting issues, added light fixtures, resolved anti-portal issue in control room and added an objective.
[MAP]Square - Feb 22nd 2012 - Spanky - Made some surfaces into Anti-Portals to try and raise FPS, lowered and raised some lightmaps in various areas for better quality lighting and lower file size.
[C0DE]TriggerLightReset - Feb 25th 2012 - Spanky - Updated TriggerLightReset with defaultproperties that hopefully make it behave better and more reliably.
[MAP]Rummage - Feb 25th 2012 - Spanky - Lowered lighting to be more like 2.8's Rummage. Added sunlight actors in rooms with windows facing the sun. Changed cull distance on some objects to prevent popping in and out.
[MAP]Rummage - Feb 28th 2012 - Spanky - Changed opfor clothing to OpInf to make them more discernable.
[MAP]Aztec - Feb 29th 2012 - Spanky - Added light haze to corridor, changed enemy mesh to reduce errors in server log file.
[MAP]Aztec - Feb 29th 2012 - Spanky - Added another light haze, fixed some lightmaps, fixed a texture, fixed a zone portal, hopefully fixed bridge collision and textures.
[MAP]Square - Feb 29th 2012 - Spanky - Fixed door-warping issue when running through doorways. (awning being too low)
[MAP]Square - March 1st 2012 - Spanky - Added playerblocks to various ledges.
[MAP]Shipment - March 2nd 2012 - Spanky - Changed player meshes and skins, set graphics detail on various meshes and emitters.
[MAP]Pipeline - March 26th 2012 - Spanky - Moved playerstarts around to try to balance the map. Removed break room window and collision on railing.

[MAP]Interdiction - Feb 23th 2012 - Koden - Added 2 civilians with related objectives (triggertime25), partial objective set up, moved defense spawn points to the lower floor, and fixed uniform issue.
[MAP]Interdiction - Feb 24th 2012 - Koden8- Added Playerblock area to the North exit tunnel to avoid players falling down.
[MAP]Interdiction - Feb 24th 2012 - Koden - Fixed various light fixtures and rods that were missing (including elevator ones) and the Cafe door opening upwards.
[MAP]Interdiction - Feb 24th 2012 - Koden - Added movers, that however need a fix as they rotate too much ending up into the wall.Also added a door that has to be single shotted to be activated (2nd door on the right at the bottom of the upper main room)
[MAP]Interdiction - Feb 25th 2012 - Koden - Relinked all the ambient sounds for the 2.5 packages.
[MAP]Interdiction - Feb 25th 2012 - Koden - Completed setting up the objectives.
[MAP]Interdiction - Feb 28th 2012 - Koden - Fixing the last set of light fixtures, modifying the object sets, fixing uniforms.
[MAP]Interdiction - Feb 28th 2012 - Koden - Setting off collision for the loading line bumpers in the upper main room. Adding some more sounds in the hospital area at the lower floor, and patients static meshes.
[MAP]Interdiction - Feb 28th 2012 - Koden - Temporarily taking off NPCs for the 7.2 release (server log spam issue).
[MAP]Interdiction - Feb 28th 2012 - Koden - Adding 2 radios and 4 sounds phone ringing sound emitters in the upper and mid floor. Adding harmonica and prison ambience emitters in the prison area.
[MAP]Interdiction - Feb 29th 2012 - Koden - Fixing grate movers, adding HUD text for objectives and unlockable doors, fixing main room 2nd floor material, fixing assault double fireteam leaders, cleaning out garbage meshes.
[MAP]SFhospital - May 7th 2012 - Koden - Adding player blocks collision to avoid players moving into area they're not supposed to (reversed shelves in the room behind acceptance and in the escort spawn, next to the car). Also added a playerblock volume on the roof, and one in the ambush alley next to a dumpster.

[MAP]Glass Kill House - Feb 25 2012 - Blue - Removed volume lights from west side windows. They just eat fps too much. Plus sunlight comes through the east windows anyways.
[MAP]Aztec - Feb 25 2012 - Blue - Fixed reporting in using the LocationPriority property on commvolumes and ZoneInfos.
[MAP]Breakout - Feb 26 2012 - Blue - Tweaked objectives, slight changes in some lighting to color coordinate the maps color scheme, and almost entirely zoned.
[MAP]Breakout - Feb 27 2012 - Blue - Made the main area darker. Changed various lights around the map to introduce the red/blue color scheme.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

 

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