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Messages - MothaGoosE

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121
mAAp Project / mAAp pack 7.20 Bug Reports
« on: Thursday, December 27, 2012, 19:11:28 PM »
All right, so I'm going through all the maps and will update this thread every time I find something new.

To start off: Petrol

For the record, these maps are awesome. Just a few things that I spotted:

-In one of the bathrooms, the stall doors are floating in the center of each stall.
-In one of the stairwell areas, there appears to be a bsp error
-Additionally, many of your static meshes cause buggy movement
-There is a way to get into a restricted area and shoot at people in the playable area
-The truck that is on fire causes severe fps drop, especially at a distance

(Corresponding Screenshots are here): https://dl.dropbox.com/u/25230487/Petrol.zip

Rooftop:

-First off, just a small lighting artifact from UnrealEd being gay
-The sunroofs' alignment could be tweaked a bit so that they don't appear to be floating

(Corresponding Screenshots are here): https://dl.dropbox.com/u/25230487/Rooftop.zip

Pool Day:

-Critical error occurs every time a grenade comes into contact with any water

Breakout:

Screenshots are self-explanatory: https://dl.dropbox.com/u/25230487/Breakout.zip

122
mAAp Project / Re: Weapons Cache Elevator
« on: Thursday, December 27, 2012, 17:03:59 PM »
Pretty, but not good for this map. too noisy, too slow, blocks the ladder.

BUT cool fo sure.

Agreed. Still cool.

123
mAAp Project / Re: The new mAAp Pipeline
« 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

124
mAAp Project / Re: The new mAAp Pipeline
« 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?

125
mAAp Project / Re: Assist 7.20 mAAp updates
« on: Monday, December 24, 2012, 20:45:26 PM »
I will help test. Just tell me what to do. Also, happy holidays everyone!

126
mAAp Project / Re: Assist 7.20 mAAp updates
« on: Saturday, December 22, 2012, 21:54:02 PM »
I'm in the middle of shrinking the filesize of Contingency. I'll post a dropbox download to the map and briefings in this thread when I finish it. If one of you guys could stick it in the dev dropbox, I'd appreciate it.

Edit: Here's the updated map: https://dl.dropbox.com/u/25230487/MP_SF_Contingency.zip

127
News / Re: ATTENTION PLAYERS, mAAp needs your help!
« on: Tuesday, December 11, 2012, 02:59:24 AM »
I'm willing to help test the maps as well. Do you want us to just download the maps and play them in the current version of Assist, or do you have something else in mind?

128
General Chat / Re: About flash grenade power and lasting effect.
« on: Wednesday, December 05, 2012, 02:46:35 AM »
If you can't kill the player in the time it takes for them to pull out a flash you deserve to lose that fight.

Besides, It's always so satisfying when you're flashed, all like "fuckfuckfuckfuckfuckfuckfuck!" and you end up killing the motherfucker somehow. XD

129
General Chat / Re: About flash grenade power and lasting effect.
« on: Wednesday, December 05, 2012, 02:36:39 AM »
I'm 80% sure he was being sarcastic.

Yeah, I see that now, my bad. At least I still got to make my point. :P

130
General Chat / Re: About flash grenade power and lasting effect.
« on: Monday, December 03, 2012, 19:46:06 PM »
Yes, and reducing the effect of flashes will make an influx of thousands new players.

Why is that? I fail to see why your opinion should be superior.

To put it simply: The reason for the flashbang duration change has not been demonstrated to be anything more than opinion. There are also those who have an opposing opinion. However, my position in this argument is simple: unless it is demonstrably clear that almost everyone here is in favor of this change, it is not worth the effort because, while certain people who share your opinion would be happy with the change, others would not.

This would result in fighting amongst players all over the forum, which is exactly what the admins are trying to avoid. There is no way you can prove that shortening the flash duration would bring a considerable amount of players to the game, and the same would be true if the scenario was opposite and people wanted to increase the duration because they felt it was too short. It's not about people's opinion, it's about making a risky change to a game mechanic that works just fine. The evidence for that is that a decent amount of people still play this game.


131
General Chat / Re: About flash grenade power and lasting effect.
« on: Sunday, December 02, 2012, 18:10:30 PM »
That's right!

Flashes exist to help soldiers clear rooms more safely. You have flashes too.

132
General Chat / Re: Re: Future of AAO25.com
« on: Sunday, December 02, 2012, 08:05:29 AM »
Flashes never got useless... As Tidi said, they were kinda bugged outside (sometimes you would get flashed 1 sec^^), but it was still way better than 2.5 flashes. If it's possible, just do it ^^

I understand that this change is something you want, but I'm pretty sure "A few of us want this, so change it and fuck what anyone else thinks" isn't an effective argument. Additionally, if the change was made, certain other people would push for it to be undone. There really is no point, and that means you're asking for the devs to put in a lot of work for precisely nothing. You need to look at the broader picture, not just what you want.

133
General Chat / Re: Re: Future of AAO25.com
« on: Saturday, December 01, 2012, 20:39:58 PM »
Yes, yes, let's work on tweaking the flashes since all of us have so much combat experience and have used these many times. This will surely make 2.5 the best it could possibly be.

I agree. The last thing we need is tweaked game mechanics.

134
mAAp Project / Re: The new mAAp Pipeline
« 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?

135
mAAp Project / Re: The new mAAp Pipeline
« 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?

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