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Messages - Koden

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1411
mAAp Project / Re: v7.2 Update
« on: Wednesday, May 09, 2012, 12:36:37 PM »
I am quite done with Interdiction at this time. I would just like to set up a couple things in a better way. If we are planning to update on this week there's not much time for another map. I tried working around OldTown some time ago but it's almost completely filled with newer packages and that would be burden to replace, either having people to use 2.8.5 packages as a whole (which would mean a quite huge patch update by our standards) or the other way around, picking out only the materials being used in the map and includ them in the 285 tagged packages i already setted up a while ago for Interdiction (which used a relatively small amount of 2.8.5 materials).

Actually i recall i already talked about that with Spanky and the idea was about converting the game materials (meshes, textures and sounds) as a whole but taking out the 2.5 materials so to have a much more size-efficient patch. Unfortunatly it seems that the packages aren't extremely well organized and while there's a path for guess estimating what belongs to one version or to the other, some packages are mixed with materials from both.

I didn't even realize there was a change log. :P

Better than having to ask around if things are fixed or not. Btw i'm not sure whether it was last used, i still use it don't know about others.

1412
mAAp Project / Re: 2.5 Editor
« on: Tuesday, May 08, 2012, 13:32:18 PM »
@ Max, i suggest you learning on the 2.8.5 editor, if you'll be able to produce something interesting you'll have much higher chances, and you will also be able to convert your map to 2.5, so there's virtually no drawback. Just keep on elder material from 2.5 (everyy material tagged with AAO in its name it's most likely more modern than that) and avoid using 2.8.5 AI (because 2.5 and 2.8.5 are pretty much different and you would end up with a bunch of missing links once converting).

One can't simply steal UE3. One can only download it for free: http://udk.com/

Yeppers it's brilliant, they also have a 50.000 $ royalties free commercial license (you don't even need to pay 1 dollar to Epic up to 50.000 $ of revenue).

http://www.udk.com/licensing

1413
mAAp Project / Re: Official mAAp v7 Bug Reporting Thread
« on: Monday, May 07, 2012, 17:29:07 PM »
Not on my updated version of Hospital :) You can't jump off the roof.

Oh. That's true, good job :D it was very kamikaze-like anyway, lulz.

P.s. sligthly lesser, i just noticed you lifted up the roof by a little and that allows you to jump onto the next roof, i'll put a playerblock volume there and close to another area i just reminded of.



This is the area i recall of some people using to camp and ambush the enemy - close at the ambush spawn.


1414
mAAp Project / Re: Official mAAp v7 Bug Reporting Thread
« on: Monday, May 07, 2012, 17:27:52 PM »
I don't really remember how you do it but you can walk up a cable on the roof

That reminds me of another spot that isn't really used anyway, the pole in front of the West Wing Roof on Hospital. It's somehow possible to jump and land on it successfully.

1415
mAAp Project / Re: Official mAAp v7 Bug Reporting Thread
« on: Monday, May 07, 2012, 16:05:50 PM »
There's a certain area exploit on Dockside that kinda breaks the gameplay a lot.

Care to take a screenshot?

1416
mAAp Project / Re: Editor Question
« on: Monday, May 07, 2012, 15:30:11 PM »
Understandable but is there a way to make these "unreachable rooms" reachable?

Delete the player block collision volume. I personally wouldn't unless you plan accurately to make space for new areas where the gameplay it's not just still standing.

1417
mAAp Project / Re: Editor Question
« on: Monday, May 07, 2012, 15:25:46 PM »
Im not sure i understand. Would it be something that is outlining the doorway or just something inside of the room somewhere? I dont see anything outlined in pink.

You would see a big pink outline cube/volume inside the room, there are many otherwise unreacheable rooms featuring Player blocks volumes in Hospital because a lot of em also have windows (players could enter and camp inside if they were reacheable).


1418
The Lounge / Re: Photography
« on: Monday, May 07, 2012, 12:32:23 PM »
XD all u need is love! papparapapà

i like your photos but i'm not on Feisbook, sorry 'bout that.

1419
mAAp Project / SF Hospital improvements
« on: Sunday, May 06, 2012, 18:27:40 PM »
While taking off a few bugs i reported earlier ( http://aao25.com/maap/official-maap-v7-bug-reporting-thread/msg21383/#msg21383 ) by setting up player collision blocks i was thinking that there are a few objects and areas (like cars, trucks, and hospital furniture) that might benefit from a smoother, more natural collision to improve the feeling and actually make things feel smoother to move onto/nearby. What's your take?



*To clarify that for the lesser interested about technical matters of the game, player blocks collision are non-visible objects that can be placed to ease collision of otherwise multi-faceted objects. This doesn't modify the gameplay, nor it modifies any visuals, but adds a more refined layer to the physical world (briefly, helps taking movement chunkiness out).


1420
mAAp Project / Re: Square - Round Points
« on: Sunday, May 06, 2012, 17:56:58 PM »
Because unreal engine is OOB based and blah blah, classes, blah blah, I'm pretty sure the Sound category does affect the objective. Because the actual objective actor is the one emitting the sound.

Make sure full volume is false, reduce the sound radius.


Lol, i thought that was obvious, the link i posted before talks about the properties of a generic Actor :D

Quote
http://wiki.beyondunreal.com/UE2:Actor_properties_(UT2004)#TransientSoundRadius

Quote
Fun fact: almost any actor entity can emit a light if you setup the light values correctly. The same idea works for sound.


Hmmmz.... a glow or a a light by true means? Cause then i wonder about the light shape. Seems interesting :)

1421
mAAp Project / Re: Official mAAp v7 Bug Reporting Thread
« on: Sunday, May 06, 2012, 16:51:43 PM »
Room behind 1st floor reception desk?

Exactly.

I retested myself offline, i have almost never seen someone reaching that spot in years, it's kinda wierd because it couples with another "area reach exploit" i know of which is a bit embarassing (on the same map, Hospital).

Imho all of those area exploits kinda spoil the game and are perfect for a camping gameplay -.-

1422
mAAp Project / Re: Official mAAp v7 Bug Reporting Thread
« on: Sunday, May 06, 2012, 15:32:20 PM »
it's not a mAAp map but i wasn't willing to open a new thread just for this, basically seems like someone's able to hide there in that corner (a place you're not really supposed to able to reach). Should we allow that?

It's from the 1st floor room next to the hallway, on Hospital.



1423
mAAp Project / Re: Square - Round Points
« on: Sunday, May 06, 2012, 05:39:51 AM »

Also, I fixed the team names. It's now Assault North and Assault South. As for the really loud objective sounds, I couldn't find anyway to make them quieter. All that was there is the place to choose what sound is played, when, and for how long.

Sound radius and Transistent sound radius values in the Sound tab are default for both objectives, therefore too high (64 and 300). Lowering them to around 15/20 and 20/25 will fit i think.



http://wiki.beyondunreal.com/UE2:Actor_properties_(UT2004)#TransientSoundRadius

1424
mAAp Project / Re: Anamorphic Lens Flare
« on: Saturday, May 05, 2012, 20:40:55 PM »
It looks quite bright and pronounced, maybe lesser opacity might do some use. I tested the zip version and i guess it was the z-write you described in the txt because it shows through the walls. You might also want to use a whiter aura for the outer parts of the flare (might help giving a more natural feeling, light preserves its irradiated colour through). A lesser contrasted flare/emitter it's also easier to control, color wise.

1425
General Chat / Re: Greetings
« on: Saturday, May 05, 2012, 14:54:13 PM »
Welcome back :) good luck and have fun.

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