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Messages - Koden

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1606
mAAp Project / Re: Refinery
« on: Sunday, March 04, 2012, 10:57:08 AM »
For the bug, see attached screenshot.
(red box = invisible wall , green arrow shows the opportunity to walk around it)

ps. yes i know how to lower the volume.
But it's a little annoying to tweak my volume for each map im playing.

This is rather wierd. I opened the editor, and nothing that could virtually block a player gets displayed in that area. I tried to launch the map and go in that specific area, to discover that there actually is some kind of invisible "wall". I'm trying to remove a couple things that are placed close to that to see if there's some player block zone or something else messing up collisions. However, it sounds metallic when you walk on it (because you can even walk on it, for a meter or so).

The audio effects volume issue is another matter, as we need to recalibrate them. I took a quick look at the map layout and it doesnt seems like there are many sounds emitters, but i just would like to hear Blue's and Spanky's opinion about before modifying anything.

1607
The Lounge / Re: azteken end of the world after party he!! he!!
« on: Sunday, March 04, 2012, 07:42:28 AM »
wOOt.

Steam will probably make a discount event out of that.

1608
mAAp Project / Re: Untitled Forest/Jungle Map
« on: Sunday, March 04, 2012, 07:29:09 AM »
It would be cool if you could make it like SF Sandstorm. Where the first team to capture all 3 objectives wins or whoever is holding 2/3 when time runs out wins.

It's a system where every objects can be taken by both teams, and every object is needed to win. It's in Sandstorm, Urban Assault and in the ported Interdiction, it just need to be setted as an object that can be taken by a team, and then taken back by the other team (BTakeTurns). Of course that it's meant for a "Take and Hold" gameplay (pointing out cause capturing and holding are quite different concepts).

You need to set up all of the 3 objs as needed to win, because otherwise no one would bother taking the one not needed to win (much like the Control Panel in Pipeline - a more important obj vs 3 lesser important ones). Unless Spanky can set it up so you can take a random 2 of the overall 3 objs available to win, it's something that probably can be done and Spanky might find out a way to do that.

1609
Honor Claims / Re: Honor claim
« on: Saturday, March 03, 2012, 14:49:19 PM »
It is 10 with a AAveteran icon. You think the icon maybe covering the last zero? I am playing with 1600x1200 but i guess that isen't the issue either cuz AA2.x dosen't support widescreen format? Thx for answers

It's just the icon covering the last digit. AA wasn't made for High Definition resolutions, i wouldn't expect it anyway from a game that was born in 2003.

1610
mAAp Project / Re: Untitled Forest/Jungle Map
« on: Friday, March 02, 2012, 15:44:25 PM »
I like the overall brightness and those shadows casting nicely.

p.s. a couple trees went onto the bridge.

1611
Hardware/Software / Re: Youtube Video {Test}
« on: Friday, March 02, 2012, 14:22:53 PM »
Quality is acceptable, the thing is you might want to use your voice to describe what your video points at, to add useful info and help people focus on it while watching (because watching a generic video with any kind of music not meant for it usually draws attention). If you don't want to use your voice use subs.

Ah, you might also use a screen recorder that doesn't feature trasparent logos in the middle of the screen. You can easily get a *trial copy of Fraps




*hint hint.

1612
General Chat / Re: Whitelist error #9008
« on: Friday, March 02, 2012, 12:38:20 PM »
if I can have 3 installs on 1 hdd without mixing them up why cant other people :(

They might not be up to the task because probably most people can't figure out that installing AA in the default folder means having a mixed AA folder if you installed it before. Actually it's the installer fault, because AA devs should have figured out aswell that this could have been an issue (or either they didn't cared at all).

1613
General Chat / Re: Whitelist error #9008
« on: Thursday, March 01, 2012, 18:48:42 PM »
It's a 2.8.5 install file that isn't supposed to be in a 2.5 install, and that's why the Assist recognized it.

You say you haven't been trying to mix the 2 game versions, but actually the most obvious way you can have to get that file on your pc is a 2.8.5 install. I wonder you might have repaired AA 2.5 from a folder that contained 2.8.5 aswell, therefore copying 2.8.5 assets aswell (as far as i'm aware, the Assist doesn't detect the files to copy).

If you happened to do so, re-install AA 2.5 into a folder different from the default one, naming it in a different way, and then proceed to repair the assist with that clean install.

1614
General Chat / Re: develop radar
« on: Thursday, March 01, 2012, 15:45:59 PM »
all i need is my balls, and I own in any game.
I define hardcore

You've got Balls of Steel like the Duke?


1615
mAAp Project / Re: Untitled Forest/Jungle Map
« on: Wednesday, February 29, 2012, 18:11:45 PM »
A bright map with no fog, along with bright colours? Hey that might be interesting. I noticed a bridge, from another pic you posted earlier.

p.s. didnt noticed that fog on the right, i thought was behind and part of the background.

1616
mAAp Project / Re: Behind the Scenes
« on: Wednesday, February 29, 2012, 18:06:25 PM »
:D lmao, we had a nice time trying to find out how many things we could launch by jump-dropping them on that light fixture

1617
General Chat / Re: Knife???
« on: Wednesday, February 29, 2012, 18:03:18 PM »
Public relations at its best :D btw people please, if you don't like an idea as much as a concept related to new things that might get implemented, just go deeper than a 4 words sentence. It gets frustrating trying to get across a debate where people just doesn't appear to be willing at offering a meaningful contribute.

1618
mAAp Project / Re: Interdiction converting
« on: Wednesday, February 29, 2012, 17:59:06 PM »
Completed fixing up the reported bugs. The latest version is already on Dropbox.


Quote
[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.

1619
General Chat / Re: When did you first start playing?
« on: Wednesday, February 29, 2012, 13:37:16 PM »
lololololololololololol
what about the hackers who hacked in there own locked server with shadow bot
killa ur a silly goose

Being an admin, all you need. You can set everything. Anyway i know a better way to have fun while looking through walls :) and it doesn't need any bot. Obviously without PB actived and on your own private server (and obviosly im not going to tell you how).

1620
mAAp Project / Re: mAAp rummage
« on: Tuesday, February 28, 2012, 20:54:05 PM »
2.5 editor display preview also looks much better (textures looks much more detailed in comparison with 2.8.5, which is also what you see ingame).

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