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Messages - Koden

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1681
mAAp Project / Re: Official mAAp v7 Bug Reporting Thread
« on: Friday, February 17, 2012, 18:36:50 PM »
Yeah, the lower floors hardly get any use. People don't know they're there. Like the bathroom for instance :) I like that breached doors idea. You can also do unlockable doors with objectives (you can remove the objective information so it functions as a door that you unlock if you know what I mean).

Also I have another thing floating in my mind about le map. 99% of this map is grey. This includes textures and static meshes. I see that the stand out color in this map is yellow (and sometimes green). I think if would be cool if you incorporate some more yellow (or green) in certain areas to really make the map pop. Think of the old game castlevania for the NES. The game made use of 2 colors to really make the game pop, blue and orange. If you remember Castlevania 2 for NES, it game had very bland graphics because it didn't have a color scheme throughout the game. I hope you understand what I'm getting at here :)

This is a very excellent buddy system map though. I had lots of fun going around in pairs eliminating the opfor.

Unlockable doors, i like that idea more than breacheable doors because breachers explodes and that is a dangerous thing in the hand of inexperienced players.

I got what you mean about the colour scheme, yellow and green were probably made to stand out because the original 2.8.5 version of Interdiction featured an outside area that was made quite like a "forest" with some fog. I can plan on making some use of em, although i shouldn't use a lot of new textures (unless i'm using ones already available from mAAp pack or original 2.5 ones).

I'm really glad you had fun, the map is a great design as it is realistic with a grain of salt for tactical gameplay. It might just need to get a couple of things fixed to improve PvP gameplay.
Btw, tonight we reached a peak of 150 players and during the weekend i expect to see about 160/170 players.

I watched a Castlevania video, the music is great.

p.s. thanks for your comment on BT ;)

p.s.2 ah btw, now that i recall, Interdiction already has a partial color scheme for areas, basically if you look at the walls, they have a stripe of a different colour for different zones. That's a bland idea for a realistic approach of using colours to define areas rather than a true colour scheme, but still, i don't remember a similar approach on any other map.

1682
mAAp Project / Re: Official mAAp v7 Bug Reporting Thread
« on: Friday, February 17, 2012, 18:02:05 PM »
The lighting in Interdiction is very soft-lit (i.e., there are no hard shadows) and low contrast (i.e., theres a lot of grey going on). If you make it darker, it's just going to be really dismal and make it even harder to identify teams.

It's up to you though.

Oh and more importantly than lighting, it might be useful to get rid of or block access to a lot of those dead-end rooms. Such as the medical area. Unless you add objectives to those rooms, then the dead-end rooms can stay :)

Yep, in fact i wrote to be verified, for the lighting (let's say, fidelity vs having it more lightened up for "newer" players). My goal is to make it use the spaces in the most useful way possible, and i was talking to Spanky a couple of days ago about crossed objective positions, simply having Assault objective in the Defense area, and Defense one about in Assault area.
I need to look up the possible tactics as Interdiction was born as a cooperative map so there are really many ways to pass from a floor to the other one, and while it makes for realism, it might make things too easy if a spawn is too close to the objective or to the other team (breachable doors might turn useful - imagine a closed door, takes time and a good amount of noticeable noise to be breached open).

One of the things i didn't liked while playing today on Spanky's server was looking at the lower floor not even being noticed by both teams (part is due to objectives missing, another part is due to people playing this map for the very first time).

1683
mAAp Project / Re: Official mAAp v7 Bug Reporting Thread
« on: Friday, February 17, 2012, 16:56:05 PM »
I make my own post for Interdiction:

- uniforms;
- frag grenade in the equipment (to be reduced to 2 from 4)
- spawn points too close
- some static meshes like light fixtures in the upper main room missing from the map (not from the packages), and in a corridor at the 1st floor (better place one at the upper floor and the other one at the lower floor, in the hospital area - might be taking out a door used by Assault rushers);
- security mirror texture not behaving correctly in both security area (one at the south exit, the other one at the West exit;
- missing PlayerBlock area to avoid players falling down at the outer end of the West exit;
- elevator cables missing in the elevator room;
- rods missing in all of the pipes hangs (2 rods for each element).
- pipes and pipes 90° degrees corner missing in the south exit area.
- optional: pipes junctions (for more realism)
- a door opening upwards in the cafe area;
- briefings not getting loaded;

- last but not least, objectives.


Light: some people notice a difference with the original 2.8.5 lighting in comparison to the 2.5 one and would like a darker setting. (to be verified).

1684
But it won't have the tender love you put into it :D


It would have sounds...but i appreciate, i actually put much passion in it :) thank you.

1685
Wow O_O yes i was working on Interdiction and actually the map was pretty much complete (on the visual side). Now a converted version made through your tool will most likely be better i guess.

1686
It's not you, it´s one of the things I hope to able to fix this weekend.

Okie then, the result is very good already as no static meshes are missing, since they take more time to be replaced.

1687
Eliz may i ask if you opened a converted map in the 2.4.1 editor? I have something wierd going on, as i ported all the converted packages (static meshes, textures, sounds animations and maps) into my AA 2.5 folder, and opened a map into the editor but i see many textures missing despite the packages being there. I hope it's just something wrong on my install :)

1688
the version you tested had som absolute paths for what maps to skip, ie:
D:\Workbench\AARE\America's Army 2.8.5\Maps\Canyon.aao

I've attached a beta2 vesion to to this post.
It still have alot of issues, but it should be able to get past 4 maps I have Total Failure with.

Make sure to unpack it anywhere else BUT the game folder.

Roger that, thank you for the fast reply ;)

I tried the new version and it works.

1689
Status report:

About 80% done.
Almost all 2.8.5 packages converted to v2.5.0 can now be loaded in the 2.4.1 editor.
Only 4 maps fails on the convert.

I still suffer for not to be able to decode the nametable 100% correctly, some characters still get jumbled. Hopefully I will be able to finish this weekend, when I finally have some time over.

I'm getting a "Arithmetic operation resulted in an overflow" message after a few maps, it stops at Canyon. I have a few custom made maps, would that make for an issue?

1690
General Chat / Re: Lan Server!
« on: Thursday, February 16, 2012, 13:02:45 PM »
Hey there,

 Would it be possible for you Johny to Add the tab LAN on the 25assist?

I'ts because I'm making lans, and I saw that you have the advanced damage mode and the mutate on the server tab, and I wanted to do a lan server with that.

Also where I make lan's the network is all locked, so assist can't have access to the internet, and I can't click on any tab, because it does nothing. So the lan tab must be made so that even without internet we could go there and make a lan server.

Thank you!
Keep Cool

Tried Hamachi yet? It's a Vpn tool.

https://secure.logmein.com/IT/products/hamachi/


1691
General Chat / Re: 2.5 graphics
« on: Thursday, February 16, 2012, 12:58:13 PM »
No, if we piss of the aa devs bad enough they will find a way to stop us playing aa2 to piss us off.
In any case I don't think its a good idea to piss of the US army. We might need their help when the argies invade the falklands again.

I wouldn't piss no one regarding his own work, pointing out things is ok, the "look how your work sucks so bad" continued molestating is not. In every context (unless you want to get sure that people will hate you pretty soon). And anyway it's about respect for someone else's work.

/endofrant.

1692
General Chat / Re: ERROR: UNATHORISED LOG-IN
« on: Wednesday, February 15, 2012, 18:18:31 PM »
I remember back in the day when we were noobs we thought this was such a 1337 way around a server ban but had no idea how it worked or what it did :D

Posted it in the only way it can meant to be - a prompt way to get a new IP. To answer Cat, this won't unban a player (which is banned by his AAO tracker ID by the very least).

1693
General Chat / Re: 2.5 graphics
« on: Wednesday, February 15, 2012, 18:13:44 PM »

ps: you should all go there and piss them off, maybe they will put some effort so that we could have a proper AA3 version with the good old AA2 gameplay.


2 years and a half have passed, i don't even care about AA3. There's no way you can inprove a game (that was unplayable when released) and  still call it modern after 3 or 4 years will be passed. People will say Bye, and move to other games.

1694
General Chat / Re: Infinite bullet shells?
« on: Wednesday, February 15, 2012, 17:44:32 PM »
Hey there!

Does anyone know if it is possible to make AA to have infinite bullet shells and decals that never get erased until a new round would start (I just love seeing all that rounds flying everywhere and on the ground :)).

I would love to have this on my desktop as it's powerfull enough for that (not on the laptop though).

ps: can it be made on the armyops.ini?
Keep Cool

I don't recall having seen it in any .ini . May i ask what's the purpose for? They're not a great visual effect, at least imho.

1695
Honor Claims / Re: Honor claim
« on: Wednesday, February 15, 2012, 17:37:01 PM »
Hi there, you need to post a visual proof, or a similar degree of proof to prove you had a certain honour at some time. Older account names from your official AA2 registered player account might prove useful too.
However, i just noticed your Hazard aci link shows a 90 honour level. That might be enough already.


Ciao, dovresti postare delle "prove" come degli screenshot o simili, per provare che in un qualunque momento avevi raggiunto quel dato livello di honor. Un'altra cosa che potrebbe risultare utile sarebbero il nome (o i nomi) che usavi sull'account ufficiale registrato per America's Army 2.


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