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Messages - ELiZ

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1921
mAAp Project / Re: Steamroller
« on: Friday, January 04, 2013, 23:28:19 PM »
Leave it as is(with cull).

We'll handle any issues with updates in the future.

Sorry, I just ran trough the map again, And I dont know if it because I was looking for it, but I just kept getting botherd by it.
Can you remove it?

1922
mAAp Project / Re: Steamroller
« on: Friday, January 04, 2013, 23:19:50 PM »
The litter is only 2 polys a piece and there was just shy of 200 of them. That's really nothing. But the signs, some were 200-700 polys a piece and there's quite a few of them. Then the shrubs are quite a few polys. I think I saved several thousand polys. I also culled the projectors but I didn't test if that actually works or not.

It's your map that you converted, it's your call. What would you like done?

Leave it as is(with cull).

We'll handle any issues with updates in the future.

1923
mAAp Project / Re: Steamroller
« on: Friday, January 04, 2013, 22:58:44 PM »
Done & done :) Sorry, your picture just really bothered me. It was extremely blurry and had aliasing jaggies. I re-did Ice and Office Assault as well.

Don't you agree that they look better?

As far as stuff popping in and out... it's all about a balance of distance. Too far and it's pointless but too close and it's extremely noticeable. If you don't like it then I can undo it. I could also set levels of quality so if someone has their settings on low, those objects don't appear at all.

Will there really be a positive impact of FPS for culling a few objects?
Most complex StaticMeshes are so big that they will not be beyond the cull distance anyway?

1924
mAAp Project / Re: Steamroller
« on: Friday, January 04, 2013, 22:46:52 PM »
Spanky, if you decide that the pictures I added werent "good" enugh, please do it all the way.
Update T-mAAp_Pack_6.utx and create a thumb version I can use for the Assist client.

1925
mAAp Project / Re: Steamroller
« on: Friday, January 04, 2013, 22:44:00 PM »
so now some are M4's with M68 aimpoint with Bipod / Acog4x with Bipod only?

3 types of weapons.

AR
S24
M4A1Auto M68 aimpoint




Spanky the above picures shows an area where the cull distance really were noticible, stuff popping in/out.

1926
mAAp Project / Re: Steamroller
« on: Friday, January 04, 2013, 22:06:14 PM »
I've adjusted the terrain so it fits where it's supposed to be.
And as you might have seen, I've fixed the playerstarts

1927
mAAp Project / Re: Steamroller
« on: Friday, January 04, 2013, 20:13:52 PM »
I see now, we had an issue on Rummage with spawn points due to the new classes created in 2.8.x. What I did to solve that was replace the non-existing ones with existing ones. Since you converted the map ELiZ, could you rename the playerstart actors to be other classes that exist in 2.5?

what are the suitble replacement for these two classes?

Code: [Select]
    SpawnClass=Class'AGP_Characters.ClassRiflemanM4A1AutoM68Bipod'
    SpawnClass=Class'AGP_Characters.ClassRiflemanM4A1AutoAcog4xBipod'

This one?

Code: [Select]
    SpawnClass=Class'AGP_Characters.ClassRiflemanM4A1Auto'

1928
mAAp Project / Re: Steamroller
« on: Friday, January 04, 2013, 05:09:43 AM »
Terrain location needs adjusting.

I adjusted it +30 in Z.

but it seems to be needing adjustments in X or/and Y as well

1929
Server Support / Re: What flavour of the Assist Server Software are you using
« on: Friday, January 04, 2013, 05:07:33 AM »
Don't get me wrong, we appreciate active server owners, and are willing to work on the Assist Codebase to improve it so that server owners have greater control.

Are there any specific settings you want to be controlled by your settings?

1930
mAAp Project / Re: Steamroller
« on: Friday, January 04, 2013, 04:43:20 AM »
Another Issue is that the objectives are in thin Air.
Putting some Static mesh there would be sufficient?

1931
Server Support / Re: What flavour of the Assist Server Software are you using
« on: Friday, January 04, 2013, 04:38:50 AM »
none, we have set all the game instances to be run under tcadmin2 as windows service.

game has downloaded through desktop windows and modified with windows server to be suitable to run under tca2, ease of download/setup process is the key, why this was done like it is. will be propably using this method to patch server(s) in future, if stand alone patch files is not available.

I've tried explaning that if you choose to things outside of Assist's Control you'll hit a brick wall sooner or later.

For instance:
There is a function inside both Assist Client and Assist Dedicated server that update some files on the fly if we choose to update them, when we do, all clients will get the new files, but not your server since it hasn't updated the files. And the clients wont be able to connect to your server(s).

It might be me that missunderstanding you, but the solution to the update problem is that you run server.exe(Assist version, with the game's server.exe renamed as serverx.exe). that way Assist hase the control of the serverfiles.



1932
mAAp Project / Re: Steamroller
« on: Friday, January 04, 2013, 04:26:39 AM »
This may sound stupid, but have you tried cutting and re-pasting them?

Also, Max had a similar problem with his spawns at one point when he placed pickups in his map.

No, I had no idea that that would possible fix them.
You intrested in taking over the map and have it ready for the 7.20 release in a few days?

Just take a look at the the map befor you awnser, you might find that it's only the playerstarts that are FUBAR.
Since I did a direct convert of a 2.8.5 map it might be something with the playerclass that is wrong.

1933
mAAp Project / Re: mAAp pack 7.20 Bug Reports
« on: Friday, January 04, 2013, 03:52:35 AM »
If possible, it would be sweet to get it included
however, I'm not the right person to complete it, pehaps you together with some of the other mappers can GangRape it :)
The Assist client is ready for it:


This is what I ment with playerstarts, the ones with Marine icon is basically empty, only get 1 smoke(Might be an Army joke on hte Marines expense)




1934
mAAp Project / Re: Steamroller
« on: Friday, January 04, 2013, 03:14:44 AM »
What's the problems with spawn points? I don't see anything but I haven't loaded it up yet.

Only about 20% of the spawn points you get a weapon  ;)

1935
mAAp Project / Re: Steamroller
« on: Friday, January 04, 2013, 02:59:41 AM »
I'm not really a mapper, all I've done is a straight convert from the 2.8.5 map.
So there might some hidden issues, so far I see issues with the spawn spots.
I need a real mapper to take over the map and complete it.
It is on the mAAp dropbox(Dev folder)

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