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Messages - Alex

Pages: 1 ... 129 130 [131] 132 133 ... 217
1951
Bug Reports / Re: Bug?
« on: Thursday, May 10, 2012, 00:57:22 AM »
Yeah it's a known bug.

1952
mAAp Project / Re: Rooftop Map
« on: Thursday, May 10, 2012, 00:43:33 AM »
Newish Video

[youtube]http://www.youtube.com/watch?v=JhTOOOfSqIo&feature=youtu.be[/youtube]

1953
mAAp Project / Re: Rooftop Map
« on: Thursday, May 10, 2012, 00:14:47 AM »
did anyone tested the SF classes?
Not really necessary. There's an option in the map AllowTeam[team number]M203 (or something like that) and you can just set it to false.

1954
General Chat / Re: Re: Americas Army Server tweaking
« on: Wednesday, May 09, 2012, 18:58:21 PM »
if you're pubbing you don't need any tweaks for sound , as it makes no difference , since you're playing like what 10 vs 10 , it's all going to get mixed up. However in a match , usually 4v4 , it makes a difference.
Na, you still get those damn sound campers in public servers too.

1955
mAAp Project / Re: My first project!
« on: Wednesday, May 09, 2012, 18:32:10 PM »
One more suggestion, I would spend a lot of time practicing vertex editing. It is super useful and MUCH easier than guess and check with the red brush for BSP. Even with the ruler it's difficult to get the exact measurement of things, and that's when vertex editing comes in handy. Sometimes it's easier to duplicate an existing BSP and vertex edit it to fit other things. I use it a lot for subtractions and zone portals.

1956
mAAp Project / Re: My first project!
« on: Wednesday, May 09, 2012, 18:27:14 PM »
Ill have mess around with the coronas. And there was definitely a point where i was just adding floating meshes lolz. BSP is difficult and I still only kinda know what im doing but i feel its going well.
Follow that tutorial Spanky and I posted. It has everything you need to know about BSP. It's not all that time consuming either.

1957
General Chat / Re: Re: Americas Army Server tweaking
« on: Wednesday, May 09, 2012, 18:15:22 PM »
if you are a competition player, you gonna need good settings, just by making it equal because almost evry match player got a soundcard like this.

If you have just onboard sound with 32 channels instead of an xfi sound card with 128 channels its hard to beat them on maps like pipeline and mout mckenna. On maps like this sound is the basic for a decent gameplay. It has nothing to do with skill, because its hard to attack if you are on attacking side and you have no clue were the enemy is, atleast the direction.

To be honest, i think lots of players are shit without sound because it just helps them alot about knowing were you enemy is.

Good post. Don't blame the players, blame the game. AA's sounds and gameplay are the only reasons these tweaks are possible to gain an advantage. If you're a competitive player you have no choice but to use sound tweaks with a sound card if you want to have a chance, that's just the way it is. It shouldn't be that way, but it is.

1958
mAAp Project / Re: Rooftop Map
« on: Wednesday, May 09, 2012, 17:49:55 PM »
Alright. I changed some numbers and set the blend option to 10 (it was at 0) I have no idea what any of it did, but it now works. :P

I changed a lot. Map now has ambient sounds and decent lighting.  I'll put up another video sometime tonight.

1959
News / Re: Round 4 (May 10) - Thursday Night Fights
« on: Wednesday, May 09, 2012, 17:41:48 PM »
I might hop in after I get home from work (normally 10:30pm - 11:00pm) depending on how many people are on.

1960
mAAp Project / Re: Rooftop Map
« on: Wednesday, May 09, 2012, 17:36:16 PM »
Welllllll then we have a rapist in lincoln park.





I'm not sure, I have to look at it myself in the editor. But by the time I get the chance to do that, you will have probably fixed it. Check how your bsp is aligned with the subtraction volume. Unreal will not render bsp faces once they fall behind the fog distance. So who knows what it might be trying to do.
If it was a BSP tear wouldn't I see it without the distance fog though? the building is perfectly aligned with the subtraction. I'll mess around with the fog settings and see what happens.

1961
mAAp Project / Re: Rooftop Map
« on: Wednesday, May 09, 2012, 17:28:21 PM »
Try the map in 2.5. You don't need to make a server to test it. Distance fog can only be achieved with zoneinfo type actors.
Same thing happens in 2.5. I might just make the ground black, although that would look awkward for anyone who falls to their death.

1962
General Chat / Re: Re: Americas Army Server tweaking
« on: Wednesday, May 09, 2012, 17:07:31 PM »
revuka , i doubt anyone's interested in your x-fi tweaks , after all these guys are pubbers only , no competitive players whatsoever
lol. You're an idiot. We have several former competitive players here. One of our admins was a 2.8.5 competitive player.

1963
mAAp Project / Re: Rooftop Map
« on: Wednesday, May 09, 2012, 16:34:44 PM »
This is what happens when I use distance fog.



It acts like a BSP tear. No idea why.

Now I'm confused.

Add ZoneInfo actor. bdistancefog true under the Zone properties. Make sure distance fog is enabled in the 3D view.
I thought there was another way to add fog seeing as distance fog doesn't want to work for me. :P

1964
mAAp Project / Re: Rooftop Map
« on: Wednesday, May 09, 2012, 15:41:31 PM »
Add fog, change the color of it to black.
No idea how to add fog. I assumed it was under emitters but I can't find anything.

1965
mAAp Project / Re: Rooftop Map
« on: Wednesday, May 09, 2012, 15:30:42 PM »
Make it even taller and add black fog.
I have no idea how to add black fog.

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