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Messages - Spanky

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1966
The Lounge / Re: Battlefield 4 beta OCTOBER 1
« on: Monday, September 30, 2013, 11:54:00 AM »
I still haven't played BF3 even though I own it and love the series. Shit computer's really forced me to get out of gaming =\

1967
Feedback & Suggestions / Re: AA3 Maps Discussion
« on: Sunday, September 29, 2013, 17:22:50 PM »
ELiZ would have to comment on 2.8.5 and it's possibility in the future.

AA3 maps are mostly done, they just need a lot of fine-tuning which is where me and the other mappers come in. If Assist does move to 2.8.5 down the road, the AA3 map work can be moved to 2.8.5 relatively easily. When ELiZ was working on 2.8.5, he started converting some of the mAAp maps and once he figured out how, it didn't take him too long to do a few of them.

One of the issues with 2.8.5 is that while there's an editor, the method to import new content stuff isn't exactly easy. Again, ELiZ can comment on that if he wants.

1968
Feedback & Suggestions / Re: AA3 Maps Discussion
« on: Sunday, September 29, 2013, 13:33:14 PM »
We didn't make 2.8.5. ELiZ tried but there was a lot of roadblocks and too much time was required. It was abandoned so he ported the SAI and camo from 2.8.5. The gameplay remained the same. That's all that would happen with AA3 maps. It's just a custom map made by the devs. Of course the gameplay wouldn't feel anything like AA3, it's just the tactics and surroundings.

1969
Feedback & Suggestions / Re: AA3 Maps Discussion
« on: Sunday, September 29, 2013, 12:35:16 PM »
Assist has been around for years and years. It's been talked about on many forums and in many threads. I honestly wouldn't know how to get the word out further.

1970
Feedback & Suggestions / Re: AA3 Maps Discussion
« on: Sunday, September 29, 2013, 12:16:48 PM »
Besides, you're about to release these maps in alpha state (not finished, not tested...) - this will cause a new wave of complaints.

How else should they be tested? Pay volunteers? Release a beta version of Assist that 6 people use once for less than 2 hours like the last couple of betas? The AA playerbase isn't large enough to support beta testers and a lot of people still don't come here so they wouldn't know how to test. One of the points of this thread is to make people aware and then allow people to contribute their ideas and time to test the works.

1971
Feedback & Suggestions / Re: AA3 Maps Discussion
« on: Saturday, September 28, 2013, 22:18:37 PM »
Thanks for contributing to the conversation and the project Pit.

1972
News / Have your say in AA3 maps!
« on: Saturday, September 28, 2013, 21:08:36 PM »
Vote and make your voice heard in the discussion thread:

http://aao25.com/2-5-assist/aa3-maps-discussion/msg55222

1973
Feedback & Suggestions / AA3 Maps Discussion
« on: Saturday, September 28, 2013, 21:02:26 PM »
ELiZ has been hard at work flexing his skills to see if he can convert AA3 maps to 2.5. I must say, he's doing a damn good job and isn't too far from being done. Because of this, I thought I'd start some discussion on the remaining issues and perhaps to get some feedback on how to release this work.


The first thing you should do is vote in this thread's poll. I'm betting most people would like to see the AA3 maps but the downside is that currently, it would be at least a 250MB download. That does not include sounds which have yet to be worked on. If you vote no, please be sure to tell us why.


Assuming you would like to see these maps, I would like to see if people would like the maps converted as-is or if there's bugs that you would vote to be fixed. Perhaps there's a balancing issue or an area that shouldn't be accessed? Also, in AA3, many things were changed at the engine level and some stuff will have to be created by hand. 2 things I can think of will be the skybox and weather. We will need people to post screenshots on fog color/range as well as any other weather effects. What lighting should the level have? What kind of feel? Where should the spawnpoints be and what weapons should they have? What are the reportin locations? All of this stuff is up for discussion and can be changed as long as most players agree with it and it's tested.

So, have at it!


*EDIT*
Here's a video of the current gameplay:


1974
General Chat / Re: Refused for no reason...
« on: Saturday, September 28, 2013, 18:09:25 PM »
One last question, are there vehicles in 2.5? I remember from a long time ago playing with vehicles in early AA2

No. Officially, only 2.7+

1975
General Chat / Re: Refused for no reason...
« on: Saturday, September 28, 2013, 18:01:24 PM »
Getting stranger and stranger:


Code: [Select]
BTID IP Address Country Region City ISP
------------------------------------------------------------------------------------
838996 96.244.185.68 United States Maryland Baltimore Verizon Online Llc
833553 76.27.56.8 United States Utah Ogden Comcast Cable Communications Inc.
833553 137.190.219.73 United States Utah Ogden Weber State University
833287 67.236.3.50 United States Tennessee Limestone Embarq Corporation
829800 173.44.69.216 United States South Carolina Bennettsville Metrocast Cablevision Of New Hampshire Llc.
5 different IP's linked to the UUID, all from the US, but all over the place...
Most are different ISP's as well.

Spanky, what do you think?

I've seen this before. I don't know if it was with the same BTID's or not but theres a couple other threads on here. Jonny mentioned that it might be due to OEM companies clone-installing or mass-installing Windows and possibly this ends up giving Assist a UUID that's been used before. As long as the IP is wildy different and from more than 2-3 locations, I say allow it.

1976
General Chat / Re: Refused for no reason...
« on: Saturday, September 28, 2013, 16:20:19 PM »
What kind of computer do you have?

1977
Hardware/Software / Re: Sound for dayz - ASUS Xonar DSX
« on: Thursday, September 26, 2013, 21:27:28 PM »
I have the X-Fi Fatality championship but the card doesn't fit in my PCI slots for some reason.

+1 for external USB sound devices. PCI is outdated and while there's some nice high end cards for it, buying anything now is a waste of money. It's harder and harder to find motherboards with PCI slots. Seeing that USB 3's bandwidth is FAR from being taken advantage of, USB sound devices will be around a LONG time.

1978
Hardware/Software / Re: Sound for dayz - ASUS Xonar DSX
« on: Thursday, September 26, 2013, 20:21:04 PM »
I ll help you find Creative way....its called the X-fi

Rumor has it that X-Fi stands for eXtremely Fucked Incompetence.

1979
Hardware/Software / Re: Sound for dayz - ASUS Xonar DSX
« on: Thursday, September 26, 2013, 17:43:04 PM »
I didnt return the card because I couldnt hear enemies across the map. The reason I returned it was that after every bullet being shot there was a high pitched clicking sound that wouldnt go away, which made it unplayable. And the soundcard has no effect on how far you hear. There are fixed breakpoints inside the game how far you can hear. So no matter what soundcard you have you hear the enemies on the same distance. You only hear clearer with some cards, but the distance is unchanged.
Ah, then it's defective. You should have given it another shot though :)

Spanky, im confused your Schiit Modi is external via USB? I'd almost want to find a creative way to mount it inside my case lol

Im guessing you have the Modi.Would that work well with my AD700's?
Yes, external. USB in, RCA out. No amplifier, it's just a DAC which is the core of a "sound card". You'd need an amplifier with it. I think Schiit calls theirs the Magna. Just one of many, many, many options. I like it for it's simplicity, driverless, powerless, and pretty low price.

1980
General Chat / Re: Assist 2.5 ( Americas Army 2.8.5 )
« on: Thursday, September 26, 2013, 17:40:40 PM »
I know what a new engine would mean but I'm asking you what it would accomplish for this game. The entire thing would have to be redone from the ground up and then anything resembling America's Army would have to be stripped as that's a much larger step towards copyright infringement than where we currently are now.

Those that are good with creating content either have jobs in the field and have very little if no time for FREE work or they are on other games. The big modding community for UT exists because they like that game. They don't come here because this is a serious game with core values that shouldn't be disrupted.

Even if we overcome the monstrous hurdles of finding a new free engine, finding developers willing to work for free, and then can collaborate everything together, there still remains 1 problem:
If the AA devs couldn't rebuild the game (AA3, AA:PG) and keep the core AA2 players, what chance do we have? The gameplay would be different.

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