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Messages - ELiZ

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2026
General Chat / Re: M9 bug
« on: Wednesday, November 14, 2012, 00:07:51 AM »
I have trouble visualing the problem.

This is how it looks for me with FOV 101(Assist ws)


Im running 720p resolution

can you ScreenShot the problem?

2027
General Chat / Re: AAO25 for Windows 8?
« on: Tuesday, November 13, 2012, 08:18:51 AM »
No

2028
News / Re: Future of AAO25.com
« on: Sunday, November 11, 2012, 19:48:38 PM »
I'm here.

I've been coding in basic since the late 80's..... crap I'm old.
I've looked though some of the Assist Code, and it's seems straightforward.

Ant further development by me would exclude MAC and Linux Clients.

2029
mAAp Project / Re: MapFix2.8.5 v1.0 By ELiZ
« on: Friday, November 09, 2012, 18:25:22 PM »
Well it seems to me you're spending a HELL OF A LOT of time creating all these things!

This seems like a great tool, even though I won't use it as I don't make maps.

I'm on a journey into the bits and bytes of the AA file format, sometime I come up for air, and release something like this :)

2030
mAAp Project / Re: MapFix2.8.5 v1.3 By ELiZ
« on: Friday, November 09, 2012, 18:22:17 PM »
1.3 Update:

Updated values to be replaced with 500+ more replacement strings, SkeletalMeshes and objects found in *.u files are now included
Program now replace 11259 values.

2031
mAAp Project / Re: MapFix2.8.5 v1.2 By ELiZ
« on: Friday, November 09, 2012, 03:47:24 AM »
v1.2 Update:

Increased performance
Minor change of the GUI, making it smaller in size.
Removed the 2 ?Copy to Clipboard? buttons, you'll have to mark all text and copy it manually

2032
mAAp Project / Re: MapFix2.8.5 v1.1 By ELiZ
« on: Friday, November 09, 2012, 00:24:38 AM »
Updated first post with v1.1
Updates in v1.1


Code: [Select]
If the same failed row appears more than 1 time, it still only generate one entry in the handle manually listbox.
You can now copy the list of failed rows to the clipboard.
I'm now updating the screen while scanning the map, should be a smoother experience using the app.
I've added a counter to show the progress.

2033
mAAp Project / Re: MapFix2.8.5 v1.0 By ELiZ
« on: Thursday, November 08, 2012, 21:24:09 PM »
Eliz do the program to play maps from 2.8.5 on 2.5 with radar like was on 2.8.5 :D and enemy spotet :D

Not at all.
This program is just a tool to replace a text with another.

2034
mAAp Project / Re: MapFix2.8.5 v1.0 By ELiZ
« on: Thursday, November 08, 2012, 18:46:05 PM »
It really is a neat approach to converting a whole mission from a version to another. I'm also curios about how you linked the same materials inside different packages, maybe an ID, metadata or anything else related to the file e.g. file-size/length ?

Length would lead to a number of false matches, since the object can have different sizes(thank to indexes)

I matched them with group, name and super

2035
mAAp Project / Re: MapFix2.8.5 v1.0 By ELiZ
« on: Thursday, November 08, 2012, 16:41:55 PM »
Well it seems to me you're spending a HELL OF A LOT of time creating all these things!

This seems like a great tool, even though I won't use it as I don't make maps.

But what happens if the package existed in 2.8.5 and the map you're converting, but doesn't exist on 2.5 ? will it give an error or just leave it untouched?

Untouched...

and logged in the listbox on the far right.

2036
mAAp Project / MapFix2.8.5 v1.3 By ELiZ
« on: Thursday, November 08, 2012, 15:24:16 PM »
MapFix2.8.5 By EliZ

This program was made to optimize the work that has to be done when converting a map from America?s army 2.8.5 to 2.5. The packagenames was changed along the versions.

It matches objects found both in 2.8.5 and 2.5, matching them on: Class, Group and Name

Download:
Edit:Updated with v1.3

https://dl.dropbox.com/u/62876385/ReleasedPrograms/MapFix2.8.5.v1.3.zip

https://dl.dropbox.com/u/62876385/ReleasedPrograms/MapFix2.8.5.v1.2.zip
https://dl.dropbox.com/u/62876385/ReleasedPrograms/MapFix2.8.5.v1.1.zip
https://dl.dropbox.com/u/62876385/ReleasedPrograms/MapFix2.8.5.v1.0.zip

I've created a list of objects(10744 of them)  that exist in 2.5 AND 2.8.5, but under a new name.
I then created this program to make the process as painless as possible:

Examples of the name change:

Code: [Select]
T_AA2_Facade.fcde_building_distanceJ T-Facade.fcde_building_distanceJ
T_AA2_FX.Animated.FX2_ANIM_Jet02 T2-FX.Animated.FX2_ANIM_Jet02
M_AA2_Border.Bldg.BldgDVUrbanB M_Desert_Village.Bldg.BldgDVUrbanB

Step1:
In 2.8.5 UnrealEd(AAeditor), Copy all contentby selecting all Actors:

 
Step 2:
Copy:


Step 3:
Start MapFix2.8.5.exe
Hit "Paste from Clipboard"

 
Step 4:
Hit "Convert"


Step 5:
Right click on the fixed  text, and select "Copy"


Step 6:
Finally in 2.5 UnrealEd, Paste the fixed content:



/ELiZ

2037
General Chat / Re: try out Coop maps 2.8.5
« on: Saturday, November 03, 2012, 20:22:40 PM »
AA 2.8.5 Tokens list have been posted in some "UCheat" site :)
Yeah, read that and are coding a byteconverter.

2038
General Chat / Re: try out Coop maps 2.8.5
« on: Saturday, November 03, 2012, 17:08:54 PM »
I honestly have no idea. I only know enough UScript to make mods that crash AA, and not on purpose either :)

I'v looked into this now, and it seems to be that "simple" to change out the tokens, to atleast be able to read, and possible export funtions to new script.
Im guessing some of the 2.8.5 AI code in in the dll, and there I' totally lost.
Code: [Select]
Name 2.8.5 2.5.0
NT_LocalVariable 0x00 0x00
NT_InstanceVariable 0x01 0x01
NT_DefaultVariable 0x02 0x02
NT_Switch 0x04 0x05
NT_ClassContext 0x05 0x12
NT_Jump 0x06 0x06
NT_GotoLabel 0x07 0x0D
NT_VirtualFunction 0x08 0x1B
NT_IntConst 0x09 0x1D
NT_JumpIfNot 0x0A 0x07
NT_FinalFunction 0x0C 0x1C
NT_EatString 0x0D 0x0E
NT_Let 0x0E 0x0F
NT_Stop 0x0F 0x08
NT_New 0x10 0x11
NT_Context 0x11 0x19
NT_MetaCast 0x12 0x13
NT_Self 0x14 0x17
NT_EndFunctionParms 0x16 0x16
NT_LetBool 0x18 0x14
NT_DynArrayElement 0x19 0x10
NT_Assert 0x1A 0x09
NT_ByteConst 0x1B 0x24
NT_Nothing 0x1C 0x0B
NT_DelegateProperty 0x1D #N/A
NT_IntZero 0x1E 0x25
NT_LetDelegate 0x1F #N/A
NT_False 0x20 0x28
NT_ArrayElement 0x21 0x1A
NT_EndOfScript 0x22 #N/A
NT_True 0x23 0x27
NT_FloatConst 0x25 0x1E
NT_Case 0x26 0x0A
NT_IntOne 0x27 0x26
NT_StringConst 0x28 0x1F
NT_NoObject 0x29 0x2A
NT_NativeParm 0x2A 0x29
NT_DebugInfo 0x2C #N/A
NT_StructCmpEq 0x2D 0x32
NT_DynArrayRemove 0x2F #N/A
NT_StructCmpNe 0x30 0x33
NT_DynamicCast 0x31 0x2E
NT_Iterator 0x32 0x2F
NT_IntConstByte 0x33 0x2C
NT_BoolVariable 0x34 0x2D
NT_UnicodeStringConst 0x36 0x34
NT_StructMember 0x37 0x36
NT_DelegateFunction 0x39 #N/A
NT_ObjectConst 0x40 0x20
NT_NameConst 0x41 0x21
NT_DynArrayLength 0x42 #N/A
NT_DynArrayInsert 0x43 #N/A
NT_PrimitiveCast 0x44 #N/A
NT_GlobalFunction 0x45 0x38
NT_VectorConst 0x46 0x23
NT_RotationConst 0x47 0x22

2039
General Chat / Re: try out Coop maps 2.8.5
« on: Saturday, November 03, 2012, 16:22:12 PM »
I think the best hope in that aspect might be to probe the issues with SoarAI in 2.4.1 and adapt it to 2.5. The 2.8.x code is encrypted and it would require a fair bit more work (if it's even possible) to port the code to 2.5.

I've gotten past the encryption of the 2.8.5 packages, but since the source has been stripped, I can't read that.
Am I right to assume that what remains is the Token"Dectyption"?

2040
General Chat / Re: try out Coop maps 2.8.5
« on: Saturday, November 03, 2012, 15:04:46 PM »
:D may i make an humble proposal? AI (one suitable for online gaming)

[Sarcasm]I'll get right on it[/Sarcasm]

;)

I did find some code regarding AI in the 2.8.5 .u files.

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