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Messages - Alex

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2401
General Chat / Re: America's Army flashes
« on: Wednesday, February 08, 2012, 15:25:13 PM »
In the console:
bind q suicide

Press Q, problem solved.
and they you get called a douchebag by everyone who plays the game. :P not to mention most keybinds get you kicked now. Also, my push to talk button is Q. :P

2402
General Chat / Re: 2.5 graphics
« on: Wednesday, February 08, 2012, 11:55:29 AM »
Now I don't do the level editing or whatever, but it sounds like you want to replace the textures, which would be an extremely long and stupid process that wouldn't be worth the time spent changing them.  2.5's graphics aren't all that bad anyways, especially for a free game.

2403
General Chat / Re: America's Army flashes
« on: Wednesday, February 08, 2012, 11:51:04 AM »
Go get flashed in real life. You'll see what it's like to experience "sensitive" flashes. They'll take you a while longer to recover from, though. As far as AA concerns, indeed do the flashes seem to be rather lengthy --but they need to, otherwise they wouldn't prove effective within the AA2.5 game engine and physics, which dare I say, are rather slower than that of AA's later releases.

Additionally, there is absolutely no difference between a flash being thrown to a Mac-player or a PC-player. They'll experience the same vision breakdown, the same sense of lostness and will take exactly the same time until they can start seeing the light shine upon their eyes once again...Unless you're using a 40 year old monitor plugged onto your Mac/PC, there is simply no way to either prove or counter-argument that the code has been made remarkably identical for whichever software/hardware.
I agree. However, I do believe that the flash in 2.5 needs to be fixed to where if you're not facing it, it doesn't blind you, or at least not as much as actually facing it. I think the length of the black screen is good.

2405
Miscellaneous / Re: new forum for the french community, and other
« on: Friday, February 03, 2012, 11:52:28 AM »
that animated assist banner/advertisement is actually pretty cool
indeed. It is a pretty good looking site.

2406
mAAp Project / Re: urban assault SE suggestion
« on: Thursday, February 02, 2012, 14:33:51 PM »
this si the one that was build by the ultimate pedobear crunk rigth?
Yep. I wouldn't say built though. More like edited.

2407
mAAp Project / Re: Bloom
« on: Thursday, February 02, 2012, 14:32:55 PM »
As for turning it off and on, it could easily be a checkbox in Assist.
That is exactly what I wanted to know. :)
As for editing the bloom mod, I have no idea what 3/4 of that stuff even means. :P I'd be changing random setting and putting in random numbers.

2408
mAAp Project / Re: Bloom
« on: Thursday, February 02, 2012, 14:13:33 PM »
um, not sure why you posted that. I never said I could do anything about it. I also never said you should make it more realistic, just that I didn't like it and wanted to know it you could turn it off in the settings.

2409
mAAp Project / Re: Terminal Conflict - Modify or Remove?
« on: Thursday, February 02, 2012, 14:08:34 PM »
remove it, its shit.
Are you sure you're thinking of the same Terminal Conflict? Because it is one of the more sophisticated and detailed maps in the mAAp pack. It's probably my favorite if it was more centered around the lobby. It's far from shit. It also has ammunation, and who can argue against that? :P


2410
mAAp Project / Re: Bloom
« on: Thursday, February 02, 2012, 14:06:07 PM »
Party Pooper Killaman is back. It's just a copying of files. I'm not even sure it will make it into Assist. There's issues with Distance Fog cutting in and out as well as the fact that Linux and Mac users can't use this. On the positive side, VendorX e-mailed the original dev since he's still active. Maybe he'll make a custom DirectX and OpenGL version that is less buggy :)
Party pooper? That was a legitimate question. Most games you can turn bloom off. I wasn't sure how it was going to be implemented in AA. I do think it looks bad though. It lightens everything up and blurs a bit for no reason at all.

2411
mAAp Project / Re: Bloom
« on: Thursday, February 02, 2012, 10:49:25 AM »
Would there be a way to turn it off?

2412
mAAp Project / Re: Terminal Conflict - Modify or Remove?
« on: Thursday, February 02, 2012, 10:38:57 AM »
Square?  :o  That's one of the best maps in the mAAp pack. Get rid of a bad map like Teh Yeti's Lair before you get rid of a good one.

2413
mAAp Project / Re: Map Removal - Sniper Canyon, Terminal Conflict and Urban Defense
« on: Wednesday, February 01, 2012, 21:27:36 PM »
Why not just get rid of them all except the ones that are being played heavily. Then with the maps we took out go map by map and make them the best they can be and dropping them back in over time?
Why not just leave them in a slowly release updates? That way they can still be played.

2414
General Chat / Re: Open Weapon Slots
« on: Wednesday, February 01, 2012, 14:25:34 PM »
Can I request that you allow a option to open all weapon slots. 

This is available on later version and sometimes its a pain when you have around 4 players and you want some fun and can't choose the same weapons like a S.
The reason they did that is to make the game more balanced. No one wants to play on a team full of sniper and they're the only person going for the objective.

2415
mAAp Project / Re: Map Removal - Sniper Canyon, Terminal Conflict and Urban Defense
« on: Wednesday, February 01, 2012, 12:48:48 PM »
The target is come in at no more than 50mb, for this we have to drop 4 maps.
How many extra mb are you at right now?

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