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Messages - Spanky

Pages: 1 ... 176 177 [178] 179 180 ... 564
2656
Bug Reports / Re: Cannot play - critical when beginning to launch AA
« on: Tuesday, July 30, 2013, 02:01:53 AM »
For good measure, make sure the drivers and whatnot are all updated.

Game on!

2657
Background Checks / Re: Mr_Crusher
« on: Monday, July 29, 2013, 23:38:41 PM »
I'm not seeing anything in the logs. Will keep an eye out.

2658
General Chat / Re: SAI Mod
« on: Monday, July 29, 2013, 15:39:32 PM »
I think it should be a server option, that way everyone in the server is seeing the same thing... but that just my opinion, see what everyone else thinks?

I'm 100% with you. Server-side option. That way dropshots can be fair, so one little twat doesn't ruin it for the rest of the server. I believe SAI should be enabled by default and that all 4 options should be available on the server.

2659
General Chat / Re: SAI Mod
« on: Monday, July 29, 2013, 13:32:37 PM »
SV=Server?

Possessed doesn't know how to use language. I believe he's falling victim to the same disease many teenage Americans have. It's a shame. Soon his posts will purely consist of emoticons.

2660
Bug Reports / Re: Cannot play - critical when beginning to launch AA
« on: Monday, July 29, 2013, 02:08:29 AM »
def does. Built it 6 years ago to play AAO 2 :)

I think you found your answer :)

2661
Bug Reports / Re: Cannot play - critical when beginning to launch AA
« on: Monday, July 29, 2013, 01:41:32 AM »
If your desktop has a dedicated graphics card, you'll likely get more performance on it anyway. Good luck.

2662
Bug Reports / Re: Cannot play - critical when beginning to launch AA
« on: Monday, July 29, 2013, 01:16:21 AM »
You got the new drivers from here?
http://www.intel.com/p/en_US/support/detect

It might just be your Intel video. I remember having problems running on computers with integrated graphics back in the day. If windowed mode works, might just leave it at that. If you know your screen resolution, you can use the setres command like "setres 1680x1050". It's still windowed but you'll get the most from the screen.

2663
General Chat / Re: SAI Mod
« on: Sunday, July 28, 2013, 22:27:48 PM »
You can do multiple binds on one item and that should work. Maybe try KeyOps? It's a Windows program that did keybinding for AA.

Increase/Decrease Range I believe is used for RPG and 203 iron sights. You know, the ones that nobody uses :)

2664
Unless something has changed during the summer, I believe the Assist team doesn't have access to the original code of the game, therefore there's only so much they can do to stop people using bugs and not a whole lot they can do about removing them from the game itself.

I might be wrong though.

100% right. None of the dev team was formally trained in UScript and I feel confident in saying that none of them are expert coders. That plus the fact that the source isn't available makes it a bit difficult to change things.

2665
General Chat / Re: SAI Mod
« on: Sunday, July 28, 2013, 19:17:09 PM »
I've tried making some in the editor but even if I manage to get a somewhat straight view, it would take a lot of editing and then subsequent zone breaking to get the results. I'd have to load the maps up in-game to get a good quality image as well. When it comes to stuff I create, I want it done right and I remember you made that really nice overhead one for Pipeline. Could I buy you a beer to persuade you? :)

2666
General Chat / Re: SAI Mod
« on: Sunday, July 28, 2013, 17:51:18 PM »
I'll move all SAI relevant textures to a new package, I will call it T-SAI.utx, any objections?
Not from me :)

I always wondered how different levels or indoor/outdoor was handled in the map. I don't think elevation is a great way though since terrain changes and often the indoor matches the outdoor. Perhaps CommVolume values could be used instead? Maybe just weapon sounds?

Do you realize you'll have to make images for us? :)

2667
General Chat / Re: SAI Mod
« on: Saturday, July 27, 2013, 14:02:18 PM »
I can't even remember any dropshots anymore :P

Welcome to the club.

2668
General Chat / Re: SAI Mod
« on: Saturday, July 27, 2013, 13:26:01 PM »
Maybe keep the compass, it shows your direction with more accuracy and it can be used for precise 203's, nades etc :)

Exactly why it should be removed. Dropshot whores. People in the military don't whip out a compass to launch a 203. They use experience and sights.

2669
General Chat / Re: SAI Mod
« on: Saturday, July 27, 2013, 13:08:30 PM »
It's funny, you're faster at coding something than I am at Photoshopping the same thing :)

I would say that if SAI is enabled, disable overhead compass. That way, people can choose between them.

2670
mAAp Project / Re: Untitled Forest/Jungle Map
« on: Saturday, July 27, 2013, 12:32:16 PM »
I don't really think hostages add to the creep factor. Right now it's a double-attack map. One team has to get to the boats, the other team has to secure the buildings. It takes 15 seconds or so to activate the objective so that kind of adds more tension to the map.

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