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Messages - Spanky

Pages: 1 ... 211 212 [213] 214 215 ... 564
3181
mAAp Project / Re: mAAp pack 7.20 Bug Reports
« on: Wednesday, January 02, 2013, 18:41:52 PM »
slowdown the smoke on Square and in Petrol, black smoke rotates too much. smoke from the cars/"tanks"
hope u guys get it :)

Fixed on Square. I'll leave it up to Killa to change Petrol.

3182
mAAp Project / Re: mAAp pack 7.20 Bug Reports
« on: Wednesday, January 02, 2013, 17:07:01 PM »
I would think more of them don't count honors, due to Battletracker. Unless there's something in Assist for those maps?

3183
mAAp Project / Re: The new mAAp Pipeline
« on: Wednesday, January 02, 2013, 14:07:38 PM »
I loaded up the current release of Pipeline and am shocked and happy to report that the new build has 7FPS more outside than the old one. That's running on full settings with an 8600GT 256MB at 1680x1050. This new build performs and looks a LOT better than the old. I've been seeing a surprising amount of people playing mAAp Pipe lately so I'm excited to see how this new build is going to do.

3184
mAAp Project / Re: mAAp pack 7.20 Bug Reports
« on: Wednesday, January 02, 2013, 14:00:00 PM »
[mAAp]Square - again found maybe something to correct (sorry). when you are on top middle tower, you can jump beside on the broken part (see picture http://postimage.org/image/5eodk104z/ ). but then - and this is also at the current version - you can not enter the building again. but you should, if you are crouching i guess. maybe you can fix/allow that?

Looking at this, it would be a bit of a pain to try and make the hole bigger or something. The easiest and quickest way to solve this problem is to just add a playerblock so instead of falling in the hole, you just slide right off. I agree that it would be cool to jump in there but I would have to remake that entire hole and I'm not too good with complex BSP work.

*EDIT*
I'm thinking that we're pretty much good for a release. Is there anything outstanding that hasn't been fixed yet? I haven't seen many map updates lately and I can't think of anything major to fix.

3185
mAAp Project / Re: new mAAp SF Contingecy
« on: Wednesday, January 02, 2013, 12:01:54 PM »
The official screenshot:


Other than that, play the beta or wait until next week :)

3186
General Chat / Re: Can't seem to update my basic training progress....
« on: Wednesday, January 02, 2013, 11:59:47 AM »
Problem is that we would have to put in quite a few hours to make it work.

Modify the auth to handle this.
Modify all the training maps.
Modify the Scripts in various U files.

And probably more that I can’t think of right now


But you are right; it would be nice to make it work.


That's all easy compared to modifying the Battletracker database to add training values... You could use a database on the Assist server but that's still a fair bit of work to setup.

3187
General Chat / Re: Can't seem to update my basic training progress....
« on: Tuesday, January 01, 2013, 18:47:09 PM »
I dont see any value in the trainings, perhaps we should get rid of them?
Or at least remove the tab from Assist?

There was talk in another thread briefly about making them an optional download. I think it would be good to have a poll for users to vote to see if many people use them. They are pretty cool but they don't serve the point of a recruiting tool anymore, that's what AA3 is for. As far as I'm concerned, Spankyville can be removed.

3188
General Chat / Re: Can't seem to update my basic training progress....
« on: Tuesday, January 01, 2013, 17:40:06 PM »
ELiZ, can you please add some text to the Trainings tab in Assist? Or perhaps a pop-up box whenever someone clicks to load a training map? Something like "Training is not longer necessary to play online. You cannot save your progress. It is only here for practice.".

3189
The Lounge / Re: Happy new year everyone!
« on: Tuesday, January 01, 2013, 14:18:30 PM »
Happy new year all. Twas a hateful pleasure to be here in 2012, may it be miserable happiness in 2013 :D

3190
mAAp Project / Re: mAAp pack 7.20 Bug Reports
« on: Tuesday, January 01, 2013, 14:17:27 PM »
well I was about to show you guys SS I took of breakout but now the pictures are corrupted somehow? does anyone else have this problem?
-the first SS was of a support beam going across the room and over metal stairs.  You can't go down the stairs without crouching bc your head hits the beam.
-Theres a ladder in the upper levels of the map that goes to the highest level.  when you look up the ladder, the walls disappear in the room above.
-the same thing happens in the same room when you look out the window into that main room

No worries, all of those are fixed in the pending update :)

*EDIT*
Unless you tried the beta?

3191
mAAp Project / Re: Suggestion about maps
« on: Tuesday, January 01, 2013, 14:03:49 PM »
I just loaded the map and it was not what I was thinking of. Yes this map is a lot of fun.  I must have been thinking of that map with the three levels and the tree connecting them.

Aimfun I think, that one is long gone. Check the screenshots on the media page.

3192
Ban Appeals / Re: Ban for ServerMOD using?
« on: Tuesday, January 01, 2013, 00:28:18 AM »
Christ, no one will remove mods or tracking from modded servers. not yet,

I don't think anyone ever will remove tracking. There's been plenty of talk about it and several opportunities to change it but it's not been done.

3193
mAAp Project / Re: Suggestion about maps
« on: Monday, December 31, 2012, 18:13:50 PM »
Breakout is real popular, it's a quick CQB map, it should stay IMO. Ice is pretty cool, especially the fixed up version pending in the update. Monkey Island can go, it's kinda useless for AA. SF Refinery is an official map, I like it (since I converted it) but it doesn't get played. I think it should stay since it's official but if people want it gone, I'd agree. Yeti is a horrible AA map but it's popular and utterly silly. It's also one of the first custom maps ever made for AA and I think it should be left in as an homage. We could limit player slots on it though.

3194
Bug Reports / Re: urban se
« on: Monday, December 31, 2012, 18:11:28 PM »
As far as I can tell, there's nothing that I can do about it. I'll test the map in my server and take a look but if a mod is forcing weapons with NVG then it's out of my control. I'll see if I can get NVG and see the difference in fog and make it a bit better if possible. Thanks.

3195
Server Support / Re: Sniper Server
« on: Monday, December 31, 2012, 17:03:17 PM »

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