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Messages - Spanky

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3421
mAAp Project / Re: The new mAAp Pipeline
« on: Monday, November 26, 2012, 17:05:32 PM »
I removed a bunch of the windows for performance reasons. The main big ones are still there but it's not really easy to shoot out any of them. The ones at the stairs at break room you can shoot into the vent above main entrance but that's about it. I also removed the little windows in secondary pump room.

Thanks for the comments guys :) Check out the version on Dropbox, it's current.

3422
mAAp Project / Re: The new mAAp Pipeline
« on: Monday, November 26, 2012, 15:47:22 PM »
Did some texture work today, added a few new textures and re-did some existing ones:


3423
General Chat / Re: Forceclass servers need to be ..
« on: Monday, November 26, 2012, 12:32:11 PM »
I like putting first the milk and then the cacao in my chocolate.

That is utter blasphemy!

3424
Games & Programming / Re: Must-Have Programs
« on: Sunday, November 25, 2012, 22:38:09 PM »
Blue's back :D

3425
mAAp Project / Re: The new mAAp Pipeline
« on: Sunday, November 25, 2012, 19:58:17 PM »
New build is up today. Took out another 10k polys with clever culling. Added playerblocks in various areas, tweaked foliage and played around with some lighting. Anyone have any bugs/issues to report?

3426
It's a crash, it happens.

3427
mAAp Project / Re: The new mAAp Pipeline
« on: Sunday, November 25, 2012, 13:37:46 PM »
It feels alive. The lifter has disappeared :P :)

Yea, I was doing render testing and noticed that at various places around the map, over 90k polygons in meshes were being rendered. So, I got rid of some of the windows on the building which allowed rendering of things on the other side and then I'm in the process of doing some culling trickery with low-poly meshes. The big tanks are the first to receive this and so far save 4k polys by using a low-poly mesh at a distance. The forklift alone was 7k polys so I've saved 11k polys outside. I'll put the forklift back inside where it can be culled easier behind an anti-portal.

3428
mAAp Project / Re: The new mAAp Pipeline
« on: Sunday, November 25, 2012, 04:18:35 AM »
Performance should be noticeably better on the new one. An easily noticeable difference will be the water leak at the far north end of the map.

3429
mAAp Project / Re: The new mAAp Pipeline
« on: Sunday, November 25, 2012, 03:55:27 AM »
Hmm, I'm just wondering whether replacing the old files(triggerlighreset.u, S-mAAP_Pack_6.uax, M-mAAP_Pack_6.usx, T-mAAP_Pack_6.utx, SpankyCameraTextureClient.u) with the same names is going to do something bad or not...

EDIT:
I guess spanky anwered this question already.

Yea, you'll have to make a backup. I don't think SpankyCameraTextureClient.u changed but all the others did.

3430
mAAp Project / Re: Petrol
« on: Sunday, November 25, 2012, 03:54:38 AM »
Check out the sound package in the release folder on Dropbox. I ripped a bunch of AA3 sounds today :)

3431
mAAp Project / Re: The new mAAp Pipeline
« on: Sunday, November 25, 2012, 03:28:32 AM »
Yea but you also have to stick the other files in there as well and then make sure to remove them before playing online. I'll put that in the main post.

3432
mAAp Project / Re: The new mAAp Pipeline
« on: Sunday, November 25, 2012, 03:12:56 AM »
It would be great to have some real multiplayer feedback but until the Assist update happens, that's not really easy. I'll try to package up newer builds for you guys to test. Feel free to grab the download in the first post and let me know what you think.

3433
mAAp Project / Re: The new mAAp Pipeline
« on: Saturday, November 24, 2012, 22:09:42 PM »
I did and nothing happened... Then again, I was using the editor version of AA.
Turn your sound up :)

It won't work in my 2.5 install because there is no spanky's camera texture or something like that.
I knew there was something missing. I've added it to the download link above. Play it in AA, it's better.

3434
mAAp Project / Re: The new mAAp Pipeline
« on: Saturday, November 24, 2012, 21:22:26 PM »
I don't think I did anything with the fan. Why not walk into the trigger & see what happens ;) Plenty of those bad boys around the map.

3435
mAAp Project / The new mAAp Pipeline
« on: Saturday, November 24, 2012, 20:54:39 PM »
First off, please don't spam this thread with "Spanky's Back!" nonsense. As said many times in several threads, I want to see the pending map updates released. There's a lot of work that the public hasn't seen yet that has been waiting roughly since February 2012.


Not long ago, I looked up the maps in the pending folder and decided to take a peek at my Pipeline. For some reason the editor crashed way too often to be able to do anything, even move an object around. It was something terrain-related. Even after removing things and rebuilding the map, it was still there. Unfortunately, I couldn't use this and it would have most likely caused issues with gameplay. I had to redo the changes I had made. That's what this thread is about.

I've had a lot of ideas for Pipeline and I'm hoping to integrate them. Maps in older games are so dead, there's no life in them. You don't believe you're actually there. It's not about looking realistic, it's about looking alive. The sounds and fluid objects like haze, dust, wind, smoke, steam, and how those interact the other objects in the map.

For now, I'm not keeping a changelog. There's tons of things added/changed and I'll just let people notice them as they play the map. There's plenty of surprises laid out through the map so explore around and post your favorite things as well as the things you don't like!

[youtube]http://www.youtube.com/watch?v=OFFsi_jJLJ4&hd=1[/youtube]


Download:
https://dl.dropbox.com/u/464376/aac_maap/mAAp_Pipeline_20121219.7z

Testing this map online is at your own risk. Your computer won't blow up but you add these files to your AA installation and then join an online server, you'll probably get kicked and you'll probably freak out and think someone caught your 1337 hax. They didn't. You're just not supposed to have these files. Play it safe: backup your current files, pop these new ones in your AA folder, test the map offline and then restore the old files to play online normally.

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