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Messages - Spanky

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3466
News / Re: Future of AAO25.com
« on: Sunday, November 11, 2012, 19:57:49 PM »
Ant further development by me would exclude MAC and Linux Clients.

Which would mean that we could include physics on every mAAp map then :D Mac clients aren't really used anymore (who has a PowerPC these days...) Linux is good but I think it has the worst port. Fact is, the game runs best on Windows.

3467
News / Re: Future of AAO25.com
« on: Sunday, November 11, 2012, 18:38:59 PM »
Like I've said, I'll do whatever I can to ensure the mAAps get updated. Beyond that, if people want to see more map work done, I will continue.

3468
General Chat / Re: M86 Pursuit Deterrent Munition (PDM) mod wanted
« on: Sunday, November 11, 2012, 14:17:50 PM »
bind 6 grenademine


Best part of v2.3 :D

3469
mAAp Project / Re: MapFix2.8.5 v1.0 By ELiZ
« on: Thursday, November 08, 2012, 21:05:02 PM »
ELiZ... you are one smart cookie :)

3470
Feedback & Suggestions / Re: Huge loading times...
« on: Thursday, November 08, 2012, 12:39:37 PM »
I've got no problems with the site speed. Raw internet speed doesn't determine your connection quality to any given server. You could have high ping, jitter, packet loss, there could be backbone issues, who knows.

3471
General Chat / Re: try out Coop maps 2.8.5
« on: Sunday, November 04, 2012, 14:07:39 PM »

3472
General Chat / Re: Things to be included in update
« on: Sunday, November 04, 2012, 14:06:42 PM »
I'll be here. You could also just ask spanky to add you to the drop box again. You have to do briefings for your map too. We also need level shots for all the new maps but I don't really know how to do that. I'll see if I can bug spanky and have him show me how to do it.

I'll hang around to help get this update get published. Me, Killa, Koden, Blue and probably a couple of others have a fair bit of time invested in the critical updates that were done months ago.

I'm not on the Dropbox group anymore. I do have all the files but I left the group.


Doing levelshots properly is somewhat tedious:
Set all your ingame settings to high
Force Anti-Aliasing in your graphics card drivers
Go into your AA system folder and rename the "pb" folder to something else (temporarily)
Load up your map
Bind "shot" to a key (for high quality uncompressed BMP images)
"setres 1280x720" in the console
Take a few screenshots using the "shot" function
Pick a screenshot and pop it into Photoshop or some other image editing tool
Squish the image (not crop, uncheck "constrain proportions" in PS) to 1024x1024
Export the image as TGA with 24 bits/pixel
Bring up UnrealEd, load whatever texture package holds the levelshots (I honestly don't remember if it's mAAp or T-Maps or...)
Import the image with the same naming style as the others.
Edit the tours.ini to point to that image.

Skrewy reminded me that I forgot to mention why you squish the 1280x720 image to 1024x1024. There's a few reasons. One, the images on the media page of this site are all 720p. Two, I've found that the majority of people will have a widescreen resolution so when you put a square image in the GUI that's stretched to a widescreen image, that square image then gets stretched too. So, you're taking a widescreen image, squishing it square (which is also the only format UnrealEd imports) and then when it's loaded, it gets stretched back out to a widescreen image. You do lose some quality but I've done quite a bit of menu work and this is the best method I've come up with.

3473
General Chat / Re: Windows8
« on: Saturday, November 03, 2012, 20:43:52 PM »
I had an ati graphics card that never got an official linux driver card, for as long as I used it at least.

But I haven't used linux in some time now either.

ATi got bought out a few years ago. A lot of companies are now introducing Linux drivers, Nvidia being one of them. I think Linux has a lot of potential, as does OpenAL, OpenGL and the like. However, DirectX is the norm and there's a fair bit of catching up, showcasing and pushing to do before OpenGL can overtake it.

3474
General Chat / Re: Things to be included in update
« on: Saturday, November 03, 2012, 16:57:37 PM »
We should continue to handle this in PM instead of getting this thread off-topic.

3475
General Chat / Re: try out Coop maps 2.8.5
« on: Saturday, November 03, 2012, 16:56:37 PM »
Am I right to assume that what remains is the Token"Dectyption"?

I honestly have no idea. I only know enough UScript to make mods that crash AA, and not on purpose either :)

3476
General Chat / Re: try out Coop maps 2.8.5
« on: Saturday, November 03, 2012, 15:19:47 PM »
:D may i make an humble proposal? AI (one suitable for online gaming)

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.

3477
General Chat / Re: Things to be included in update
« on: Saturday, November 03, 2012, 15:16:18 PM »
Certainly not the posts written by you and your crew.
This is off-topic but since you mentioned it, I will reply. I don't have a crew. I don't ask that people follow my lead or post in a certain way. People do what they want on their own free will, I don't influence anybody's posting habits on this website. I didn't expect my trollish posts to have a positive effect and make you think "oh, that Spanky guy is funny, I should update Assist now". As I said to you in PM, I created that thread to get you and other people to think. You got hostile and refused to give anything but a basic "no" answer and then ignored my points and the whole thread went off-topic.

I had to mess with some stuff to where I couldn't shoot through it anymore. It took a lot of trial and error. :P
I didn't realize you checked it out that much. Good work :)

3478
General Chat / Re: Things to be included in update
« on: Saturday, November 03, 2012, 13:53:58 PM »
There is a glitch where you can 203 through the wall at defense spawn and hit outside. I added some blocking volumes to stop it.

Oh, right, I remember that. Was never able to do it though. I wonder if it would be worthwhile to add a staticmesh inside the wall just to be safe or were you able to replicate it and did the blocking volume actually stop it?

3479
General Chat / Re: Things to be included in update
« on: Saturday, November 03, 2012, 13:35:36 PM »
I like that there was absolutely no reason to delete my previous on-topic, non-flaming post other than spite. Since I didn't save it, I'll re-write it from memory:

- Pit, what made you change your mind from the other thread?

- Being the Hospital connoisseur that you are, you might not want to include it in the update. Or at least take a look at it first, the changes in it will be in the Changelog. If you have any quick questions, you know how to contact me.

Looking at the screenshots posted above, I'm somewhat curious as to what Killa did to regular Pipeline. I know about the bugs/glitches being fixed on UA and Hospital but not Pipe.

I'll be saving this post in case it gets "lost" again :)

3480
General Chat / Re: Windows8
« on: Saturday, November 03, 2012, 02:27:44 AM »
Running a game virtually won't have very good performance. That's why Linux users don't do it.

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