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Messages - Spanky

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5191
General Chat / Re: SETTTINGS
« on: Monday, February 13, 2012, 13:43:35 PM »
ROFL I can't believe I clicked that link. So much fail on my part :D

5192
I would hold off on this and see what ELiZ has come up with. This method is fine if it's all we have but comparing it to a program, it's pretty messy.

5193
General Chat / Re: just a question
« on: Monday, February 13, 2012, 13:41:52 PM »
I was under the assumption that none of this would work as Assist does pre-authorization stuff before loading the server.

5194
General Chat / Re: honor server + why AA2.5?
« on: Monday, February 13, 2012, 13:39:52 PM »
Would it be possible by modifying the assist sources to get the AA 2.8 server running within the authorization system? Or is 2.5 required (because e.g. some server mods are crutial, and they exist only for 2.5)?

Sure. You could modify Assist to use the 2.8 files, in fact that's probably the easiest part. The problem comes in where you can't code UScript (to the best of my knowledge) for 2.8 and thus you would have to make a C++ Authorization system and inject (only loading method I know of for 2.8) it after the server is running. Anything is possible but it won't happen on this site.

5195
Media & Art / Re: Just some random sig's & manipulations
« on: Monday, February 13, 2012, 13:34:23 PM »
Hey, now, that's pretty cool :D

5196
Bug Reports / Re: OpenWeaponSlots
« on: Sunday, February 12, 2012, 20:26:34 PM »
For those interested, VendorX decompiled the AGP_Gameplay.u provided in the link in the original post. I added it to the original post. He also had this to say:

Quote
WeaponSlots - First code was good, but for Tournament Mode...:) My bad... Now i have second that should work in 99%, but can't compile with UE2RT. Problem is that even if i recompile engine.u, UCC will call engine.dll (same problem with TakeDamage in KActor mod), where this bool don't exist. That's mean, for now i can't do it - until i find way out to bypass that call (generally it's impossible..). The best way is find UE2RT SDK (source code) and adp to AA 2.5 - that will open full support. I have send message for Tim Sweeney, but i don't think he will replay - i'm not first who ask... Second possibility is to buy engine...:D

5197
General Chat / Re: honor server + why AA2.5?
« on: Sunday, February 12, 2012, 19:59:14 PM »
THANKS.

So if I just make a server on my home PC, it's a honor server already?

About AA2.5... AA2.6 is also pretty easy to compile for. But yeah mac's have 2.5, I didn't thought that.

ps: I also enjoyed the AA2.3 with the grenademines. Good old days...  ::)
Keep Cool

Full honor and tracking automatically. 2.5 and 2.6 are very close but the Mac and Linux ports stopped at 2.5 and even so, they're buggy. I miss the grenademines in 2.3 too :) "bind 6 grenademine" is a phrase I'll never forget.

5198
General Chat / Re: In-Game settings menu
« on: Sunday, February 12, 2012, 19:57:35 PM »
Not it won't. If u bring the menu back and AA as it was meant to be, no one can complain.
It will because you still won't be able to join servers via the in-game browser and people will bitch about that.

It lost a lot of realism with the fact that newbes don't need to do the trainings. And I really hate to always be exiting game...
Most everybody had the training done. The majority of people playing 2.5 are veterans that have played AA for a long time. For new players, the training is quite a roadblock and I know of people that give up playing because of the hassle.

And it is possible to brig the menu back, just as easy as hacking AA so that the login system get's redirected to 25Assist instead of the original AA links.
If you want to supply us with the source code, we could re-compile it to chat with the 25Assist authorization server and possibly re-add training (although it would still require a lot of coding and database setup).

And if you guys talked with AA dev's, I think they would kindly do that for you!...
I highly doubt it. I've tried to contact people over the years, including devs and never got a response. There's liability, the code was created under contract and with NDA agreements. Not to mention the software is licensed to the government that paid for it, it would be pretty bad if it got out.

ps: We used to be connected to AA devs on =[SMIRL]=. In fact we had the first modified map ever made (bridge at night), because we were able to get the original compiler used by the devs....
I was a part of that site, I remember it quite well. I even talked with Reverend many times via MSN. My understanding is that the leaked AA editor was ripped from E3 in 2005 which makes sense as the editor is missing various things. It's also setup for the E3 preview with maps and the E3 interface.

It would be quite rare and lucky to have an old beta or dev give out some files. Don't get me wrong, I would love to talk with one and get it to happen but my attempts have failed and I don't see anyone else having success.

5199
mAAp Project / Re: Official mAAp v7 Bug Reporting Thread
« on: Sunday, February 12, 2012, 17:55:02 PM »
Ooooo I found a problem. You disappear on the underside of the water. I might have to use a shader instead of a finalblend.

Can you fix this on Pipeline too :D

5200
mAAp Project / Re: Official mAAp v7 Bug Reporting Thread
« on: Sunday, February 12, 2012, 17:31:48 PM »
I've been noticing the report in locations in maps I don't remember them in, good stuff.

:D We're doing our job then.

5201
mAAp Project / Re: Official mAAp v7 Bug Reporting Thread
« on: Sunday, February 12, 2012, 17:17:45 PM »
OMG didnt get 1 word of what u both said --"

It means there's many many more report-in locations and better graphics.

5202
General Chat / Re: FAIR DINKUM GAMERS - Aussie Server
« on: Sunday, February 12, 2012, 16:18:49 PM »

5203
General Chat / Re: America's Army flashes
« on: Sunday, February 12, 2012, 15:03:34 PM »
never counted any time but we're pretty much half deaf for at least 1-2 mins and it sucks especially in the maps where u need to hear steps etc.
It's amusing to see people's inability to guess time elapsed. I'll put money down that it's not longer than 30 seconds. The screen fade (I would bet that the noise lasts as long) is only about 20 seconds.

That noise didnt last that long in 2.8.5...
They dumbed things down for gameplay, not for realism.

5204
General Chat / Re: FAIR DINKUM GAMERS - Aussie Server
« on: Sunday, February 12, 2012, 15:01:23 PM »
People are free to choose their own rules in their own server.
Thats all i can say on the matter.

That's all that has to be said really. Don't like the rules? Don't play in the server. Pretty simple.

5205
mAAp Project / Re: Official mAAp v7 Bug Reporting Thread
« on: Sunday, February 12, 2012, 14:55:23 PM »
Great work Blue! I like the way it looks now, it really compliments the rock textures. I'll have to test the water out, I think it would just blow people's minds to be able to interact with the water :)

Did you see what I did for commvolumes? Endboss created Volumes and set the CommVolume attribute but that's the wrong way to do it. You have to use CommVolumes and then set the CommVolume attribute. You can just select all the Volume actors out, copy to Notepad, change the class to CommVolume and re-import them. I did it for Yeti's as well :)

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