Forum

ASSIST, AMERICA'S ARMY COMMUNITY - RELIVE THE GLORY DAYS OF AMERICA'S ARMY 2.5

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Spanky

Pages: 1 ... 353 354 [355] 356 357 ... 564
5311
mAAp Project / Re: First Karma (Physics) Map
« on: Thursday, February 02, 2012, 21:53:50 PM »
There's MD5's for existing files (maps, meshes, textures, sounds, system, etc) and then there's a whitelist of files you're allowed to have. So, if you modify existing files, you'll get kicked. If you have files not listed in the whitelist, you'll get kicked.

This made it a problem in the past with mAAp mode because servers had to have 2 different PB configs and users files had to be moved back and fourth to mesh with those configs. This is eliminated in the next version of Assist.

5312
mAAp Project / Re: First Karma (Physics) Map
« on: Thursday, February 02, 2012, 20:32:54 PM »
Starting with an existing map is great, especially a developer created one. They're 100% complete with a wide range of features.

As far as pipeline, here's the latest:
http://youtu.be/tSwilTDJ86A?hd=1
It won't have bloom in the public beta though.

5313
mAAp Project / Re: First Karma (Physics) Map
« on: Thursday, February 02, 2012, 20:08:15 PM »
btw good work that map the screen shot shows you have taken time to learn this editor and well it wont be long till we see your full map it's my guess??

I'm not sure what screenshot you're talking about. If you mean the one I posted in this thread, that's an old map that no longer exists. I'm not proud of it at all. If you're talking about Pipeline, you should see the public beta roll out in another day and a half. I'm running around doing updates now.

5314
mAAp Project / Re: First Karma (Physics) Map
« on: Thursday, February 02, 2012, 19:36:10 PM »
Here's the only screenshot I have of my first "map":



At that stage, I was just putting objects in different spots and thinking how cool it was. Things weren't even aligned. I've been working on (and learning UED) Pipeline for 3 years. You can't pick up all the quirks/features overnight. I still don't know all there is to know.

The idea for a long time has been to create a AA Mission Depot type website. There's more problems with that though. With PunkBuster, you can get kicked for custom maps and there's no way to tell a custom map from a hack without posting the map file up and matching a MD5 if PunkBuster captured one. Then, having a voting system for getting maps in Assist without bloating things up. It's something we'll think about down the road if 2.5 grows more.

This is just my opinion. Jonny and Blueblaster may not agree with me.

5315
mAAp Project / Re: First Karma (Physics) Map
« on: Thursday, February 02, 2012, 19:22:45 PM »
Show us what you can do on 2.8's editor. If you create an awesome map, we'll convert it. No offense but there's too many noobs (I was once one too) that create novelty garbage. I don't want to discourage people from creating things but I don't think we're at a point where we can allow people to have the editor (too much support, tutorials, complaints, requests and "add my map to assist plz").

5316
mAAp Project / Re: First Karma (Physics) Map
« on: Thursday, February 02, 2012, 19:09:07 PM »
ok cool so if i use the 2.8 i can still run the map in 2.5? i just want to make sure b4 i jump into learning the editor that it will work on 2.5 so all can enjoy my works .

Thanks

No, you can't use the 2.8 editor for creating 2.5 maps. There's as many different versions of Unreal and UnrealEd as there are days in a millennium. For creating for 2.5, we have a copy of the official (leaked/stolen) AA editor, specifically version 2.4.1. It's the same program/layout as 2.8, just not dumbed down and slightly older.

5317
mAAp Project / Re: First Karma (Physics) Map
« on: Thursday, February 02, 2012, 18:08:40 PM »
Weapons Cache might be good for a future make-over (moving elevator, epic lighting) but I'm looking for an existing mAAp map to add karma objects to. We can't have many in the public test, I don't know how they're going to react with 20 people in a 200 ping server. I think 20 objects for the first test will be it.

Oh, and to modify/make maps, we use the editor for the engine; UnrealEd. Same thing as the 2.8 editor.

5318
mAAp Project / Re: Bloom
« on: Thursday, February 02, 2012, 14:50:11 PM »
As for editing the bloom mod, I have no idea what 3/4 of that stuff even means. :P I'd be changing random setting and putting in random numbers.

Then we have the same knowledge because that's about all I can do :)

5319
mAAp Project / Re: Bloom
« on: Thursday, February 02, 2012, 14:19:45 PM »
My point is that there's tons of options to try. I can supply you with the mod and instructions if you want to help find something you think is enjoyable. As for turning it off and on, it could easily be a checkbox in Assist.

5320
mAAp Project / Re: Bloom
« on: Thursday, February 02, 2012, 14:10:12 PM »
You're more than welcome to make it look more realistic:
Code: [Select]
[PROXY]
EnableProxyLibrary=0
InitProxyFunctions=0
ProxyLibrary=
[GLOBAL]
UseEffect=1
AlternativeDepth=1
AllowAntialias=1
BugFixMode=0
SkipShaderOptimization=0
QuadVertexBuffer=0
EnableShaders_3_0=1
UseMRTRendering=0
AdditionalConfigFile=enbseries2.ini
[EFFECT]
EnableBloom=1
EnableOcclusion=0
EnableReflection=0
EnableMotionBlur=0
EnableWater=0
EnableShadow=0
DepthBias=0
EnableDepthOfField=0
[INPUT]
KeyUseEffect=123
KeyBloom=120
KeyOcclusion=121
KeyReflection=122
KeyCombination=16
KeyScreenshot=44
KeyShadow=119
KeyWater=118
KeyShowFPS=106
[REFLECTION]
ReflectionPower=100
ChromePower=100
UseCurrentFrameReflection=1
ReflectionQuality=1
ReflectionSourceSpecular=50
ReflectionSourceTFactor=50
UseAdditiveReflection=1
ReflectionDepthBias=0
UseLowResReflection=1
ReflectionSinglePass=1
UseEnvBump=0
EnvBumpAmount=100
EnvBumpOffset=100
ReflectionFlip=0
[BLOOM]
BloomPowerDay=25
BloomFadeTime=400
BloomConstantDay=10
BloomQuality=0
BloomScreenLevelDay=95
BloomCurveDay=2
BloomPowerNight=15
BloomConstantNight=15
BloomCurveNight=-2
BloomScreenLevelNight=20
BloomAdaptationScreenLevel=100
BloomAdaptationMultiplier=100
BloomAllowOversaturation=0
BloomMaxLimit=90
[SSAO]
UseFilter=1
OcclusionQuality=0
FilterQuality=0
DarkeningLevel=30
BrighteningLevel=30
IlluminationLevel=30
AdditiveIlluminationLevel=30
UseAmbientOcclusion=1
UseIndirectLighting=1
FadeDistance=50
UseForAlphaTest=0
UseForAlphaBlend=0

[COLORCORRECTION]
DarkeningAmountDay=10
ScreenLevelDay=70
ScreenLevelNight=1
DarkeningAmountNight=-20
GammaCurveDay=0
GammaCurveNight=2
ColorSaturationDay=2
ColorSaturationNight=1
UsePaletteTexture=1
[WATER]
UseWaterDeep=0
WaterDeepness=20
WaterQuality=0
[SHADOW]
ShadowFadeStart=40
ShadowFadeEnd=80
ShadowAmountDay=100
ShadowAmountNight=30
ShadowScreenLevelDay=60
ShadowScreenLevelNight=20
ShadowQuality=1
UseShadowFilter=0
FilterQuality=2
ShadowBlurRange=30
[ENGINE]
ForceAnisotropicFiltering=1
MaxAnisotropy=8
ForceDisplayRefreshRate=0
DisplayRefreshRateHz=60
[MOTIONBLUR]
MotionBlurQuality=1
MotionBlurVelocity=0
MotionBlurRotation=0
[PERPIXELLIGHTING]
SpecularColorMin=0
SpecularColorMax=100
SpecularColorMultiplier=100
SpecularGlossinessMin=0
SpecularGlossinessMax=100
SpecularGlossinessMultiplier=100
[DEPTHOFFIELD]
DOFQuality=2
DOFNumberOfPasses=1
DOFFocusRange=50
DOFBlurinessRange=10

5321
mAAp Project / Re: Terminal Conflict - Modify or Remove?
« on: Thursday, February 02, 2012, 13:59:23 PM »
Opinions like these don't help.

I also trimmed out Aimfun. That was a fun map 5 years ago when we had little idea of how to use the editor. Now it's just a lame map that I never see anybody playing.

5322
General Chat / Re: Assist Requests
« on: Thursday, February 02, 2012, 13:57:13 PM »
Cool. I was just trying to think of ways to clean up the sitrep page :)

5323
mAAp Project / Re: First Karma (Physics) Map
« on: Thursday, February 02, 2012, 13:54:17 PM »
A remake of Weapons Cache with karma physics would be wtf

It would have to be significant enough to warrant calling it a new map. Just changing boxes out wouldn't be enough change IMO.

5324
mAAp Project / Re: urban assault SE suggestion
« on: Thursday, February 02, 2012, 13:53:32 PM »
This is the best new map without question.

 >:(

5325
mAAp Project / Re: Terminal Conflict - Modify or Remove?
« on: Thursday, February 02, 2012, 13:52:35 PM »
remove it, its shit.

Opinions like these don't help.

I think we can also trim out Aimfun. That was a fun map 5 years ago when we had little idea of how to use the editor. Now it's just a lame map that I never see anybody playing.

Pages: 1 ... 353 354 [355] 356 357 ... 564

Download Assist

×

Download Game Client

Important: Battletracker no longer exists. However, old Battletracker accounts may still work. You can create a new 25Assist account here

Download Server Manager