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Messages - Spanky

Pages: 1 ... 356 357 [358] 359 360 ... 564
5356
General Chat / Re: Open Weapon Slots
« on: Wednesday, February 01, 2012, 03:39:08 AM »
It's possible for tournament mode;
AGP_GameTournament bTournamentOpenAllWeaponClassSlots

So it must be possible for regular mode as well...

5357
General Chat / Re: Game crashes in win7
« on: Wednesday, February 01, 2012, 03:18:07 AM »
Different games/engines stress in different ways. AA is really CPU heavy. I'm just saying what I personally do for my computers and my customer's computers. I've never had a single complaint about a refurbished or custom built computer that left my hands because one of the stress testing steps I perform is running Prime95 for 8 hours.

I'll be the first one to say that there is no standard for "stable". There might be for the military but that's a different story. But really, how can you be sure enough to eliminate a probable cause without testing beyond the shadow of a doubt?

5358
General Chat / Re: Game crashes in win7
« on: Wednesday, February 01, 2012, 02:27:18 AM »
It's not necessary to run Prime for 8 hours if we are not talking about overclocked cpu & memory. Testing with other games and short run in Prime is enough for stability test.

It's only necessary if you want a stable computer. Some people go nuts and say 24 hours of Prime95. I've read a lot and the consensus is that most do 8-10 hours. It doesn't matter if your CPU is overclocked or not, it can still be faulty out of the box. Memory faults can develop (although rare) and components need time to warm up (not 8 hours but testing after components have reached their maximum temp is needed). Prime95 will quickly bring out voltage issues, overheating issues, CPU issues, Memory issues, and chipset issues. It's a great program to start with.

I've personally had computers that are stable for 4 hours of Memtest but 5-6 hours they would lock up. This means they're not stable. It's not a simple "oh, it works for 5 minutes, it must be fine" scenario.

5359
mAAp Project / Re: Map Removal - Sniper Canyon, Terminal Conflict and Urban Defense
« on: Wednesday, February 01, 2012, 01:55:21 AM »
We'll have another vote. IMO, it's gone pretty quick for this one, I'm tempted to just remove the maps now and call it good since nobody has voted no.

5360
News / Re: Next version, Important info.
« on: Wednesday, February 01, 2012, 01:16:39 AM »
Might have been me. I remember adding playerblocks to the hill though. Not sure why I would have removed it...

5361
News / Re: Next version, Important info.
« on: Tuesday, January 31, 2012, 22:55:05 PM »
I just looked and I don't see anything about shadows in the admin menu. I know I saw it somewhere though... Anyway, if you have a problem with the 2.5 league, please post in the proper forum in a new thread.

5362
mAAp Project / Re: Map Removal - Sniper Canyon, Terminal Conflict and Urban Defense
« on: Tuesday, January 31, 2012, 22:12:06 PM »
How about Monkey_Island?

I think it's a unique map. Big and open. I've had many fun rounds on it. It does need some attention though but it has potential to be better.

5363
News / Re: Next version, Important info.
« on: Tuesday, January 31, 2012, 22:11:08 PM »
Isn't there a server option to disable shadows for a tournament?

5364
General Chat / Re: Unauthorized Server FIX?
« on: Tuesday, January 31, 2012, 20:42:40 PM »
I think Jonny can do this but again, there's other, more important things to do.

5365
General Chat / Re: Unauthorized Server FIX?
« on: Tuesday, January 31, 2012, 20:09:38 PM »
Of course there's a way to change it. I don't think it matters though, we have other things to spend our time on.

5366
News / Re: Next version, Important info.
« on: Tuesday, January 31, 2012, 20:09:00 PM »
Navahoo is right, you guys should find a way to remove shadows.

Shadows of what? Dynamic player shadows? How are they a problem?

5367
mAAp Project / Re: Map Removal - Sniper Canyon, Terminal Conflict and Urban Defense
« on: Tuesday, January 31, 2012, 19:13:03 PM »
I think terminal conflict is awesome, the tunnel is just too long for the one team. If you could make it to where the main battle goes on in the lobby it would be good.

I will create a new poll for a TC modification after we get significant votes on this. Truth be told, I was cleaning up TC the other day in the editor.

5368
mAAp Project / Map Removal - Sniper Canyon, Terminal Conflict and Urban Defense
« on: Tuesday, January 31, 2012, 16:52:24 PM »
Removing these 3 maps will reduce download size for mAAp. They are also maps that don't get played much. Sniper Canyon makes for long and boring rounds. Terminal Conflict is a 2.8 conversion that just takes way too long in terms of round length. Urban Defense is pretty plain and unfinished.

5369
News / Re: Next version, Important info.
« on: Tuesday, January 31, 2012, 15:46:57 PM »
IMO, the only maps that could/should be removed are: Terminal Conflict, Urban Defense, and Sniper Canyon. I believe the either suit AA or are enjoyed by the community.

I've brought back SF Refinery from version 5 (it was removed in v6, not sure why). I would also like to see Berg come back as that map was simple but it's a unique concept that isn't anywhere else in AA - uphill battle, literally.

5370
General Chat / Re: Game crashes in win7
« on: Tuesday, January 31, 2012, 15:32:36 PM »
@ Spanky,
I ran prime95 which gave 0 warning and 0 errors during 5 tests. I had a question about memtest though, should i get "memtest86+" or just "memtest" ? Thanx for helping me out!

If you ran Prime95 for 5 tests, that was like what, 10 minutes? You'll want to run it for 8 hours at a minimum on blend mode. I should have mentioned this.

For memtest, you want the ISO of memtest86+ which you will burn to a CD and boot from.

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