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General Chat / Re: Hor+ widescreen?
« on: Sunday, January 22, 2012, 16:53:26 PM »Because the vertical fov is exactly the same. You just see more on sides.
I made a video showing it;
http://youtu.be/47D-NqLyLwI?hd=1
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Because the vertical fov is exactly the same. You just see more on sides.
Yep your absolutely right...FLS Assault loaded up fine.
I can't count higher than 10 and I can't spell more than 3 letters I guess...lol
Works fine...shame your thinking of getting rid of the classics though.
Thx again.
Personally, I've put quite a bit of work into mAAp and now that I've fixed a lot of issues on Pipeline and other maps, I want to specifically promote mAAp. I don't feel bad about it either, there's other US servers popping up but there's not as many mAAp servers.
Leopardi, 101.5 looks good. As far as the weapon model, we can't really do anything with that. It's just the way the game is.Not true, I saw several weapon FOV things. I'll have to look them up again.
fov 101.5 is exactly the same, except you see more on the sides. No fisheye scope.How do you see less scope effect with a larger value FOV? I see a crap ton more scope effect with larger FOV.
VendorX: For that you need source code of engine - C# not .uc
Nate: i kind of thought so. that would mean getting the unreal source from epic and that probably won't happen
VendorX: Nope...

I can write AA class exporter in C#, but this will take some time...
I tell you about class exporter, because if you have your own server with independent AA version, than you can modify whole gameplay. To make restart NetKActor right we need add call to Reset() in GameInfo...
You can't do that, when you join a server it will md5 check the uscipt the client has with the uscipt the server has.
simulated function Tick( float Delta )
{
Super.Tick( Delta );
DoStuffOnServerOnly();
DoStuffOnBoth();
}
// Called from a simulated function, but not simulated itself,
// the engine skips over this function on clients. (or rather,
// the non-authority version, which is usually the client)
function DoStuffOnServerOnly()
{
DoStuffOnClient();
}
// A simulated function getting called from another simulated
// function. This gets called on both machines.
simulated function DoStuffOnBoth()
{
}
// Oops! This is a simulated function, but gets called from a
// non-simulated function, so although it COULD run on a client
// (because it's simulated) the code that calls it doesn't run
// on the client and so this won't ever get called.
simulated function DoStuffOnClient()
{
}