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Messages - Spanky

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5476
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

5477
General Chat / Re: Just a Thank You
« on: Sunday, January 22, 2012, 16:22:18 PM »
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.

Hehe :) 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.

5478
General Chat / Re: Hor+ widescreen?
« on: Sunday, January 22, 2012, 15:45:41 PM »
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.
From AGP.u; ChangeWpnFOV

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.

5479
Bug Reports / Re: Snipers
« on: Sunday, January 22, 2012, 14:42:56 PM »
I was under the impression that if you unlocked the training, you unlocked the weapon. I don't believe there's an accuracy unlock.

5480
General Chat / Re: Hor+ widescreen?
« on: Sunday, January 22, 2012, 14:41:22 PM »
Jonny, did you test whether PB is going to be ok with this?

I think Leopardi should open up single player and test a larger FOV to see if he likes the ramped up scope view.

5481
General Chat / Re: Merging Normal & mAAp Modes
« on: Sunday, January 22, 2012, 07:17:23 AM »
As far as AA 2.5 going multi-core, Blueblaster was right. I was just told this by someone that's proficient in UScript (and Unreal games):

Quote
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...

5482
mAAp Project / Re: Entry
« on: Sunday, January 22, 2012, 02:16:01 AM »
I kinda was just going for a simple white box with shadows on the ground. Giving the illusion of unlimited white space. The map as-is is around 750kb, 300kb larger than the regular one. I might try to add some sand and buildings though.

5483
mAAp Project / Entry
« on: Sunday, January 22, 2012, 01:34:29 AM »
Thought I would spend some time re-doing Entry.aao which is the map you see when you enter the console (or load a map). Here's what I have so far:



Any comments/suggestions?

5484
General Chat / Re: Just a Thank You
« on: Sunday, January 22, 2012, 00:59:52 AM »
You must be entering the map names wrong then. Let me know a map and I'll change it if you want but after 40 minutes or so, it will switch back to mAAp if nobody has joined it.

5485
mAAp Project / Re: Karma (Physics) Mod
« on: Saturday, January 21, 2012, 19:35:39 PM »
Yea, he actually mentioned too that he could write a C# class exporter so we could have the AA 2.5 source:

Quote
I can write AA class exporter in C#, but this will take some time...
Quote
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...

5486
General Chat / Re: Hor+ widescreen?
« on: Saturday, January 21, 2012, 19:32:11 PM »
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.

Which reminds me. Why did TeamView have to be removed? I think you said it was because people might make a hack and name it TeamView? We could just MD5 TeamView as well.

Anyway, back on topic. There should be a way to disable servers that aren't updated. I know it would outrage some people but when there's a mandatory update, what else can you do? Maybe have your auth mod check AA25.org for a version string and if it's out of date, make it spam warnings or something? I know there was a mod similar to this that Crusade made.

5487
General Chat / Re: AA2.5 Assist ReadME
« on: Saturday, January 21, 2012, 19:28:34 PM »
Maybe we go all out and do recommended settings for low, medium and high. 60FPS w/vsync for a minimum.

5488
General Chat / Re: AA2.5 Assist ReadME
« on: Saturday, January 21, 2012, 18:26:27 PM »
Fair enough. Minimum to run @ normal settings, maximum to run at full. But, I think we should mention resolution. When I tested for my post above, I was running 1280x720.

5489
General Chat / Re: Hor+ widescreen?
« on: Saturday, January 21, 2012, 18:23:42 PM »
I've done a lot of reading up on client versus server stuff for the Karma mod and here's something that I think explains it a bit more:

Code: [Select]
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()
{
}

Basically, the mod would get loaded server-side and I think we would have 2 client side files and Assist would choose which one to load and the only difference would be the FOV value.

5490
General Chat / Re: AA2.5 Assist ReadME
« on: Saturday, January 21, 2012, 18:16:31 PM »
You should pull up GPU-Z while you're playing the game and see how much video memory is being used. Should minimum requirements be what it takes to run the game on low?

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