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Messages - Spanky

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5491
Bug Reports / Re: sound bug
« on: Saturday, January 21, 2012, 18:14:58 PM »
why are they built into the game?

To compensate for users that don't know about quality monitors or monitor calibration. Not to have an advantage or change the environment (which the developers spent a lot of time on) to your liking.

I change my monitor settings in the Nvidia control panel but only to a calibrated standard. I never said I wanted to remove in-game settings, I just said it's pretty much pointless if you care about quality and have a calibrated monitor. You missed my point about beta testers suggesting a brightness change in a map. The point of testing and receiving feedback like that is to use settings that the majority agree on. Why you have to tweak something that's been created by a professional and then tested by a wide range of hardware is beyond me. You must have a crappy monitor or you really need the advantage.

5492
mAAp Project / Re: How to create videos for AA
« on: Saturday, January 21, 2012, 18:07:31 PM »
I'm not sure. Maybe a silly TV station video or something? :)

5493
General Chat / Re: AA2.5 Assist ReadME
« on: Saturday, January 21, 2012, 18:06:28 PM »
I'd consider that recommended sys requirements.

I tested several maps. AA used 520MB maximum by itself so a 512MB RAM requirement wouldn't be enough to comfortably run a OS AND AA at the same time. For a CPU, I'm running 3.87GHz and it still lags on Pipeline so I think 2.4-2.6GHz would be an accurate number for most maps. For video memory, I was using about 320MB so 256MB cards would definitely suffer and 320MB cards don't really exist anymore and 512MB cards are pretty common. There's even cheap $40 1GB cards out there. As far as dial-up... I think that's a given :)

5494
Bug Reports / Re: sound bug
« on: Saturday, January 21, 2012, 17:27:42 PM »
different maps different settings

No. If a section of map is too dark then it's because of 1 of 2 reasons;
1. The map is supposed to be like that which means it looks like that for everybody else and you're trying to get an advantage over other players to compensate for skill.
2. Your monitor isn't calibrated.

I'll admit that I have a crappy monitor that I bought 5 years ago. It has washed out colors and backlight streaks. But, it's calibrated. Even crappy low-end monitors can be calibrated to show colors and brightness *decently*. I never EVER have to touch in-game brightness, gamma or contrast.

"Different maps different settings" isn't a valid excuse because level designers typically have better computers and monitors that require less calibration and show colors accurately out of the box. Not to mention that there's plenty of beta testers for AA that gave averaged feedback for the maps. If everybody complained that one was too dark or too bright, the devs would change it. I've seen this kind of feedback on the AA beta forums.

I'm coming at this subject with common sense and trust in the designers (you know, the ones that do this for a living) that knew what they were doing when they created the specific environment. Now someone comes along with their bargain-bin Walmart monitor and thinks they know what the map should look like. I like to experience digital content (games, music, movies) the way the professional created it. If that makes you lol then I suggest you keep enjoying your low quality products and leave the quality products for those of us that enjoy them.

Just a note, the OP fixed their issue so I don't mind going off-topic.

5495
General Chat / Re: Hor+ widescreen?
« on: Saturday, January 21, 2012, 17:04:10 PM »
I think a client sided uscript is needed, i see fov stuff in engine.playercontroller but i don't know how to make client side u scrips, where do you even load them?

Actually, I think you're right. Hex editing a core .u file would mean 2 different MD5 for Punkbuster. The way to do this is having to force a client side script. BUT, what does the Punkbuster check mean? Like, is it saying that FOV has to be inside 85.0-85.9? Meaning it couldn't be 84 or 86? Or does it mean that it has to be 85 or larger? That's what we have to figure out because we can't just remove the FOV check, otherwise people could change theirs to 5 and have super zoom. We have to first come up with a PB check that only kicks for less than 85 FOV. Then we can work on a client side mod.

*EDIT*
This might help for a mod:
Code: [Select]
/*
 // ======================================================================================
 // AGP function - FOV
 // Allows player to change their FOV when cheats are enabled
 // input: FLOAT F - new Fov
 // last modified by:  superville 09/18/01
 // ======================================================================================
*/
exec function FOV( float F )
{
if( F >= 80.0 || Level.Netmode == NM_Standalone ) {
DesiredFOV = FClamp( F, 1, 170 );
}
}

5496
mAAp Project / Re: Karma (Physics) Mod
« on: Saturday, January 21, 2012, 16:50:17 PM »
This guy on the EpicGames forums is going to help out with this mod:
http://forums.epicgames.com/members/1423669-VendorX

I got him setup with compiling and sent him various versions of the scripts. I told him too that I'd buy him a beer over Paypal for helping out.

5497
mAAp Project / How to create videos for AA
« on: Saturday, January 21, 2012, 15:48:24 PM »
I was looking in the textures the other day and there's textures that reference the ROQ files in the /movies folder. I got to looking around to see if we can import/convert our own ROQ videos and it's possible:

http://forums.filefront.com/sw-jk3-modding-mapping-editing/221961-how-make-roq-video.html

5498
Bug Reports / Re: sound bug
« on: Saturday, January 21, 2012, 15:42:30 PM »
i have binds to change brihtness gamma and contrass. everytime its too dark i press a button to get a better view and the other way around.

That makes me lol.

5499
Bug Reports / Re: sound bug
« on: Saturday, January 21, 2012, 15:31:59 PM »
why?:O

You shouldn't need to change in-game sound, brightness, contrast or gamma IMO.

5500
General Chat / Re: Hor+ widescreen?
« on: Saturday, January 21, 2012, 15:18:45 PM »
I have no idea :) I think it would be easier to just swap the corresponding .u file. Where's the FOV located in the .u's?

5501
General Chat / Re: AA2.5 Assist ReadME
« on: Saturday, January 21, 2012, 15:18:00 PM »
IMO:
2.6GHz Single-Core (Multiple-Cores aren't used by the engine)
1GB of System RAM
512MB DirectX 8 Capable GPU
DSL Internet Connection

5502
General Chat / Re: Just a Thank You
« on: Saturday, January 21, 2012, 15:04:05 PM »
Yeah I have played some trippy maps on there. Not many people yet but hopefully that will improve.
Does it just cycle the mAAp maps or does it do the original maps as well?

It only cycles through mAAp right now but admins have the ability to change it to normal maps. But, when mAAp 7 comes out, I'm removing regular maps except for insurgent camp, I think that's the default fallback map and if it can't find it, the server just loops a restart.

5503
General Chat / Re: Hor+ widescreen?
« on: Saturday, January 21, 2012, 14:40:05 PM »
Ok have tried changing
DesiredFOV=106.000000
DefaultFOV=106.000000
FOVAngle=106.0
in the user.ini and it changes nothing... If anyone can figure out how to actually change the FOV please let me know.


Hmm, you're right. 90 isn't even default, 85 is. We might have to hex edit some files for this. I'll post back with findings later.

5504
General Chat / Re: Hor+ widescreen?
« on: Saturday, January 21, 2012, 03:12:36 AM »
Heh

http://forums.beyondunreal.com/showthread.php?t=196665

But again, if the OP goes with a larger value FOV, the scope effect will just be worse.

5505
General Chat / Re: Eliminate Honor Claims
« on: Saturday, January 21, 2012, 01:25:22 AM »
Thats cool. And it people come in complaining about missing their 4 points of honor or w/e depending on when they made their tracker, they can do that too. In most cases, people seem to have made their BT accounts shortly after making their AA account (I did at least).

Yea, people can still come in and dispute. Come with DRAAT screenshots or whatever. I'm just trying to think of a more automated way of dealing with the majority of claims.

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