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Messages - Spanky

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5596
mAAp Project / Re: Glass Kill House
« on: Sunday, January 15, 2012, 18:40:18 PM »
If you use locked doors, use AGP_Trigger or AGP_DoorTrigger, you can make a locked door sound kind of like Half Life 2 has. It's pretty win.

I'll have a look at the map in a bit.

5597
Feedback & Suggestions / Domain
« on: Sunday, January 15, 2012, 18:39:19 PM »
hsc.natescomp.com is lame. I only used it as I didn't anticipate much usage on this forum. But, with Jonny's excellent coding, he's brought a lot of people here. I'm totally cool with that, but I'm embarassed to have a sub-domain on a well-used site. Since Headshot and Community are both common words, most of the good domains are gone. I've thought of hscommunity.com but that's a bit long. Basically, I'm looking for any ideas for available domains. Or, even a site name change. It doesn't have to be Headshot! Community :) Any ideas?

5598
mAAp Project / Re: mAAp Pipeline - Updated with Downloads
« on: Sunday, January 15, 2012, 18:22:40 PM »
Well, I disabled dynamic lighting on those volume lights which made no difference affecting it online versus offline, it just raised FPS. In the second screenshot (offline) you can BARELY see the haze. All these volume lights are is a x number of sprites in a certain line in a certain direction. If you use enough round sprites in a straight line, it looks like a cylinder, that's all we're doing.

5599
mAAp Project / Re: poolday / the cage Maps
« on: Sunday, January 15, 2012, 18:05:37 PM »
The mirror effect was done on purpose but that effect only works in UE1, if you try to build/compile the map with a mirror'd surface in UE2, the editor crashes. So, you have to build, save, then edit the surface flag to mirrored and save again.

5600
mAAp Project / Re: Karma (Physics) Mod
« on: Sunday, January 15, 2012, 17:59:46 PM »
Bad news from the GoodKarma dev:
Quote
I'm sorry, but it's more or less the same story this time around.  I'm still going to school (full time graduate school... going on 7 years of college), but am also working part time to pay the bills, as well as the usual compliment of projects.  I can certainly try and remember specifics of the original builds, but I haven't had a UE2.5 engine game installed for quite some time.

That all being said, If you're willing to dive into the source code there may be a couple of hints I can offer:
Unrealscript is very similar to C++ and Java in syntax, if you can code in either, it's not difficult to pick up.  The class structure of the content is basically textbook examples of object oriented programming.  I don't believe the online documentation of the game's scripts is still available where I was using it, but if you're going to code, use the editor to extract all of the Unrealscript files into a directory and use them as a reference.  If you're working with GoodKarma, it may be worth exporting UT2004's scripts, since that's what it was designed to work with.  I also liked using the Context editor... it's basically just notepad, but you can download a highlighter plugin for Unrealscript which makes things visually easier to keep track of.  You can also link run commands to the function keys, so you can compile a mod and capture the output of the compiler all in the same window.

With UE2.5, and quite annoyingly, the physics are done externally through the Karma engine (whereas the collision detection is done entirely in the game engine...), so there is relatively little control you actually have in Unrealscript.  I used the KActor class (which I could verify worked in online play) as the basis for my work and at least once I had to go back to the original and paste in my added content carefully because it had stopped working.  For debugging it's an absolute must to run a dedicated server on your machine, then connect to that server with your client - even when it seems to be working in single player, the whole point is that it gets replicated over the server to all of the clients.  I think my earliest releases actually didn't work online because I wasn't testing this way and didn't know.

Take a look at the different releases and changelogs, to see which of the added features you want to be able to use - then compare the source files.  Generally, you can tell what chunks of code were added, and if you can isolate them, you can add that functionality to your own existing KActor class (or whatever your working base is) without having to tackle the whole mod.  I don't know what version of the engine your current build is, but it is entirely possible that my existing code will not function properly on it, so I would stick to working code and then try to splice in the extra functionality.

Finally... if you can find an old build of Killing Floor as a mod (before it was a separate game), for at least a little while they used GoodKarma for their physics stuff as well.  He may have moved on to something else (or even a different engine), but the mod's developer had continued using GoodKarma into the commercial stage, so there should be probably close to a year worth of Killing Floor builds (as a mod for UT2004) that have working versions of GoodKarma which may have different functionality or may be more of what you're looking for.  Generally the editor can unpack .u engine files into their Unrealscript (.uc) components, so if you can find the .u files for the mod, you can probably get the source code from them, even if it wasn't explicitly released.

Good luck, and while I don't have time to be a legitimate developer, I can certainly take some sporadic time to answer questions.  I don't know if you have the files the original email mentions, but if you need another copy, I think they've moved to here:
http://www.medpants.com/pages/projects/GoodKarma/GoodKarma.zip

-Jon

5601
News / Re: AA25-Assist 2.3 Released
« on: Sunday, January 15, 2012, 17:44:36 PM »
having a hack show on a screenshot is not valid, photoshop ftw :p    you need to be able to validate the pbss by matching the md5 from the server, which means parsing the server log files.

:) In my whole of AA history, I never really messed with PB screenshots. I didn't know or think about matching screenshot MD5's.

5602
General Chat / Re: Merging Normal & mAAp Modes
« on: Sunday, January 15, 2012, 17:42:19 PM »
Will merge maap mode for the next maap release.
Dont know how i will do it yet.
Hopefully it will not be soon, Take all the time in the world!

Also i noticed some maaps are being tracked now, thanks homey!

I think at first, all you would have to do is allow the mAAp files in the regular PB whitelist. We've got some .u files now that I know how to compile. From there we can think about patches. Like 2.5.01 or something. Modify individual files rather than a whole mAAp Pack or re-install of AA. Maybe have an inventory of AA files and check their versions?

5603
mAAp Project / Re: mAAp Pipeline - Updated with Downloads
« on: Sunday, January 15, 2012, 17:35:56 PM »
:) It's amazing now. I have more room for more eye candy!

5604
mAAp Project / Re: mAAp Pipeline - Updated with Downloads
« on: Sunday, January 15, 2012, 16:06:47 PM »
*shrug* I think they lag like crap too because they're dynamic...

I'm going to set Dynamic to false and see what happens.

I think this was a very good idea. After building the map, I get 55 FPS where I normally got 45 before. Less dynamic lights FTW. I think I can officially say, the FPS issues on mAAp Pipeline have been fixed.

5605
mAAp Project / Re: mAAp Pipeline - Updated with Downloads
« on: Sunday, January 15, 2012, 15:53:44 PM »
To those that have no idea what we're talking about, this is what's frustrating about Unreal sometimes:



Same exact location, same exact map, same exact settings, the only difference is that one is online and one is offline. Replication is a bitch sometimes.

5606
mAAp Project / Re: Old Sites
« on: Sunday, January 15, 2012, 15:51:04 PM »
That's why then :) Do you wanna join our Dropbox and try out the latest Pipe? I'm curious to see how much it will improve for you.

5607
mAAp Project / Re: mAAp Pipeline - Updated with Downloads
« on: Sunday, January 15, 2012, 15:40:45 PM »
*shrug* I think they lag like crap too because they're dynamic...

Quote
    SpriteNum=6
    bSpriteDynamic=True
    SpriteScaleBegin=0.900000
    SpriteScaleEnd=1.100000
    SpriteFadeBegin=32
    SpriteTexture=Texture'T2-FX.Corona.fx2_cor_01dim'
    SpriteStyle=STY_Translucent

I'm going to set Dynamic to false and see what happens.

5608
mAAp Project / Re: mAAp Pipeline - Updated with Downloads
« on: Sunday, January 15, 2012, 15:20:23 PM »
Look at it online though :P I'm testing them right now. Texture'T2-FX.Corona.fx2_cor_01dim' with STY_Translucent seems to be strong but decent.

5609
mAAp Project / Re: poolday / the cage Maps
« on: Sunday, January 15, 2012, 15:08:16 PM »
Funny, I got asked the same thing in a YouTube PM. It's a leaked version of the editor. The same software the devs used but not dumbed down and limited like the AA Mission Editor. It allows us to do anything we want, import anything.

5610
mAAp Project / Re: mAAp Pipeline - Updated with Downloads
« on: Sunday, January 15, 2012, 14:57:22 PM »
Yea, it's annoying. They look totally different, a lot more opaque. I think it's the texture I used though. I made a custom one in Photoshop. There's another faint one that seems to work better though. This is the one I'm using on Pipe currently: Texture'T-mAAp_Pack_6.misc.sunlight_alpha' This is the one that seems to work decently online: Texture'T2-FX.Corona.fx2_cor_01dim'

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