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Messages - Spanky

Pages: 1 ... 377 378 [379] 380 381 ... 564
5671
mAAp Project / Re: lulz
« on: Friday, January 13, 2012, 15:56:03 PM »
Version 2 was the one I started helped out on. I don't have Version 1 in my files but everything from 2 on I do.

5672
General Chat / Re: Mods
« on: Friday, January 13, 2012, 15:45:17 PM »
In the Assist Server Manager Options you can edit the Server.ini and load mods that way if you know the line you're supposed to add.

5673
General Chat / Player Slots
« on: Friday, January 13, 2012, 15:44:32 PM »
Looking at my server options, I see 28 and 30 player slots available. Does this mean we can make maps with more slots now that we control the Authorization? If so, that is AWESOME.

5674
mAAp Project / lulz
« on: Friday, January 13, 2012, 13:33:36 PM »
Code: [Select]
     __           __                _     _         __       _______     _______
    (__)         (__)              (_) _ (_)       (__)     (_)_)_)_)   (_)_)_)_)
   (_)(_)       (_)(_)    ____    (_) (_) (_)     (_)(_)    (_)____(_) (_)_____
  (_)  (_)     (_)  (_)  (____)  (_)  (_)  (_)   (_)  (_)   (_)_)_)_)    (_)_)_)
 (_)_)(_(_)   (_)_)(_(_)         (_)       (_)  (_)_)(_(_)  (_)         ______(_)
(_)      (_) (_)      (_)        (_)       (_) (_)      (_) (_)        (_(_(_(_)

 ________________________________________________________________________________
|Blueblaster                      AA-Maps.net                   1:09 PM 7/18/2007|

5675
General Chat / Re: Merging Normal & mAAp Modes
« on: Friday, January 13, 2012, 13:26:45 PM »
One question tho putting more and more into the game wont raise his minimun requirements for playability?

Not really. The engine has it's limits and we can't go past that without problems. mAAp Pipeline is more demanding than Bridge but it still will only use a single-core CPU and a middle-range or even low-range GPU. Possibly 2GB of RAM if you close all other programs as well.

5676
General Chat / Re: Help me, my America's Army not open!
« on: Friday, January 13, 2012, 13:24:39 PM »
oooh, not spanky, the community in which you refer is that of 'ORKUT' with the name America's Army Brazil, hehe.
I'm from Brazil and I'm playing normally, but some members are some problems; s

Ah, ok :) That makes more sense. Try the fix I mentioned in the last post.

5677
General Chat / Re: Help me, my America's Army not open!
« on: Friday, January 13, 2012, 13:15:15 PM »
The Brazilian community is having issues with this? I find it odd that it would be a regional problem. In the Settings tab, click on "Reset + Repair AA" and see if that fixes it.

5678
General Chat / Re: Merging Normal & mAAp Modes
« on: Friday, January 13, 2012, 13:13:23 PM »
I think it would be neat to merge maap and normal aa. As i was telling nate, once maap pipeline was finished I think it should be the new pipeline for 2.5. I think by doing this we can show that we are wanting to make progress for 2.5 it could be done like 2.5.2; Have the community vote for new maps, and we could fix bugs in the already made maps, to make 2.5 even better.

I would advise not to edits sounds, AA has a foundation that has been here for years and thats why we all like to play this game, if you start changing things people wont like it and most likely leave or not play.

Its 2012 and a sound card is like only $100.00 so go get one.
I don't think overwriting maps is a good idea. I mean, for mAAp Pipeline, it's a whole new map pretty much. Now, we could take classic maps like Weapons Cache and just clean them up with better lighting but largely leave them untouched.
For editing sounds, AA3 has better quality as well as better recorded weapon sounds. It's about realism. I think AA3 had a larger budget and better foundation for realism and it would be cool to bring that to 2.5. But, just because it's possible, doesn't mean we'll do it. It would take a lot of time pouring through the 2100 sound files ripped from AA3 and then trying to match the weapon sounds with the animations, things may not look right.
If you spend $100 on a 'sound card' you fail. PC sound cards these days are largely pointless and low quality unless you overpay for an Auzentech or Xonar but even those are a good waste of money. If you care about true sound quality and no gimmicks like most all of Creative's features, an external DAC is the way to go. I know they can be easily had for $100.


I haven't played in any customized maps because I like the way they have always been / are and I don't support the idea of changing good old sounds. If merging means disabling the good old world that have always been and "updating" sounds, then it's no from me. I love this game as it is and that's why I don't play AA3.

What it comes to sound camping, it's just one part of camping. There have always been lame campers that camp with or without sound, whatever happens. That doesn't mean you have to go with them.
See my post above about AA3 sounds. It's just one of the ways the game becomes flexible. It shows that we can pretty much do anything.
For sound camping, in Bad Company 2, if I don't like how the gameplay is going on a particular server, I leave and find a new one. This doesn't quite work on 2.5 as there's only 1 or 2 populated servers. Camping is a lame tactic but I still do it :)


Have to agree with Killer here, back in the day my Medusa's and sound tweeks only ever came out when playing comp, wouldn't have dreamed playing 'by sound' in pubs would have just made it hideously boring
Medusa's and sound "tweeks" are fail. See the first reply in my post. There's a fine line by playing "by sound". It's part of the game, it's part of life. In the Army, in a kill or be killed situation, you need to use things to your advantage. Sound is a big aspect of that and there's no reason to ignore it. I'll admit that UE2 has flaws with sound as far as going through walls and things like that. This kind of merges into my point on adjusting brightness for an advantage. It's really the same thing. Tweaking drivers or adjusting in-game settings for an advantage is lame and it ultimately ruins the experience. Get everybody a properly calibrated monitor and something other than onboard audio, use default settings, and you'll have fair gameplay. It's too bad there's people that don't think that way, that try to cheat the system for an advantage.

5679
General Chat / Re: AA2.5 Assist ReadME
« on: Friday, January 13, 2012, 12:53:19 PM »
That's a really nice readme. Great layout and pretty much covered everything I could think of. Good job.

5680
mAAp Project / Re: Urban Assault SE
« on: Friday, January 13, 2012, 12:51:40 PM »
Jason, could you post screenshots of the faulty textures?

5681
Bug Reports / Re: Logged In Buttons
« on: Friday, January 13, 2012, 12:50:40 PM »
:) Anything much beyond these buttons, Jared would be the person to ask. I just saw these and summoned some kind of dormant OCD.

5682
Bug Reports / Re: Logged In Buttons
« on: Friday, January 13, 2012, 05:22:50 AM »
Got the blue one added to the original post. Was tricky catching the sneaky bugger. Let me know when you have them so I can delete them from my dropbox.

5683
mAAp Project / Re: Map with Karma physics
« on: Friday, January 13, 2012, 05:17:06 AM »
Hmm, I've never heard of Kynapse. In 2.4.1, the dev's were working on SoarAI, I used to have a link for the project but it appears to have died like a lot of the AA features.

Anyway, yea, we can have AI enemy entities. They're not that smart and I remember that I had problems with them in multiplayer but I think an objective could be added to end the round. It will be something we'll have to play with more but for now, they work alright in singleplayer.

5684
Bug Reports / Re: Logged In Buttons
« on: Friday, January 13, 2012, 03:06:56 AM »
I only see the blue one briefly, I can't get a screenshot fast enough. Could you send it to me and I'll change it?

5685
Bug Reports / Re: Logged In Buttons
« on: Friday, January 13, 2012, 01:56:25 AM »
The background is grey, open in Photoshop to see :) They will blend in perfectly. I don't know that Jonny can use transparency in his UI so I just blended in the background gradient into the button.

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