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Messages - Spanky

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5761
General Chat / Re: Assist Locks INI files On Windows
« on: Monday, January 09, 2012, 00:21:22 AM »
we all have different minotors

about calibrated monitor, wtf?
Calibrating your monitor should be the first thing you do the first time you use your monitor. Calibrate it and remember it's calibration settings. All monitors are different but calibrating them to a standard makes them display colors and brightness similar to one another.

 Personally, I prefer viewing games, watching videos and listening to music as it was recorded/edited/created by the person (professional) with properly calibrated electronics. If you call that absurd then you lose the argument.

5762
mAAp Project / Re: mAAp v7
« on: Sunday, January 08, 2012, 22:44:21 PM »
About the xProcMesh trees outside, I think I'm going to remove them. I think they're dipping my FPS down to 45. I can walk past them, still looking in the same direction, and FPS goes up to 60 again.

:) I'm still learning Blue.

For previewing volume lights... no idea. I always had to go in-game. I made several of them in the parking lot and just chose the one that looked best and made more variants.

5763
mAAp Project / Re: mAAp v7
« on: Sunday, January 08, 2012, 22:32:41 PM »
You can see the red and green coronas from the objective appearing. Not sure why that happens.....
They're the cameras. The monitor/security desk is being rendered which is rendering the scripted textures which is rendering that part of the map behind the wall. You'll notice that I put a cull distance on the security desk so when you're outside, you're not rendering the inside parts of the map. I think this only happens on single player because the cameratextureclient scripted texture doesn't replicate properly in multiplayer thus raising fps and eliminating rendering issues like those lights. Basically, the screens on the monitors won't update (you can still view them by pressing E) but I still leave them in there since the image is rendered and not feeding off of an old image in a package.

Also this is the first time I've noticed this on the security cams, but there's some nice video grain going on. Does this mean we can apply full screen shaders/textures to modify the way the game looks? Id love to have a trigger-able bloom effect based on a volume your inside of :D
Yea, Crunk made that video grain. It is pretty nice. You'll have to poke around but I think an overlay could be coded in.

5764
mAAp Project / Re: mAAp v7
« on: Sunday, January 08, 2012, 21:46:33 PM »
Blue, could you take a look at Pipe's pine trees out front in the parking lot? I like that they move but they kinda look like crap. I also imported some AA3 sounds :P

5765
mAAp Project / Re: mAAp v7
« on: Sunday, January 08, 2012, 20:53:17 PM »
Fair 'nuff. I wouldn't take PBall too seriously anyway since it's purely a silly kill map :) LOL @ Ice though.

5766
mAAp Project / Re: mAAp v7
« on: Sunday, January 08, 2012, 20:35:12 PM »
Ladder should be fixed. You know those little ladder icons, if you click on them they have a directional arrow, they need to face the ladder. I just added 32768 to the YAW and they should be fine. But, there should also be a blocking volume around the ladder mesh to push the player back a little bit so it's a little more realistic.

5767
mAAp Project / Re: mAAp v7
« on: Sunday, January 08, 2012, 20:13:22 PM »
I was just starting my server on Ice and it wasn't showing up in the list. I think we should work on this map as it seems to have a lot of problems.

5768
mAAp Project / Re: mAAp v7
« on: Sunday, January 08, 2012, 20:06:00 PM »
Jonny wasn't happy about removing the 60 in MP60_mapname. I'll take a look at PBall though.

5769
mAAp Project / Re: mAAp v7
« on: Sunday, January 08, 2012, 18:52:43 PM »
Haha, yea, I think so :)

5770
mAAp Project / Re: mAAp v7
« on: Sunday, January 08, 2012, 18:49:58 PM »
That's cool with me :) The texture package is smaller cuz I converted a few images and removed Crunk's faggotry.

5771
mAAp Project / Re: mAAp v7
« on: Sunday, January 08, 2012, 18:44:31 PM »
Done. Added my files to it. I might go find v6 and put the other files in or do you just want to only have the files we're working on?

5772
Bug Reports / Re: Settings
« on: Sunday, January 08, 2012, 18:41:32 PM »
Lulz, I knew at one time I knew where they were...

http://maap.natescomp.com/viewtopic.php?f=15&t=84

5773
mAAp Project / mAAp v7
« on: Sunday, January 08, 2012, 18:39:48 PM »
Shall we start a shared folder on Dropbox to collaborate on mAAp v7? :P



Bugs to fix:
Square - Z-fighting on building near Defense spawn
Bridge Construction - 2nd floor BSP tearing
Ice - Finish the map lol

5774
General Chat / Re: Assist Locks INI files On Windows
« on: Sunday, January 08, 2012, 15:40:41 PM »
any user can do the same and its all within the game settings.

As are hacks and glitches. Doesn't justify it because it's in the AA menu. Just saying the level designers built the levels with calibrated monitors and as long as yours is calibrated, you're seeing the level as they designed it. You're using it for an advantage, plain and simple. May as well set quality to lowest as well if you don't care about looks and feel of the map.

5775
General Chat / Re: Assist Locks INI files On Windows
« on: Sunday, January 08, 2012, 15:30:40 PM »
Good excuse. I guess since hacks are public, it's fair to use them since everybody has access to them. Makes sense. Nevermind the level designers that have properly calibrated monitors and design levels with a standardized gamma, brightness and contrast yet here comes a 15 year old gamer that thinks they know better.

Point is, with a properly calibrated monitor, you shouldn't have to touch those settings in-game. They're for people who are lazy/ignorant with crappy TN monitors.

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