5821
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5822
mAAp Project / Re: mAAp Pipeline
« on: Wednesday, January 04, 2012, 16:18:16 PM »at my old work in the morning every area the sun shined through u could see the dust particles (even after a night of no work the are was still thick with dust)
they where floating with very low velocity, of course if it was a windy day they would be getting blown around, inside ventilation doesnt work very well, sure it would move the dust around the vent but ground level it wouldnt have any real effect, unless ur in a wind tunnel.
break room wouldnt have any particles cos its sealed off from the work stations, and its a very small room with aircon instead of a large room with a 2-3 story ceiling.
Good point. Since the break room should be cleaner and the window is shaded by the tree, I'll remove the particles and light haze. However, I think the stairs from main entrance to break room should have the haze and particles since that's kind of a deadzone for air being so tall.
5823
mAAp Project / Re: mAAp Pipeline
« on: Wednesday, January 04, 2012, 14:52:03 PM »Probably yeah! I just thought based on the environment (large industrial room, multiple sources of wind) that dust wouldnt settle with people running through if that makes sense, but its a seriously good job!I was honestly thinking of that, especially in break room with the ceiling fan. I think I'll have different rates for different ones. Truth be told, the white dots are just the modified flies from the outside MOUT McKenna lights

Is that a erm 'private' editor your using for that?Yea but if things take off with Jonny's work, it would be cool to have it public and allow people to make custom maps as long as we retain full control of what ones are allowed in Assist.
5824
General Chat / Re: Game servers needed
« on: Wednesday, January 04, 2012, 14:47:58 PM »it is a huge amount of work, I will do it, but not now.
I'll quit bugging you with more ideas for low-priority projects.
5825
General Chat / Re: Game servers needed
« on: Wednesday, January 04, 2012, 13:50:53 PM »
I still think if there were an automated command line program (like the original AA servers) then gameserver companies like AOWC would be able to host servers no problem.
5826
mAAp Project / Re: mAAp Pipeline
« on: Wednesday, January 04, 2012, 13:49:13 PM »Looks awesome, Only feedback are related to the dust particles, if its possible to increase their velocity so they appear more 'lifelike.'
Should really be a development sub-forum in herejust another suggestion
![]()
I thought they were a little too fast... Maybe faster and smaller? I'll get a sub forum going if things get developing more.
5827
General Chat / Re: Assist and mAAp
« on: Wednesday, January 04, 2012, 04:22:48 AM »Will look at fixing maap friend in upcoming beta
http://dl.dropbox.com/u/464376/mAApPackFiles/mAAp_TeamView/mAApFriend-v12.u
Quote
On server:
ServerActors=mAApFriend.logoloader
ServerPackages=mAApFriend
now the player only needs to put the mAApFriend in his system folder and it will be loaded
For v3 and up:
ServerActors=mAApFriend.mAApLoader
ServerPackages=mAApFriend
5828
General Chat / Re: Assist and mAAp
« on: Wednesday, January 04, 2012, 03:49:18 AM »Yeah, Its well complicated...
And when i touch it, it all fuks up.
We will do another maap release when auth is finished and done.
When all the non-assist servers have gone we will remove file segregation.
Fair enough
So what about the other stuffs.
5829
General Chat / Re: Assist and mAAp
« on: Wednesday, January 04, 2012, 03:33:34 AM »People should have the freedom to play in any server
Maybe you have a hidden agenda to NOT redo all the file organization code?
5830
General Chat / Re: Assist and mAAp
« on: Wednesday, January 04, 2012, 03:29:35 AM »
Yea, for having the files, I get that. But, what's the point in playing in those servers? How many people that have Assist would actually play in those servers? Good idea on splitting the thread
5831
mAAp Project / Re: mAAp Pipeline
« on: Wednesday, January 04, 2012, 03:23:07 AM »
Just finished uploading a video:
http://youtu.be/cMVM4cK_7EE?hd=1
You can see it's a lot less choppy than the old:
http://youtu.be/Kc5vbRss7Vw?hd=1&t=31s
http://youtu.be/cMVM4cK_7EE?hd=1
You can see it's a lot less choppy than the old:
http://youtu.be/Kc5vbRss7Vw?hd=1&t=31s
5832
mAAp Project / Re: mAAp Pipeline
« on: Wednesday, January 04, 2012, 02:52:08 AM »Spanky I hate to break it to you but most monitors wont go past 60 fps
I know. That's why I had tearing too. VSync is back on. I just wanted to show that FPS is doubled in some areas which means SOMETHING was improved.
5833
General Chat / Re: Assist and mAAp
« on: Wednesday, January 04, 2012, 02:51:16 AM »While there are still servers running that are not Assist servers, Like vertex, SASF, DNAF etc we will need to keep file segregation.But can people still connect to those servers? Without authorization on them, what's the point? IMO it would be cool to unify and simplify the Assist installation and just merge and trim it down a bit.
What about the other stuff in my last post?
5834
General Chat / Assist and mAAp
« on: Wednesday, January 04, 2012, 01:31:52 AM »
I just downloaded Assist and I'm in the process of setting it up. Since Auth isn't working yet, I'm not going to run a server just yet but I'll get one going when you release the new Assist.
Some notes:
-The INFO button for mAAp, it's kinda outdated, using the old website and such. Maybe just a small popup box that says "x custom maps and modifications" or something simple.
-Is the TeamView included for a server? I'm not seeing anything on it and it was pretty cool IMO, just somewhat unfinished. Here's a screenshot:
http://dl.dropbox.com/u/464376/GameShots/ArmyOps%202009-07-04%2015-35-48-74.png
It's basically a radar hack for team mates. Shows team mates names and health too. There's also a shake applied to the screen when the player runs although that was never perfected (never got Crusade to finish it) and it's hardly noticeable. It's just a .u that is included and you can enable/disable per server.
-I can make a custom entry map for a new release if you want. Something like this: with some credits or some words on donating or just a cool looking scene?
-Are you merging normal and mAAp modes? I don't think the custom T-UI2 is needed if you do merge them but I can look into it if you want.
Some notes:
-The INFO button for mAAp, it's kinda outdated, using the old website and such. Maybe just a small popup box that says "x custom maps and modifications" or something simple.
-Is the TeamView included for a server? I'm not seeing anything on it and it was pretty cool IMO, just somewhat unfinished. Here's a screenshot:
http://dl.dropbox.com/u/464376/GameShots/ArmyOps%202009-07-04%2015-35-48-74.png
It's basically a radar hack for team mates. Shows team mates names and health too. There's also a shake applied to the screen when the player runs although that was never perfected (never got Crusade to finish it) and it's hardly noticeable. It's just a .u that is included and you can enable/disable per server.
-I can make a custom entry map for a new release if you want. Something like this: with some credits or some words on donating or just a cool looking scene?
5835
mAAp Project / Re: mAAp Pipeline
« on: Tuesday, January 03, 2012, 19:31:08 PM »
I was just reading on Scripted Textures (which is what makes up the security camera console's images) and something mentioned that they're broken on OpenGL rendering which means on Linux and Mac, the texture will be white instead of the proper image. Can someone on Linux or Mac take screenshots of the security console in both single player and multiplayer? I may get rid of them altogether since they really drop FPS (you're pretty much rendering the whole map).
*EDIT*
I totally fixed FPS issues on Pipeline. In the MP6 release, FPS would dip down to 38 running the matinee and would never really go above 100. In the version I'm working on FPS goes down to 47 outside at the edge of the map and goes up to 250+ inside in some areas. It also looks better IMO.
*EDIT*
I totally fixed FPS issues on Pipeline. In the MP6 release, FPS would dip down to 38 running the matinee and would never really go above 100. In the version I'm working on FPS goes down to 47 outside at the edge of the map and goes up to 250+ inside in some areas. It also looks better IMO.