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Messages - Spanky

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5836
mAAp Project / Re: mAAp Pipeline
« on: Tuesday, January 03, 2012, 16:32:25 PM »
Added little floaty dust bits to the light volumes. They replaced the huge brown dust particle emitters that littered the whole pump room. I think it's better to have the particles in the light beam, not in the whole room.

Updated the first post with new screenshots :)

5837
General Chat / Re: Game servers needed
« on: Tuesday, January 03, 2012, 06:13:38 AM »
Spanky, Have you got QoS on your router, Just prioritise traffic coming from your server ports and when lots of people in the server the torrents will be slowed down to allow AA trafic first priority.
Yea but it's super buggy, I don't bother using it anymore. Point is, and I don't mean to sound greedy, I don't want AA traffic to interfere with my regular net usage. I'll run as many slots as I can before it starts interfering.

5838
General Chat / Re: Game servers needed
« on: Tuesday, January 03, 2012, 05:01:52 AM »
I think dedicated servers are more expensive though. The guys at AOWC are very willing to edit things and work with system files. Jonny, maybe you could make an Assist server exe that you just drop in the system folder and run and it just runs itself? Then, I know for sure AOWC would be able to do that.

As for the upload speed, I also have torrents and 3 computers using the net at the same time. I'm thinking of starting at 10 slots and seeing what happens with that :)

5839
General Chat / Re: Game servers needed
« on: Tuesday, January 03, 2012, 04:57:05 AM »
I could try putting up a small test server once I get my new server parts dialed in. I only have 1MBPS up at home so it probably won't be a high slot amount but I would be willing to give admin out to anybody on this forum.

As for providers, I would talk to the guys at AOWC. They were always friendly and their customer support may be able to setup an Assist server as long as it was automatic.

5840
mAAp Project / Re: mAAp Pipeline
« on: Tuesday, January 03, 2012, 04:54:25 AM »
just play & kill enemy. not doing obj.. ;D. i will try it next time

I didn't modify the objective distance. Skrewy is just being... Skrewy.

That laptop took a lot of work. I'm thinking of removing it though. Kinda makes camping easy and the monitors in main entrance show more cameras but there's high risk there.

*EDIT*
Nevermind, the laptop and hummer are gone in the latest version.

5841
mAAp Project / Re: mAAp Pipeline
« on: Tuesday, January 03, 2012, 02:46:03 AM »
Was playing mAAp pipeline the other night with like 16 players in and it highlighted a new propblem with assault spawn, Maybe cos there are so many people inside that trailer and i kept getting stuck in there. Could not walk out or anything. Then randomly at some point I would fall through the floor of it.

Yea, the moving truck and timer door for the spawns is removed. I might have you hotfix it to the new version I have, if for nothing else, to fix the spawns. It was a cool idea to have a moving truck bring in the assault soldiers but my implementation wasn't great.

5842
mAAp Project / Re: mAAp Pipeline
« on: Tuesday, January 03, 2012, 02:05:24 AM »
btw... as i remember on this map. it's suddenly kill players. i just out of defend cage (15 sec ). walk few step, then died.
it's happen few time when i play.

Hopefully that's just because of the time limit at the beginning of the round that no longer exists.

5843
mAAp Project / mAAp Pipeline - Updated with Downloads
« on: Monday, January 02, 2012, 23:37:28 PM »
Since I'm working on Pipeline off and on now, I thought I would share it with those that are interested. Until the map gets to a point where it's releasable, this post will be the only way to get it. I'll work with Jonny after he's done with the Authorization to get this map integrated into a mAAp update of sorts. Before you download, you must know that having extra or modified files, especially maps and texture packages, can get you kicked or banned from servers via PunkBuster. You must know how to manage files in order to test this map. Brief instructions will be included below. These files are hosted on my Dropbox account and I also work from this directory so the files will automatically update every time I save. I will post a reply to this thread when I've made significant changes. Feel free to reply with any bugs or changes you feel necessary.

Download:
If you're interested in download the maps and have dropbox, make a post in this thread and you will be added to the shared group.

Instructions:
.aao files go in your Maps folder.
T-mAAp_Pack_6.utx goes in your Textures folder.
M-mAAp_pack_6.usx goes in your StaticMeshes folder.
Be sure to remove these files after testing and before joining a multiplayer server, even if it's a mAAp server.

Bug List:
Ability to walk through most stairway/catwalk railings in both pump rooms
Windows disappear/move after shooting them



Original Post About Lighting:
Since today was a slow day, I decided I would setup the editor again and poke around Pipeline. Koden also mentioned that there were a couple glitches on Pipeline that got me curious as well. Turns out, there are MANY changes to the current Pipeline I have on my computer. Today, I worked on a couple features.

One thing that always bugged me was the orange haze blobs I added a while back. Seen here:
http://dl.dropbox.com/u/464376/mAApPackFiles/mp6_comparison/ArmyOps%202009-07-11%2015-06-22-64.png

They look cool except for a few angles and with so many of them added, they just never looked right to me. So, I spent many hours today pouring over files and old website documents as well as playing with (and crashing) the editor's options. I came up with a pretty good solution; volumetric lighting:
http://dl.dropbox.com/u/464376/aac_maap/screenshots/Shot00001.jpg
http://dl.dropbox.com/u/464376/aac_maap/screenshots/Shot00002.jpg

I'm not done tweaking yet but I think it looks pretty good, at least better than the old blobs.

*EDIT*
Here's a couple more in-progress shots:
http://dl.dropbox.com/u/464376/aac_maap/screenshots/Shot00003.jpg
http://dl.dropbox.com/u/464376/aac_maap/screenshots/Shot00004.jpg


Screenshots of current lighting:
http://dl.dropbox.com/u/464376/aac_maap/screenshots/Shot00006.jpg
http://dl.dropbox.com/u/464376/aac_maap/screenshots/Shot00007.jpg
http://dl.dropbox.com/u/464376/aac_maap/screenshots/Shot00008.jpg
http://dl.dropbox.com/u/464376/aac_maap/screenshots/Shot00010.jpg

5844
General Chat / Re: Assist Server
« on: Monday, January 02, 2012, 17:17:39 PM »
There already is an option for high process priority, and won't windows automatically switch process between different cores.

I think that option should be checked automatically and people can uncheck it if they're doing work while playing. As for switching processes between cores, Windows does do it but I would personally like to see it forced to make sure they ran on separate cores. AA use core 0, Server use core 1. I don't think it would hurt single core users to force that option, you could always detect how many cores a computer has.

5845
General Chat / Assist Server
« on: Monday, January 02, 2012, 16:33:04 PM »
Jonny, I've been thinking about how Unreal (at least our version) only uses 1 CPU core effectively. There's command line switches to change processes to other cores and to give higher priority (at least in Windows). I'm wondering if you can do a few things:

Set the AA exe to higher priority for better FPS.
Set the server exe to another core in case people want to play and run a server on the same computer. This way the server and the game aren't fighting for a single core.

Just some thoughts when you have some spare time :)

5846
General Chat / Re: We Love AAO2 want the owner
« on: Sunday, January 01, 2012, 17:01:35 PM »
We can't work with 2.7 or 2.8x because they ended U-Script support in those versions and our software relies on u-scipts.

Right, that reminds me. You can't do the serveractors loading anymore and that's why hackers had to learn C++ and make .dll hacks. So it would be a bad idea to go after the 2.7.5 or whatever version of the Unreal editor from Grinder or anybody else that might have it.

5847
General Chat / Re: [maap] maps
« on: Sunday, January 01, 2012, 16:57:33 PM »
:) Fair enough Jonny. Is there something I can help you with?

5848
General Chat / Re: [maap] maps
« on: Sunday, January 01, 2012, 15:05:58 PM »
Honestly, I'm going to need to hear from Jonny as he's got the logs and statistics. You guys though can provide screenshots proving there's a decent amount of people online ON mAAp. Not just 1 screenshot of 10 people on 1 server but multiple instances. You guys gotta understand that with the other releases, there were people that really were happy about mAAp but when it came down to it, there might have been a few times that a few people were on a server but not nearly enough to warrant all the time and effort put into the maps.

5849
General Chat / Re: We Love AAO2 want the owner
« on: Sunday, January 01, 2012, 15:03:34 PM »
According to the site, they want it back for 2.8.5. I'm guessing they'll solicit Jonny to make a version of Assist for 2.8.5.

*Edited out information by request.

5850
General Chat / Re: New Authorization Server
« on: Saturday, December 31, 2011, 14:24:54 PM »
Any chance of getting mAAp integrated into AAOTracker?

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