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Messages - BlueBlaster

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751
Bug Reports / Re: OpenWeaponSlots
« on: Sunday, February 12, 2012, 21:12:59 PM »
I managed to recompile the engine.u for 2.4.1 (except it didn't play nice with the editor because all the fonts in the texture browser was invisible lmfao), but I don't know if thats what VendorX is looking for since he's compiling with UE2RT.

752
mAAp Project / Re: Official mAAp v7 Bug Reporting Thread
« on: Sunday, February 12, 2012, 18:40:02 PM »
Sure, once I figure it all out :D



So I fixed the disappearing thing on Aztec after testing out some other things. Unfortunatly, we will have to get used to the soldiers being rendered on top of the water. It's some kind of draw issue that I googled and and I couldn't get it to be fixed. At least the soldiers don't disappear.

I also had to modify the fluid surface a bit because the devs did it wrong :P

753
mAAp Project / Re: Official mAAp v7 Bug Reporting Thread
« on: Sunday, February 12, 2012, 17:45:17 PM »
Ooooo I found a problem. You disappear on the underside of the water. I might have to use a shader instead of a finalblend.

754
mAAp Project / Re: Official mAAp v7 Bug Reporting Thread
« on: Sunday, February 12, 2012, 17:30:54 PM »
Hell yeah AJ!

755
General Chat / Re: FAIR DINKUM GAMERS - Aussie Server
« on: Sunday, February 12, 2012, 15:55:29 PM »
Skrewy

756
General Chat / Re: FAIR DINKUM GAMERS - Aussie Server
« on: Sunday, February 12, 2012, 15:52:25 PM »
Actually, according to the ESRB, once a game has online content where players interact it becomes rated M.

757
mAAp Project / Re: Official mAAp v7 Bug Reporting Thread
« on: Sunday, February 12, 2012, 15:49:30 PM »
Yea man I totally saw all the commvolumes and I was like, OMG AMAZEBALLS! I seriously love how entities in unreal are copied as plain text.

758
General Chat / Re: In-Game settings menu
« on: Sunday, February 12, 2012, 15:45:23 PM »
Yes, plz. Bring the menu back. I'm always changing mouse settings and other things on the fly. I always check the IP, and other things while playing in a server.

And plz make us to be able to join servers from in-game.

The account inside has no trainings. I tried the cheat for skiping all trainings, but it doesn't work, I wanted to see if I could join a server from in-game browser, but it always give the error that I didn't trained...


ps: And it would be awesome to have the trainings back, so that u can't join a server without making the trainings, that's also the big difference from AA (realism) to any other crapt online game out there.
Keep Cool

I'm going to kill myself today. Good thing statistics say men are more likely to succeed in suicide attempts.

759
mAAp Project / Re: Official mAAp v7 Bug Reporting Thread
« on: Sunday, February 12, 2012, 04:32:57 AM »
Spanky, I updated Aztec on le dropbox. I added lots of playerstarts so now it is as follows:
-1 Squad Leader
-3 Fire Teams
--1 Fire Team Leader
--3 Class R
--1 Class S24

Total: 32 playerstarts

I know it's overkill, but if we ever start using servers with more players than 26 or w/e the max is, Aztec is covered. Or I could just remove 1 class R from each Fire Team and that would bring the total down to 26.

-------------------

Additionally, I added the fluid surface info from VT.aao, it seems to work well.

Aaaaaaaaand, I also redid the sunlight and zoneinfo hue's a bit. Ever since you gave Shipment that greenish, tint, I've found it's really nice to give some maps an edgier look. Maybe you'll think Aztec looks much cooler now.

OH! I almost forgot. I added an emitter in the skybox (it's set to superhigh detail so people with the World setting on normal won't see it), and it makes clouds in front of the AGP_Sun actor. Remember how the AGP_Sun actor interacts with particles crossing its path? It looks cool.

760
Bug Reports / Re: OpenWeaponSlots
« on: Saturday, February 11, 2012, 16:27:27 PM »
VendorX is a beast.

BTW go cats, the code that you somehow managed to extract is not exactly functional. There's some extra stuff (hex offesets, flags, etc) going on that will not allow it to compile (you can just remove it it's not a big deal), but then the word BITFIELD is wrong and should be BOOL. I'd like to know what program you used to get that code lol. Because the code looks debugged to the max with all those comments.

761
Came here to post that when Spanky was making CD's for the mAAp developers a few years ago when we thought we were finished with AA, I remember he put a copy of ELiZ's 3DSMax bridge. Just some trivia for you guys :)

762
General Chat / Re: Randomly game freeze
« on: Saturday, February 11, 2012, 16:16:30 PM »
Thanks for coming back and telling us aerox. Glad to see you have the game running.

763
Bug Reports / Re: OpenWeaponSlots
« on: Friday, February 10, 2012, 23:44:17 PM »
To anyone who keeps coming here and asking if someone can do this:
Is there a way to do this? Yes, totally possible.
Do I know how to do it? I don't understand u-script :)
BUT I WANT ALL THE SLOTS OPEN BECAUSE ASDASFUAGSFUASFIANSF!? U-script.

764
Bug Reports / Re: OpenWeaponSlots
« on: Friday, February 10, 2012, 15:36:55 PM »
Honestly I don't know what to do with this because I think in 2.5 the only option is for tournament mode. We probably have to code for it to work in regular mode, but I don't really know what to actually do hahaha. I'm not sure how to tell the game, hey enable all these weapon slots. I should stick to maps only lol.

765
Bug Reports / Re: OpenWeaponSlots
« on: Friday, February 10, 2012, 15:28:09 PM »
Hahaha, I can see how you would think that Spanky. But don't forget that theres bools attached to certain functions.

As a side-note, I'd still like to know where all the u code is hiding lol. Remember spanky, if you decompile them you just get each class header lol >:(

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