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Messages - ELiZ

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766
Assist Support / Re: Battletracker error
« on: Monday, April 07, 2014, 18:37:07 PM »
What other topic?

767
Background Checks / Re: Natsuki 2
« on: Monday, April 07, 2014, 09:13:10 AM »
When it comes to IP matches between the two, they don't even share the same ISP.
My guess is that even if they share country(Israel) and have a common name in the account history, they are not the same person.

768
Feedback & Suggestions / Re: Playermodels ruined
« on: Monday, April 07, 2014, 06:32:33 AM »
I actually voted No myself, but will respect the vote.

769
Feedback & Suggestions / Re: Playermodels ruined
« on: Monday, April 07, 2014, 05:25:16 AM »
Result of poll

Should we keep the ''New'' ACU uniforms?

Yes      214 (85.9%)   
No      35  (14.1%)

770
Ban Appeals / Re: Banned for using autohotkey
« on: Sunday, April 06, 2014, 07:53:19 AM »
So your excuse is that you weren't cheating in AA but rather was cheating in other games?

771
Ban Appeals / Re: Banned for using autohotkey
« on: Saturday, April 05, 2014, 09:56:52 AM »
Not once, but twice Assist picked up that you had it running.

I'll let the people that handle AC work here have the final say, but I'm guessing that one week temporary ban is the best you can hope for.

772
Hall of Shame / Re: AutoHotKey
« on: Saturday, April 05, 2014, 05:11:44 AM »

773
General Chat / Re: GameSpy Servers Shutting Down in May
« on: Saturday, April 05, 2014, 05:07:18 AM »
BT uses GameSpy queries, but they are directly from BT to Game Server, so the queries should still work, but there is no guarantee. And since all tracked servers must be manually registered with BT, the GameSpy Master server should not be essential for tracking to work.

However there might be a small problem that I can't foresee, and because BT staff  stopped working on the site, even a small problem might be a show stopper.

If there will be a small problem for 25Assist we should be able to bypass the problem within a day or two.

774
General Chat / Re: Will these ever be added?
« on: Saturday, April 05, 2014, 05:02:56 AM »
In game browser will be impossible due to how our auth works.

775
General Chat / GameSpy Servers Shutting Down in May
« on: Friday, April 04, 2014, 22:01:40 PM »
I've read this:

http://www.poweredbygamespy.com/pricing/
http://www.tomshardware.com/news/gamespy-software-pc-gaming-multiplayer-closing,26458.html

Some of the built in functions of 25Assist have functions that send Data to Gamespy servers, I don't think they are critical for Assist to work, but we might have some disturbance if there is something that I've not thought of.

There might also be some problem with BT tracking, and if there is a problem with that, there is nothing WE can do since we don't have control of Battletracker.com

Anyone know more of the issues that might occur?

776
Support / Re: AAO25 MAc controls screwed up
« on: Friday, April 04, 2014, 16:54:33 PM »
Can anyone comment on the performance on an Intel Mac, by referencing their specifications?
After seeing a post that this will work on Intel Mac I decided to try it on my maxed-out 2006 Macbook (integrated GPU), and all I get is 10 FPS, on lowest settings. I agree that I have a rubbish GPU by gaming standards, but this game was playable by most machines back in 2006. So why can't it be the same now?
What kind of FPS are people getting with Macbook Pro's 2010- ?
What map?

777
mAAp Project / Re: America's Army Resource Extractor v3.1(Updated)
« on: Thursday, April 03, 2014, 09:57:15 AM »
As I mentioned, I was not finished when I stopped developing.
The MAX importer is not perfect, there is something wrong with the Pelvis Anim.

But here is the MaxScript I was developing:
You'll have to edit and change Filename(Mesh) and FilenameAnim (Anim) paths to match your setup
https://dl.dropboxusercontent.com/u/62876385/MeshAnimImported.ms

Code: [Select]
SequenceLength=0
trackTime=0
StartBone=0
RootSpeed3D=[0,0,0]
numBones=0
q=[0,0,0,0]
p=[0,0,0]
rot=[0,0,0]
PawnName=""
vert_array = #()
face_array = #()
id_array = #()
NumMaterials=0
Skin_Bones_Name=#()
vpos=[0,0,0]
uvw=[0,0,0]
pos2=[0,0,0]
pos3=[0,0,0]
rot=[0,0,0]
rot2=[0,0,0]
rot3=[0,0,0]
trans =[0,0,0]
destpos=[0,0,0]
NumPawns=0

Filename ="D:\\AA\\AARE3.vb6\\rsk\\SoldierM_SF_Arctic_Rifleman.rsk"
FilenameAnim ="D:\\AA\\AARE3.vb6\\MeshAnimations\\Civilian_3P.Agitated_Idle.MeshAnimation"

Prefix=getFilenameFile Filename
Prefix=Prefix+"_"
sliderTime = 0f
Fi_name = Filename
if Fi_name != undefined then
(
fa=fopen Fi_name "rb"
if  fa != undefined then
(
vert_array = #() -- clear Vertices Array
face_array = #() -- clear Faces Array
id_array = #() -- clear Material_ID array
Skin_Bones_Name=#() -- clear Bone Array
NumVertex=ReadLong fa -- Read number of Vertices from file
NumFaces=ReadLong fa -- Read number of Faces from file
trans.x=readfloat fa -- Read x for transposing SkeletalMesh
trans.y=readfloat fa -- Read y for transposing SkeletalMesh
trans.z=readfloat fa -- Read z for transposing SkeletalMesh
rot.x=readfloat fa -- Read Rotation_x for SkeletalMesh
rot.y=readfloat fa -- Read Rotation_y for SkeletalMesh
rot.z=readfloat fa -- Read Rotation_z for SkeletalMesh
for a = 1 to NumVertex do
(
vpos.x= readfloat fa -- Read x position for Vertice
vpos.y= readfloat fa -- Read y position for Vertice
vpos.z= readfloat fa -- Read z position for Vertice
vpos=vpos+trans -- Add transpose to Vertice Position
append vert_array [vpos.x,vpos.y,vpos.z] -- Add vertice to Vertice Array
)
for a = 1 to NumFaces do
(
p1=readlong fa -- Read Point1 in triangle from file
p2=readlong fa -- Read Point2 in triangle from file
p3=readlong fa -- Read Point3 in triangle from file
append face_array [p1,p2,p3] -- Add Face to Face Array
MaterialID=readlong fa -- Read Material_ID for Current face
append id_array MaterialID -- Add Material_ID to Material_ID Array
)
newmesh=Mesh vertices:vert_array faces:face_array -- Create new mesh from Vertice Array and Face Array
setUserProp newmesh "Trans.x" trans.x
setUserProp newmesh "Trans.y" trans.y
setUserProp newmesh "Trans.z" trans.z
setUserProp newmesh "Rotation_X" rot.x -- Write Origional Rotation of Skeletal Mesh to Mesh as a property
setUserProp newmesh "Rotation_Y" rot.y -- Write Origional Rotation of Skeletal Mesh to Mesh as a property
setUserProp newmesh "Rotation_Z" rot.z -- Write Origional Rotation of Skeletal Mesh to Mesh as a property
meshop.setMapSupport newmesh 0 true -- Make sure Texture channel is ready to recive U and V
meshop.setMapSupport newmesh 1 true -- Make sure Texture channel is ready to recive U and V
meshop.setNumMaps newmesh  1 keep:false -- Make sure Texture channel is ready to recive U and V
meshop.setNumMapVerts newmesh 1 numVertex  keep:false -- Set Number of UV's in mesh
for a = 1 to NumFaces do
(
setFaceMatID newmesh a id_array[a] -- Set Material_id on a Face
)
for a = 1 to numVertex do
(
uvw.x= readfloat fa -- Read U from file
uvw.y= readfloat fa -- Read V from file
uvw.z=0 -- Set W to 0
meshop.setmapvert newmesh 1 a uvw -- Set UVW to Vertice
)
newmesh.name=Prefix -- Name Mesh
newmesh.rotation.controller.value=eulerangles rot.z rot.x (rot.y-90) -- Rotate Mesh to Zero-Position
NumMaterials =readlong fa -- Read Number if materials needed
mm = multimaterial numsubs:NumMaterials -- Create a Multi-Material
for a = 1 to NumMaterials do
(
MaterialName=ReadString fa -- Read Material-name from file
fiName= MaterialName + ".dds" -- Set bitmap Filename
bt=bitmaptexture filename:fiName
mm.materiallist[a].name=MaterialName
mm.materiallist[a].diffusemap=bt -- Set Diffuse to Bitmap
mm.materiallist[a].showInViewport=true
mm.materiallist[a].specularLevel = 20
mm.materiallist[a].glossiness = 5
mm.materiallist[a].shaderType = 4
mm.materiallist[a].adTextureLock = on
)
newmesh.material=mm -- Assign Multimaterial to Mesh
NumBones=ReadLong  fa -- Read Number of bones in SkeletalMesh
for b = 0 to (NumBones-1) do
(
pos2=[0,0,0] -- Reset position Vector
ee=Point pos:pos2 cross:off box:on -- Create Helper Object
MeshName=readstring fa -- Read Bone-name from file
pos2.x=readfloat fa -- Read Bone position.x from file
pos2.y=readfloat fa -- Read Bone position.y from file
pos2.z=readfloat fa -- Read Bone position.z from file
pos2=pos2+trans -- Add Mesh-transpose to Bone-position
rot2x=readfloat fa -- Read Bone rotation.x from file
rot2y=readfloat fa -- Read Bone rotation.y from file
rot2z=readfloat fa -- Read Bone rotation.z from file
rot2w=readfloat fa -- Read Bone rotation.w from file
radius=readfloat fa -- Read Bone Radius from file
bone_Cap=readfloat fa -- Read BONE_CAP from file
if radius<3 then radius=3
ee.pos=pos2 -- Set Bone-position
rot3= quattoeuler(normalize (quat rot2x rot2y rot2z rot2w))
about [0,0,0] rotate ee (eulerangles (rot.z) (rot.x) (rot.y-90))
dd=Point pos:ee.pos  cross:off box:on
dd.pivot=ee.pos
dd.name=MeshName
delete ee
dd.size=radius
setUserProp dd  "Rotation_X" (rot3.x)
setUserProp dd  "Rotation_Y" (rot3.y)
setUserProp dd  "Rotation_Z" (rot3.z)
append Skin_Bones_Name dd.name
Parent= readstring fa
setUserProp dd  "Parent" Parent
setUserProp dd  "Radius" radius
setUserProp dd  "Bone_Cap" bone_Cap
bb= getNodeByName Parent
if (dd != bb) then
(
dd.parent= bb
)
)
max modify mode
modPanel.setCurrentObject newmesh
mod_temp=Skin()
addModifier newmesh mod_temp
mod_temp.bone_Limit=4
for j=1 to Skin_Bones_Name.count do
(
bone_temp=getNodeByName Skin_Bones_Name[j]
radius=getUserProp bone_temp "Radius"
skinOps.addbone mod_temp bone_temp 1
no = skinOps.getNumberCrossSections mod_temp j
for L=1 to no do
(
skinOps.SetInnerRadius mod_temp j L radius
skinOps.SetOuterRadius mod_temp j L radius
)
)
NumWeights=readlong fa
apa=ClassOf newmesh -- Max bug workaround
Weight_Array_1= #()
Weight_Array_2= #()
Weight_Array_3= #()
for a= 1 to NumWeights do
(
Vnum=readlong fa
Weight=readfloat fa
Bnum=readlong fa
Weight_Array_1[a] = Vnum
Weight_Array_2[a] = Bnum+1
Weight_Array_3[a] = Weight
)
for b = 1 to skinops.GetNumberVertices mod_temp do
(
Bone_Array=#()
Bone_Weight_Array=#()
for a = 1 to Weight_Array_1.count  do
(
if (Weight_Array_1[a])==b then
(
append Bone_Array Weight_Array_2[a]
append Bone_Weight_Array Weight_Array_3[a]
)
)
skinOps.ReplaceVertexWeights mod_temp b Bone_Array Bone_Weight_Array
)
fclose fa
)
)

fa=fopen FilenameAnim "rb"
SequenceLength=ReadLong fa
RootSpeed3D.x=readfloat fa
RootSpeed3D.y=readfloat fa
RootSpeed3D.z=readfloat fa
trackTime=readfloat fa
StartBone=ReadLong fa
numBones=ReadLong fa

animate on
(
for a = 1 to (numBones) do
(
BoneName=readstring fa
Parent=readstring fa
ee=getNodeByName(BoneName)
flags=ReadLong fa
numPos=ReadLong fa
for b = 1 to (numPos) do
(
myTime=readfloat fa
at time(MyTime)
(
p.x=readfloat fa
p.y=readfloat fa
p.z=readfloat fa
if Parent !="" then
(
ff=getNodeByName(Parent)
ee.pos=ff.pos
move ee [-p.x,p.z,-p.y]
)
else
(
ee.pos=[-p.x,p.z,-p.y]
)

)
)
)
for a = 1 to (numBones) do
(
BoneName=readstring fa

Parent=readstring fa
NumQuats=ReadLong fa
ee=getNodeByName(BoneName)
ee.wirecolor = color 246 243 233
for b = 1 to (numQuats) do
(
myTime=readfloat fa
at time(MyTime)
(
q.x=readfloat fa
q.y=readfloat fa
q.z=readfloat fa
q.w=readfloat fa
rot = quattoeuler(quat q.x q.y q.z q.w) order:2
ee.Rotation.controller.value =  eulerangles (rot.x) (-rot.y) rot.z
)
)
)
)
fclose fa

778
mAAp Project / Re: America's Army Resource Extractor v3.1(Updated)
« on: Thursday, April 03, 2014, 09:46:49 AM »
ELiZ would you be able to convert anims to .bip, current .meshanimation format is unusable.
Nope.
That area was not fully developed when I stopped working on it.

779
General Chat / Re: Training Uncompleted
« on: Wednesday, April 02, 2014, 18:37:53 PM »
Because when i last played, no idea if its still the same, it wasn't done from americas army accounts, instead from the tracker. And i cant get my tracker details back, no idea what email address i used back when i was like 12 or w/e, so had to make a new one.
W/e i wont be playing then, not doing training, really fucked up that its required afterwards, no wonder its such a tiny community with no chance of ever growing.
Who in this age of gaming, wants to do training for a game? Of that caliber, medic training for example, what a joke.

We have no access to the old "real" auth data from the Army.
If you cant be bothered to spen 15-30 minutes... then good bye.

780
News / Re: AA:PG Maps coming to 25Asisst
« on: Tuesday, April 01, 2014, 16:47:32 PM »
Indeed, this news were date based :)

We talked about it when the AA3 maps were converted, that we would "respect" the official version enough so that we would keep at least one version distance with the latest.

So no work from me on the AA:PG Maps will have to wait until the version after AA:PG.


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