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Messages - BlueBlaster

Pages: 1 ... 57 58 [59] 60 61 ... 150
871
General Chat / Re: ERROR: PB VIOLATION
« on: Thursday, January 19, 2012, 17:18:51 PM »
Specify which ini please.

872
General Chat / Re: Hor+ widescreen?
« on: Thursday, January 19, 2012, 17:17:50 PM »
1280x1024 is 5:4

1024x768 is 4:3

My monitor at home is a 17" with 1280x1024 native resolution, so everything looks best on resolutions of 5:4
If I use a widescreen resolution in games, the view gets cut.

873
Bug Reports / Re: sound bug
« on: Thursday, January 19, 2012, 17:11:23 PM »
Reset + repair AA or delete your armyops.ini.

874
General Chat / Re: Player Slots
« on: Thursday, January 19, 2012, 17:09:27 PM »
O btw just to chime in some fun facts, some developers who licensed the unreal engine have made mmorpg's with thousands of players on a single server. The engine is very much capable, it's just that since unreal engine is primarily an fps engine, it's not going to run with many many players on a server out of the box.
End of fun fact.

875
General Chat / Re: Player Slots
« on: Thursday, January 19, 2012, 02:52:22 AM »
Cool

BTW, if you hover over the class images, there is like a master sergeant and some other class above the squad leader position. Anyway you know how to add those guys as a selectable class? If there's an image and text for them, you should be able to choose them. It'd be kind of a fun thing.

876
mAAp Project / Re: Karma (Physics) Mod
« on: Thursday, January 19, 2012, 00:32:16 AM »
I couldn't help but lol at that. Speechless.

877
mAAp Project / Re: Karma (Physics) Mod
« on: Wednesday, January 18, 2012, 21:52:46 PM »
I've never heard of a more epic battle of software.

878
mAAp Project / Re: Karma (Physics) Mod
« on: Wednesday, January 18, 2012, 19:18:37 PM »
I though uscript controlled everything, i though the whole game was built on it, I'm wrong?

It really doesn't control everything. If the game was buiilt on uscript, everything would run incredibly slow. The game is built on C++ while uscript is an addition for extending the engine without touching the C++ code (which Unreal doesn't give the source of unless you buy the engine). Epic made unreal engine this way because games like quake had to be recompiled over and over everytime you changed something since they ran on dll's.

879
mAAp Project / Re: Karma (Physics) Mod
« on: Wednesday, January 18, 2012, 16:48:32 PM »
Take a break from it for a while. This is aggravating stuff because uscript doesn't control that much.

880
mAAp Project / Re: Bloom
« on: Wednesday, January 18, 2012, 00:57:44 AM »
UT2004 was a game that still used a lot of BSP and some static meshes.


Semi-related, UDN needs to hurry up and open up all those red links for UE2.5 especially the hardware shaders. Its 2012 already and that shit has been locked for years and years. I want normal maps already, no more of this babying around with crappy textures.

881
mAAp Project / Re: Bloom
« on: Wednesday, January 18, 2012, 00:09:23 AM »
I got a missing package as well, but reading thru the notes it seems this particular bloom effect blurs the terrain :\

I was thinking of looking into how the fire engine was created, and maybe I could throw some c++ code and make my own dll so we can load some other effects into the game.

882
mAAp Project / Re: PBall
« on: Tuesday, January 17, 2012, 23:59:07 PM »
Pball is yours. O BTW, if your going to add barrels, the karma collision box around the barrels is an actual box, which isn't good. So export the barrel meshes with utpt or w/e you use. Import it into the the mAAp staticmesh package. Collision Tools menu > Fit karma primitive > cylinder around z. That should make a cylinder collision fit the barrel properly, I hope. Then it should roll around like a real barrel.

883
mAAp Project / Re: mAAp Shimpment
« on: Tuesday, January 17, 2012, 16:57:20 PM »
Yarly, I get more outside on pipeline :D

884
mAAp Project / Re: PBall
« on: Tuesday, January 17, 2012, 16:56:09 PM »
Uhh, well when I get home Ill load it up and check. I think there was maybe 1 thing I was going to add or remove, but thats about it.

885
mAAp Project / Re: mAAp Shimpment
« on: Tuesday, January 17, 2012, 16:39:49 PM »
Yea 30-40. I'm sure its the dust particles because the addition of rain particles didn't change the fps. It's funny cuz this is the only map I get less than 60 on (vsync).

Pages: 1 ... 57 58 [59] 60 61 ... 150

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