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ChopBam

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Everything posted by ChopBam

  1. Maybe I shouldn't be the guy to say it, but perhaps the time limit could be increased on certain large maps, like KOTG? From what I remember, they used to be 35 min instead of 30. Today I was able to destroy a couple defenses and both gap generators, but I felt with more time I could have accomplished more. There are also so many routes to take and potential things to do that it rarely gets boring. At least for me. Sincerely, the biased guy.
  2. I think it would be to clear mines. Basically engineers can detect them, but what can they do currently? Pistolwhip them? Clearing charges might be a good idea. Maybe even a slightly larger blast radius that'll take care of a small group of mines.
  3. There are all sorts of great freeware programs out there. Why pay for a third party app when I can do the same function with freeware that I'm already familiar with? Imgburn, teracopy, everything search engine, faststone image viewer, daemon tools lite, etc. Why pay for support when I don't need it?
  4. A definite problem for Allies on Under is when Soviets mine all the field tunnel exits and other openings and then guard the mined entrance of the Allied base with Shock Troopers. The poor guys can't leave their base. Happened today and I felt totally useless.
  5. I see what you're saying, but "too long" is a really relative term and could mean "upgrade immediately" or "upgrade at the last minute before ALL support stops." Some of us aren't always installing new applications, and some of us like using old applications for whatever reason. I guess the biggest supporting example of this would be 3DS Max 8 and LevelEdit.
  6. It certainly does me some good, since I prefer using Windows 7.
  7. Use the w3d importer to import w3d files that you exported from gmax.....
  8. Use the w3d importer. Some modeling program proprietary functions won't carry over, such as quads/ngons, grouping, colors, layers, modifier stacking, etc. I've heard talk that animations aren't perfect either, so you'll want to babysit that. I haven't done any research on bones and hierarchy, so no guarantees there. The meshes might be cut up as well, so weld vertices and fix any broken smoothing. Most other things are held intact, however.
  9. The server ip should be located in a file on your computer either called server.xml or servers.xml. Run a search for that file and you should find the ip inside.
  10. It's already ingame and you know it.I think that's the point.
  11. What game are you trying to get it working for? Make sure you are using the appropriate SDK/LevelEdit for the appropriate game. If you're trying to get it working for APB, note that the SDK hasn't been released yet. Meanwhile you can copy the dll files from the base game folder to your LevelEdit folder and see if it works (provided you're using the appropriate LE for its matching game).
  12. Do you have the pertinent scripts files in your LevelEdit directory? The linking never worked for me so I always kept a copy with my LE exe.
  13. It was actually possible all-along. Simply put, nobody knew about it.I still don't know about it. Door tiles have no HP and are not destroyable.So what kind of preset opens like doors but can be destroyed? These are doors targetable as part of the building, not destructible doors.
  14. It was actually possible all-along. Simply put, nobody knew about it.
  15. It's well-known that Coolrock's general methods are mocking.
  16. My 3DS has always generated mesh like this, and 3DS 8 doesn't have a one-click solution for it (unless I am overlooking it). It doesn't matter much since it actually helps me see where vertex light solve would go in W3D, and correct it as I go. Edit: The mesh in the previous images isn't done being optimized so keep that in mind. I use Polyboost, which does include a one-click quadrify function. It's included in my tools pack. Let me know if you want it. I do know there's another function built-in to 3ds max 8 which lets you see the triangle edgeflow and flip the unseen edges, for everything that's quadrified or n-gon'd. In Polygon subobject mode, hit "edit triangulation" under the "edit polygons" rollout and you should be able to see them as dotted lines. Clicking from desired vertex to desired vertex will adjust your triangulation accordingly. The reason I like to use quads is because it is a much cleaner look, and more importantly, I can use edgeloops properly and select faces without having to click twice every time I select one.
  17. Looks interesting. Are you planning to quadrify the buildings?
  18. Am I the only one who likes it that the Rocket Soldier and RPG Trooper are still available after the barracks is destroyed?
  19. Have you tried a complete uninstall before hitting "install" again?
  20. 2b) Lots of ways of dealing with mines. You can get up close to them and see them before they blow, then back off and shoot them. Could use an engineer to detect them. Could use an artillery to clear them en masse. Generally they're concentrated around entrances to buildings and other infantry path chokepoints, so primarily be wary of these areas.
  21. The graphics are better than they were a decade ago, the netcode is comparable, and the playerbase is comparable, so I wouldn't consider any of these things to be "nails in the coffin." Where oldbies left, newbies stepped in, and as long as there is a community to have fun playing these games, and as long as Windows keeps supporting them (and last I checked, Windows 10 does), they'll be fine. People play new games, sure, but in this community many of them keep playing these games regularly. See: APB Delta.
  22. Perhaps, although people getting lost on this map was likely due to the lack of background landmarks, and dense fog. A background landmark has been added that ties into the map plot, and fog will be a little bit less dense. You can take advantage of the base radar markers now. Artilleries still annihilate anything that tries to cross the bridge, so making it indestructible won't really solve that...
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