Ik durf bijna mijn hand in het vuur te steken dat het niet aan je systeem ligt.quote:Op woensdag 7 september 2005 12:12 schreef Burning_Eye het volgende:
[..]
decide ijk ff hier naar![]()
want AA doet het nog steeds niet![]()
True, ach het is een goede investeringquote:Op woensdag 7 september 2005 16:14 schreef Flyingdutchman het volgende:
Alleen is BF2 niet gratis ....![]()
Inderdaad wie-weet, AA is ook zo slecht nog niet.quote:Op woensdag 7 september 2005 19:42 schreef Dacide het volgende:
Ach en misschien komt er ooit een dusdanig grote update van AA dat jij direct die BF2 in de prullebak kiept en weer lekker "FRAG OUT" gaat schreeuwen.
cheers mate.
Ik ken de weg echt nog nietquote:Op dinsdag 6 september 2005 20:16 schreef Manneke_Pils het volgende:
Tering Courtyard is best wel moeilijk...
http://aaotracker.4players.de/usertracker.php?userid=26868quote:Op woensdag 7 september 2005 22:53 schreef Manneke_Pils het volgende:
[..]
Ik ken de weg echt nog nietMaarja, wat wil je na 2 uurtjes ofzo
Ja man weer eens kijken hierquote:Op woensdag 14 september 2005 19:58 schreef Dacide het volgende:
Hey MArty, jou ken ik idd nog wel ja.
Is alweer tijdje geleden dat we gefragged hebben met de oude garde.
Leuk dat je ff komt buurten.
Dan neem ik uiteraard ook mijn KIA mee. Die FR gaat vanzelf wel weer omhoog omdat ik alleen in het begin heb zitten kloten. Vooral mijn ROE bij Weapons Cache loopt de spuigaten uitquote:Op vrijdag 16 september 2005 15:49 schreef Manneke_Pils het volgende:
Het kan wel op een of andere manier. Ik heb andere gezien die het ook hebben gedaan, althans, die namen alles mee dan, niet alleen hun kills, maar dat wil je volgensmij niet toch of wel?
Alleen kills meenemen lijkt me sterk, dan zou iedereen dat continu doen, en zn kia laten staan
quote:Direct Action
Posted: September 19, 2005 - by [Dev]Poland
Hello America's Army Community! It's been a while, but we've got so much to tell you in this fall's edition of the SITREP!
[Dev]Poland here, your America's Army Lead Designer, with an advance preview of our next release, entitled: Direct Action. This upcoming America's Army version is packed with new content and is perhaps our most solid product to date.
Tournament Mode Enhancements
We've applied significant effort to our Tournament Mode based on feedback provided by our Beta Testers and members of the Competitive Online Gaming Community.
Here are just a few of the enhancements we're deploying in Direct Action:
Direct Action Support in AASM
CAL/CPL enhancements
Improved UI functionality
Ability to start TM from within the game interface
Support for additional mission planning
Fixed ghosting bug (which appeared in 2.4)
Simplified user options
Tournament Results sent directly to our database (soon to be available through our Website and possibly even RSS or XML feeds)
Our goal is to continue improving America's Army Tournament Mode to meet and exceed the expectations of the competitive gaming community at-large, while also making the setup and administration easy, whether you're creating a local LAN event with a few friends or conducting a regional competition in Direct Action.
New Training Map: Shoot House (BCT MOUT)
We upgraded our MOUT training to provide players with a more complex and demanding scenario that reinforces the need for critical thinking, friend-vs.-foe recognition and an overall competitive challenge. In short, a training mission that is fun, customized and encourages you to try again.
Welcome to the Shoot House (BCT MOUT)! Shoot House is modeled after the US Army's Urban Combat Training courses. Players will select either an M4A1 Carbine rifle or an M9 Beretta pistol and several Flashbang grenades. Players will enter a house packed with randomly placed, pop-up targets. You will engage up to 10 targets and they may not always be in the same position each time you attempt the Shoot House. Some targets are hostile enemy, but others are friendly forces and civilian noncombatants. Players will have to make split-second "shoot/don't shoot" decisions.
Shoot House is fast paced; you'll complete it in less than 5 minutes with your results tracked, timed and scored. You must earn enough points to get a "GO", or you will have to try again. All results will be stored in the database and individual Personnel Jackets - plus we're deploying a competitive Scoreboard on the America's Army Web-site that will rank players based on several categories for both M4A1 and M9.
Players will only have to complete Shoot House once, but there's no limit to how many times you can try. At the end of Shoot House players will get a full AAR from a Drill Sergeant, customized to your performance.
New Multiplayer Maps: Extraction and Dockside
SF Extraction is a daytime urban mission where both teams must race to retrieve a briefcase containing sensitive information about terrorist operatives. Each team must locate and secure this one briefcase and then carry it to their extraction point successfully. The team that successfully extracts with the briefcase in hand wins! This mission's spawn points, and extraction points (1 per team) - are all randomly selected each round.
Extraction has a unique "Carryable" Objective, and only after the objective is picked up will the final extraction point be revealed. This is built-up city map with a centralized "choke point" and lots of sniping opportunities
SF Dockside is a small tournament map (9 x 9 players) which takes place during a stormy night in an industrial harbor setting. Both teams must locate and secure two cargo containers containing biological agents. The first team to secure and hold both containers wins! This mission's spawn points and container locations are randomly selected each round. This mission also features breachable doors, and usable automatic doors.
Each new round the positions of the objectives change, compelling players to work as a team or risk being picked apart by a more organized enemy. This is a densely constructed, close-quarters, nighttime map under a stormy sky. Dockside is easy to learn but the challenge is significant!
Command Post
The new "Command Post" provides a simple to use and easy to understand interface to the most common administrative functions provided by the America's Army game server. In other words, Server Administrators can run and manage their servers entirely through an easy-to-use GUI.
Mission Selection via GUI
Player Management
Ban List Management
Change server to Tournament Mode and back again from within GUI without editing INI
Server Admins can start and stop maps, change maps on-the-fly, move players to other teams - complete control via GUI.
Accuracy and CEM changes
We've modified the way weapons handle in Direct Action. Essentially these changes are intended to model our weaponry and overall accuracy in a more realistic manner - while still retaining fun factor and playability. This is necessary to advance development and usage of actual U.S. Army simulation training modules utilizing the core America’s Army game as a base. This of course benefits the Public game as well. To suggest this was difficult would be a huge understatement. In particular, Auto-Fire has received a lot of attention. You'll need to seek good firing posture and take careful aim - otherwise you're laying down a whole lot of suppression fire (which is great, but you'd best be prone first).
Adjusted Recoil
When firing in full auto the recoil gradually increases before levelling out. This more realistically portrays the controllability of automatic fire and promotes shooting in bursts or single-fire.
Damage Hindrance System
Physical reactions to damage have been enhanced. A camera shift will occur when players are hit to display pain; also to promote taking aim to make the first shot count. Other effects are also included such as view shifts when receiving falling damage.
Grenade Enhancements
Grenade kill radius has been dropped to a more realistic 5 meters (from 10) with fragment damage causing a gun down stun effect allowing room clearing assaults to still be successful.
CEM Adjustments
The CEM has been modified to cause very large increases in movement whenever sight mode is initiated. This added realism will promote the concept that a player needs their sights up if they want to shoot accurately. In addition to this, transparency has been added to the 2D sights for more realism and to make them easier to use. CEM bonuses due to proximity to other teammates have been adjusted as follows: highest bonus given when in close proximity to the Squad Leader, next highest bonus given when in close proximity to your Fireteam Leader, and a small bonus now given when in close proximity to any teammate (promoting teamwork).
Added Horizontal Hand Tremor
Previously only up and down breathing aim wander was noticeable on most weapons. Now more left and right wander has been added to more effectively portray arm tremor when weapon sights are up.
Bunny Hopping Deterrents
Players can no longer reload while in mid jump or jump while a reload is occurring. In addition the jump key is limited with a stall time between each jump. These two additions should deter most bunny hopping outright, however once a player becomes accustomed to the changes they can go anywhere they originally could in a speedy manner.
This is not a tactic anyone would employ in the real-world, so we're seeking to eradicate it in America's Army.
Beta Design Committee
We've assembled a Design Committee comprising of several of our top beta testers (a mix of veteran and newbie betas) to help the America's Army design team assess the design of our current game, features in development and plans for future development. This team meets each week to discuss a single topic, we coordinate via special beta forums to focus the feedback. The 10 members of this Committee will be active in the public America's Army forums to scan and collect feedback from everyone in our community.
New ideas or improvements to existing features that make it into America's Army will earn the originator actual game design credits. Anyone hoping to make a career in game development can appreciate the value of this. We think this is a really positive initiative and should help drive participation in our overall beta program.
The membership of the Design Committee will change frequently. Each month several members will rotate out; everyone in beta who's interested in having their voice heard will have a chance to participate.
http://www.americasarmy.com/community/
Ach, ik download gewoon een hack. Dan hoef ik me geen zorgen meer te maken over accuracy en CEMquote:Op zaterdag 24 september 2005 10:29 schreef Manneke_Pils het volgende:
Ik zou het stukje tekst over het automatic fire ook maar eens lezen
Accuracy & CEM changes
Dus.quote:Gameplay Enhancements
------------------------------------------------------------
- Adjusted Recoil:
When firing in full auto the recoil gradually increases to a higher amount then levels out. This more realistically portrays the controllability of automatic fire and promotes shooting in bursts or single-fire.
- Damage Hindrance System:
Physical reactions to damage have been enhanced. When hit by bullets players will camera shift to display pain and also to promote taking aim to make the first shot count. Other effects are also included such as view shifts when receiving falling damage.
- Grenade Enhancements:
Grenade kill damage has been dropped to a more realistic 5 meters (from 10) with fragment damage causing a gun down stun effect allowing room clearing assaults to still be successful.
- CEM Adjustments:
The CEM has been weighted to cause very large increases whenever sight mode is initiated. This added realism will promote the concept a player having their sights up if they want to shoot accurately. In addition to this, transparency has been added to the 2D sights for more realism and to make them easier to use. CEM bonuses due to proximity to other teammates have been adjusted as follows: highest bonus given when in close proximity to the Squad Leader, next highest bonus given when in close proximity to your Fireteam Leader, and a small bonus now given when in close proximity to any teammate (promoting teamwork).
- Added Horizontal Hand Tremor:
Previously only up and down breathing aim wander was noticeable on most weapons. Now more left and right wander has been added to more effectively portray arm tremor when weapon sights are up.
- Bunny Hopping Deterrents:
A player can no longer reload while in mid jump or jump while reload is occurring. In addition the jump key is limited with a stall time between each jump. These two additions should deter most bunny hopping outright, however once a player becomes accustomed to the changes they can go anywhere they originally could in a speedy manner.
=======================================================
What's Changed
=======================================================
- A new AASM version is included with the patch. You must manually install this new version after you have successfully patched the game. This can be done by double clicking the 'AASM 1-2 Setup.exe' located in the 'America's Army\System' directory.
- HUD STAT messages (stat net & stat fps) are scaled larger for better visibility.
- Re-enabled ability to show or hide objective text on HUD.
- Changed default key for 'Zoom' to be RightMouse Button.
- Door Breacher collision radius adjustments.
- Roll-off default now set to 1.0.
- Adjusted spectator button to only work when player has
initially joined the server and not selected a team.
- Changed the Engine CacheSizeMegs to default to 64 instead of 32.
- Server Browser functionality improved.
- Added in some feedback to the user when executing the pb_sv_disable command to turn off PB telling them they will need to restart the server to have it take effect.
- Server admin password now appears in command post.
- Added in a new command AdminChangePassword to allow changing it via console.
- Added in help for admins for various admin commands.
New console Help commands are:
Help - Shows general admin commands.
PBHelp - Shows general PB help.
PBBanHelp - Shows PB Ban commands.
PBBadNameHelp - Shows PB Bad Name commands.
PBCvarHelp - Shows CVAR related PB Commands.
PBWebsiteHelp - Shows Even Balance site in web browser.
- Most admin commands now show "Usage: xxxx" if the command isn't typed correctly.
=======================================================
What's Fixed
=======================================================
- Fixed multiple client and server crashes.
- Fixed random objectives sometimes not appearing in right locations.
- Fixed grenade/RPG/flash damage killing NPCs through walls (SF CSAR & SF Courtyard).
- Fixed ability to have the Acog and Reflex scopes at the same time.
- Fixed grenade sounds getting cut off sometimes.
- Stryker zoom fixed - now works properly including resetting view on exit and the zero range command.
- Fixed 203 Reload failing if retried over and over until weapon thrown down and picked up again.
- Fixed reload weapon bug which stopped firing after reload.
- Training states now remain when switching between accounts.
- Users no longer need to re-login after playing on server to join new server.
- Fixed retries which never seem to end on auth comm error.
- Fixed training related auth messages with invalid username/password.
- Fixed exploit using the BDM/Door Breacher to destroy the walls gaining points in an empty server.
- Fixed the 16-bit mode exploit (seeing through walls).
- Fixed ghosting around map in spectator exploit.
- Fixed sprint while shooting exploit.
- Roll-off exploit – setting in ini file disabled.
- Fixed exploit to fire 2 203 rounds at once.
- Remove preferences menu (possible exploit).
- Fixed exploit to jump away from objectives while still taking them.
- Fixed exploit to run at the start of the round (sprint exploit).
- Removed '[TOS Violation]' completely.
- Fixed the 255 M203 rounds exploit.
- Fixed crouch/uncrouch while swapping weapon skips weapon down animation exploit.
- Fixed grenades being thrown in between rounds and detonating at the start of the next round.
- Potential solution to reported ability to shoot while sprinting.
- Fixed the ban/banlist/unban functionality and alerts the user when they are kickbanned by an admin.
- Fixed admin spectate player commands.
- Fixed admin pb enable/disable command.
- Added double admin logged on message.
- Game now checks whether the player executing the forceclass was the one being forceclassed.
- Fixed admin command post console command breaking console.
- Fixed admin switching maps breaking authorizing.
- MaxAdmins set to zero doesn't block admin access.
- Fixed admin spectate issues (admin was unable to use any view mode they wanted to) and admin not being able to change spectating view until the next round starts.
- Fixed multiple UI issues and added several cosmetic changes.
- Icons on weapon select screen now sized appropriately.
- Fixed minor corruption of font used in pop up messages.
- Fixed icons appearing under name in awaiting selection field.
- Added UI notification when player is banned or kick banned.
- Fixed server browser filters not saving on game exit.
- Added several enhancements to the server browser filters.
- Text to speech in game now functional.
- Fixed gamma bar in settings page.
- Fixed mouse cursor changing size when you roll over certain UI elements.
- Weapon Select Screen should now automatically pop up at match end.
- Deploy button from missions screen now functional.
- Fixed the 'copy to clipboard' of the IP address in the server browser when you right click on the server.
- Fixed auto sign-in attempt occurring after exiting a server.
- Added pop-up messages for 'server at capacity' and 'incorrect password'.
- Option for left and right rails removed from UI.
- Fixed text getting truncated on UI pages.
- Fixed VSS slot displaying wrong icon (SVD).
- Fixed typo in objective taken message (SF PCR)
- Player's own ping now properly reported.
- Player's name now being uniquely identified (yellow color) on F1 & F2 screens.
- Medic class select box now remains selected.
- Fixed odd symbols in PB messages in high resolutions - the piping symbol.
- Fixed false 'user not logged in' or 'insufficient training to join server' messages.
- Adjusted colors in the UI and in-game roster pages.
- Fixed icon placement and default column width for TM and non-TM roster pages.
- Fixed medic class checkbox functionality in TM and non-TM screens.
- Fixed TM admin having no control over assigning weapon class slots.
- Fixed players appearing twice in the awaiting selection field in tournament mode.
- Fixed admin being placed in waiting selection field.
- Team Captains now able to place players in weapon class roles.
- Fixed Admin dropdown not functional until screen redrawn (refresh bug).
- Fixed joining one team then switching still shows you on the first team's roster in TM.
- Fixed TM "Restart" and "Start" functionality.
- Fixed non-admin/team captains able to unassign other players/themselves, when locked or unlocked.
- Tournament mode roster screen now properly displays the UI buttons (Select, Swap, Requesting, Remove, etc...).
- Fixed TM bug where players appear multiple times in the unassigned frame when unassigned.
- Fixed E&E objectives resetting properly.
- Fixed no third-person reload animation caused by access none.
- Fixed multiple level bugs (too many to list) – both on the new maps and many older maps.
- Fixed not being able to use single player mode after having been in a server.
- Fixed scale glow on deco meshes.
- Corrected the Bridge map weapon loadouts – they are now what they were in v2.3.0.
- Fixed player location not being included in medic call.
- Fixed player unable to run, reload or drop if use key held at end of round.
- Fixed several cases of Accessed None causing lag and possible server crashes (using "Shout" commands).
- Fixed pistol/RPG/AT4 not firing in weapon down state.
- Fixed player not spawning in single player when ‘open’ used while connected to server.
- Fixed bug where POV shoots to sky.
- Fixed 360 degree death view rotation ability.
- Removed the summons command per Even Balance's request - instead added a new console command of "SummonNPCSoldier" (cheat only).
- Fix for rare occurrences of player spawning into game in 3rd person view.
- Per Even Balance's request removed support for the command line to EXEC text files. Users can still use the console to EXEC files but those will be properly examined by PunkBuster to verify their status.
- Many other various fixes and security enhancements.
Die had ik al in 2.3 van iemand gekregen. Het is de beta versie van SF Extraction, dus nog niet geheel af. Maar de indeling van de uiteindelijke versie zal weinig afwijken van deze. Ik ben alvast aan het oefenenquote:Op dinsdag 27 september 2005 13:37 schreef Manneke_Pils het volgende:
Waar heb je die Screenshots vandaan?!
Dus.
O dan mag ik nog wel ff doorschieten voordat ik me bij jullie mag voegen...quote:Op donderdag 13 oktober 2005 17:17 schreef ZigoSOS het volgende:
Voor de punten die je verdient krijg je honor.
Van honor 10 tot 20 moet je steeds 1000 punten halen om 1 honor omhoog te gaan, en van 20-30 2000 (ofzoiets) enzovoorts enzovoorts.
69 Honor account overkopen? Alle trainingen voltooid etc. Fragrate van 2.02, wat redelijk hoog is en nog maar 1200 punten tot 70 honor.quote:Op donderdag 13 oktober 2005 17:25 schreef Triangeljosti het volgende:
[..]
O dan mag ik nog wel ff doorschieten voordat ik me bij jullie mag voegen...
quote:Op donderdag 13 oktober 2005 17:47 schreef Fillipe het volgende:
[..]
69 Honor account overkopen? Alle trainingen voltooid etc. Fragrate van 2.02, wat redelijk hoog is en nog maar 1200 punten tot 70 honor.
Bieden maar!
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