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Community => Games & Programming => Topic started by: Dialects on Wednesday, December 23, 2009, 00:48:38 AM

Title: Discussion: AA Classical
Post by: Dialects on Wednesday, December 23, 2009, 00:48:38 AM
I believe this was Jonny's idea, consequent of his undying wish to do something. Funny enough -in here- we all pretty much share this odd feeling we -each on his own way- can still do a lot more, and better. Nostalgia aside, I personally do not see this project getting on its toes before discussion on it is had and legal traits are taken care of. It hits me that the latter will come off as a bigger problem than any we have -so far- encountered. We're talking about America's Game here, after all. At any rate, for the sake of a truthfully logical and open-minded discussion, let's just assume everything (permission-wise) is taken care of and we are being given a full green card on it.

How exactly would this AA be?
How do we want it to be different?
How further deep down are we getting?
Maps, what about those?
GUI, what about it too?
New 3D meshes, Character Design, Animation?
Assist or Game launch? Or have a "Assist" sort-of functionality inbuilt onto the game?


The list goes on. Anything you think of is worth discussion.
Try not to spam this thread a lot. I'd like not have to read those.
Anyone's opinion is worthy, even if you're not even considering becoming part of the Team behind this.
Just keep it to a sense, and be helpful as much as you can.


Ideas
Jonny's Ideas:
What i'm thinking of doing is completely taking over then game, Making it independant of the US Army. We will have our own account system, Auth system, Honor system and tracker and server list all in one database. We will completely strip out the GUI from the game and just leave a shell. The Servers will be run in LAN mode and then U-scrips will be used to authenticate players joining with our private auth system. This game called AA-classic will be independent from 2.5 and a game in itself. Most maps will be striped out and mAAp pack maps will be part of the games, I would like a legendary Spanky re-make of insurgent camp though! When i will actually get round to this is another thing, Probably won't happen for a couple of years, When AA will be dead and people are bored of MW2 they will be ready for a retro release.

Blueblaster's Ideas:
Completely new maps (nothing ported over or inspired/SE editions either)
The GUI would have to be completely different, as I always hated the original GUI, maybe a quick choice of skins would be nice too
I'd like to introduce a new physics engine too, we can always use the PhysX engine as I still have all the stolen code from when before Nvidia bought Ageia :)
Lastly I'd like to introduce newer shaders for DirectX9 and utilize .fx packages for shader usage like in every other normal game (I don't think coding shaders is hard, theres tons of tuts that show specifically this).

Spanky's Ideas:
MANDATORY: E-mail "[email protected]" about the possibility of the project. Not to ask for support/acknowledgement but instead see if they would be against it. Keeping core army values, not defaming the army, giving credit and not selling the mod would be high-points of our compliance.
We should mock-up what we want and release it as a beta. If it is widely accepted, work on a real release.
Recognized by X-Fire and/or raptr & MSN status changer to advertise
Change various in-game sounds (footsteps, etc.)
Possibility of disabling PB and using HackHunter for less lag - This would make it possible to only download the maps/features you want to play
Advertising in the client or website to regain server funds
Detect native resolution and play at that
Have "getting started" and "LEMME PLAY" page first come up when launching. getting started would run through some basic options. lemme play would cut corners to allow faster playing
Matchmaking - If enough people play, automatically and randomly join with like-honor players
Extreme statistics such as body hit location and favorite weapon
Remove un-necessary files and strip files of content
Backup content system if main tracker/server list is down
Download/upload speed limiter
Peer-to-peer torrent delivery system
Beta key for users to enter to have a copy of the current beta, key changes with each beta release
Remove training missions and the sounds for the non-existent land navigation course. However, preserve army values in at least a few maps to entice veterans (of the game, not war).
More use of NPC's in maps
Make Co-Op versions of each map (destroy a team with a mod and spawn bots accordingly)
More capture the flag maps with proper respawn (BF2 style)
Title: Re: Discussion: AA Classical
Post by: Alex on Wednesday, December 23, 2009, 01:13:40 AM
I honestly do not see how this will ever be possible.....

can anyone shed some light on how this is actually possible?

Unless I'm understanding this wrong, you want to make a full game called America's Army Classic. The first roadblock is obviously the legality of it all. Unless this is just going to be a mod, in order for you to use the engine and call it America's Army you will have to pay the U.S. government, there is no way of avoiding that. Even if you can legally make this, to make a game from scratch would require a ton of work and a lot more people than you currently have.


Regardless, I don't think it is worth getting ideas for something that is probably not going to happen.

Title: Re: Discussion: AA Classical
Post by: Spanky on Wednesday, December 23, 2009, 01:37:30 AM
Dann I think you're getting too worked up about this. Jonny mentioned something that MAY happen in a few years. He was a big part of mAAp's success and frankly I'm not even going to think about it until he mentions doing work on it. It would be HIS project that I would like to be a part of IF it happens.

*EDIT*
Clarified post :D
Title: Re: Discussion: AA Classical
Post by: BlueBlaster on Wednesday, December 23, 2009, 02:50:04 AM
I think killaman missed the whole point of Dann's post.
Title: Re: Discussion: AA Classical
Post by: Dialects on Wednesday, December 23, 2009, 08:38:25 AM
I believe this was Jonny's idea, consequent of his undying wish to do something.

^ First line of my post. This being John's idea is very well known in my head, as you can see.

On another hand, this post's intention is just to see how different would AAC exactly be (if it were to be).

Just a little discussion around the thing, you know? There's no compromise here whatsoever.

I told you -and can tell everyone else- if anything is to happen, I'll only be here to give a hand in a year or so.


You guys really need to refresh the way you read my stuff. I'm no longer as much bunny-stressed as I used to be.
Title: Re: Discussion: AA Classical
Post by: Alex on Wednesday, December 23, 2009, 12:26:50 PM
I think killaman missed the whole point of Dann's post.

I guess I did. sorry.

On topic, I think it would be more like 2.5 minus the pokes. I am not sure what else could be done to make it better without moving away from what makes it America's Army. 
Title: Re: Discussion: AA Classical
Post by: Spanky on Wednesday, December 23, 2009, 13:47:44 PM
I just don't see why we should talk about it when it's potentially a year or two out. It will only make those that want to work on it work on it NOW.

As far as pokes... Crusade made a mod to prevent that. I don't know if it ever got released.
Title: Re: Discussion: AA Classical
Post by: Alex on Wednesday, December 23, 2009, 15:12:56 PM
I am not going to ever trust crusade. it will probably come with a password logger. :o
Title: Re: Discussion: AA Classical
Post by: Spanky on Wednesday, December 23, 2009, 15:28:19 PM
I am not going to ever trust crusade.

lol :D

When I first got it, I decompiled it and couldn't really tell what it does. I think he said it was client-side so that would make for even more hurdles for logging passwords. Besides it's an account for a free game not like it's a credit card pass or something :)
Title: Re: Discussion: AA Classical
Post by: Alex on Wednesday, December 23, 2009, 15:53:32 PM
true. But getting your account stolen is not fun. And video games are supposed to be fun!
Title: Re: Discussion: AA Classical
Post by: Spanky on Wednesday, December 23, 2009, 16:53:08 PM
But getting your account stolen is not fun.

Neither is paying for games  :-X

Anyway, as for Dann's original post, Jonny mentioned a few things to me via PM that would answer some of your questions but I'll let him talk here for himself if he wants that information known.
Title: Re: Discussion: AA Classical
Post by: BlueBlaster on Wednesday, December 23, 2009, 22:10:50 PM
K so what I think is that obviously it's going to have completely new maps (nothing ported over or inspired/SE editions either), the GUI would have to be completely different, as I always hated the original GUI, maybe a quick choice of skins would be nice too. I'd like to introduce a new physics engine too, we can always use the PhysX engine as I still have all the stolen code from when before Nvidia bought Ageia :). Lastly I'd like to introduce newer shaders for DirectX9 and utilize .fx packages for shader usage like in every other normal game (I don't think coding shaders is hard, theres tons of tuts that show specifically this).

Okay, that's all I have to add since I don't want to write a book about what AA Classic should have.
Title: Re: Discussion: AA Classical
Post by: Archeh on Wednesday, December 23, 2009, 22:18:40 PM
I still respect Crusade. It's hard to lose respect for a guy from one or two of his actions, especially when he already did those things when you originally respected him. (WOW I confused myself writing this. I think you'll understand it though, Dann. It reminded me of something you'd say :D)
Title: Re: Discussion: AA Classical
Post by: Alex on Wednesday, December 23, 2009, 22:23:18 PM
I have no respect for a guy that makes hacks. He is ruining a game, making it not fun. That is lame as hell. Also with the password logger incident. Even if he has helped the community, he has hurt it just as much.
Title: Re: Discussion: AA Classical
Post by: Spanky on Wednesday, December 23, 2009, 22:54:12 PM
I give in. Original post edited with my ideas and Jonny's as well.
Title: Re: Discussion: AA Classical
Post by: Alex on Wednesday, December 23, 2009, 23:08:19 PM
What engine would it possibly use and wouldn't you have to pay to use someone's engine? Sorry, I don't really know what goes into making a game. I'm just curious as to how it is going to work.
Title: Re: Discussion: AA Classical
Post by: Spanky on Wednesday, December 23, 2009, 23:11:59 PM
As far as I know, the same one AA 2.5 uses. In fact it will be AA 2.5 :D
Title: Re: Discussion: AA Classical
Post by: Dialects on Thursday, December 24, 2009, 00:03:05 AM
Most of the ideas I had were nailed by others at this point. There are a couple of things I would like to appeal to be considered, one of them being to swing against "modifying" AA-made maps. With this many ideas being brought onboard, I am not even sure AA Classical would be the correct way to name the project anymore, as it sounds all the more refreshing and innovative than the earlier; Nothing but the slightest of my own opinion.

In a unimportant -for the moment- note, I would like to think that working on GUI, Maps and Physics could be far of a more important trait then re-arranging the game sounds and even some of its character animations, vests, meshes, and so on. Oh oh, the time is tic-tac going, tic-tac coming; and even-though this isn't more than a simple discussion, the motion danged-banged on doors that are long waiting.

Nate was right. That bitch is always right.
Title: Re: Discussion: AA Classical
Post by: Spanky on Thursday, December 24, 2009, 00:10:48 AM
I would like to think that working on GUI, Maps and Physics could be far of a more important trait then re-arranging the game sounds

I listed that because Jonny's intention would be to eliminate the GUI so I couldn't help there. Physics is also out of my league. I could very easily record sounds and replace the original ones though :)
Title: Re: Discussion: AA Classical
Post by: BlueBlaster on Thursday, December 24, 2009, 00:23:14 AM
The Headshot foley stage =D
Title: Re: Discussion: AA Classical
Post by: Spanky on Thursday, December 24, 2009, 00:33:42 AM
Seriously. The first thing I thought of is how crappy the snow walking sounds are. I fully plan to go outside with my boots and record various sounds.
Title: Re: Discussion: AA Classical
Post by: Archeh on Thursday, December 24, 2009, 00:39:28 AM
AA's sounds are all messed up, you should do more than just the snow  8)
Title: Re: Discussion: AA Classical
Post by: Dialects on Thursday, December 24, 2009, 00:44:59 AM
I am interested in hearing ideas for maps. Let them out boys!
Title: Re: Discussion: AA Classical
Post by: BlueBlaster on Thursday, December 24, 2009, 00:46:04 AM
Seriously. The first thing I thought of is how crappy the snow walking sounds are. I fully plan to go outside with my boots and record various sounds.

LMAO, pretty soon we're going to be doing effects for materials like "wet concrete, sandy concrete, hard snow, soft snow, sofa cushions, yeti fur, button pushes, vending machine, brush against vegetation, clock ticking, camper alert, ALERT U R A FAG LAWL ;)"
Title: Re: Discussion: AA Classical
Post by: Jonnym on Thursday, December 24, 2009, 04:14:57 AM
It will not be a new game, It will be a total conversion mod, Like insurgency is for half life 2 --- http://www.insmod.org/

We will strip out some of the original maps, but must of them i want re-made as mAAp pipeline was done. TO give classic AA the gameplay and community of the old school AA but fresh looking and modenised.
Title: Re: Discussion: AA Classical
Post by: Jonnym on Thursday, December 24, 2009, 04:17:02 AM
Spanky... Do you think you can make urban assault look like this?????  If you can i will give you one hundered dollar!!

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fwww.insmod.org%2Fscreenshots%2Fofficial09.jpg&hash=beea0c7df528485183d55fb51391cf90)
Title: Re: Discussion: AA Classical
Post by: Spanky on Thursday, December 24, 2009, 04:19:21 AM
i want re-made as mAAp pipeline was done

Go Spanky go Spanky go Spanky!

*ahem*

Jonny, yea it COULD. It would just be texturing, modeling and bsp work. I suck at making things from scratch but if I were given a complete layout of a map (like I used screenshots for Shipment scaling) then I can replicate then spank it :D

I think I found an overhead view:
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F464376%2Fheadshot%2FSweetAlmadenClean.jpg&hash=a80578e3e853e43c8375c0f98d122418)
Title: Re: Discussion: AA Classical
Post by: Dialects on Thursday, December 24, 2009, 05:00:55 AM
If you can i will give you one hundered dollar!!

Guess you missed the most important bit of Jonny's comment.

Oh, add £20/£30 ontop of that; so, plus $50.
Title: Re: Discussion: AA Classical
Post by: BlueBlaster on Thursday, December 24, 2009, 05:24:41 AM
Pictures Analysis
That screenshot feels like it has a full-screen shader going on with it, some sort of bloom effect on distanced objects. The game seems to be drawing the game on a box, just like AA, where the sides of the screen are distorted and longer than things in the middle of the screen (you know what I mean when I say theres less fog on the screen corners ;)). For the most part, seems to me like low poly models, mainly BSP-based architecture for everything, shitty vegetation, and over-exposed lighting. OH! I forgot, that screenshot has realtime dynamic shadows, AA does not :)

Okey, analysis over. Do what you want.
Title: Re: Discussion: AA Classical
Post by: Spanky on Thursday, December 24, 2009, 17:09:43 PM
Guess you missed the most important bit of Jonny's comment.

Nah he edited after I replied. Maybe I'm being naive but I don't understand why someone would pay someone else to mod a free game. With that said, I've never turned down money :D  Like that one dude on 2.6...
Title: Re: Discussion: AA Classical
Post by: Spanky on Thursday, December 24, 2009, 21:20:32 PM
Added a couple more ideas of mine.
Title: Re: Discussion: AA Classical
Post by: Spanky on Thursday, December 24, 2009, 22:48:22 PM
Seeing that Draat is just a ForwardObserver customization, we could easily make a custom tracker given that we know people with mysql and php knowledge.
Title: Re: Discussion: AA Classical
Post by: BlueBlaster on Thursday, December 24, 2009, 23:26:19 PM
Dammit, how did we go and do this again?