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America's Army => General Chat => Topic started by: Spanky on Thursday, January 12, 2012, 19:04:54 PM

Title: Merging Normal & mAAp Modes
Post by: Spanky on Thursday, January 12, 2012, 19:04:54 PM
Jonny, I know you're busy fixing bugs and making sure Auth is running properly but I wanted to make a list and a poll for everybody to see the positives and negatives for merging modes. It seems like to me that regular non-Assist servers aren't being used and there's only 3 or so of them but I know you do want to make it so anybody can play anywhere. Feel free to edit this post to add your positives & negatives.

Keep in mind that we can do most of the positives already but they would only be available in mAAp mode, the reason why it hasn't been done is that a lot of people don't play mAAp mode but regular mode.


Positives:
Customize the game in depth: AA3 weapon sounds, higher resolution HUD icons, custom loading screen.
No need for duplicate files like the modded T_UI2
Trim down installation size by removing useless textures/meshes/code
Custom in-game icons like those for 100+ honor or developer icons
No moving files before joining a server, get in the action faster

Negatives:
Can't play on non-Assist servers such as DNAF.
Title: Re: Merging Normal & mAAp Modes
Post by: BlueBlaster on Thursday, January 12, 2012, 20:29:00 PM
Yea skrewy, put on your herps before you go outside.

I'll pop in to say I want mAAp and regular mode to be combined. There are some things that 2.5 would benefit having an update, those are clearly labeled in spanky's first post. For example, Spanky says we can trim down the installation size. This is a big thing. 99% of people don't know how much garbage is floating around in AA not being used. This is easily removable and makes the game faster (noob terms here).

I'll also chime in about the weapon sounds. For years and years, you guys have played hearing the same sounds over and over. It's annoying, and they're old. The sounds need a real refresh, and its easy to get the more realistic AA3 sounds in AA2. freesound.org has a large collection of sounds that we can use to as well to randomize/improve sounds. Audio is an important aspect of AA.
Title: Re: Merging Normal & mAAp Modes
Post by: Spanky on Thursday, January 12, 2012, 20:35:17 PM
are we able to increase/decrease certain sounds, so u cant sound camp as effectively, (pipe being a huge sound camping dream and a perfect example of how super human the hearing is) lowering footsteps so they can be heard at a much smaller radius. ja ja ja ja, Salat Flugzeug beischlaf U-Boot; skrewy verfolgen riesig Rute dicke Mann

Anything is possible. That would require coding though.
Title: Re: Merging Normal & mAAp Modes
Post by: Spanky on Thursday, January 12, 2012, 20:37:49 PM
not just using audio files of lesser volume? if I was unreal engine god shit would be simplier

Possible but it won't change the radius.
Title: Re: Merging Normal & mAAp Modes
Post by: BlueBlaster on Thursday, January 12, 2012, 21:11:15 PM
Here's how things are in AA:
-You have a class called pawn
--Inside this class defines the basics of all players/pawns.
--Things defined include animation, sounds they make, skins, etc.

Lets take the footsteps example:
-Class pawn
--Depending on what surface theyre in contact with they create certain sounds
--If the surface is metal, select one sound to play from the 'metal footsteps' array
---The player takes a step and that sound is played. Sound radius and volume are already set.
--If the surface is wood, " "
---The player takes a step and " "

 and so on and so on.

There isn't really a way to reduce the volume or radius of footsteps on a single map. You can't really make an efficient exception for a certain map either, the game doesn't understand the concept of a 'map.'


We can look into ways to reduce the volume or something per map, but I don't know how that works unless I have the editor pulled up.
What we can do is add more sounds into the map so its harder to listen for other players walking around.
Title: Re: Merging Normal & mAAp Modes
Post by: Koden on Friday, January 13, 2012, 04:22:06 AM
Scrolling down i could only read about wonderful ideas and positive things, so i'm for a whopping yes.

Quote from: Google translator
Salad beischlaf submarine aircraft; skrewy pursue huge tail fat man

Nasty Skrewy.
Title: Re: Merging Normal & mAAp Modes
Post by: -GrAz on Friday, January 13, 2012, 06:02:36 AM
I think its a good idea, cant people give those a nudge who wont use assist on their servers and convince them too
Title: Re: Merging Normal & mAAp Modes
Post by: Koden on Friday, January 13, 2012, 08:00:01 AM
I think its a good idea, cant people give those a nudge who wont use assist on their servers and convince them too

I think that for some it might just be the habit of setting up the server in the same way for ages. Sure thing it's better let em understand the Assist way it's better  :)
Title: Re: Merging Normal & mAAp Modes
Post by: -GrAz on Friday, January 13, 2012, 09:00:19 AM
Here's how things are in AA:
-You have a class called pawn
--Inside this class defines the basics of all players/pawns.
--Things defined include animation, sounds they make, skins, etc.

Lets take the footsteps example:
-Class pawn
--Depending on what surface theyre in contact with they create certain sounds
--If the surface is metal, select one sound to play from the 'metal footsteps' array
---The player takes a step and that sound is played. Sound radius and volume are already set.
--If the surface is wood, " "
---The player takes a step and " "

 and so on and so on.

There isn't really a way to reduce the volume or radius of footsteps on a single map. You can't really make an efficient exception for a certain map either, the game doesn't understand the concept of a 'map.'


We can look into ways to reduce the volume or something per map, but I don't know how that works unless I have the editor pulled up.
What we can do is add more sounds into the map so its harder to listen for other players walking around.

Is it not possible to override class so that if PlayerX's Position  is > Distance to Player i  footsound not loaded. ??
Title: Re: Merging Normal & mAAp Modes
Post by: Jared on Friday, January 13, 2012, 10:19:40 AM
I think it would be neat to merge maap and normal aa. As i was telling nate, once maap pipeline was finished I think it should be the new pipeline for 2.5. I think by doing this we can show that we are wanting to make progress for 2.5 it could be done like 2.5.2; Have the community vote for new maps, and we could fix bugs in the already made maps, to make 2.5 even better.

I would advise not to edits sounds, AA has a foundation that has been here for years and thats why we all like to play this game, if you start changing things people wont like it and most likely leave or not play.

Its 2012 and a sound card is like only $100.00 so go get one.
Title: Re: Merging Normal & mAAp Modes
Post by: [Nifty]-mister on Friday, January 13, 2012, 10:43:09 AM
I think it would be neat to merge maap and normal aa. As i was telling nate, once maap pipeline was finished I think it should be the new pipeline for 2.5. I think by doing this we can show that we are wanting to make progress for 2.5 it could be done like 2.5.2; Have the community vote for new maps, and we could fix bugs in the already made maps, to make 2.5 even better.

I would advise not to edits sounds, AA has a foundation that has been here for years and thats why we all like to play this game, if you start changing things people wont like it and most likely leave or not play.

Its 2012 and a sound card is like only $100.00 so go get one.

Jared, i think your idea is great... but most of the poele wont like you taking out a map to put another, is what i dislike of AA3 in the first place.

  i love map diversity most people like playing mAAp but the always go back to basic remeber that.
Title: Re: Merging Normal & mAAp Modes
Post by: Alex on Friday, January 13, 2012, 10:47:41 AM
I think it would be neat to merge maap and normal aa. As i was telling nate, once maap pipeline was finished I think it should be the new pipeline for 2.5. I think by doing this we can show that we are wanting to make progress for 2.5 it could be done like 2.5.2; Have the community vote for new maps, and we could fix bugs in the already made maps, to make 2.5 even better.

I would advise not to edits sounds, AA has a foundation that has been here for years and thats why we all like to play this game, if you start changing things people wont like it and most likely leave or not play.

Its 2012 and a sound card is like only $100.00 so go get one.

1st of all, $100 is a lot of money. 2nd of all, I hate the whole sound camping shit in public servers that the competitive scene brought in. It's just stupid. 2.5 was never about sound camping, but just having fun. I don't want to sit in a room with the door cracked listening for footsteps, that's not fun. I want to be playing. I agree that the sounds shouldn't be replaced though, I just hate the "get a great sound card to hear everywhere your enemy is" mindset.
Title: Re: Merging Normal & mAAp Modes
Post by: Jared on Friday, January 13, 2012, 11:13:11 AM
Killa then just like you said, don't play that way. simple.

Anyways most people with sounds cards don't play that way either unless they are the last ones alive and are trying to win or come in clutch.

@mister pipeline is still pipeline its just an updated the version nothing has been taken out. The only minus to this is that if competitive play was to come back the new pipeline couldn't be used.
Title: Re: Merging Normal & mAAp Modes
Post by: Alex on Friday, January 13, 2012, 11:17:21 AM
Killa then just like you said, don't play that way. simple.

Anyways most people with sounds cards don't play that way either unless they are the last ones alive and are trying to win or come in clutch.

@mister pipeline is still pipeline its just an updated the version nothing has been taken out. The only minus to this is that if competitive play was to come back the new pipeline couldn't be used.
That's not a solution though, because a sound camper is going to kill someone playing for fun 9 times out of 10. Where does that leave the person who doesn't want to sound camp? Quitting the game, that's where. Maybe if AA had even decent sounds this wouldn't be all that big of a problem.
Title: Re: Merging Normal & mAAp Modes
Post by: Jared on Friday, January 13, 2012, 11:30:59 AM
so the person that put money into his machine or bought good headphones should be the one to get penalized? If you want to compete on that level then you should do the same, and not bitch about it.

If you don't want to use sound then don't complain about losing 9 times out of 10
Title: Re: Merging Normal & mAAp Modes
Post by: Calevey on Friday, January 13, 2012, 11:47:16 AM
I haven't played in any customized maps because I like the way they have always been / are and I don't support the idea of changing good old sounds. If merging means disabling the good old world that have always been and "updating" sounds, then it's no from me. I love this game as it is and that's why I don't play AA3.

What it comes to sound camping, it's just one part of camping. There have always been lame campers that camp with or without sound, whatever happens. That doesn't mean you have to go with them.
Title: Re: Merging Normal & mAAp Modes
Post by: Alex on Friday, January 13, 2012, 11:47:42 AM
so the person that put money into his machine or bought good headphones should be the one to get penalized? If you want to compete on that level then you should do the same, and not bitch about it.

If you don't want to use sound then don't complain about losing 9 times out of 10
lmao. That's not my point, at all. The sounds are simply unrealistic. It's not penalizing people who buy great stuff, it's needing to make the footsteps way more realistic. Who can hear someone walk across an area as big as Urban Assault in real life? nobody, but you can in AA. It's not about the expensive equipment. But while we're on that topic, if you have to buy stuff to become better, then isn't that paying to have an advantage? How is that in any way fair? Just wanted to throw that out there. Paying to have an advantage over players is lame and if it is allowed in any game, it is a design flaw. The design flaw in AA is the sounds. Sorry if I am offending you by criticizing the way you play.
Title: Re: Merging Normal & mAAp Modes
Post by: -GrAz on Friday, January 13, 2012, 11:49:27 AM
Have to agree with Killer here, back in the day my Medusa's and sound tweeks only ever came out when playing comp, wouldn't have dreamed playing 'by sound' in pubs would have just made it hideously boring
Title: Re: Merging Normal & mAAp Modes
Post by: BlueBlaster on Friday, January 13, 2012, 11:59:46 AM
Is it not possible to override class so that if PlayerX's Position  is > Distance to Player i  footsound not loaded. ??

If you can override that class externally in uscript (I'm not sure if you can....), then yes. We can't go in and modify the actual u file that has the code because we need to recompile the u file which includes uscript, textures, meshes, and stuff lol. However, I'm working on extracting the sources and recompiling the u files. The u file works I believe, but it sorta bugs out the editor.

I can dump some uscript code for you guys to look at if you want, but I don't have access to any .h files unfortunately.



I see people having an argument about updating the sounds. Fuck you all. The wooshing hollywood bullets need to be replaced with realistic cracks. This is America's Army after all.
Title: Re: Merging Normal & mAAp Modes
Post by: Jason on Friday, January 13, 2012, 12:06:21 PM
lmao. That's not my point, at all. The sounds are simply unrealistic. It's not penalizing people who buy great stuff, it's needing to make the footsteps way more realistic. Who can hear someone walk across an area as big as Urban Assault in real life? nobody, but you can in AA. It's not about the expensive equipment. But while we're on that topic, if you have to buy stuff to become better, then isn't that paying to have an advantage? How is that in any way fair? Just wanted to throw that out there. Paying to have an advantage over players is lame and if it is allowed in any game, it is a design flaw. The design flaw in AA is the sounds. Sorry if I am offending you by criticizing the way you play.
get good and we wont have this problem.  :o
Title: Re: Merging Normal & mAAp Modes
Post by: Jared on Friday, January 13, 2012, 12:06:55 PM
get good and we wont have this problem.  :o
Title: Re: Merging Normal & mAAp Modes
Post by: Alex on Friday, January 13, 2012, 12:08:30 PM
get good and we wont have this problem.  :o
So by get good you mean spend hundreds on audio equipment for my PC? :P  Thanks for letting me know my point was good though. :P
Title: Re: Merging Normal & mAAp Modes
Post by: Jared on Friday, January 13, 2012, 12:13:54 PM
So by get good you mean spend hundreds on audio equipment for my PC? :P  Thanks for letting me know my point was good though. :P

actually it really wasn't. I just didn't want to continue this because "your always going to be right". No one that i know of can hear all the way across urban theres so much ambient noise.
Title: Re: Merging Normal & mAAp Modes
Post by: Alex on Friday, January 13, 2012, 12:19:29 PM
actually it really wasn't. I just didn't want to continue this because "your always going to be right". No one that i know of can hear all the way across urban theres so much ambient noise.
Nowhere did I say all the way across Urban Assault, but you can hear things at some impossible distances, you can't deny that. Not to mention the extremely loud sounds you make when your foot hits the ground. I can walk on a metal surface without making a loud ding sound in real life, I sound be able to do that in AA. This isn't a thing where "I am always going to be right" these are pretty much common sense issues and if you are denying that these issues exist, you're just being ignorant because they help you.
Title: Re: Merging Normal & mAAp Modes
Post by: Jason on Friday, January 13, 2012, 12:38:48 PM
Who can hear someone walk across an area as big as Urban Assault in real life? nobody, but you can in AA.
Title: Re: Merging Normal & mAAp Modes
Post by: Alex on Friday, January 13, 2012, 12:41:46 PM

That was probably worded poorly, but I didn't mean on opposite ends on the map. If I did I would have said that. But even hearing footsteps from alpha to Bravo is not realistic, unless you have some super hearing aids in, but the gunfire would ruin your eardrums so that's out of the question. :P
Title: Re: Merging Normal & mAAp Modes
Post by: BlueBlaster on Friday, January 13, 2012, 12:49:11 PM
unless you have some super hearing aids in, but the gunfire would ruin your eardrums so that's out of the question. :P

Run the audio output thru a compressor. Increase gain 16db. Now you hear everything at the same volume level over a great distance.

Of course I don't think anyone has ever done that :)
Title: Re: Merging Normal & mAAp Modes
Post by: Spanky on Friday, January 13, 2012, 13:13:23 PM
I think it would be neat to merge maap and normal aa. As i was telling nate, once maap pipeline was finished I think it should be the new pipeline for 2.5. I think by doing this we can show that we are wanting to make progress for 2.5 it could be done like 2.5.2; Have the community vote for new maps, and we could fix bugs in the already made maps, to make 2.5 even better.

I would advise not to edits sounds, AA has a foundation that has been here for years and thats why we all like to play this game, if you start changing things people wont like it and most likely leave or not play.

Its 2012 and a sound card is like only $100.00 so go get one.
I don't think overwriting maps is a good idea. I mean, for mAAp Pipeline, it's a whole new map pretty much. Now, we could take classic maps like Weapons Cache and just clean them up with better lighting but largely leave them untouched.
For editing sounds, AA3 has better quality as well as better recorded weapon sounds. It's about realism. I think AA3 had a larger budget and better foundation for realism and it would be cool to bring that to 2.5. But, just because it's possible, doesn't mean we'll do it. It would take a lot of time pouring through the 2100 sound files ripped from AA3 and then trying to match the weapon sounds with the animations, things may not look right.
If you spend $100 on a 'sound card' you fail. PC sound cards these days are largely pointless and low quality unless you overpay for an Auzentech or Xonar but even those are a good waste of money. If you care about true sound quality and no gimmicks like most all of Creative's features, an external DAC is the way to go. I know they can be easily had for $100.


I haven't played in any customized maps because I like the way they have always been / are and I don't support the idea of changing good old sounds. If merging means disabling the good old world that have always been and "updating" sounds, then it's no from me. I love this game as it is and that's why I don't play AA3.

What it comes to sound camping, it's just one part of camping. There have always been lame campers that camp with or without sound, whatever happens. That doesn't mean you have to go with them.
See my post above about AA3 sounds. It's just one of the ways the game becomes flexible. It shows that we can pretty much do anything.
For sound camping, in Bad Company 2, if I don't like how the gameplay is going on a particular server, I leave and find a new one. This doesn't quite work on 2.5 as there's only 1 or 2 populated servers. Camping is a lame tactic but I still do it :)


Have to agree with Killer here, back in the day my Medusa's and sound tweeks only ever came out when playing comp, wouldn't have dreamed playing 'by sound' in pubs would have just made it hideously boring
Medusa's and sound "tweeks" are fail. See the first reply in my post. There's a fine line by playing "by sound". It's part of the game, it's part of life. In the Army, in a kill or be killed situation, you need to use things to your advantage. Sound is a big aspect of that and there's no reason to ignore it. I'll admit that UE2 has flaws with sound as far as going through walls and things like that. This kind of merges into my point on adjusting brightness for an advantage. It's really the same thing. Tweaking drivers or adjusting in-game settings for an advantage is lame and it ultimately ruins the experience. Get everybody a properly calibrated monitor and something other than onboard audio, use default settings, and you'll have fair gameplay. It's too bad there's people that don't think that way, that try to cheat the system for an advantage.
Title: Re: Merging Normal & mAAp Modes
Post by: [Nifty]-mister on Friday, January 13, 2012, 13:19:09 PM
I have voted yes, but people should consider this:

 as i think that Killaman and Jared have fair point of view (both of them) i also think that we are using this Version of america's army beacuse is the one we like and also multi-platform...so every one os us can play, its been alot of time since i used linux (last one i used was mandrake or something like that, maybe ubuntu 5.06).

  Everything that we can do to make the game betetr i think i shall be done.. why beacuse it will fill servers with people and bring life to the community we once were. One question tho putting more and more into the game wont raise his minimun requirements for playability?
Title: Re: Merging Normal & mAAp Modes
Post by: Spanky on Friday, January 13, 2012, 13:26:45 PM
One question tho putting more and more into the game wont raise his minimun requirements for playability?

Not really. The engine has it's limits and we can't go past that without problems. mAAp Pipeline is more demanding than Bridge but it still will only use a single-core CPU and a middle-range or even low-range GPU. Possibly 2GB of RAM if you close all other programs as well.
Title: Re: Merging Normal & mAAp Modes
Post by: -GrAz on Friday, January 13, 2012, 17:02:55 PM
Quote
Medusa's and sound "tweeks" are fail. See the first reply in my post. There's a fine line by playing "by sound". It's part of the game, it's part of life. In the Army, in a kill or be killed situation, you need to use things to your advantage. Sound is a big aspect of that and there's no reason to ignore it. I'll admit that UE2 has flaws with sound as far as going through walls and things like that. This kind of merges into my point on adjusting brightness for an advantage. It's really the same thing. Tweaking drivers or adjusting in-game settings for an advantage is lame and it ultimately ruins the experience. Get everybody a properly calibrated monitor and something other than onboard audio, use default settings, and you'll have fair gameplay. It's too bad there's people that don't think that way, that try to cheat the system for an advantage.

I, like many I know only adapted this way of playing when it became the only way to play comp, playing against most clans in any league/ladder you were at a huge disadvantage if you didnt tweek up your sound.  It may be 'fail' but back then it was levelling the playing field against people who could you hear you at the other side of the map and you couldnt hear them for shit to a point were it became frustrating.
Title: Re: Merging Normal & mAAp Modes
Post by: Spanky on Friday, January 13, 2012, 17:18:02 PM
I, like many I know only adapted this way of playing when it became the only way to play comp, playing against most clans in any league/ladder you were at a huge disadvantage if you didnt tweek up your sound.  It may be 'fail' but back then it was levelling the playing field against people who could you hear you at the other side of the map and you couldnt hear them for shit to a point were it became frustrating.

Fight fire with fire, I do understand :) I do hope though that these "tactics" are mostly gone in AA. These kinds of things belong in COD. I've said it before and I'll say it again, I prefer to view/listen to digital media the way it was created because most game designers and sound editors don't use consumer-grade equipment. I've seen a lot of dev studios have IPS Dell monitors which don't need much calibration and they protray colors the way they should be. Same for sound editors having studio monitor speakers/headphones that are neutral and not bloated/colored in any way. </rant>
Title: Re: Merging Normal & mAAp Modes
Post by: -GrAz on Friday, January 13, 2012, 17:43:17 PM
I think most of the people who play now probably dont have the old tweeks, i know i dont, wouldnt make much difference i play on a laptop these days.
Title: Re: Merging Normal & mAAp Modes
Post by: Koden on Friday, January 13, 2012, 17:49:42 PM
Not really. The engine has it's limits and we can't go past that without problems. mAAp Pipeline is more demanding than Bridge but it still will only use a single-core CPU and a middle-range or even low-range GPU. Possibly 2GB of RAM if you close all other programs as well.

About game performance, i don't know if it has ever been done a performance comparison between AA2.5 and 2.8.5 but i'm quite sure that 2.5 uses less memory to run. Also, i happened to encounter memory leak issues under 2.8.5 while i hadn't any with 2.5. Another good comparison might be done with the graphics (sharper in the old version). I think that for many reasons 2.5 works better than more recent versions.
Title: Re: Merging Normal & mAAp Modes
Post by: BlueBlaster on Friday, January 13, 2012, 18:50:32 PM
Another good comparison might be done with the graphics (sharper in the old version). I think that for many reasons 2.5 works better than more recent versions.

I remember when 2.7 came out. There were a lot of texture resolution problems. One of the biggest ones was mid on bridge. With graphics settings on normal I remember there was a distinct blur on the bottom half of the mid, while the top brick portion looked normal.  I also always got a zoom-stuck bug. 2.7 was sooooo bad I think that's why I stopped playing back then and focused on content creation.
Title: Re: Merging Normal & mAAp Modes
Post by: Jonnym on Sunday, January 15, 2012, 17:20:53 PM
Will merge maap mode for the next maap release.
Dont know how i will do it yet.
Hopefully it will not be soon, Take all the time in the world!

Also i noticed some maaps are being tracked now, thanks homey!
Title: Re: Merging Normal & mAAp Modes
Post by: Spanky on Sunday, January 15, 2012, 17:42:19 PM
Will merge maap mode for the next maap release.
Dont know how i will do it yet.
Hopefully it will not be soon, Take all the time in the world!

Also i noticed some maaps are being tracked now, thanks homey!

I think at first, all you would have to do is allow the mAAp files in the regular PB whitelist. We've got some .u files now that I know how to compile. From there we can think about patches. Like 2.5.01 or something. Modify individual files rather than a whole mAAp Pack or re-install of AA. Maybe have an inventory of AA files and check their versions?
Title: Re: Merging Normal & mAAp Modes
Post by: Go_Cat75 on Tuesday, January 17, 2012, 02:28:30 AM
You forget this game was released in around 2005 from memory.  The capabilities of computers back then can't even be compared to today's machines as far as performance.  Most people were even playing on dial-up.

There is no real need to reduce file size, modify maps or the like for this reason.  The only thing I would like to see is better packet flow control so I can play oversea's servers.

This is my computer before running AA2.5
CPU 2%
RAM 20%

After:
CPU 4%
RAM 28%
 
Title: Re: Merging Normal & mAAp Modes
Post by: Spanky on Tuesday, January 17, 2012, 02:38:48 AM
You forget this game was released in around 2005 from memory.  The capabilities of computers back then can't even be compared to today's machines as far as performance.  Most people were even playing on dial-up.

There is no real need to reduce file size, modify maps or the like for this reason.  The only thing I would like to see is better packet flow control so I can play oversea's servers.

This is my computer before running AA2.5
CPU 2%
RAM 20%

After:
CPU 4%
RAM 28%

It's not about new computers being more capable (more on that later) it's about reducing filesize for new users or people that need to reinstall their AA. There's just a lot of useless stuff, especially since we don't use the GUI anymore.

To touch on computers being faster now, that's true to an extent. AA only works on 1 CPU core so playing on a single-core or 6-core CPU, as long as they're clocked the same speed, you'll notice no difference in FPS. In this sense, it's imperative that we be mindful of FPS in maps and try to reduce/optimize. This game itself is severely bottlenecked by the CPU.
Title: Re: Merging Normal & mAAp Modes
Post by: [SWISS]Merlin on Friday, January 20, 2012, 02:55:22 AM
oh men!!
please leave it like it is - thats why the most players do not switch to another game like aa3 or bf3.
i tried out all of them and i would say nice, BUT
- i play aa2 because i love it like it is - easy, and not to much pump in so the player is in front and not the technic
- i like to play without to much sound - run and fight. and not to camp and to listen where could come now...
- there are so many maps already on the regular aa2, i never played them all - and i am in since the first step of aa2
but thank you anyway for all the good ideas and solutions with aa25assist and honor and auth.
you see, we could recruit some of the "old" players again - i mean brought them back to aa2.
dont oversize it - therefore we could play aa3, no ?
cya in fight
Merl.
Title: Re: Merging Normal & mAAp Modes
Post by: Koden on Friday, January 20, 2012, 16:47:09 PM
you dont want all the junk/unused data cropped out to make AA2.5's overall filesize(s) reduced? so when u need to repair aa ur downloading less data (for aussies who have an internet cap thats a +)
you dont want the maps optimised for FPS? so the map looks the same (or even better in some cases) and no less (but more in most cases) FPS while playing?
AA3 sounds are better of a higher quality then aa 2.5 but I can see how some people would be against such a large change in there game even if it would be in the long run a nice update.

I would like to see the basics of the games engine changed to use more cores and pass its graphics load off to my gpus. but thats just a pipe dream

I would love that, the game engine changes would really bring more freedom and resources to spend on visual features and other things.
Title: Re: Merging Normal & mAAp Modes
Post by: Spanky on Friday, January 20, 2012, 17:29:54 PM
I would love that, the game engine changes would really bring more freedom and resources to spend on visual features and other things.

You guys find a mod for UT2004 that does that and I'll work my ass off trying to compile it for AA.
Title: Re: Merging Normal & mAAp Modes
Post by: BlueBlaster on Friday, January 20, 2012, 17:49:42 PM
And no ones gonna find one because you need the c++ source

Dream crushed :) :) :)
Title: Re: Merging Normal & mAAp Modes
Post by: Go_Cat75 on Friday, January 20, 2012, 18:00:59 PM
you dont want all the junk/unused data cropped out to make AA2.5's overall filesize(s) reduced? so when u need to repair aa ur downloading less data (for aussies who have an internet cap thats a +)
you dont want the maps optimised for FPS? so the map looks the same (or even better in some cases) and no less (but more in most cases) FPS while playing?
AA3 sounds are better of a higher quality then aa 2.5 but I can see how some people would be against such a large change in there game even if it would be in the long run a nice update.

I would like to see the basics of the games engine changed to use more cores and pass its graphics load off to my gpus. but thats just a pipe dream

As I said before the Game in old, computers and internet are faster it was designed for the average computer back in 2005..

It takes me less than 5 minutes to download the entire game
FPS can be maxed out even with on board graphics cards.  My 275GTX is running at idle.
As far as processor goes I could run at least 50 simultaneous copies on the one computer.
As far as ram goes I could run over 40 simultaneous copies.
We used to play this version on dial up 56-64k.  Now we use Adsl 2 or faster 12000-20000K.

All the bugs that are left make the game the game we all love, change it and we are going to kill it even more like with AA3.
Title: Re: Merging Normal & mAAp Modes
Post by: Spanky on Friday, January 20, 2012, 18:21:28 PM
As I said before the Game in old, computers and internet are faster it was designed for the average computer back in 2005..

It takes me less than 5 minutes to download the entire game -Not everybody has this speed of internet and not everybody has uncapped internet
FPS can be maxed out even with on board graphics cards.  My 275GTX is running at idle. -I typically play with my GTX 275 underclocked because the CPU bottlenecks the game
As far as processor goes I could run at least 50 simultaneous copies on the one computer. -That doesn't do AA any good in terms of FPS
As far as ram goes I could run over 40 simultaneous copies. -So you, and a lot of other people, can afford to have better lighting in maps
We used to play this version on dial up 56-64k.  Now we use Adsl 2 or faster 12000-20000K.

All the bugs that are left make the game the game we all love, change it and we are going to kill it even more like with AA3.


My replies are in red above. You guys are just so narrow minded. "It won't benefit me so it's stupid". It comes to a point where I start thinking "why even help if people are just going to bitch and moan without thinking. Why bother to improve FPS, make the maps look better, add nice features WITHOUT changing the gameplay when people like yourself are closed-minded". *shrug* I guess that's why the majority of people on AA are still on Bridge and regular Pipeline.
Title: Re: Merging Normal & mAAp Modes
Post by: elementx+ on Saturday, January 21, 2012, 04:38:52 AM
we love the game how it is. im not against bug fixes but dont change the gameplay dramaticly. i know you guys made this assist thingy but dont do stuff that is not accepted by the majority. put a vote in assist so everyone can see it even if they are not reged here.

im really thankful coz you guys made aa come back.
Title: Re: Merging Normal & mAAp Modes
Post by: Koden on Saturday, January 21, 2012, 04:55:21 AM

All the bugs that are left make the game the game we all love, change it and we are going to kill it even more like with AA3.

i honestly struggle to find a bug that made the game enjoyable or something that made it unique, lol. While i understand that sound effects and quality is a separate matter that also relies on personal taste (like, mine's is not everyone's cup of tea), performance and game client fix would really make for a better experience. I would bet there might be space for improvement even in client to server communication.   
Title: Re: Merging Normal & mAAp Modes
Post by: Spanky on Sunday, January 22, 2012, 07:17:23 AM
As far as AA 2.5 going multi-core, Blueblaster was right. I was just told this by someone that's proficient in UScript (and Unreal games):

Quote
VendorX: For that you need source code of engine - C# not .uc
Nate: i kind of thought so. that would mean getting the unreal source from epic and that probably won't happen :)
VendorX: Nope...
Title: Re: Merging Normal & mAAp Modes
Post by: Go_Cat75 on Monday, January 23, 2012, 03:41:00 AM
My replies are in red above. You guys are just so narrow minded. "It won't benefit me so it's stupid". It comes to a point where I start thinking "why even help if people are just going to bitch and moan without thinking. Why bother to improve FPS, make the maps look better, add nice features WITHOUT changing the gameplay when people like yourself are closed-minded". *shrug* I guess that's why the majority of people on AA are still on Bridge and regular Pipeline.

This is not narrow minded at all, but maybe your not explaining your reason's or the changes clear enough for us.

Simply there is no need to change based on your arguments.

I don't play bridge or pipe and I don't Bitch either you asked for comments and that's what your getting, try taking them on board so all parties can be happy.
 
We do not want the Game play to change and this is exactually the Narrow mindless that lead to AA3 failing, if you go ahead and changes things and this happens I will stop playing after 7 years im sure with allot of others.  It also begs the Reason why you don't look at doing the same for the latest version on V2.8.5.  Personally I think AA2.6 / 2.7 was the best version but I also like the SAI of 2.8.x.

The changes I've seen already are good to revive the game so don't take this as me not appreciating (or bitching) what is being done but there are allot of things I don't like that has been done as far as locking menu's, configs ect.  It makes it hard to change settings or servers while in game.  While I understand there is probably a  valid reason to get things to work so it must be done.  I would like things to keep the essence of the game as normal as possible.

Any one playing the game now or in the past will have the same or better equipment / connection and plays it like it is.  Do you really think a change now will get all the people on all the binned computer sent to china playing now when they didn't previously? 

The resources to play this game are really minimal.  Can anyone post and tell me who doesn't have at least the following:

512Kbps Internet Connection .
A dual core CPU or fast single core
A 256MB Graphics Card (i.e. 6600).
2GB of Ram.
Title: Re: Merging Normal & mAAp Modes
Post by: BlueBlaster on Monday, January 23, 2012, 04:01:23 AM
The resources to play this game are really minimal.  Can anyone post and tell me who doesn't have at least the following:

512Kbps Internet Connection .
A dual core CPU or fast single core
A 256MB Graphics Card (i.e. 6600).
2GB of Ram.

I don't have any of the that actually and I still run Windows XP SP2.
Title: Re: Merging Normal & mAAp Modes
Post by: Koden on Monday, January 23, 2012, 04:10:14 AM
Quote from: Go_Cat75
512Kbps Internet Connection .
A dual core CPU or fast single core
A 256MB Graphics Card (i.e. 6600).
2GB of Ram.

My first laptop (that i used until not long ago) was actually a t2400 Centrino 1.8 with 1gb of ram and a x1800 mobile, downclocked (thank you Fujitsu) at 400 mhz on the core, with 256 mb of ram. Heck it was a little beast (5 years ago). AA wasn't running that nice on it though (the very reason Skrewy wrotes about, crappy roads/things).

I don't get why the discussion went down this way, if you read through and especially first Spanky's post, it is a practical matter, not a gameplay one.
Title: Re: Merging Normal & mAAp Modes
Post by: Spanky on Monday, January 23, 2012, 04:27:13 AM
This is not narrow minded at all, but maybe your not explaining your reason's or the changes clear enough for us.

Simply there is no need to change based on your arguments.

I don't play bridge or pipe and I don't Bitch either you asked for comments and that's what your getting, try taking them on board so all parties can be happy.
 
We do not want the Game play to change and this is exactually the Narrow mindless that lead to AA3 failing, if you go ahead and changes things and this happens I will stop playing after 7 years im sure with allot of others.  It also begs the Reason why you don't look at doing the same for the latest version on V2.8.5.  Personally I think AA2.6 / 2.7 was the best version but I also like the SAI of 2.8.x.

Sorry, I was the one that got bitchy and irate. For me (and I know Jonny felt this in the past as well), I'll have what I think are good ideas with good intentions, I'll make a post about them and someone comes along and pretty much insults my ideas. I realize I/we can't please everybody. So, let me explain what the immediate benefits of initial merging would be:

No more moving mAAp/Normal files before starting the game, No duplicates of files (T_UI2 is an example), Trimmed down files (solely for the purpose of re-downloading), Same PB configs, Ability to improve maps (lighting, FPS, fixing any glitches, possible physics).

That's just off the top of my head. You mentioned "look at doing the same for latest version", what do you mean by that? Do you mean adding/ripping features from 2.8?
Title: Re: Merging Normal & mAAp Modes
Post by: Koden on Monday, January 23, 2012, 04:58:24 AM

That's just off the top of my head. You mentioned "look at doing the same for latest version", what do you mean by that? Do you mean adding/ripping features from 2.8?

I'd guess he might mean the SAI, for one (situational awareness indicator, army would make an acronym even for toilet paper).

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fmanual.americasarmy.com%2Fimages%2F0%2F0c%2FSAI_Zoom3.jpg&hash=be95f606d5a8afb48982da4a72d21dd7)

Yep i remember of the Team view Nate.
Title: Re: Merging Normal & mAAp Modes
Post by: Spanky on Monday, January 23, 2012, 05:17:16 AM
We had a crude one built for mAAp:

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F464376%2FGameShots%2FArmyOps%25202009-07-04%252015-43-34-46.png&hash=56a01d4ef1a239ae7124586162f30d62)
Title: Re: Merging Normal & mAAp Modes
Post by: Go_Cat75 on Monday, January 23, 2012, 06:21:24 AM
so what ur saying is, cos cars are faster with better suspension then 40 years ago we shouldn't worry about fixing roads, I mean who doesnt have a nice comfortable car?

I'm saying I'd rather have an Original 1975 XY Ford GT Phase III HO on crap roads in Australia than a 2012 Ford FPV GT driving on the autobahn in Germany with all the mod cons to make driving it easier..
Title: Re: Merging Normal & mAAp Modes
Post by: Go_Cat75 on Monday, January 23, 2012, 06:34:05 AM
Sorry, I was the one that got bitchy and irate. For me (and I know Jonny felt this in the past as well), I'll have what I think are good ideas with good intentions, I'll make a post about them and someone comes along and pretty much insults my ideas. I realize I/we can't please everybody. So, let me explain what the immediate benefits of initial merging would be:

No more moving mAAp/Normal files before starting the game, No duplicates of files (T_UI2 is an example), Trimmed down files (solely for the purpose of re-downloading), Same PB configs, Ability to improve maps (lighting, FPS, fixing any glitches, possible physics).

That's just off the top of my head. You mentioned "look at doing the same for latest version", what do you mean by that? Do you mean adding/ripping features from 2.8?

I don't try and insult anyone, but like to give my thoughts based on my experience.
You know more about the code and how it works than I do, I just don't want to see a situation where we start heading one direction that people don't like. 

If you can guarantee that then changes may be a good thing but I still can't see how I will benefit or anyone else really with most of this.

The things you talk about have already been mostly overcome by time and technology.

Now If you can make me stop lagging on oversea's servers then that would be something.

And yeah the SAI once you get used to it is better that the crappy compass.  You could have a option to have one or the other or both at the same time.  Also makes it hard for the noobs to do spam shots, one reason I don't play bridge, along with the fog that some player have little of.
Title: Re: Merging Normal & mAAp Modes
Post by: Spanky on Monday, January 23, 2012, 06:43:56 AM
You know more about the code and how it works than I do, I just don't want to see a situation where we start heading one direction that people don't like. 

If you can guarantee that then changes may be a good thing but I still can't see how I will benefit or anyone else really with most of this.

I realize that I can't go making changes willy-nilly and make people like them. Anything major that affects gameplay would either be an option (like mAAp TeamView) or it would be voted on.

The thing that sparked controversy was the AA3 gun sounds. I think that would be cool as they're probably recorded with better equipment and they're probably just better sounds all around. The problem is matching the reload sound to the reload animation. Things like this would make changing sounds impractical. Combine that with users not wanting it and it means that it won't happen.

I know you say that things have been overcome by time and technology but that's not always true. Skrewy has capped internet and if he needs to re-download, having less stuff to re-download is worthwhile to him. Also, if we were to "pimp" maps with lighting and effects (snow on bridge?), it would use more CPU and video memory. Since AA uses a single-core, we have to balance that stuff.

Anyway, bottom line is, I have plenty of work in mAAp and trying to get physics working that the benefits of merging right now aren't as high priority as a new mAAp release. I have plenty of other things to do than to mess with gameplay and piss users off :)
Title: Re: Merging Normal & mAAp Modes
Post by: Go_Cat75 on Monday, January 23, 2012, 06:56:14 AM
lol Major..

We all want similar things and all are making good points.

If I was younger, had time and spankys enthusiasm  I would be trying to do the same thing.

Surely there is always a roll back.

Might even make all my old Pentium worth something again.. :)

Think i've been swung..
Title: Re: Merging Normal & mAAp Modes
Post by: BlueBlaster on Monday, January 23, 2012, 06:59:56 AM
Now If you can make me stop lagging on oversea's servers then that would be something.

To do that you have to take a time machine back to 1980 and change the internet as it was emerging.
Title: Re: Merging Normal & mAAp Modes
Post by: Go_Cat75 on Monday, January 23, 2012, 07:07:29 AM
To do that you have to take a time machine back to 1980 and change the internet as it was emerging.

Who's up for a challenge then..
Title: Re: Merging Normal & mAAp Modes
Post by: Spanky on Monday, January 23, 2012, 14:40:35 PM
If I was younger, had time and spankys enthusiasm

I wouldn't necessarily call it enthusiasm as more of a good way to cure boredom and vent excess creativity. It's winter and being stuck inside, I have a fair bit of it :)

Oh, and for Skrewy;
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fs.postquote.us%2Fi225.png&hash=25f683fce86889d479dd1ecfb85082ee) (http://postquote.us/viewquote/225)