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Assist => News => Topic started by: JonnyM on Sunday, July 21, 2013, 11:31:52 AM

Title: AA2 Development roadmap
Post by: JonnyM on Sunday, July 21, 2013, 11:31:52 AM
Here are some of my thoughts on the future of our game.

We need better anti-cheat and to ditch PB, This will not happen unless a skilled AC coder comes forward to help us. Until then we will have to continue to ban based on suspicious behaviour reported by our close knit community of players and the time put in by our admins.

I want people to respect their accounts more...
ALL accounts that were created AFTER the offical auth server was shut down will be required to do their training before they can play the game, I hope to implement this in the coming months. Accounts created before official auth shut down can be assumed to have already done training and will have this 'legacy training' added to their assist/bt accounts. Training requirement will be based on tours, Basic training required for any map, SF training for SF exclusive maps etc. Once the assist training system is up and running you will have a couple of weeks to do the training before it becomes mandatory.

Some more offline/single player maps. Looking at Spanky our lead map developer when he has some time, I would like to see more 'Spankyville' types single player maps.

I would like to hear further suggestions from all of you on the future of our game.
Jonny.
Title: Re: AA2 Development roadmap
Post by: ]-KTA-[Helldiver on Sunday, July 21, 2013, 12:09:09 PM
Training for every new account sounds good but if you implement that we WILL Need better AC because there were so many Training hacks till 2.8.5 because peeps were too lazy to do Trainings everytime again.
Title: Re: AA2 Development roadmap
Post by: denial. on Sunday, July 21, 2013, 12:11:23 PM
Training?  :cry:
Title: Re: AA2 Development roadmap
Post by: R!$kX on Sunday, July 21, 2013, 12:19:07 PM
From my view i see only 1 serious Anti-Cheat community out there, and its ACI, maybe someone from there is willing to help out?? If you need someone to talk to them, i offer myself to this task. Then i'll try to redirect them here to talk with you, its matter of luck tho ...
Title: Re: AA2 Development roadmap
Post by: ~=W!CK!D=~ on Sunday, July 21, 2013, 12:33:22 PM
From my view i see only 1 serious Anti-Cheat community out there, and its ACI, maybe someone from there is willing to help out?? If you need someone to talk to them, i offer myself to this task. Then i'll try to redirect them here to talk with you, its matter of luck tho ...

i don't think aon nor aci will get involved
Title: Re: AA2 Development roadmap
Post by: JonnyM on Sunday, July 21, 2013, 12:36:55 PM
Its worth asking, go ahead.
Title: Re: AA2 Development roadmap
Post by: krIz+ on Sunday, July 21, 2013, 12:52:38 PM
what about UAC?
Title: Re: AA2 Development roadmap
Post by: 82nd_DXO_COL=Shad on Sunday, July 21, 2013, 13:03:49 PM
The thing you have to remember about pb is although it might seem useless, it's only because there are less hackers interested in the game.  PB facility gives us alot of tools to check for previous hacks.  For example, all the memory signatures it looks for for .dll hooks are not readily available to the coding community.  Some server tools like webtool and scrolling rules are still used by server admins.  Screenshots, although they don't catch anyone, keep hackers from using easily available prior wall hacks and such.  I say make best use of it and leave it on.
Title: Re: AA2 Development roadmap
Post by: ~=W!CK!D=~ on Sunday, July 21, 2013, 13:18:36 PM
Its worth asking, go ahead.

im still a pm at aci ill give it a try
Title: Re: AA2 Development roadmap
Post by: R!$kX on Sunday, July 21, 2013, 13:27:24 PM
Yeah me too, im already posting :)
Title: Re: AA2 Development roadmap
Post by: R!$kX on Sunday, July 21, 2013, 13:29:33 PM
Do you have already something in mind about what you going to post?? I mean, should be something formal to introduce to them
Title: Re: AA2 Development roadmap
Post by: JonnyM on Sunday, July 21, 2013, 13:35:07 PM
We need some ac developers to help us...
Title: Re: AA2 Development roadmap
Post by: pit-23 on Sunday, July 21, 2013, 13:37:06 PM
We need some ac developers to help us...

Do you read my posts? Approach Tru, this might solve your problem.
Title: Re: AA2 Development roadmap
Post by: JonnyM on Sunday, July 21, 2013, 13:38:50 PM
I have no idea who that is,  and why would I listen to someone who is blatantly and persistently using hacks.
Title: Re: AA2 Development roadmap
Post by: R!$kX on Sunday, July 21, 2013, 13:43:27 PM
Posted, now we wait ...
Title: Re: AA2 Development roadmap
Post by: pit-23 on Sunday, July 21, 2013, 13:47:18 PM
I have no idea who that is,  and why would I listen to someone who is blatantly and persistently using hacks.

Cool, than keep waiting until good AC comes to you...
Title: Re: AA2 Development roadmap
Post by: JonnyM on Sunday, July 21, 2013, 13:50:10 PM
Pit have you thought about helping this community rather than hacking the game into a joke and trash talking on the forums?
Title: Re: AA2 Development roadmap
Post by: ~=W!CK!D=~ on Sunday, July 21, 2013, 13:52:45 PM
Posted, now we wait ...

hopefully to get some support
Title: Re: AA2 Development roadmap
Post by: pit-23 on Sunday, July 21, 2013, 13:59:58 PM
Pit have you thought about helping this community rather than hacking the game into a joke and trash talking on the forums?

No, I don't give a fuck about this "community" any more.

But I give you some hint, that you could use, and solve the cheating issue once and for all. You choose to ignore it, and give me some BS "you are haxor" talk.

It doesn't matter what you think of me or of truplaya. The fact is, that there is a decent coder, better than all the crusades and etc. you met before. He already offerred assist help with AC once. He might want to help again.

So either you want to solve the cheat issue - then follow my advice, you don't have better options now. Or you want to ignore the cheat issue - then keep arguing with me on the forumz.
Title: Re: AA2 Development roadmap
Post by: R!$kX on Sunday, July 21, 2013, 14:09:24 PM
"Punkbuster dropped support a while ago. Since we are a Punkbuster support community... we don't support games that don't run Punkbuster.

And I doubt anyone here would put in the time/effort to develop a halfway decent Anti-Cheat client for free and for a dying group of 150-200 playe" - Jimbo-ACI-
Title: Re: AA2 Development roadmap
Post by: JonnyM on Sunday, July 21, 2013, 14:11:28 PM
OK, let's get back on track, what future game development would you like to see.
Title: Re: AA2 Development roadmap
Post by: ]-KTA-[Helldiver on Sunday, July 21, 2013, 14:13:27 PM
If its possible to do something against macros that would be cool, but I guess most of the Players would leave then ^^
Title: Re: AA2 Development roadmap
Post by: Alex on Sunday, July 21, 2013, 14:15:14 PM

Some more offline/single player maps. Looking at Spanky our lead map developer when he has some time, I would like to see more 'Spankyville' types single player maps.
Do you mean maps with AI? Because spankyville is about the best it's going to get from what I understand. There is no good way to do AI in the 2.5 editor.
Title: Re: AA2 Development roadmap
Post by: Possessed on Sunday, July 21, 2013, 14:23:40 PM
Why does this piece of shit still posting here? banning him would be a great development!
better to have him under our eyes than away from us;
da fuk Pit, read my post till you get it.
Title: Re: AA2 Development roadmap
Post by: R!$kX on Sunday, July 21, 2013, 14:26:15 PM
You guys want me to move the topic to public section?? This way some of you can post there, and trade ideas
Title: Re: AA2 Development roadmap
Post by: Yahoo on Sunday, July 21, 2013, 14:27:03 PM
better to have him under our eyes than away from us;
da fuk Pit, read my post till you get it.

How smart that argument...
Title: Re: AA2 Development roadmap
Post by: marten77 on Sunday, July 21, 2013, 15:18:03 PM
The game should move to 2.8.5 and get the source code from Americas Army, change graphics, fix minor bugs and we have one of the best FPS game out there
Title: Re: AA2 Development roadmap
Post by: Possessed on Sunday, July 21, 2013, 15:19:19 PM
The game should move to 2.8.5 and get the source code from Americas Army, change graphics, fix minor bugs and we have one of the best FPS game out there
the source is "private", UE2 needs a paid and Expensive license wich we haven't and there's no way to get the code.
Title: Re: AA2 Development roadmap
Post by: bRU$seLs.2004- on Sunday, July 21, 2013, 15:35:17 PM
how much would it cost?
Title: Re: AA2 Development roadmap
Post by: Spanky on Sunday, July 21, 2013, 15:37:29 PM
how much would it cost?

It's "legacy". I don't think you can buy it anymore. You could buy a UE4 license (maybe UE3) but it wouldn't do AA any good. I doubt all the AA files were deleted. Maybe we can talk to some of the devs and see what they think. Pye seemed pretty active after he got fired :)


Jonny, how are you (did you?) going to implement training? I can definitely help with maps, it's just an issue of time. I don't have much time on my hands lately but I'm sure business will come and go so I should have time in the near future.
Title: Re: AA2 Development roadmap
Post by: marten77 on Sunday, July 21, 2013, 15:44:45 PM
But if we could talk with the devs about the source code? Im in the competition beta group for AA4 and I could get in contact with them pretty easily
Title: Re: AA2 Development roadmap
Post by: Spanky on Sunday, July 21, 2013, 15:47:52 PM
Go for it. Reach out if you can. I don't know if the AA4 devs had anything to do with AA2 but it's worth a shot. The worst they can do is say no.

I've reached out twice to try and talk to devs and the AACM to see what the possibility is and I never got a response.

The only reason they should say no is because it's a license paid for by tax dollars. However, it's old, we're trying to keep it alive and ANY free publicity for the Army should be a good thing. Maybe they'll make us sign something that says we'll keep it for true AA values or something like that. Keep mods & silly maps out and restore original gameplay. I could see them saying yes and saying no. Who knows.

*EDIT*
There's also that guy that beta tested for quite a while and got his hands on stuff that he wasn't supposed to. ancients_[GRINDER] or something like that. I was in touch with him a bit and I know he has an editor for the unencoded version of 2.7. I'm sure he's got other stuff as well. I just looked through my e-mails and can't find any contact info for him.
Title: Re: AA2 Development roadmap
Post by: Possessed on Sunday, July 21, 2013, 15:49:16 PM
I don't think that the U.S. Army will give their sources to some randoms.... nor to someone else.
Title: Re: AA2 Development roadmap
Post by: marten77 on Sunday, July 21, 2013, 15:55:27 PM
I don't think that the U.S. Army will give their sources to some randoms.... nor to someone else.

What would be the point not giving it to ppl who are trying to keep the game alive or you think they would rather let the source code to rot somewhere?
Title: Re: AA2 Development roadmap
Post by: [SWISS]Merlin on Sunday, July 21, 2013, 15:58:38 PM
good idea with the training jonny. much better then paypal and others.
go ahead, good work.
Title: Re: AA2 Development roadmap
Post by: JonnyM on Sunday, July 21, 2013, 16:03:28 PM
Lets see how receptive they are to the idea? My guess is they would prefer people stopped playing aa2 and moved onto 3 or 4.
Title: Re: AA2 Development roadmap
Post by: Vanoke on Sunday, July 21, 2013, 16:16:55 PM
Go for it. Reach out if you can. I don't know if the AA4 devs had anything to do with AA2 but it's worth a shot. The worst they can do is say no.

I've reached out twice to try and talk to devs and the AACM to see what the possibility is and I never got a response.

The only reason they should say no is because it's a license paid for by tax dollars. However, it's old, we're trying to keep it alive and ANY free publicity for the Army should be a good thing. Maybe they'll make us sign something that says we'll keep it for true AA values or something like that. Keep mods & silly maps out and restore original gameplay. I could see them saying yes and saying no. Who knows.

*EDIT*
There's also that guy that beta tested for quite a while and got his hands on stuff that he wasn't supposed to. ancients_[GRINDER] or something like that. I was in touch with him a bit and I know he has an editor for the unencoded version of 2.7. I'm sure he's got other stuff as well. I just looked through my e-mails and can't find any contact info for him.

Meaby they say can Vanoke help us whit the special effects and game play.  :D
Title: Re: AA2 Development roadmap
Post by: pit-23 on Sunday, July 21, 2013, 16:19:12 PM
Good discussion, only usefull information and ideas, no trolling, keep it up.
Title: Re: AA2 Development roadmap
Post by: Koden on Sunday, July 21, 2013, 16:19:58 PM
Lets see how receptive they are to the idea? My guess is they would prefer people stopped playing aa2 and moved onto 3 or 4.

The amount of players is negligible, most likely they simply don't care about.
Title: Re: AA2 Development roadmap
Post by: bRU$seLs.2004- on Sunday, July 21, 2013, 16:58:07 PM
Lets see how receptive they are to the idea? My guess is they would prefer people stopped playing aa2 and moved onto 3 or 4.

-Without a nice anti hack system, this game 2.5 will not survive.
- If AA4 comes and if its good, players will leave to aa4.
Some players will stay here at 2.5 but you cant build the community bigger in 2.5, if aa4 runs well...

We need a anti hack thing or the code for .2.8.5
Title: Re: AA2 Development roadmap
Post by: Ganja on Sunday, July 21, 2013, 17:00:15 PM
Good discussion, only usefull information and ideas, no trolling, keep it up.
Title: Re: AA2 Development roadmap
Post by: Spanky on Sunday, July 21, 2013, 17:19:50 PM
- If AA4 comes and if its good, players will leave to aa4.

Only if their computer supports it. I'd bet AA4 requires as much if not more resources than AA3.
Title: Re: AA2 Development roadmap
Post by: carmel7 on Monday, July 22, 2013, 03:49:07 AM
I HAVE SOMTHING TO ADD TO THE GAME I THINK THAT THE COMPASS IN THE TOP PF THE PAGE SHULD SHOW ALL YOUR TEAM BECAUSE IT WILL HELP TO PREVENT FRINDLY FIRE OR ADD THE LITTLE MAP LIKE IN AA2.8.3
Title: Re: AA2 Development roadmap
Post by: JonnyM on Monday, July 22, 2013, 04:18:19 AM
there were some people working on a sai for 2.5
anyone know who was involved or how it was progressing?
Title: Re: AA2 Development roadmap
Post by: ]-KTA-[Helldiver on Monday, July 22, 2013, 05:57:14 AM
Nooo plz dont add that "battlefield like" SAI.....
Title: Re: AA2 Development roadmap
Post by: R!$kX on Monday, July 22, 2013, 06:48:06 AM
Awsome feedback  :up:
Title: Re: AA2 Development roadmap
Post by: JonnyM on Monday, July 22, 2013, 07:46:50 AM
Do we actually have any c+ coders here that could work with the source code?
Title: Re: AA2 Development roadmap
Post by: marten77 on Monday, July 22, 2013, 08:06:12 AM
Do we actually have any c+ coders here that could work with the source code?

Yea I think we would need atleast 3-4 coders for it
Title: Re: AA2 Development roadmap
Post by: JonnyM on Monday, July 22, 2013, 08:24:20 AM
I'm sure eliz could do it but i believe he is busy with other things.
Title: Re: AA2 Development roadmap
Post by: denial. on Monday, July 22, 2013, 10:34:25 AM
Sounds like a lot of work, but it would definitely be worth getting 2.8.5 back.

I'm wondering Marten? you've had as good a look into competitive (all I'm really ever bothered about with games) side of AA4 as anyone, what is it going to be like? Is it going to be any good? 
Title: Re: AA2 Development roadmap
Post by: marten77 on Monday, July 22, 2013, 10:40:40 AM
Sounds like a lot of work, but it would definitely be worth getting 2.8.5 back.

I'm wondering Marten? you've had as good a look into competitive (all I'm really ever bothered about with games) side of AA4 as anyone, what is it going to be like? Is it going to be any good?


Well it needs some time and it will be good but it is like AA3 but alot has been fixed etc but still wont give the same feel as AA2 did so thats why I want to get AA2 back on track and a lot of other ppl also
Title: Re: AA2 Development roadmap
Post by: marten77 on Monday, July 22, 2013, 10:41:50 AM
And brussels you said your willing to spend money right?Hire 3-4 C+ coders and I will give you the source code also you will have your own game then :D and we all will be happy to play AA2 with the best fixes and things
Title: Re: AA2 Development roadmap
Post by: ELiZ on Monday, July 22, 2013, 11:06:09 AM
I would be willing to donate some hours of my own time if it would help to acquire the source.
I already have spent an awful amount of time on figuring out 2.8.5. However,  my own business would have to take the main seat in this. I'll be would be willing to do some coding, but someone else have to take the lead in where this thing are going. Current management seem to have a clear understanding on where to lead this project.
Title: Re: AA2 Development roadmap
Post by: ]-KTA-[Helldiver on Monday, July 22, 2013, 11:09:34 AM
I would be willing to donate some hours of my own time if it would help to acquire the source.
I already have spent an awful amount of time on figuring out 2.8.5. However,  my own business would have to take the main seat in this. I'll be would be willing to do some coding, but someone else have to take the lead in where this thing are going. Current management seem to have a clear understanding on where to lead this project.

Nice to hear that eliz  :D
Title: Re: AA2 Development roadmap
Post by: Ganja on Monday, July 22, 2013, 11:15:23 AM
Alot of good news here ! Keep it up community ;)
Title: Re: AA2 Development roadmap
Post by: JonnyM on Monday, July 22, 2013, 11:24:31 AM
Current management seem to have a clear understanding on where to lead this project.

Is this an endorsement of my work so far? Thank you, its good to hear.
Title: Re: AA2 Development roadmap
Post by: Spanky on Monday, July 22, 2013, 12:26:32 PM
there were some people working on a sai for 2.5
anyone know who was involved or how it was progressing?

Ummmm That would be me trolling with Photoshop :)

(https://dl.dropboxusercontent.com/u/464376/aac_maap/screenshots/ArmyOps%202013-03-12%2012-12-43-10.png)


Course, there is always TeamView...
(https://dl.dropboxusercontent.com/u/464376/GameShots/ArmyOps%202009-07-04%2015-35-48-74.png)
But I don't have the source to that.
Title: Re: AA2 Development roadmap
Post by: marten77 on Monday, July 22, 2013, 12:44:43 PM
WHy spend time on 2.5 if we could build the game on 2.8.5?
Title: Re: AA2 Development roadmap
Post by: krIz+ on Monday, July 22, 2013, 13:10:13 PM
WHy spend time on 2.5 if we could build the game on 2.8.5?
indeed, if you move to 2.8.5 with  the source code and few coders its gonna bring more players than ever :D
Title: Re: AA2 Development roadmap
Post by: denial. on Monday, July 22, 2013, 13:30:59 PM
Brussel's, imagine being the man behind the revival of AA2. Both competitively and public. All you need to do is spare enough dollar to fund some good coders.

Think of it as an investment, when the game is bigger then AA4 and the USA want to buy the code back you'll make a ton of money.
Title: Re: AA2 Development roadmap
Post by: Alex on Monday, July 22, 2013, 14:35:36 PM
Brussel's, imagine being the man behind the revival of AA2. Both competitively and public. All you need to do is spare enough dollar to fund some good coders.

Think of it as an investment, when the game is bigger then AA4 and the USA want to buy the code back you'll make a ton of money.
It's not as simple as that. There is no way in hell we would be able to get the source code for AA2. It just won't. happen. We can't make any big changes without the source code.
Title: Re: AA2 Development roadmap
Post by: JonnyM on Monday, July 22, 2013, 14:46:10 PM
Building a new auth system was a big change and we did that without source code.
Title: Re: AA2 Development roadmap
Post by: denial. on Monday, July 22, 2013, 14:49:39 PM
It's not as simple as that. There is no way in hell we would be able to get the source code for AA2. It just won't. happen. We can't make any big changes without the source code.

heh, i know its not that easy ;) it is doable. 2.8.5 would attract a huge amount more players, and its more fun to play!
Title: Re: AA2 Development roadmap
Post by: Alex on Monday, July 22, 2013, 14:55:00 PM
heh, i know its not that easy ;) it is doable. 2.8.5 would attract a huge amount more players, and its more fun to play!
No, it's not doable. There is no way we could get the source code to bring back a game they discontinued. It's not going to happen. They're not going to give random people free reign over a game using their America's Army brand. That would be stupid.
Title: Re: AA2 Development roadmap
Post by: JonnyM on Monday, July 22, 2013, 14:57:44 PM
I'm not sure why people prefer playing 2.8 its almost an identical game with a few minor changes.
Title: Re: AA2 Development roadmap
Post by: Spanky on Monday, July 22, 2013, 14:59:36 PM
2.8 has better graphics, more FPS, updated engine, more maps, AI and a few things like that.

Killa, I wouldn't rule out getting the source code. It's unlikely and what could we possibly do with it but I wouldn't say it's impossible.
Title: Re: AA2 Development roadmap
Post by: Alex on Monday, July 22, 2013, 15:18:40 PM
2.8 has better graphics, more FPS, updated engine, more maps, AI and a few things like that.

Killa, I wouldn't rule out getting the source code. It's unlikely and what could we possibly do with it but I wouldn't say it's impossible.
Like I said, I doubt they would ever let random people use their brand name for a game. Hell, some game companies shut down mods for using their brand name. I doubt they would even consider it.
Title: Re: AA2 Development roadmap
Post by: bRU$seLs.2004- on Monday, July 22, 2013, 15:22:27 PM
dont know anyting about that code or that work behind that..
if you need money for that code or the coders, give me seriously informations, somebody will check it for me and if it gonna help the community i will pay something.

And denial i dont want to be the man.. i just loved the game and stoped because hackers destroy it. Why should i put my time and money for it in?

If a new anti hack system comes out or the code what ever, I'm willing to pay.

waNna sOmething?

Title: Re: AA2 Development roadmap
Post by: Koden on Monday, July 22, 2013, 15:30:21 PM
I'm not sure why people prefer playing 2.8 its almost an identical game with a few minor changes.

Back in the days i used to play Cooperative and that was a really different gameplay. Loads of fun with next to no rage, as it should be.
Title: Re: AA2 Development roadmap
Post by: JonnyM on Monday, July 22, 2013, 15:35:26 PM
I seem to remember that the co-op maps were seriously laggy and glitchy as hell.
Title: Re: AA2 Development roadmap
Post by: Koden on Monday, July 22, 2013, 15:46:35 PM
I seem to remember that the co-op maps were seriously laggy and glitchy as hell.

Hmm glitchy, Snakeplain perhaps? Interdiction and ES2Border were about fine (well, if you were to die while carrying the object on Interdiction it could disappear). Snakeplain bugs were mostly related to vehicles, especially collision glitches. ES2Border was a "report and extract" mode if i recall correctly, i can't remember of any awful glitch of bug that was part of that mission only.

About performance, the higher the amount of bots, the lower the overall performance. And to be honest, i've played several custom made maps that were perfectly up to par with PvP maps. I think the issue was mostly related to bots amount, if you're to spawn several little amounts of AI entities during a relatively wide timelapse you get a much better performance than when you're going to spawn a huge amount right in once. Killing Floor approach is pretty much the first one, and it provides a very usable performance even on old systems.

If you have a 2.8.5 install you might try starting Interdiction offline, looking at the framerate, then command-kill all the bots. Just a matter of "garbage collection" isn't it? :D
Title: Re: AA2 Development roadmap
Post by: marten77 on Monday, July 22, 2013, 15:51:20 PM
Like I said, I doubt they would ever let random people use their brand name for a game. Hell, some game companies shut down mods for using their brand name. I doubt they would even consider it.

Dont be so sure they wont give the source code  ;)
Title: Re: AA2 Development roadmap
Post by: [SWISS]Merlin on Monday, July 22, 2013, 16:11:42 PM
about the accounts often changed. why not
something like this:

- bind the computers mac address to the account(s)
- you can have 3 accounts binded to one mac
- make a page where you can unbind your account to this mac and bind it to another mac (read this automatically)
- you can only unbind and bind 3 times a year this way

so if someone do fake his mac, it doesn't matter anymore. only be sure you can handle the way someone would like to catch another real mac from already registered player. so once binded, only with good reason you can unbind, like a ban appeal.

I guess this is the most easiest way to have control about all that - maybe with a bit of work at the very beginning, but...no paypal, no credit cards, no ....
Title: Re: AA2 Development roadmap
Post by: JonnyM on Tuesday, July 23, 2013, 04:10:40 AM
Well I have word from the AA dev team... To sum up the answer is no! for legal reasons.
But they suggest we keep doing what we are doing because we are doing a outstanding job.
I will make 2.5 the best and cleanest game it can possibly be and hopefully one day eliz will come back to continue his work on 2.8
Title: Re: AA2 Development roadmap
Post by: Alex on Tuesday, July 23, 2013, 04:21:11 AM
Well I have word from the AA dev team... To sum up the answer is no! for legal reasons.
But they suggest we keep doing what we are doing because we are doing a outstanding job.
I will make 2.5 the best and cleanest game it can possibly be and hopefully one day eliz will come back to continue his work on 2.8
That's a shame but completely understandable .Assist is doing a fantastic job and to be honest the fact that we still have over 200 people playing this game is astonishing. Keep up the good work.
Title: Re: AA2 Development roadmap
Post by: zoxee on Tuesday, July 23, 2013, 04:29:04 AM
I'm not sure why people prefer playing 2.8 its almost an identical game with a few minor changes.

i agree on that one. As they will never release the code (it was clear from the beginning)
i suggest we set ourselves realistic and doable goals as Killa said.
Let's simply make the best out of what we already have, and be thankful to those
who strive to make it happen, means you all.
Title: Re: AA2 Development roadmap
Post by: JonnyM on Tuesday, July 23, 2013, 04:33:43 AM
That's a shame but completely understandable .Assist is doing a fantastic job and to be honest the fact that we still have over 200 people playing this game is astonishing. Keep up the good work.

We have 200 player online at any one time.
We have over 1100 different players using daily.
Title: Re: AA2 Development roadmap
Post by: [SWISS]Merlin on Tuesday, July 23, 2013, 05:24:10 AM
yes, thank you all for making that possible.
great job!!
Title: Re: AA2 Development roadmap
Post by: Bart! on Tuesday, July 23, 2013, 05:57:06 AM
Those are pretty good stats for a game which is abandoned by the developers. Well done!
Title: Re: AA2 Development roadmap
Post by: revuka on Tuesday, July 23, 2013, 06:45:30 AM
Hey guys !

I just want to give my opninion and be honest about my future first without getting negative feedback afterwards.
I used to tweak the game a lot to get advantage and i did use hacks multiple times and i am banned for that on things like
ESL and TWL. Anyway i would like to suggest some things to you what might help in getting players back and getting new players !

I would like to kick off with a thing what is in my eyes really important.

This game got a lot of players that are oldskool, they still play the game and thats what is like 70 % of americas army nowdays
We need to get new people and make like cool things to make reclame so people will join us and play with us.
Players are getting older and ofcourse evryone stops with playing then so we got less players, lets make a plan to get new players or
old players back and have fun with evryone.

Second, nothing beats the feeling ( in my opninion ) with lots of players on a teamspeak and play mixxes or scrims.
We should organise like 2-3 draft nights and people should contact evry player they know just to play 1 of the 3 draft nights.
They will see that there are still players who care about the game and will again bring back more players !

I cant give my opninion towards this to be honest but yes we need a good AC sysmtem so people cant cheat and have to be banned.
kr1z i suggest was saying something about UAC and stuff like eslwire and so ! we need a good AC client and i want to go further in to that.
My little brother plays lots of mine craft or something like that. The cool thing about that stupid pixel game is that evry day / week
its auto updates so hacks dont work anymore or they wont load and shit like that. Thats a good thing in my eyes.

Tweaks are part of the game, its like the tour de france with doping its just that little thing ( i need ) to play good and play with
a smooth gameplay. We should make a site lik gameconfigs where people can load some inis and try them so they all got the same thing
so its all fair !

what about a huge list of names of old aa players and send mass mails to them so we can organise this.

- Draft nights
- Meeting old skool players and have a good time on TS
- Building up the community again
- Organising stuff to get money for AC / ACI / WHATEVERRRRRR
- get a league back as soon as possible


The last thing i would suggest is to give evryone some postive energy, evryone is like oh the game is dying and bla bla bla.
When your mindset is like this its never gonna happen. We CAN and we WILL rebuild this game and when i am like older i still wanna
play some awesome urban rounds and the lovely map hospital. Its just so good to play this game when i have some free time.

Revuka
Title: Re: AA2 Development roadmap
Post by: Possessed on Tuesday, July 23, 2013, 06:48:01 AM
UAC currently supports AA 2.5, I've asked for support long time ago.
Title: Re: AA2 Development roadmap
Post by: revuka on Tuesday, July 23, 2013, 06:49:18 AM
thats what i am talking about man, getting work done with all players.

work hard and play hard lets do this
Title: Re: AA2 Development roadmap
Post by: JonnyM on Tuesday, July 23, 2013, 06:53:58 AM
People who say this game is dying make me laugh, You cannot say that when there are over a thousand players logging in everyday. SURE it maybe in decline but its got a LONG way to go before its dead. You have put forward some good ideas here, I think someone should take up the challenge to organise these things. unfortunately that will not be me as I am %100 occupied doing the coding.
Title: Re: AA2 Development roadmap
Post by: marten77 on Tuesday, July 23, 2013, 07:19:19 AM
Here is the message from the dev what jonny talked about:

Message subject:   Re: Hey
From:   [Dev]Doc
Sent:   23 Jul 2013 03:53
To:   deadmau5
 
 
Message

I have some bad news. There are two layers of legal hurdles that we'd have to miraculously jump through in order to release source for AA2. The first layer is Epic - they expressly forbid the release of source content as part of the licensing agreement.

Though I don't think it would be impossible to get them to allow it somehow (that licensing agreement was written a long time ago, when we were Epic's first licensee, and I'm willing to bet they'd relent), the next part would be impossible. Army legal. The full might of the bureaucratic machine would have to be brought to bear on the question of whether or not to release official US Gov't property. That would take years, if it ever did actually happen. IT would absolutely be easier, better, cleaner, and faster for a team of modders to make AA2.9 from scratch at that point.

So, we are left with few options. One is to hold out hope that we can get our [TOS Violation] together and maybe AA:PG will be close-to-worthy of it's legacy at some point. Next build should be removing the accuracy cone completely, for instance, among other things. Another is that maybe we're able to get AA2 supported again through the channels we have with Steam, given the precedent set by 3 and PG...we couldn't convince the purse-holders last time that it would be worthwhile, but maybe we can try again and get AA2 back on line...though I kinda doubt it. OR - and this is a big 'or' - enterprising modders can take tools like CE3 and UDK and just...kinda...make AA2.9ish. A long shot, but it would likely come together far sooner than any approval process on our end - if that ever did, in fact, come together.

Sorry it couldn't be good news, man.




But I have an idea maybe we could have a chat with this dev and as he mentioned they might open AA2 section again.So I was thinking might we could offer some help then that coders from here could help making new patch for AA2 or something like that.Also im in contact with a guy who has a coding team maybe we could team up with them also?There are many ways we could make this work again
Title: Re: AA2 Development roadmap
Post by: zoxee on Tuesday, July 23, 2013, 08:09:53 AM
people should contact every player they know just to play 1 of the 3 draft nights

More fraternity is needed in this game, so that good players enjoy playing with
weaker ones without having to become insulting. Unfortunately what i saw yesterday
on pipe made me doubt again. I watched that noob [nsd]beep inside of main agitated
like he was on steroids. he tried to enter but got injured then expected to get healed
right away. Unfortunately the medic next to him was a 20 honor who didn't register
the urgency of the situation. So beep just shot him in cold blood...
That kind of attitude really builds gaps and prevent friendships that could maybe
take place in real life if it wasn't in the context of this game. So like the TS idea.

More over, i thought about an alternative to upgrading or reprogramming from scratch
(considering legal hurdles and boundaries) and came to an idea that could work imo :
 
 - Existing maps (even standard ones) should be duplicated and modified so that
they support multiple mission types / objectives, even changing / Pimping some big
layout chunks not for aesthetic but for strategic / content purposes.

This way, it would be much easier to bring diversity to the game without having to create
whole new maps from scratch.
Title: Re: AA2 Development roadmap
Post by: zoxee on Tuesday, July 23, 2013, 08:22:32 AM
Most of the newer maps were only created on a fun basis, i think it's time we give
back AA the credit it had at the beginning. New Maps should be created / Existing maps
should be modified on a regular basis with new realistic strategic goals to accomplish / reproduce
possible real life combat situations. For that purpose i propose the creation of a forum section
to discuss their design (not the coding) in terms of military strategics.
Maybe that way even the army would maybe retake interest in the whole thing one day who knows.
Title: Re: AA2 Development roadmap
Post by: JonnyM on Tuesday, July 23, 2013, 08:57:33 AM
Yes i like it, PM spanky, he is our chief map developer.(or was) you have to get him interested again, with promises of fame and fortune.
Title: Re: AA2 Development roadmap
Post by: zoxee on Tuesday, July 23, 2013, 09:14:33 AM
will do  ;)
Title: Re: AA2 Development roadmap
Post by: Ganja on Tuesday, July 23, 2013, 10:31:26 AM
The last thing i would suggest is to give evryone some postive energy, evryone is like oh the game is dying and bla bla bla.
When your mindset is like this its never gonna happen. We CAN and we WILL rebuild this game and when i am like older i still wanna
play some awesome urban rounds and the lovely map hospital. Its just so good to play this game when i have some free time.

This made me jeez, so true :)
Title: Re: AA2 Development roadmap
Post by: Koden on Tuesday, July 23, 2013, 10:46:37 AM
Here is the message from the dev what jonny talked about:

Message subject:   Re: Hey
From:   [Dev]Doc
Sent:   23 Jul 2013 03:53
To:   deadmau5
 
 
Message

I have some bad news. There are two layers of legal hurdles that we'd have to miraculously jump through in order to release source for AA2. The first layer is Epic - they expressly forbid the release of source content as part of the licensing agreement.

Though I don't think it would be impossible to get them to allow it somehow (that licensing agreement was written a long time ago, when we were Epic's first licensee, and I'm willing to bet they'd relent), the next part would be impossible. Army legal. The full might of the bureaucratic machine would have to be brought to bear on the question of whether or not to release official US Gov't property. That would take years, if it ever did actually happen. IT would absolutely be easier, better, cleaner, and faster for a team of modders to make AA2.9 from scratch at that point.

So, we are left with few options. One is to hold out hope that we can get our [TOS Violation] together and maybe AA:PG will be close-to-worthy of it's legacy at some point. Next build should be removing the accuracy cone completely, for instance, among other things. Another is that maybe we're able to get AA2 supported again through the channels we have with Steam, given the precedent set by 3 and PG...we couldn't convince the purse-holders last time that it would be worthwhile, but maybe we can try again and get AA2 back on line...though I kinda doubt it. OR - and this is a big 'or' - enterprising modders can take tools like CE3 and UDK and just...kinda...make AA2.9ish. A long shot, but it would likely come together far sooner than any approval process on our end - if that ever did, in fact, come together.

Sorry it couldn't be good news, man.




But I have an idea maybe we could have a chat with this dev and as he mentioned they might open AA2 section again.So I was thinking might we could offer some help then that coders from here could help making new patch for AA2 or something like that.Also im in contact with a guy who has a coding team maybe we could team up with them also?There are many ways we could make this work again

That is by far the most exaustive and complete answer i've ever read from a developer about America's Army 2 future. The Steam part is far more interesting, might make the game far more visible. Anyway, at this point even Proving Grounds is looking and feeling quite refined enough to believe they will release it later this year (and it will "take" away some players from AA2, too).
Title: Re: AA2 Development roadmap
Post by: [SWISS]Merlin on Tuesday, July 23, 2013, 11:15:38 AM
Well I have word from the AA dev team... To sum up the answer is no! for legal reasons.

just put a confirmation part on, then it is legal for sure.
but ok for me.
Title: Re: AA2 Development roadmap
Post by: Spanky on Tuesday, July 23, 2013, 13:34:03 PM
Most of the newer maps were only created on a fun basis, i think it's time we give
back AA the credit it had at the beginning. New Maps should be created / Existing maps
should be modified on a regular basis with new realistic strategic goals to accomplish / reproduce
possible real life combat situations. For that purpose i propose the creation of a forum section
to discuss their design (not the coding) in terms of military strategics.
Maybe that way even the army would maybe retake interest in the whole thing one day who knows.

I completely agree with this. I think we should drop the silly and unfinished maps to save download space and get new users in the game quicker.

Glass Kill House - Obvious
Monkey Island - I like it but it's always been a pain in the ass
PBall - Only map with the physics mod but it doesn't belong in this game
Pool Day - Could be part of AA if the map was bigger and extended into other areas of the 'building'
Spankyville - Not sure on this one since it's purely offline and demonstrates stuff like physics and AI
Teh Yetis Lair - Old classic but not with AA values
UT04 - Maybe turn this into a training map for clans or just get rid of it?

Just those alone will save 45+ mb extracted and a 15mb download. Perhaps training maps can be removed or an optional download as well? I don't think some training maps work due to hard-coded communications.


It would also be good to take the devs attitude and modify existing maps, going through them one at a time and let the community decide on fixes, improvements, weapon loadouts and anything to do with the map dynamics. Most all the maps in AA were made and then never touched again except for bug fixes. It's about time they're visually upgraded or tweaked with 10+ years of player experience.


My opinion on the map roadmap is this:
1. Get rid of the maps that aren't "AA quality".
2. Remove training maps until a user wants to download them.
3. Combine them all together in one package or split them all up individually. It seems like Assist has 2 dozen different packages to download for maps and it seems unorganized/unoptimized (sorry Jonny & ELiZ...)
4. Start a thread for Border to get ideas flowing and make it the testing ground for revamping existing maps.
5. Sell Assist back to the devs once they want to get AA2 going again.
Title: Re: AA2 Development roadmap
Post by: JonnyM on Tuesday, July 23, 2013, 13:40:50 PM
Quote
I don't think some training maps work due to hard-coded communications.

Are you sure about this? I've never come across a training map the does not work. It just dont save the results.
Title: Re: AA2 Development roadmap
Post by: Spanky on Tuesday, July 23, 2013, 13:44:11 PM
Are you sure about this? I've never come across a training map the does not work. It just dont save the results.

I tried them a while back and it seemed like a few within 5 seconds failed automatically... I'll try again.
Title: Re: AA2 Development roadmap
Post by: Koden on Tuesday, July 23, 2013, 14:18:54 PM

It would also be good to take the devs attitude and modify existing maps, going through them one at a time and let the community decide on fixes, improvements, weapon loadouts and anything to do with the map dynamics. Most all the maps in AA were made and then never touched again except for bug fixes. It's about time they're visually upgraded or tweaked with 10+ years of player experience.


My opinion on the map roadmap is this:
1. Get rid of the maps that aren't "AA quality".
2. Remove training maps until a user wants to download them.
3. Combine them all together in one package or split them all up individually. It seems like Assist has 2 dozen different packages to download for maps and it seems unorganized/unoptimized (sorry Jonny & ELiZ...)
4. Start a thread for Border to get ideas flowing and make it the testing ground for revamping existing maps.
5. Sell Assist back to the devs once they want to get AA2 going again.

That's a good approach for a cleanup and reorganization, it should get a direction when it will come to revamping those maps visually (it would good to keep a common style between those).

1- What do you mean spanky are you cheange border into a trainings camp. (?)
2- Hope border stays olso  like a (normal) game play map. say YES !  Thx! (nope)
3-Testing new ladders  :D (facepalm)

I was going to bet you were to come, read and post exclusively about Border. Can you see anything else after the Border? (pun intended)
Title: Re: AA2 Development roadmap
Post by: Vanoke on Tuesday, July 23, 2013, 14:20:20 PM
I completely agree with this. I think we should drop the silly and unfinished maps to save download space and get new users in the game quicker.

Glass Kill House - Obvious
Monkey Island - I like it but it's always been a pain in the ass
PBall - Only map with the physics mod but it doesn't belong in this game
Pool Day - Could be part of AA if the map was bigger and extended into other areas of the 'building'
Spankyville - Not sure on this one since it's purely offline and demonstrates stuff like physics and AI
Teh Yetis Lair - Old classic but not with AA values
UT04 - Maybe turn this into a training map for clans or just get rid of it?

Just those alone will save 45+ mb extracted and a 15mb download. Perhaps training maps can be removed or an optional download as well? I don't think some training maps work due to hard-coded communications.


It would also be good to take the devs attitude and modify existing maps, going through them one at a time and let the community decide on fixes, improvements, weapon loadouts and anything to do with the map dynamics. Most all the maps in AA were made and then never touched again except for bug fixes. It's about time they're visually upgraded or tweaked with 10+ years of player experience.


My opinion on the map roadmap is this:
1. Get rid of the maps that aren't "AA quality".
2. Remove training maps until a user wants to download them.
3. Combine them all together in one package or split them all up individually. It seems like Assist has 2 dozen different packages to download for maps and it seems unorganized/unoptimized (sorry Jonny & ELiZ...)
4. Start a thread for Border to get ideas flowing and make it the testing ground for revamping existing maps.
5. Sell Assist back to the devs once they want to get AA2 going again.

1- What do you mean spanky are you cheange border into a trainings camp.
2- Hope border stays olso  like a (normal) game play map. say YES !  Thx!
3-Testing new ladders  :D
Title: Re: AA2 Development roadmap
Post by: Alex on Tuesday, July 23, 2013, 14:55:53 PM
Most of the newer maps were only created on a fun basis, i think it's time we give
back AA the credit it had at the beginning. New Maps should be created / Existing maps
should be modified on a regular basis with new realistic strategic goals to accomplish / reproduce
possible real life combat situations. For that purpose i propose the creation of a forum section
to discuss their design (not the coding) in terms of military strategics.
Maybe that way even the army would maybe retake interest in the whole thing one day who knows.

We tried new maps. People played them for a couple of days and then back to SF Hospital and Bridge.
We tried editing existing maps. Spanky simply added a fucking railing and everyone bitched. What do you think will happen if we change important stuff?

I'm all for editing existing maps, but it would be a shame to sacrifice some of the community to make it happen.
Title: Re: AA2 Development roadmap
Post by: Spanky on Tuesday, July 23, 2013, 14:57:30 PM
We tried new maps. People played them for a couple of days and then back to SF Hospital and Bridge.
We tried editing existing maps. Spanky simply added a fucking railing and everyone bitched. What do you think will happen if we change important stuff?

I'm all for editing existing maps, but it would be a shame to sacrifice some of the community to make it happen.

That's why we start 1 at a time, make a news post in Assist, gather ideas, implement ideas, release a test version and once we make something that's better, we move on.

We either succeed or fail. If we fail, we can try it again but if we succeed, NEXT MAP!
Title: Re: AA2 Development roadmap
Post by: JonnyM on Tuesday, July 23, 2013, 15:01:47 PM
Plenty of prior consulation, lots of notice and chance for people to have their say, people cannot complain then. We can put up assist news and popup bulletins. Everyone will see it.
Title: Re: AA2 Development roadmap
Post by: Alex on Tuesday, July 23, 2013, 15:02:18 PM
That's why we start 1 at a time, make a news post in Assist, gather ideas, implement ideas, release a test version and once we make something that's better, we move on.

We either succeed or fail. If we fail, we can try it again but if we succeed, NEXT MAP!
Fail? The world would simply not be able to understand the greatness that we created.

Seriously though, I would need the editor again since I deleted all that stuff a while back after wasting all of my time on City Block, Rooftop, and Petrol. :) Yes, I'm still bitter about that. :P
Title: Re: AA2 Development roadmap
Post by: JonnyM on Tuesday, July 23, 2013, 15:06:19 PM
I think fixing and improving things is more important than new maps. The main focus from now on is to get aa back to its roots,  we have succeed in tackling the modded servers, now we need to work on cleaning up the accounts piss take with training requirement. And we need to tackle macros and hacks. And of cause bug fixes and improvents.
Title: Re: AA2 Development roadmap
Post by: Spanky on Tuesday, July 23, 2013, 15:09:37 PM
Yes, I'm still bitter about that. :P

I think you have finally graduated to Master Mapper status. Check your PM's.

Jonny, I'll look into the training maps.
Title: Re: AA2 Development roadmap
Post by: krIz+ on Tuesday, July 23, 2013, 15:10:36 PM
disable single fire to prevent macro users
Title: Re: AA2 Development roadmap
Post by: Vanoke on Tuesday, July 23, 2013, 15:48:15 PM
City Block is a good map need a little change but the game play is great to get OBJ 

Fail? The world would simply not be able to understand the greatness that we created.

Seriously though, I would need the editor again since I deleted all that stuff a while back after wasting all of my time on City Block, Rooftop, and Petrol. :) Yes, I'm still bitter about that. :P
Title: Re: AA2 Development roadmap
Post by: zoxee on Tuesday, July 23, 2013, 15:59:36 PM
We tried new maps. People played them for a couple of days and then back to SF Hospital and Bridge.

Read my posts Killa, yeah we tried new maps but they were silly maps
No wonder nobody wants to play them. Why do you think that Hospital Bridge
or Pipe are Legendary maps ? because there is a story behind them & because
they are strategically meaningful and challenging.

We have to bring back those characteristics by enabling each map to support
different objectives and missions.
Title: Re: AA2 Development roadmap
Post by: Alex on Tuesday, July 23, 2013, 16:01:09 PM
Read my posts Killa, yeah we tried new maps but they were silly maps
No wonder nobody wants to play them. Why do you think that Hospital Bridge
or Pipe are Legendary maps ? because there is a story behind them & because
they are strategically meaningful and challenging.

We have to bring back those characteristics by enabling each map to support
different objectives and missions.
How are mAAp Pipeline, Petrol, City Block, SF Contingency, Office Assault, and Rooftop "silly maps?" Did you play them?
Title: Re: AA2 Development roadmap
Post by: Alex on Tuesday, July 23, 2013, 16:27:13 PM
yes i did, SIR
Either you're lying or delusional. Every map I posted is as realistic, if not more so than most official AA maps. Hell, just about anything is more realistic than Bridge Crossing. I suggest you play them again. They all contain completely possible scenarios in realistic settings. Hell, mAAp pipeline is just a remake of pipeline, how can it be less realistic?
Title: Re: AA2 Development roadmap
Post by: zoxee on Tuesday, July 23, 2013, 16:40:26 PM
Jonny thx for deleting ALL MY POSTS

Maybe it's your way to greet me for my birthday, in case you didn't notice.
Title: Re: AA2 Development roadmap
Post by: Ganja on Tuesday, July 23, 2013, 16:53:47 PM
Oldschool players don't like changes, they like their habbits, every day, join same server, with same people, on same side, they even doing the same score maybe ... True it's sad I, and others, haven't played on the new maps, there should be a way to promote them ;)
Title: Re: AA2 Development roadmap
Post by: JonnyM on Tuesday, July 23, 2013, 16:55:20 PM
Competitions are a good way to entice people out of their comfort zones.
Title: Re: AA2 Development roadmap
Post by: Saltuarius on Tuesday, July 23, 2013, 17:07:33 PM
- consistent improvement of the assist-tool: news tab, integration of aa-watcher, scrim-system...
- consistent improvement of the aao25-page: make it more interesting/valid information 2 gather the comm here, bootcamp for new players, help to config the settings etc.
- rethink the honor-system/reward system, connect it to tracker ranks (u have to play diff maps...)
- maybe the tracker gets revived with aa4, hang in there to make it interesting for aa2, probl a lot of old players who try out aa4 and dont like it, would come back...
- fix the mapbugs, no need for new maps
- fix and improve tournament-mode
- training, ac...already mentioned
...
Title: Re: AA2 Development roadmap
Post by: Ganja on Tuesday, July 23, 2013, 17:50:13 PM
Competitions are a good way to entice people out of their comfort zones.

Competitions will always be held between same people. Competition means pro's means good sound good fps good everything, so normal players will never stand a chance in competition, and that's sad.
Title: Re: AA2 Development roadmap
Post by: Alex on Tuesday, July 23, 2013, 21:59:07 PM
Competitions are a good way to entice people out of their comfort zones.
Like Ganja said, this is only relevant for those that are "pro" players. It's just a small group of the same people that will play. Those that play the game randomly for fun are always left out or will get destroyed and quit early on.
Title: Re: AA2 Development roadmap
Post by: mamerize on Wednesday, July 24, 2013, 02:27:33 AM
Good luck all.. btw, i m leaving this game already... Maybe i'll be back or not in future.. Depends....

Peace all..

Title: Re: AA2 Development roadmap
Post by: Possessed on Wednesday, July 24, 2013, 02:37:11 AM
would be cool to have a New map from the real AA devs :) anyone?
Title: Re: AA2 Development roadmap
Post by: Bart! on Wednesday, July 24, 2013, 02:48:31 AM
Like Ganja said, this is only relevant for those that are "pro" players. It's just a small group of the same people that will play. Those that play the game randomly for fun are always left out or will get destroyed and quit early on.
The last line you said sums it all up. The mentality of some people is soemthing like: Bah they are cheaters this is impossible, we quit.

In that way indeed noone will play competition.

You'll need different groups for that, based on level. However we do not have enough teams for that.
Title: Re: AA2 Development roadmap
Post by: Bart! on Wednesday, July 24, 2013, 02:49:10 AM
I think fixing and improving things is more important than new maps. The main focus from now on is to get aa back to its roots,  we have succeed in tackling the modded servers, now we need to work on cleaning up the accounts piss take with training requirement. And we need to tackle macros and hacks. And of cause bug fixes and improvents.
Quoted this again because I fully agree
Title: Re: AA2 Development roadmap
Post by: Yahoo on Wednesday, July 24, 2013, 03:40:31 AM
I think fixing and improving things is more important than new maps. The main focus from now on is to get aa back to its roots,  we have succeed in tackling the modded servers, now we need to work on cleaning up the accounts piss take with training requirement. And we need to tackle macros and hacks. And of cause bug fixes and improvents.
Title: Re: AA2 Development roadmap
Post by: Alex on Wednesday, July 24, 2013, 04:06:13 AM
The last line you said sums it all up. The mentality of some people is soemthing like: Bah they are cheaters this is impossible, we quit.

In that way indeed noone will play competition.

You'll need different groups for that, based on level. However we do not have enough teams for that.
It has nothing to do with mentality, it has everything to do with not playing the game nearly as much as the "pro" players.
Title: Re: AA2 Development roadmap
Post by: [SWISS]Merlin on Wednesday, July 24, 2013, 06:10:42 AM
don't change too much, because atm this game is better than ever.
and please do not hang on "old school players". bring more new players, that's the point.
and for that, they should really have a playground to start with that game.
if I would hear about aa2, I would install the game and start to play on a map with a lot of players.
then maybe I would kill one or two, but I would really not know, what the map is like at all. then - for sure - I would leave the game, because I would get killed many times by well known players.

so maybe a map for new players - like training, but not really. old players should not go there (maybe a limit with honors from 10 until 20, and an account not longer then 30 days). - yes, I know that with the multiple accounts, but maybe there is a solution for.
Title: Re: AA2 Development roadmap
Post by: Bart! on Wednesday, July 24, 2013, 06:12:48 AM
It has nothing to do with mentality, it has everything to do with not playing the game nearly as much as the "pro" players.
that is absolutely based on nothing. What are you actually saying with this?

Quote
are always left out or will get destroyed and quit early on

Do you really think most of the competitive players play a lot more at the moment? I think it's quite the opposite. For me and most of the people I play matches with, we only play once in a time when we can get a scrim against others. That is a lot less compared to people who pub nearly daily.

The problem of at least some of the teamsis their mentality, they quit leagues or do not join them because they play better in pubs, and do not like to get beaten in matches by most teams.

There is a major difference in being good solo or being good in teamwork and actually covering each other or luring other people out (which does not happen in pub because people want the kills themselves.)
Title: Re: AA2 Development roadmap
Post by: Possessed on Wednesday, July 24, 2013, 06:14:41 AM
what do you guys think about lower fire rate em in Single fire mode? so while using macros it won't shoot like in Auto mode.

and other fire modes(Burst and Auto) will keep un changed.

Single mode will not be above human limits ofc.
Title: Re: AA2 Development roadmap
Post by: Ganja on Wednesday, July 24, 2013, 07:21:28 AM
that is absolutely based on nothing. What are you actually saying with this?

Do you really think most of the competitive players play a lot more at the moment? I think it's quite the opposite. For me and most of the people I play matches with, we only play once in a time when we can get a scrim against others. That is a lot less compared to people who pub nearly daily.

The problem of at least some of the teamsis their mentality, they quit leagues or do not join them because they play better in pubs, and do not like to get beaten in matches by most teams.

There is a major difference in being good solo or being good in teamwork and actually covering each other or luring other people out (which does not happen in pub because people want the kills themselves.)

Yes it could be true that some pubbers play more than competitive players. But I was more refering to stuff like sound and teamwork etc. I don't blame pros for being too good lol, it's their job to own in competition, but it won't be fun for a 'new-to-competition-team' to play against the "used-to-competition-teams" because they are probably better equipped and prepared since ages ..

Mayb you guys should change the mentality of the tournament instead of the mentality of the players ... Don't try to be 'the best team' but try to make some original teams, random teams etc. That would be a nice improvement.
Title: Re: AA2 Development roadmap
Post by: -[unR]BENDAWICH on Wednesday, July 24, 2013, 07:33:29 AM
I know its not quite "development" per say but why dont a few ppl starting streaming using twitch. The reach that site generates is quite considerable even for the smaller games. Could be used to showcase a few aspects of the game like scrimming/public play/tutorials etc. Even if its a few ppl on comms having a laugh playing, or just yourself with or without comms streaming. it may draw a few ppl in. Mighty oaks from little acorns grow. 

Just a thought.
Title: Re: AA2 Development roadmap
Post by: Spanky on Wednesday, July 24, 2013, 12:22:34 PM
what do you guys think about lower fire rate em in Single fire mode? so while using macros it won't shoot like in Auto mode.

and other fire modes(Burst and Auto) will keep un changed.

Single mode will not be above human limits ofc.

Sometime you should actually show me that macros can do anything for single fire mode. I still don't believe it.
Title: Re: AA2 Development roadmap
Post by: Flatlander on Wednesday, July 24, 2013, 12:29:39 PM
Sometime you should actually show me that macros can do anything for single fire mode. I still don't believe it.

A visit at autohotkey.com should open your eyes ;)
Title: Re: AA2 Development roadmap
Post by: krIz+ on Wednesday, July 24, 2013, 12:46:06 PM
slowing down single fire is good idea, please do it :D
Title: Re: AA2 Development roadmap
Post by: Spanky on Wednesday, July 24, 2013, 12:56:07 PM
My problem is that macros can help you click faster, yes, but they don't disable the firing animation which takes time to play. You can't fire any faster than the game code will allow unless you use a hack to disable/skip the animation much like the animation that's played when you transition from running to firing. You can't fire immediately after releasing the W key, you have to wait that second or so until the character brings the gun up and readies it.
Title: Re: AA2 Development roadmap
Post by: JonnyM on Wednesday, July 24, 2013, 13:20:45 PM
I've tried this stuff spanky, i can fire an m9 faster than an auto sf weapon. the game did not put in any limits to how quickly the weapons can be fired in single mod.
Good new is possessed has a fix! Coming soon.
Title: Re: AA2 Development roadmap
Post by: Spanky on Wednesday, July 24, 2013, 13:47:37 PM
Maybe because an M9 cycles faster?

Slomo scales pretty well and I can't fire any faster in slowmo with a M16.

Hopefully the fix isn't just lowering fire rate...
Title: Re: AA2 Development roadmap
Post by: zoxee on Wednesday, July 24, 2013, 14:20:25 PM
Lack of mixity in the game is a crucial problem that should be addressed.
On the one hand it could help medium players reach the next level by
playing together with pro players more often. Unfortunately the "pro"
sphere is just about incest, scrim always take place with the same people
on locked servers.
This would also benefit to the pro sphere, because more scrims would take
place and new talents would emerge.
Title: Re: AA2 Development roadmap
Post by: Flatlander on Wednesday, July 24, 2013, 14:40:13 PM
My problem is that macros can help you click faster, yes, but they don't disable the firing animation which takes time to play.

I tried it out,after sergio accused a few guys on my server for using,because it i didnt recognized it at all.The sf gun is faster empty on single with macro than regular full auto.Plus you have zero,null,nada recoil.And on top of it - if i play a oldskool map i dont wanna fight a full auto m16 with my 3 shot burst.Good reasons to do something against it.
Title: Re: AA2 Development roadmap
Post by: Alex on Wednesday, July 24, 2013, 15:07:48 PM
that is absolutely based on nothing. What are you actually saying with this?

Do you really think most of the competitive players play a lot more at the moment? I think it's quite the opposite. For me and most of the people I play matches with, we only play once in a time when we can get a scrim against others. That is a lot less compared to people who pub nearly daily.

The problem of at least some of the teamsis their mentality, they quit leagues or do not join them because they play better in pubs, and do not like to get beaten in matches by most teams.

There is a major difference in being good solo or being good in teamwork and actually covering each other or luring other people out (which does not happen in pub because people want the kills themselves.)
I'm not talk at the moment, I'm talking overall. If you want to be really good at a game you have to play it, a lot. Most people don't have that much dedication or they don't have that much time to play. You don't just pick up a game and instantly become amazing at it. The "pro" players have been playing this game for a very long time and thus are much better than the newcomers. That's just the way things are.
Title: Re: AA2 Development roadmap
Post by: Spanky on Wednesday, July 24, 2013, 15:13:06 PM
I'm not talk at the moment, I'm talking overall. If you want to be really good at a game you have to play it, a lot. Most people don't have that much dedication or they don't have that much time to play. You don't just pick up a game and instantly become amazing at it. The "pro" players have been playing this game for a very long time and thus are much better than the newcomers. That's just the way things are.

It's why I'm utterly horrible.
Title: Re: AA2 Development roadmap
Post by: Bart! on Thursday, July 25, 2013, 02:32:09 AM
Yes it could be true that some pubbers play more than competitive players. But I was more refering to stuff like sound and teamwork etc. I don't blame pros for being too good lol, it's their job to own in competition, but it won't be fun for a 'new-to-competition-team' to play against the "used-to-competition-teams" because they are probably better equipped and prepared since ages ..

Mayb you guys should change the mentality of the tournament instead of the mentality of the players ... Don't try to be 'the best team' but try to make some original teams, random teams etc. That would be a nice improvement.
I already try helping new teams out with a lot of stuff, the main problem is that many people are too stubborn and do not listen because they are so used to playing individually. The ones who do do increase their skill level faster usually.
Title: Re: AA2 Development roadmap
Post by: Possessed on Thursday, July 25, 2013, 03:23:17 AM
Maybe because an M9 cycles faster?

Slomo scales pretty well and I can't fire any faster in slowmo with a M16.

Hopefully the fix isn't just lowering fire rate...
animations are only called once you fire, so lowering the firerate works.
Title: Re: AA2 Development roadmap
Post by: Spanky on Thursday, July 25, 2013, 04:23:57 AM
animations are only called once you fire, so lowering the firerate works.

I still don't get it. If the animation is played when you fire, the engine is limiting how fast you can fire. The only way to bypass that animation is with a hack.
Title: Re: AA2 Development roadmap
Post by: Possessed on Thursday, July 25, 2013, 05:54:50 AM
I still don't get it. If the animation is played when you fire, the engine is limiting how fast you can fire. The only way to bypass that animation is with a hack.
http://forums.beyondunreal.com/showpost.php?s=333616918a442564c757ee73f358c16c&p=2270986&postcount=3
http://forums.beyondunreal.com/showpost.php?s=333616918a442564c757ee73f358c16c&p=2271160&postcount=4

found this when searching for another thing.
Title: Re: AA2 Development roadmap
Post by: [SWISS]Merlin on Thursday, July 25, 2013, 06:31:30 AM
have you guys ever had a real m16 in your hands?
I guess not if I do read this all.
there are guns out there witch exactly do this in single mode. fire faster on single mode then on 3 series.
if you have a fast finger like some do have, you can shoot exactly that fast like using a macro. very nice to see on pool day map. go there and test it. and this m16 is really like in reality.
so do not modify everything you think it is not good. it is real!
otherwise you can go and modify the medic part. this is bullshit at all. if you get hit - only once - you will not even move a bit.
doesn't matter where you got hit (except you are on drugs).
this is the trues, believe it or not. but do not make to much restrictions at this game. I still have some of you in my ears: this is made by us army and it is like it is - real. do not use open slots because it makes the game ......sorry, bullshit too, because every modern army has as much guns as you like to use (I mean not Sumatra or so, but the most do have).
so think about very good what to change and what not. in my opinion for sure not the single shot, because this is real. stop the macros and so, but not regular things please.
and if someone do not believe this all, come and visit me, we can go out and test it (even with a swiss army gun "Sturmgewehr 57 or 90" it is possible).
Title: Re: AA2 Development roadmap
Post by: JonnyM on Thursday, July 25, 2013, 07:11:25 AM
You cannot stop macros, some of them are in hardware. Changes to the game are needed to stop them working.
If we modify the weapon behaviour it will be the same for everyone and nobody can say it is not fair.
Title: Re: AA2 Development roadmap
Post by: KARI-30 on Thursday, July 25, 2013, 08:40:17 AM
All you need is to edit hackhunter a bit and thats it :)
Title: Re: AA2 Development roadmap
Post by: JonnyM on Thursday, July 25, 2013, 08:47:49 AM
We have to strike a balance here between realism and ensuring game-play is fair.
Title: Re: AA2 Development roadmap
Post by: Possessed on Thursday, July 25, 2013, 09:17:44 AM
Even if a weapon can shot that faster in Single mode, that's NOT the purpouse of Single fire mode, otherwise all weapons would use Auto only. We can't do much regarding hardware/software macros, so lowering Single fire rate was the best option.

All you need is to edit hackhunter a bit and thats it :)
Prone Shooting Exploit check has been added to it.
each time you do this exploit you will receive a Independent warning(this does NOT count with HH default warnings)
Limit for this is 5, just as the default HH warnings for Other exploits.

Once you get 5 warnings, you will be kicked from the server(Moved to Leavenworth :P), but NOT banned.

---
Zoom bug after a forceclass is probably fixed (I could not replicate it, but should work).
Title: Re: AA2 Development roadmap
Post by: zoxee on Thursday, July 25, 2013, 12:33:19 PM
a fast finger like some do have

chicken or lamb (https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fe.deviantart.com%2Femoticons%2Fl%2Flick.gif&hash=b3551a76a3dc05acbf31ed9ef5157b29)(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fe.deviantart.com%2Femoticons%2Fl%2Flick.gif&hash=b3551a76a3dc05acbf31ed9ef5157b29)(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fe.deviantart.com%2Femoticons%2Fl%2Flick.gif&hash=b3551a76a3dc05acbf31ed9ef5157b29)
Title: Re: AA2 Development roadmap
Post by: Bart! on Thursday, July 25, 2013, 12:33:50 PM
Even if a weapon can shot that faster in Single mode, that's NOT the purpouse of Single fire mode, otherwise all weapons would use Auto only. We can't do much regarding hardware/software macros, so lowering Single fire rate was the best option.
Prone Shooting Exploit check has been added to it.
each time you do this exploit you will receive a Independent warning(this does NOT count with HH default warnings)
Limit for this is 5, just as the default HH warnings for Other exploits.

Once you get 5 warnings, you will be kicked from the server(Moved to Leavenworth :P), but NOT banned.

---
Zoom bug after a forceclass is probably fixed (I could not replicate it, but should work).
I must say these are some good things you've done :).
Title: Re: AA2 Development roadmap
Post by: Possessed on Thursday, July 25, 2013, 12:36:29 PM
Single fire rate was changed for: M9, AK-47, GP-30, AK74-su, RPK, M-16, M203 & M4A1.
when in Burst or Auto the fire speed returns to normal.
Title: Re: AA2 Development roadmap
Post by: Ganja on Thursday, July 25, 2013, 15:35:35 PM
Well done guys !
Title: Re: AA2 Development roadmap
Post by: noobslayer on Thursday, July 25, 2013, 16:53:48 PM
have you guys ever had a real m16 in your hands?
I guess not if I do read this all.
there are guns out there witch exactly do this in single mode. fire faster on single mode then on 3 series.
if you have a fast finger like some do have, you can shoot exactly that fast like using a macro. very nice to see on pool day map. go there and test it. and this m16 is really like in reality.
so do not modify everything you think it is not good. it is real!
otherwise you can go and modify the medic part. this is bullshit at all. if you get hit - only once - you will not even move a bit.
doesn't matter where you got hit (except you are on drugs).
this is the trues, believe it or not. but do not make to much restrictions at this game. I still have some of you in my ears: this is made by us army and it is like it is - real. do not use open slots because it makes the game ......sorry, bullshit too, because every modern army has as much guns as you like to use (I mean not Sumatra or so, but the most do have).
so think about very good what to change and what not. in my opinion for sure not the single shot, because this is real. stop the macros and so, but not regular things please.
and if someone do not believe this all, come and visit me, we can go out and test it (even with a swiss army gun "Sturmgewehr 57 or 90" it is possible).

Lol, single fire with ''fast fingers'' ? No, it's just a good mouse and knowledge on how to use single automatic fire properly. Good try to protect your buddy Swiss Angel, but it's definetly unfair for plenty of new players who don't know about this.
Title: Re: AA2 Development roadmap
Post by: Ganja on Thursday, July 25, 2013, 17:11:28 PM
Good try to protect your buddy Swiss Angel

His son :)
Title: Re: AA2 Development roadmap
Post by: [SWISS]Merlin on Thursday, July 25, 2013, 19:02:02 PM
yes, my son.
and he is just good, nothing more. I can not follow anymore this community I guess.
what do you want to do with this best game ever. hope not to put it down ...
I played aa4 and I really do not like it. to fast, to many things, and this is not because I am older then many.
it is just not ever near a real fight. it is (sorry) bullshit.
not for me. I just love this aa2, with nice sound, guns, players (except cheaters). so fun, fun, fun.
over and out
Title: Re: AA2 Development roadmap
Post by: [SWISS]Merlin on Thursday, July 25, 2013, 19:05:05 PM
and on thing more:
if someone really knows a map - like 1000 hrs spent on it - and he kills more enemies then others - he is a cheater. then you have to put him down - maybe ban.
not a good way to keep this nice game alive.
start to stop (wow, nice words). maybe better.
thank you.

well done, good job. go on .......only words. and at the very end, no one is left from them.
I hope that I am wrong (oh yes, many answers about that now - yes you are....believe ....look ....).
wow.
Title: Re: AA2 Development roadmap
Post by: Saltuarius on Friday, July 26, 2013, 07:36:35 AM
good, so next thing is fastswap, fastcrouch, proneshootin...?
god a lot of guys will hate me for bringing it up  :shock:
Title: Re: AA2 Development roadmap
Post by: Possessed on Friday, July 26, 2013, 07:42:11 AM
good, so next thing is fastswap, fastcrouch, proneshootin...?
god a lot of guys will hate me for bringing it up  :shock:
prone shooting gives u warnings, 5 = kick;
Title: Re: AA2 Development roadmap
Post by: bollie on Friday, July 26, 2013, 11:49:17 AM
good, so next thing is fastswap, fastcrouch, proneshootin...?
god a lot of guys will hate me for bringing it up  :shock:

Yes! Kill all macro's! !
Title: Re: AA2 Development roadmap
Post by: ]-KTA-[Helldiver on Friday, July 26, 2013, 12:23:58 PM
But bollie you cant prone shoot anymore then xD isnt it sad?
Title: Re: AA2 Development roadmap
Post by: 1m50ry on Tuesday, July 30, 2013, 08:05:02 AM
Hi ive read alot of ideas about how to bring aao back.make 2 things and u ll have much more players new and old coming back

1.organize competition.in user friendly way...wl and last eslcup had rules fiting to their organizators...
Cups/ leagues r only for short run
Make ladder
Let each team chose 2 maps for mappool .count rnds or mapwin no bs overtimes.

This ll work for old players.ban players who r abusiveor mocking oponent for weeks

If u want see new clans make draft nights led by veterans allow total noobs in make equal teams I guarantee noobs ll be thrilled

Nice words about code aa285 ect but I think just accept reality and work with what u have now.aa25
U guys would help more by making new clan recruiting noobs And train them

Make competition for noobs educate them and they ll stay
Mostly ppl leave aao after failing in comp or in pub.

Ive already pmd jony and he expresed support for ladder.
Now if Sergio would give us some space for this on this forum we can start.
We dont need any web with popup wimdows all can be handeld on this forum using common sense

Ok who want help as admin?
Title: Re: AA2 Development roadmap
Post by: Ganja on Tuesday, July 30, 2013, 08:11:50 AM
Hi ive read alot of ideas about how to bring aao back.make 2 things and u ll have much more players new and old coming back

1.organize competition.in user friendly way...wl and last eslcup had rules fiting to their organizators...
Cups/ leagues r only for short run
Make ladder
Let each team chose 2 maps for mappool .count rnds or mapwin no bs overtimes.

This ll work for old players.ban players who r abusiveor mocking oponent for weeks

If u want see new clans make draft nights led by veterans allow total noobs in make equal teams I guarantee noobs ll be thrilled

Nice words about code aa285 ect but I think just accept reality and work with what u have now.aa25
U guys would help more by making new clan recruiting noobs And train them

Make competition for noobs educate them and they ll stay
Mostly ppl leave aao after failing in comp or in pub.

Ive already pmd jony and he expresed support for ladder.
Now if Sergio would give us some space for this on this forum we can start.
We dont need any web with popup wimdows all can be handeld on this forum using common sense

Ok who want help as admin?

I'm 100% with you on this 'equal-competition-idea'. This is really a good way to open the doors of the competitive world, for noobs that never had chance before ... No need for any admin rights, I just want to help, if you need any, just PM me, I'm really enthusiastic!

Title: Re: AA2 Development roadmap
Post by: KARI-30 on Tuesday, July 30, 2013, 09:47:53 AM
Why would you want to start your own ladder now? You know for a long time that me and kello are working on a cup a ladder. We are 95% done, all we need to do is to talk to sergio and we can start.

One of the website features is that you can sign yourself up as "free agent" and other teams can pick you up. We can advertise this on servers so even players that dont have a clan and want to play competition have a chance.
Title: Re: AA2 Development roadmap
Post by: Yahoo on Tuesday, July 30, 2013, 10:59:44 AM
Like i said before a Cup/Tournment, in my humble opinion, won't do any good at this moment, Omar said basically what i said in a previous post, we should try to make people appreciate the game, have fun with it, Leagues are great but they are made almost exclusively for competition players, drafts and on night stands should be our main goal to make people (mostly noobs) enjoy the game.
Title: Re: AA2 Development roadmap
Post by: Ganja on Tuesday, July 30, 2013, 11:44:06 AM
Why would you want to start your own ladder now? You know for a long time that me and kello are working on a cup a ladder. We are 95% done, all we need to do is to talk to sergio and we can start.

One of the website features is that you can sign yourself up as "free agent" and other teams can pick you up. We can advertise this on servers so even players that dont have a clan and want to play competition have a chance.

You don't get the point I think. The point is, that some teams have been playing together for ages now, so they'll still play together in your tournament. Nobody is interested in playing in noobteam against pro's. But you'll see, your cup will consist in ... the same exact teams playing competitive since the beginning, that small closed circle.

Omar said basically what i said in a previous post,

I think I said it first, ha!
Title: Re: AA2 Development roadmap
Post by: Bart! on Tuesday, July 30, 2013, 12:47:19 PM
Like i said before a Cup/Tournment, in my humble opinion, won't do any good at this moment, Omar said basically what i said in a previous post, we should try to make people appreciate the game, have fun with it, Leagues are great but they are made almost exclusively for competition players, drafts and on night stands should be our main goal to make people (mostly noobs) enjoy the game.
Good point, I think drafts/PUGs will be good to do. Also allow NA's in EU drafts and allow EUs in NA drafts, this will make it more populated, attracting more players.
Title: Re: AA2 Development roadmap
Post by: 1m50ry on Tuesday, July 30, 2013, 13:10:35 PM
Well didnt know that Kari is working on something.I started with it few months ago.but its easier now.
Just u have to make user friendly rules if u want it last.let teams each team pick 2 maps for mappool.so theres not bitching abot maps.
I have idea abou the system:each team pick one map but they can play on difirent days...l save time
Mapwin and 12 rnds than if u pick map which u added to mappol u earn only half points.


Than in esl were eliliminated maps where tweaking graphic could give u big advantage.thats kind of sensitive lol so no night maps no long range maps and first arguing s here.than maps with random obj/spawn it can hapen to get better spawn 8 times in a 12 rnd match well thats not much competitive.we can ask devs to make fixed obj and spawns on some maps.

Than take in admin team ppl like marten Bart kriz ect these guys know the players history and also can spot a hacker just from demo.

Write to jonym.he said that he can give some ingame icons.

Besides this we should start the draft nights...or just make a simple rule each team have to take in 2 real 0-70hon noobs with no match exp.and make mandatory matches with them while  can earn double points if noob is playing.
Title: Re: AA2 Development roadmap
Post by: bRU$seLs.2004- on Tuesday, July 30, 2013, 13:16:54 PM
you're really convinced...
Title: Re: AA2 Development roadmap
Post by: 1m50ry on Tuesday, July 30, 2013, 13:17:55 PM
We can start with drafts before we  move to ladder.but drafts need to have rules or it ll scare newbs out.
Title: Re: AA2 Development roadmap
Post by: 1m50ry on Tuesday, July 30, 2013, 13:19:32 PM
you're really convinced...

Whats ur point?
Title: Re: AA2 Development roadmap
Post by: [SWISS]Merlin on Wednesday, July 31, 2013, 20:30:10 PM
good job with the new release !
thanks again for this nice work.
Title: Re: AA2 Development roadmap
Post by: zoxee on Friday, August 09, 2013, 06:53:36 AM
yeah we tried new maps but they were silly maps
No wonder nobody wants to play them. Why do you think that Hospital Bridge
or Pipe are Legendary maps ? because there is a story behind them & because
they are strategically meaningful and challenging.

We have to bring back those characteristics by enabling each map to support
different objectives and missions.

"I think we have go back to the roots. Army 1.x with new engine and features. It should be different than the other modern COD/BF Shooters. Slow and tactical ... nice tactical maps" ([GA]_Homey, Thu Aug 08, 2013 4:41 pm)

See Killa, i was not that wrong  ;)
Title: Re: AA2 Development roadmap
Post by: Alex on Friday, August 09, 2013, 14:39:47 PM
"I think we have go back to the roots. Army 1.x with new engine and features. It should be different than the other modern COD/BF Shooters. Slow and tactical ... nice tactical maps" ([GA]_Homey, Thu Aug 08, 2013 4:41 pm)

See Killa, i was not that wrong  ;)
How does that prove anything? You do realize that all of the maps that were in version 1 are also in 2.5, right? Plus, why does Homey's opinion even matter? He's abandoned AA players for quite some time now. Support on Battletracker is almost no-existent. He doesn't even play the game.... His BT says he was last on in 2007. He has never played mAAp or the game in its current state.
Title: Re: AA2 Development roadmap
Post by: zoxee on Friday, August 09, 2013, 15:42:35 PM
How does that prove anything? You do realize that all of the maps that were in version 1 are also in 2.5, right? Plus, why does Homey's opinion even matter? He's abandoned AA players for quite some time now. Support on Battletracker is almost no-existent. He doesn't even play the game.... His BT says he was last on in 2007. He has never played mAAp or the game in its current state.

true, but his "back to the roots" philosophy is the true way imo.
All entities in this world who fail sometime always make the same move :
recenter their activities on their core knowledge, what had made them
successful in the very first place.
Homey may never have tried the current version (strange to me that he
didn't even mention us) and gives a shit about us, but returning to that
"slow... tactical" atmosphere of the first AA is definitely the way to go.
Title: Re: AA2 Development roadmap
Post by: Ganja on Friday, August 09, 2013, 15:53:35 PM
returning to that
"slow... tactical" atmosphere of the first AA is definitely the way to go.

So? What need to be changed? Why the word 'return'
Title: Re: AA2 Development roadmap
Post by: zoxee on Friday, August 09, 2013, 16:09:37 PM
So? What need to be changed? Why the word 'return'

one more post to glory...
Title: Re: AA2 Development roadmap
Post by: Ganja on Friday, August 09, 2013, 16:13:53 PM
So you still think i care about posts, what the hell man. In fact i was just wondering what your post meant. You use the word 'return' as if something had changed, so i wondered why, but it seems to be too much asked to have a normal discussion here
Title: Re: AA2 Development roadmap
Post by: zoxee on Friday, August 09, 2013, 16:21:35 PM
I have many very concrete ideas that i will expose from mid of September on,
will start to work on mAAp as well. Currently it is impossible for me to do so
as my parents are moving from France to Germany over the summer for ever,
after 20 years spent in Frogland (already too much).
I am currently finishing the construction of their House, been at it almost since
Assist came out.
Title: Re: AA2 Development roadmap
Post by: TheGumba on Wednesday, March 26, 2014, 00:20:31 AM
       After 30 mins of reading this  old thread I understand the need for the source code. I know the "Government Property" is the biggest hurdle in getting the source code, and as mentioned by the Dev who wrote back.."it would be faster to code 2.9 from scratch".. 

Is it possible to consider buying the source code from them? I mean its an asset that they no longer need and maybe they might consider selling this particular asset.

Also... i understood we need coders, why not actually code 2.9? We can start a campaign on kickstarter? I honestly think that the community would get alot more exposure and that its possible to raise enough necessary to hire coders to create a new game in its entirety. These are just some ideas that i wanted to throw out there. I dont think setttling for what we got is enough. After all the work you guys put in, you as a community deserve more then 200 active players . To make it worth your work and effort, why not find a way to move forward?
       
Title: Re: AA2 Development roadmap
Post by: Alex on Wednesday, March 26, 2014, 00:47:02 AM
       After 30 mins of reading this  old thread I understand the need for the source code. I know the "Government Property" is the biggest hurdle in getting the source code, and as mentioned by the Dev who wrote back.."it would be faster to code 2.9 from scratch".. 

Is it possible to consider buying the source code from them? I mean its an asset that they no longer need and maybe they might consider selling this particular asset.

Also... i understood we need coders, why not actually code 2.9? We can start a campaign on kickstarter? I honestly think that the community would get alot more exposure and that its possible to raise enough necessary to hire coders to create a new game in its entirety. These are just some ideas that i wanted to throw out there. I dont think setttling for what we got is enough. After all the work you guys put in, you as a community deserve more then 200 active players . To make it worth your work and effort, why not find a way to move forward?
       
The U.S. Army is not going to sell the source code to anyone. They're not going to put a game bearing the America's Army name in hands that they can't control. You also have to factor in that in order to do any work with the code we would need to license the Unreal Engine, which is very expensive.
 Plus, we're not exactly in good standing with the people that would make that decision anyways. "Settling for what we have" is pretty much our only option at this point. The goal is to keep AA2 alive and make improvements on it.

Title: Re: AA2 Development roadmap
Post by: Spanky on Wednesday, March 26, 2014, 02:01:15 AM
We had a promising lead that could have turned into something much larger but it has died. What you see now is what you get. Unless, ELiZ and/or some other very talented coders come along to port more features or build a new version by reverse engineering.
Title: Re: AA2 Development roadmap
Post by: TheGumba on Wednesday, March 26, 2014, 02:08:15 AM
What about the whole kickstarter idea? If there were enough funds raised, do you think it would be possible to put in some serious work into a complete whole new game? If a couple of coders could build what you guys have done, wouldnt it be possible to build a complete game?
Title: Re: AA2 Development roadmap
Post by: Spanky on Wednesday, March 26, 2014, 02:12:33 AM
Sure, a complete game is possible. It's been done many times. There's one on kickstarter (or it was) that aims to be a real small-scale combat simulator.

The problem is; no matter how hard you try, you will never reproduce America's Army on any engine other than UE2 and with any code other than the code the devs used. Even upgrading the UE2 engine up a few builds caused chaos back in the day with how mechanics were handled. We all see what happened when AA3 was released. So, anyone could create a new game, it just wouldn't be AA.

As far as kickstarter and retaining the AA code/engine, you then have the curious legal question of what happens when funds are sourced to pay people for their time/knowledge in editing code on a game for which they have no permission.
Title: Re: AA2 Development roadmap
Post by: Leopardi on Thursday, March 27, 2014, 05:20:14 AM
Sure, a complete game is possible. It's been done many times. There's one on kickstarter (or it was) that aims to be a real small-scale combat simulator.

The problem is; no matter how hard you try, you will never reproduce America's Army on any engine other than UE2 and with any code other than the code the devs used. Even upgrading the UE2 engine up a few builds caused chaos back in the day with how mechanics were handled. We all see what happened when AA3 was released. So, anyone could create a new game, it just wouldn't be AA.

As far as kickstarter and retaining the AA code/engine, you then have the curious legal question of what happens when funds are sourced to pay people for their time/knowledge in editing code on a game for which they have no permission.
Nothing wrong with AA3, it just was rushed early and the development team kicked out... can't do judgements based on the alpha version that it still is.
Title: Re: AA2 Development roadmap
Post by: Spanky on Thursday, March 27, 2014, 16:55:58 PM
Nothing wrong with AA3, it just was rushed early and the development team kicked out... can't do judgements based on the alpha version that it still is.

My point is that they set out to re-make the game on a newer engine. They failed because it was nothing like the AA2. People still enjoyed the game but it was nothing like AA1 and AA2. They finally figured that out with AAPG, it's an entirely different game.

If people set out to re-make AA2, it will fail/succeed just like AA3 did.
Title: Re: AA2 Development roadmap
Post by: Koden on Thursday, March 27, 2014, 20:14:36 PM
Nothing wrong with AA3, it just was rushed early and the development team kicked out... can't do judgements based on the alpha version that it still is.

It's not like they really put the game on the straight way in all these years. I remember Airfield, and the coop mode, with those bots that kept on respawning... it almost looked like they didnt had milestones set for each matter. The trainings have been "coming soon" for 4 years. But instead they delivered some odd maps and modes, increasing the areas/matters that were lacking making it feel even more incomplete.
Even AAPG feels much more concrete all around at this stage.
Title: Re: AA2 Development roadmap
Post by: Leopardi on Friday, March 28, 2014, 05:12:40 AM
My point is that they set out to re-make the game on a newer engine. They failed because it was nothing like the AA2. People still enjoyed the game but it was nothing like AA1 and AA2. They finally figured that out with AAPG, it's an entirely different game.

If people set out to re-make AA2, it will fail/succeed just like AA3 did.
No, they failed because the game was rushed early and is still in the bugged alpha status. If it was released in christmas like the devs wanted, and the devs werent kicked out, I don't think we'd even have this whole AAO25 project since AA3 would be a game that you can take seriously.

Imagine all the snow maps etc. they were planning shortly after release. Now we got this stupid airfield coop after years of waiting.
Title: Re: AA2 Development roadmap
Post by: BlackVelvit^ on Saturday, March 29, 2014, 11:23:48 AM
I seriously doubt if the Dev's had more time that the game would have turned out great. More than likely they got kicked out because it was time to cut losses on a product that was going to fall on its face in a very big way no matter what happened within that short period of time during the SDLC. They butchered a community by putting out such a piece of rubbish, putting out nothing would have been better than the shit they did.
Title: Re: AA2 Development roadmap
Post by: TheGumba on Saturday, March 29, 2014, 13:27:20 PM
Honestly i just hope you guys the new devs of this game, decide to give it another shot. This game has so much potential. It didnt deserve to die , if more people knew that aa 2.5 is still alive im sure some people would join the community. Its a FREE game, so many people have access to this and they dont need to have the latest Nvidia technology to play .
Title: Re: AA2 Development roadmap
Post by: Leopardi on Saturday, March 29, 2014, 18:21:14 PM
I seriously doubt if the Dev's had more time that the game would have turned out great. More than likely they got kicked out because it was time to cut losses on a product that was going to fall on its face in a very big way no matter what happened within that short period of time during the SDLC. They butchered a community by putting out such a piece of rubbish, putting out nothing would have been better than the shit they did.
It's obvious you weren't following what happened when the studio was being shut down.
Title: Re: AA2 Development roadmap
Post by: ArmyAntiCheat on Sunday, March 30, 2014, 09:08:20 AM
Eliz was trying to port/make this game into 2.8 version, but I have not a lot of understanding why he did quit, i think he didn't have a lot of time and had his own business to do also there were problems with stuff that eliz couldn't manage to do. If you can code pm eliz if you want to help with anything.