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Messages - Spanky

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1456
Matches & Scrims / Re: Tournament maps
« on: Sunday, December 29, 2013, 13:19:32 PM »
Idea: We could strip-down maps and modify them to cater towards tournaments and competitive playing BUT make them a separate version, not overwrite the original. Win-win?

1457
Support / Re: Activate my account
« on: Sunday, December 29, 2013, 13:04:23 PM »
You are activated now get in the game soldier! Hooah?

1458
General Chat / Re: AA3 Alley: Realistic effects test (by spanky and Eliz)
« on: Sunday, December 29, 2013, 12:55:55 PM »
It's a work in progress. ELiZ made the leaves falling but I fooled around and got them sticking to the ground in the editor. In-game they didn't work though, I think maybe I forgot to save something but ELiZ fixed all that. I'm not happy with the haze quite yet, I've only made 2 edits on it and it's something you have to save the map and play it in-game to see the effect (and it only works online).

1459
Matches & Scrims / Re: Tournament maps
« on: Sunday, December 29, 2013, 00:21:53 AM »
Right. This is why 127 people are playing the game.
That's at one time and that's not the peak. Lately it's been 160+ but again, that's just the users online at one time. There's almost 1,000 unique accounts online during the course of the day. Just thought I'd clear that up.

1460
Matches & Scrims / Re: Tournament maps
« on: Saturday, December 28, 2013, 22:19:38 PM »
Hell Spanky, everything you hate about AA is what the competitive scene is. Supped up sound hardware, sound camping, glitching, custom visual settings to see farther, ini tweaking, and all that shit.

Not everything While that's a big component, the other side of the coin is that AA is non-dynamic. Each round, you know where the enemy spawns, you know everything between you and them and the only variables is that maybe they'll take a second longer to get to their spots or maybe they go a slightly different route. This is why I get bored with playing AA after 5 minutes. A key to true enjoyment would be to have random spawns and more dynamic content where whoring a map is much harder. Random spawns and random objectives will help out a lot in this aspect. Larger maps with more opportunities and routes will also help.

1461
Support / Re: How can I restore this account
« on: Saturday, December 28, 2013, 21:04:59 PM »
New account already made

http://battletracker.com/playerstats/aao/842312/

and provide us with proof, we can give you the same honor. There's nothing we can do to help you restore a battletracker account.

1462
Matches & Scrims / Re: Tournament maps
« on: Saturday, December 28, 2013, 20:41:41 PM »
Will have a new pc in a week or so. Plan on downloading AA first night so I will be around to help.
If I were you, I'd wait to download AA until we have the new version out. It should be within a week but it's hard to say.

1463
Matches & Scrims / Re: Tournament maps
« on: Saturday, December 28, 2013, 20:30:26 PM »
See this is where a competitive community is vitally needed. Testing.

That is a problem we currently have, not many people to test the work being done and when releases do happen, people bitch because they weren't around to help in the first place.

1464
Matches & Scrims / Re: Tournament maps
« on: Saturday, December 28, 2013, 20:21:30 PM »
They really should have put out a new game called AA:SF instead of making 2.0.
That's exactly what they did :) From Wikipedia:
Quote
America's Army 2
On November 6, 2003, version 2.0 of America's Army was released, with the full title of America's Army: Special Forces. In a booklet produced by the MOVES Institute an article by Wagner James Au explains that "the Department of Defense want to double the number of Special Forces soldiers, so essential in Afghanistan and northern Iraq; consequently, orders trickled down the chain of command and found application in the current release of America's Army."[13]

From what I've seen I like your pipeline with the re lighting  :up:
Thanks :)


I think we could move forward and modify the maps as long as gameplay stays the same because that's what people miss about AA2, the gameplay. By gameplay, I mostly mean the mechanics of the engine and code, not the layout of the maps. If we were to move ahead slowly and take 1 map at a time, I think we could do the right thing as long as we're careful and completely test each map. There will still be complaining though.

1465
Matches & Scrims / Re: Tournament maps
« on: Saturday, December 28, 2013, 20:00:41 PM »
I never really saw the demise, I always hung back a few versions and just played for fun, plus it seems like I came along after a lot of the other people here did oddly enough.

I think you're being a bit harsh when talking about SF maps, especially Hospital and CSAR which seem to be pretty popular.

What we need is a thread to start fresh where tangible ideas are discussed and listed out. Figure out a direction to take this game and then allow the users to vote on it (which will be a lot easier when the new Assist comes out).

FYI, none of us were ever part of any of the dev teams, we're all just fans :)

Graphics and new maps should never take precident over gameplay. That's what the devs made the mistake on and unfortunately it seems the revive may be going to same way
You ain't kidding, that's why nobody plays my version of Pipeline...

1466
General Chat / Re: kicked to leavenworth?
« on: Saturday, December 28, 2013, 19:51:04 PM »
Hate to crap on your party Teddy but the beta is still faulty. Yesterday I played with ELiZ and another player and the first time he switched maps, it froze up. The bug is still there somewhere...

1467
Matches & Scrims / Re: Tournament maps
« on: Saturday, December 28, 2013, 19:26:53 PM »
I'm Nate, I've never been to Chicago. I was never part of the competitive scene (I play for fun). Your statements may be true if you're talking 5-7 years ago but not today. I run a 5 year old graphics card that you can pick up on eBay for under $40 easily and while I don't hold a steady 60 FPS everywhere, all the stock maps are very playable at 1680x1050 fullscreen with all settings on high. I just checked Hospital and looking anywhere on the map I get a solid 60, it will drop if I start throwing smokes but it stays above 40. Again, that's a 5 year old GPU on full settings at slightly less than 1080p.

The issue with Weapons Cache versus SF Hospital is that Hospital came out a fair bit later than WC and thus technology had advanced since then. Weapons Cache is a pretty basic design map that is very easy to optimize and run efficiently. Hospital has terrain and a lot of meshes, lighting effects and complex shapes to cope with and isn't as easily optimized.

Mikawe, I would like to edit stock maps and improve them visually as well as fix bugs and add things players would like to see. The problem is, the shitstorm of complaints that come up with even editing minor things isn't worth it. Remember what happened when I added railing and slightly changed the layout of the roof on Hospital? Just a minor place in the map that, on some rounds, isn't even used. The people went apeshit.

1468
Matches & Scrims / Re: Tournament maps
« on: Saturday, December 28, 2013, 19:06:21 PM »
Sf maps are shit. Always have been shit, too much graphic demand...

How old is your computer? Seriously.

1469
Honor Claims / Re: Honor claim
« on: Saturday, December 28, 2013, 16:18:11 PM »
Here's the real good news: You'll have to do training again too :)

1470
News / Re: Record broken, thank you!
« on: Saturday, December 28, 2013, 16:00:28 PM »
Most players ever online at one time: 178 on December 28th, 2013, 1m

http://aao25.com/info#Player_Stats

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