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Messages - Koden

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961
mAAp Project / Re: mAAp Pipeline - What to fix?
« on: Wednesday, July 24, 2013, 13:17:00 PM »
I've played a few rounds and it seems like Assault & Def always rush main. There's gotta be more balance. I've NEVER seen anyone use the extra tunnels...

There was a version of Pipe I had made with the truck closer and defense spread out throughout the building to make it realistic like they were guarding it. I'll do that again.

It always seemed to me that Pipeline is easier to rush than to slowly assault through the tunnels. Perhaps, if tunnels were to lead closer to the spawn point, more players might be willing to invade the facility through them.

962
News / Re: AA2 Development roadmap
« 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)

963
News / Re: AA2 Development roadmap
« 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).

964
General Chat / Re: FPS Capped?
« on: Tuesday, July 23, 2013, 10:30:30 AM »
120 fps in any game = relative advantage

120 hz monitor = absolute advantage, a much smoother experience (i already notice the difference between a 75hz monitor and a 60hz one). If you're not keen on space there are a few old great CRT that probably come cheap by now.

965
News / Re: AA2 Development roadmap
« 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

966
News / Re: AA2 Development roadmap
« 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.

967
The Lounge / Re: no Signature anymore ?
« on: Monday, July 22, 2013, 15:10:21 PM »
Did you guys intentionally break the signature image feature on the site? Because it seems like it...
It won't allow you to use the img code.

I took a look at the Features and options and nothing seems wrong. I also did a brief search at the SMF support forums, haven't found anything similar yet.

968
Bug Reports / Re: Keep getting Lag spikes
« on: Monday, July 22, 2013, 13:37:43 PM »
Do you play any other multiplayer game? And do you experience the same issue while playing that game?

Although this might not be your case, i had issues with a crappy, cheap modem that was able to handle web surfing but was almost unable to handle any "heavier" load for a long timelapse, especially online gaming (i guess that involves way too many small packets of data that are sent and received at a high rate).

969
The Lounge / Re: no Signature anymore ?
« on: Sunday, July 21, 2013, 16:35:22 PM »
Fixed. Don't rely on ImageShack for image hosting, use Imgur instead.

970
The Lounge / Re: no Signature anymore ?
« on: Sunday, July 21, 2013, 16:25:57 PM »
i get this one>>


Copy the complete code you want to use as sign and post it here, as it is.

971
News / Re: AA2 Development roadmap
« 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.

972
The Lounge / Re: no Signature anymore ?
« on: Sunday, July 21, 2013, 16:17:07 PM »
You can still use text and images as signatures, as far as i know.

973
General Chat / Re: aa25 and sound with win7
« on: Saturday, July 20, 2013, 16:08:11 PM »
I'm not equiped to become I pro I see :(
Portable pc, not even headphone, 2 little ears, 25 FPS max ...

A Creative branded card won't do the trick, and what matters the most is placed between the chair and the keyboard ;) so, if you can play as good as i recall it has to mean you exceed those limitations.

974
Clans, Matches & Scrims / Re: [HT]beatbarracks???
« on: Thursday, July 18, 2013, 17:23:21 PM »
Temporary lock for cleanup -_-'''

Edit: I've read the entire thread, this discussion shouldn't really belong to this forum, even if i get why you opened a thread here.

HT clan website: http://www.hero-turtles.com/


975
General Chat / Re: Forum Users Warned/Suspended
« on: Thursday, July 18, 2013, 15:10:01 PM »
blauwiggle ( http://aao25.com/profile/?u=4028 )  suspended for:

- ban circumvent
- impersonating another forum user (Graf)

Fake "Graf" profile -> http://aao25.com/profile/?u=4045

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