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Bannato
Iscritto dal: Oct 2001
Città: Bassa Bresciana
Messaggi: 9011
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America's Army 2.4 è OUT!
Una nuova versione di America's Army: Special Forces è disponibile (link locale US - 855Mb ) Questa release aggiunge nuove "Special Forces multiplayer missions" titolate Courtyard, PCR (Precious Cargo Recovery), Blizzard e WaterTreatment, due nuove armi, l'upgrade all'Unreal Engine 2.5 ed alcuni bug fixes.
Non è disponibile alcuna patch di aggiornamento per la ver. 2.3, questo è dovuto al passaggio verso il nuovo engine Readme della ver. 2.4: Codice:
America's Army: Special Forces (Q-Course) Release Notes (Version 2.4.0) What's new New Multiplayer Missions ------------------------------------------------------------ Included in this version of America's Army are four new Special Forces multiplayer missions. Two of these new missions contain both the Special Forces playable Soldier class, as well as the Indigenous Forces playable class. The other two new missions are 'SF Exclusive'containing only the Special Forces playable Soldier class. - SF Courtyard: (SF & IF) A daytime rural village mission where players must question informants to find the location of a laptop computer containing information about terrorist operatives. Once secured, the Assault team must then reach the extraction point with this laptop. The other team is on Defense trying to prevent the other team from securing and extracting with the laptop. This mission's spawn points, NPC objectives, laptop objective, and extraction points - are all randomly selected each round. This mission includes the following new v2.4 features: Random Spawn Points, Random Objectives, Inventory Objectives, and Door Breachers. - SF PCR (Precious Cargo Recovery): (SF & IF) A night urban mission where both teams must race to retrieve a briefcase containing sensitive information about terrorist operatives. Each team must locate and secure this one briefcase and then carry it to their extraction point successfully. The team that successfully extracts with the briefcase in-hand wins! This mission's spawn points, briefcase objective, and extraction points (1 per team) - are all randomly selected each round. This mission includes the following new v2.4 features: Random Spawn Points, Random Objectives, Inventory Objectives, and Bunker Defeating Munitions (BDM). - SF Blizzard: (SF Exclusive) A night mission set in a snowy Alpine forest environment where soldiers must gain entry and assault a remote enemy compound. This map has 2 different objective scenarios which are randomly selected each round. In one scenario the soldiers must either destroy or protect the electrical power station. The alternate scenario requires the soldiers to either deactivate or protect the radio communications equipment. This mission includes the following new v2.4 features: Random Spawn Points, Random Objectives, Door Breachers, and Bunker Defeating Munitions (BDM). - SF WaterTreatment: (SF Exclusive) A night urban mission where players must either protect or secure containers of radiological material stored in various locations within an urban complex. The Assaulting team must gain entry to the building, locate and secure the radioactive material container, and then reach the extraction point successfully with this container. The Defending team must protect and prevent extraction of this sensitive container. This mission includes the following new v2.4 features: Random Spawn Points, Random Objectives, and Inventory Objectives. New Weapons ------------------------------------------------------------ - M141 Bunker Defeat Munitions (BDM): The M141 BDM, or Bunker Defeat Munitions, is a shoulder- fired rocket designed to defeat fortified positions, bunkers, and light armor. The BDM is given to the 18C SF MOS Soldier (Engineering Sgt.) but can be used by any member of the SF A-Team (ODA). The BDM can be used anywhere, but will have specific targets designed as objectives or obstacles. These specific targets will be identified by a HUD message that will appear when the player's crosshair moves over the object. The BDM in our new v2.4 missions can be an advantageous tool to use in order to tactically and efficiently gain entry into the enemy's compound. - AGP-DB14 Door Breacher: The Door Breacher is an explosive device designed to make entry on locked or un-operable doors. Another MOS-specific weapon, the DB will be issued only to the 18C SF MOS Soldier (Engineering Sgt.). The Door Breacher will be usable on designated locked doors in the new missions. The player will be able to identify valid targets by a 'Breachable' message that will appear on the player's HUD. The Door Breaching in our new v2.4 missions can be an advantageous tool to use in order to tactically and efficiently gain entry into enemy restricted areas. New Features ------------------------------------------------------------ - Updated Game Engine: The entire America's Army game is now running on an updated version of the Unreal Engine - Unreal Engine 2.5. This updated engine code base provides several enhancements to the game engine in several areas, including efficiency (optimizations), security, stability, bug fixes, new gameplay feature infrastructure, etc. - Updated User Interface: As part of the new engine code base update, many new user interface specific enhancements were implemented. The v2.4 User Interface has been overhauled 'under the hood' to take advantage of these new engine optimizations and functionality. The game's new UI will look very similar, however it will run much more efficiently and utilize some of the new features of the new engine. - Random Player Starts: In v2.4 players will start randomly between predetermined locations on the new levels. This allows for a more dynamic and realistic game experience, increasing replayability and helping to limit the predictability of enemy placement and routes. Random Player Starts will also enhance the current game by putting more emphasis on strategy rather than the memorization of map geometry. It will also reduce the negative impact of exploits such as grenade spamming. - Random Objective Locations: In v2.4 the location of objectives will change for each round, and can move around between any number of possible positions. With the addition of random objectives, the locations change from one round to the next, forcing the need for both Assault and Defense teams to search for the objective. This new feature promotes replayablilty, and helps to enhance strategy over predictability in game play. - Inventory Objective Type: v2.4 features an all new objective type in which objectives can be transportable in maps (via a player's inventory), requiring their delivery to specified locations. These 'inventory objectives' can be picked up, dropped (upon death), and passed on to other teammates. Inventory objectives provide a new style of objective- based game play by adding another dimension to objective completion. These objectives must be picked up and taken to a specific location in order to be considered complete. If a player dies while carrying one of these objectives, it drops, and must be retrieved by another teammate to continue the mission. Inventory Objectives can be passed on to teammates by using the action key on a teammate (just like healing a teammate). These objective types also take advantage of random objectives, by moving the drop point/pickup point of the inventory objective to different locations from one round to another. - NPC Conversation Objective Type: This feature allows a qualified player to help their team by speaking with the NPC (Non-Playable Characters) placed randomly around the level to gain intelligence about the whereabouts of the mission's main objectives. Talking with the NPC's will help the team locate the randomly placed objectives in the level. Once a qualified player speaks to an NPC in the level, the mission's main objective location will show up on their team's HUD compass as normal. - Special Forces A-Team Videos: Included with this release of America's Army are all new Special Forces informational videos. These 7 videos describe each SF MOS (Military Occupational Specialty) in detail as well as show some exclusive footage of the Special Forces A-Team members in action. There is one video for each member in the standard Special Forces ODA (Operational Detachment Alpha - or 'A-Team'). These 7 SF MOS team members are as follows: 18A - Detachment Commander 18B - Weapons Sergeant 18C - Engineering Sergeant 18D - Medical Sergeant 18E - Communications Sergeant 18F - Intel Sergeant 18Z - Team Sergeant These videos are included in the v2.4.0 Full Install and can be accessed using the desktop shortcut created or by navigating to the 'America's Army\System\Videos' directory and double clicking the 'SF_A-Team_Videos.exe' file. What's fixed This v2.4 release of America's Army contains a substantial number of other miscellaneous enhancements. Included in these are enhancements to the following areas: security, authentication, optimization, and much more. v2.4 also contains a whole host of exploit fixes, bug fixes, and other miscellaneous fixes. Known Issues None America's Army: Special Forces (Firefight) Release Notes (Version 2.3.0) ============================================================================ What's new (Overview) ============================================================================ - 2 new multiplayer missions: Urban Assault and Woodland Outpost. - All new Tournament Mode providing full support for America's Army competitive gaming. - The America's Army Server Manager: A new application which provides an easy user-friendly interface for configuring, launching, and monitoring your America's Army game server (LAN, Internet, and Tournaments). - Many new security enhancements and protections integrated into the game (client, server, and back-end). Please see below for more detailed descriptions of the new v2.3 features. NOTE: If this AA version was patched to v2.3.0 from v2.2.1, you must run the 'AASM 1-0 Setup.exe' file to install the America's Army Server Manager application. This file can be found in the root 'America's Army' directory. ============================================================================ What's new (Detail) ============================================================================ ------------------------------------------------------------ New Multiplayer Missions ------------------------------------------------------------ Included in this version of America's Army are two new multiplayer missions. Both of these new missions were designed with our new Tournament Mode in mind in terms of map balance, objectives, and quick action. These two missions are also the first Infantry and Ranger missions since 'Mountain Pass SE' in v1.9.0. - Woodland Outpost: Enemy forces have established a remote woodland outpost from which to launch reconnaissance patrols and conduct ambushes. This guerilla outpost rests in a valley surrounded by rocky woodland terrain. The enemy command tent is centrally located within the camp. A squad from the 75th Ranger Regiment must perform reconnaissance of the area in order to identify the location of the guerilla command tent. Once identified, they must then assault the command post to prep and destroy the enemy weapons depot. - Urban Assault: A coalition convoy was raided and the cargo was stolen. It has been confirmed that the insurgents and the cargo are based in a residential area of the city. Due to the dense urban nature of the area it will be necessary to do a house by house assault on foot. A squad from the 172nd Sep. Infantry BDE must conduct an assault to take and hold objectives cargo ALPHA and BRAVO. Once objectives are captured wait for arrival of friendly reinforcements to transport cargo. ------------------------------------------------------------ New Tournament Mode ------------------------------------------------------------ Version 2.3.0 of America's Army features an all new tournament server mode. This new Tournament Mode was designed to provide a new user-friendly system for configuring and facilitating America's Army tournaments and competitive team matches. Within the America's Army community there are over 650 organized teams (often called `clans') , each of whom prides themselves on how they play the game as an organized group, rather than as individuals. Head-to-Head competitive gameplay is central to the team experience. Conducting America's Army Tournaments, by LAN and over the Internet, has become the means of furthering team identity and esprit de corps. America's Army Tournament Mode will provide teams, individual server administrators, and third-party gaming organizations (like TWL, CAL and CPL) with simple yet flexible tools for creating and managing Tournaments. All tools will be accessible through a combination of in-game graphical user interface (GUI) and an external Server Management Application (AASM). Throughout this README file, we will be using the following acronyms: TM - Tournament Mode TA - Tournament Administrator TC - Team Captain GUI - Graphical User Interface AASM - America's Army Server Manager NOTE 1: Please see the Tournament Mode Guide included in the game installation for further details and instructions. NOTE 2: It is suggested to use the new America's Army Server Manager (AASM) for setting up and configuring your tournament. The new features of 'America's Army Tournament Mode' are described in detail below: - New Team Captain Feature: ------------------------------------------------------------ Team Captains (TC) are a new player status unique to Tournament Mode. TCs are the Tournament team's respective leaders. They are responsible for making sure the teams are set up properly as well as indicating when their team is ready to start the tournament. Any player on a tournament team can choose to be a TC by selecting the 'Team Captain' checkbox on the Team Roster Page. This grants the following attributes and abilities: 1. TCs can either allow their team's players to individually select their own player class roles, or the TC can select the LOCK button on the Team Roster Page to lock out any other team members from selecting player class roles themselves. If they choose to select the LOCK checkbox, the TC is the only one who can assign team roles. 2. TCs can enter their team's name into a text box located on the Team Roster Page. 3. TCs are responsible for pushing the READY button for the TC to use to signal that his team is ready to start the tournament. The tournament (or planning phase) will start when both TCs have pushed this READY button. 4. TCs are represented by the color blue (as opposed to Admins who are red). The TC's name will appear in blue on both the main Scoreboard and the Team Roster Page. TC's chat text in the console will also appear in blue when using the Command Chat system (see below in Command Chat section). 5. TCs can use the Tournament Command Chat system for communicating to other TAs or TCs. - New Tournament Team Select Page: ------------------------------------------------------------ This GUI page is the normal Team Select page with some specific TM enhancements described below: 1. Team Passwords: Teams can set specific passwords which would be required to join a specific team (see below in TM Server Configurations section). These passwords can be entered by players on this Team Select GUI page. If team passwords have not been specified, the player selects their team as normal. If the player joins the server via the console command with the correct team password included, that player will automatically join the correct team upon server connection. 2. Team Names: Teams can now set a name for their team. These team names can be specified in two ways; team names can be filled out prior to the TM server launch via the server configuration settings, or they can be filled out in-game by the TCs or TAs on the Team Roster Page (GUI). 3. Random Team Assignment: Teams can be randomly assigned to a side (assault or defense) at the beginning of the tournament. If this setting is enabled, then the Home and Away teams will be randomly assigned to a side. If this setting is disabled (the default setting), the Home Team will always start on the Defense/Ambush side. - New Tournament Team Roster Page: ------------------------------------------------------------ This GUI page shows the entire team roster along with all of the corresponding player class roles that are available on the particular mission. This page functions as an interface to set up and configure your team prior to the tournament start. On this page, the user can select to be the TC if that team role is not already filled. If the user IS NOT the Team Captain: If the TC LOCK is not enabled, the player will be able to select their own player class role in which to play the tournament (i.e. Rifleman, Grenadier, etc.) as well as being able to select if they want to be a medic. If the TC LOCK is enabled - the user can only watch as the TC assigns all the player class roles for the entire team. The user can still select to be a medic however. It is suggested that the user pay attention to the console chat if not a TC. If the user IS the Team Captain: The TC has the option of selecting the TC LOCK in order to lock the player class role selections so that only the TC can assign player class roles for their team. If the TC LOCK is not enabled, the team members can select their own player class roles individually. The TC always has the ability to `swap' players class roles as he sees fit (regardless of the TC LOCK). The TC is also responsible for entering the Tournament Team Name (the name of their team) into a text box on this UI page. When players are being assigned to their player class role (by the TC or themselves), only one player can be assigned to a role at a time. This player is always the player who's name is listed at the top of the player list on the right pane of this Team Roster Page. The players must be assigned from top to bottom on this list of players. NOTE: Depending on the TM server configuration setting, either all player class roles in the particular map will be available to select from or only the default player class roles set by the player count. - New Tournament Tab Page: ------------------------------------------------------------- This is the GUI page completely unique to tournaments and is only visible when running a server in Tournament Mode. This GUI page tab is available for viewing to everyone involved in the tournament process, all players, spectators, and Admins. This page is the central hub of all information relating to the tournament at hand. However, only TAs and TCs can utilize the additional functionality on this page. This page contains the following components: A pane showing all of the pertinent tournament information and configuration settings. A pane showing all of the relevant buttons in which TAs and TCs can use to administer the tournament. These buttons are only visible to TAs and TCs. These buttons are dynamic and become usable (or change function) based on the current state of the tournament. For TAs, these buttons function immediately after the initial button push is confirmed by a dialogue box that pops up asking the TA to confirm their selection. However, for TCs, these buttons must be confirmed by both TCs prior to functioning. These dynamic function buttons are listed below: 1. Start/Restart Planning button - Pressing this button will start or restart the planning phase immediately. 2. Start/Restart Match button - Pressing this button will start or restart the match immediately. This Restart Match button can be pushed at any time and the server will instantly restart the match beginning with the pre-match setup (Team Roster Page). 3. Pause/Resume Tournament button - Pressing this button will pause the tournament until Resume is pressed. While the game is paused, the game will unlock so that substitute players can join the appropriate team. NOTE: The tournament can only actually be paused in between rounds not during gameplay. So if this button is pressed it will queue a pause for after the current round ends. 4. Swap Teams button - this is displayed at all times. Pressing this button will automatically swap the teams to the opposite side and then display the Team Roster Page for everyone. The teams can only actually be swapped in between rounds not during gameplay. So if this button is pressed during play it will queue a swap for after the current round ends. - New Tournament Admin Functionality: ------------------------------------------------------------- The Tournament Administrator (TA) is very similar to the current `SuperAdmin' already in the game with these 2 major differences: 1. The TA is not a silent admin - their connection to the server is announced to all and their name is visible on the Scoreboard (listed in red). 2. The TA has the same unique abilities as the TC. Setting up a server to allow a TA is done the same way as the current SuperAdmin. The TM server will detect the regular SuperAdmin password and automatically set them as a TA. NOTE: TAs are purely tournament administrators and cannot play in the tournament. TAs also will only take up an ADMIN player slot, not a SPECTATOR slot. When a TA joins a TM server a message is broadcasted to everyone on the server that a TA has joined the tournament via a message pop-up. TAs are represented by the color red (as opposed to TCs who are blue). The TA's name will appear in red on the main scoreboard. TA's chat text in the console will also appear in red. The TA has several abilities which can be accessed on the Team Roster Page. During tournament setup, the TA will be able to set up each team manually as though he were the TC for both teams. The TA can look at each team's roster and setup by changing the team view on the Team Roster Page using the team pulldown box to select a team to view. TAs also have the following abilities on the Team Roster Page: 1. TAs can either allow their team's players to individually select their own player class roles, or the TA can select the LOCK button on the Team Roster Page to lock out any other team members from selecting player class roles themselves. If they choose to select the LOCK checkbox, the TA or TC is the only one who can assign team roles. 2. TAs may enter the teams' names into a text box located on the Team Roster Page. NOTE: This team name text box is only visible to the TC and TA. 3. TAs can push the READY button (same functionality as the TC READY button) to signal that each team is set and ready to start the tournament or planning phase. There will be an indication that the team is ready for both teams. TAs can use the Command Chat system (see below in Command Chat section). for communicating to other TAs or TCs. The TA also has several unique abilities which can be accessed on the Tournament Tab Page. All of these buttons are visible to TAs and TCs. These buttons are dynamic and become usable (or change function) based on the current state of the tournament. The TA can access all of the regular SuperAdmin commands available through the Command Post (see the game manual). During play the TA will have the same abilities of a normal SuperAdmin. They can watch the action from any spectating viewpoints or from any player. - New Tournament Command Chat Feature: ------------------------------------------------------------- Both TAs and TCs can chat via a new Command Chat feature. This new chat feature allows all TAs and TCs to communicate to each other at any time during the tournament. This chat system will only broadcast messages to TAs and TCs. This will help with coordinating the administration of the tournament by those in command. All text displayed when using this Command Chat will be shown in blue. This command chat can be accessed by either a TC or a TA by using the following console commands: csay <insert tournament command chat message here> For example: csay I am just waiting on one more player until I hit ready NOTE: This csay console command can be bound to a key for quick use. - New Swap Teams Feature: ------------------------------------------------------------- This feature allows the TM server to automatically (or manually) switch all players to the opposite team - or `swap' teams. This feature is useful in tournaments where it is standard practice to have both teams play both sides of any given map. This feature can be activated in two ways: By setting the Swap Limit setting in the server configuration file. This setting is the number of rounds which take place before the tournament teams are swapped. By having the TA or both TCs select the `Swap Teams' button on the Tournament Tab UI page. - New Mission Planning Phase Feature: ------------------------------------------------------------- The Mission Planning Phase is a feature unique to Tournament Mode that allows both teams to spawn into the game before the tournament officially starts in order to do the following: 1. To allow the players to run through the map for the first time to preload the specific map's textures into their video card RAM. This reduces the risk of pauses or other interruptions that may be caused by caching occurring during live tournament play. 2. To do any pre-match communication or planning in the specific tournament map. 3. To run through the current map in order to get their bearings and preview the map before the tournament starts. The planning phase plays just like the normal game except for the following restrictions: 1. No damage will be taken by any players. 2. Flashbangs will have no effect on any players. 3. No one can take objectives and end the round during the planning phase. 4. The teams are LOCKED, no other players can join a team and no further team setup changes can take place. Tournaments running in TM do not always have a planning phase. This is a configuration option setting for the TM server. The planning duration time is also a configurable TM server setting. The planning phase can be restarted manually by the TA or by mutual agreement of both TCs. Once planning phase ends, there will be a 10 second countdown until the tournament starts. - New Tournament Mode Server Configurations: ------------------------------------------------------------- In order to run a America's Army server in Tournament Mode, the following server configuration settings can be set by the AASM or manually in the server configuration file: 1. Run the server in Tournament Mode - this setting sets the server to run in Tournament Mode. NOTE: This setting has to be set in the server configuration file before the server launch and cannot be done by a Tournament Admin in-game. 2. TM server password - this setting sets the TM server password. This is the password required to join the TM server. This password is separate from the team password. This TM server password is not required, but it is suggested. 3. Allow Team Captains - this setting sets whether or not the tournament will allow TC (and their abilities) to function on the TM server. 4. Number of rounds in a match - this setting sets the number of rounds that make up the tournament. 5. Tie Rules - determines whether: a. ties are allowed b. ties are broken by score c. ties are broken by sudden death d. b, then c if needed 6. EndEx Rule - this setting sets whether or not the `EndEx Rule' (End of Exercise) is in effect during the tournament. This setting determines if the tournament is over when one team has mathematically eliminated the other team from the possibility of winning. 7. Swap Limit setting - this setting sets the swap limit setting. This swap limit is the number of rounds before the teams are swapped (switched sides). If the Swap Limit is set to 0, the teams will never swap unless manually swapped by a TA. 8. Swap Time setting - this setting sets the swap time allowed by the tournament. This swap time is the number of seconds each team or TC has in order to set up their team's player class roles after a team swap. Once this time has expired, the teams rosters will lock and the tournament will continue. 9. RequestDelayTime - this request delay time setting sets the number of seconds after a TC makes a request until that TC can make another request. 10. Mission Planning Phase duration - this setting sets the planning duration time of the tournament (in minutes). If the planning time is set to 0, there will not be a mission planning phase. 11. Team passwords - this setting sets the individual Team Passwords. These are the passwords required to join a specific team. If no passwords are set, then players will not need to enter a password to join either team. 12. Team names - These are the names of both the Home Team and the Away Team. These names can be filled out prior to the TM server launch in the server configuration file, or they can be filled out in-game by the TCs or TAs on the Team Roster Page. 13. Random team assignment - This is a setting to determine if the teams will be randomly assigned to a side (assault or defense) at the beginning of the tournament. If this setting is enabled, then the Home and Away teams will be randomly assigned to a side. If this setting is disabled (the default setting), the Home Team will always start on Defense (currently `team1'). 14. Tournament Admin password - this setting sets the TA password. This is the password required to join the TM server as a TA. 15. Round Delay Time - this setting sets the round delay time which is the amount of time (seconds) in between each round. The TC can make team player class role adjustments during this time on the Team Roster Page. However, when this round delay time expires, the next round will start and any player unassigned will be automatically assigned to a player class role by the server. 16. Player Class Roles Availability - this setting sets whether or not the teams will be able to select any player class role available on the map regardless of player count or only just the player class roles available based on the number of players on the team (default). 17. Scoreboard Display Settings - this setting sets the rules for when the tournament scoreboard is displayed. This setting can be set to run the tournament scoreboard in one of 4 different ways; always on, always off, at the end of every round, or only at the end of the tournament. NOTE: It is suggested to use the new America's Army Server Manager (AASM) for setting up and configuring your tournament. - New Tournament Victory Settings: ------------------------------------------------------------- There are many conditions associated with how Victory is declared during a tournament running in Tournament Mode. The basic premise is that the tournament is set for a finite number of rounds and the team to win the most rounds is the tournament winner. However, there are some unique situations that require some additional considerations in order to determine the tournament winner - such as a tie or the `EndEx rule'. Forfeit: If all the members of one team disconnect during a tournament, that team forfeits the tournament. The `EndEx Rule': The `EndEx Rule' (End of Exercise) is when one team has mathematically eliminated the other team from the possibility of winning. A simple case of this would be a tournament set for 10 rounds. If any team wins 6 rounds before the 10th round, that team is instantly declared the tournament winner due to the EndEx Rule. After one team had won 6 rounds, it is impossible for the other team to win the tournament. The EndEx Rule is a server configuration setting that can be set by the server host in the server configuration file prior to the TM server launch. `Tie' Conditions: There exist four separate tie condition possibilities - whether or not to allow a tie, to break a tie by score, to break a tie by sudden death, or to break a tie by score first then sudden death (if still tied on score). Tiebreak by Score: If the option to break a tie by the total team score is enabled, the total accumulated score for each team will be compared. The total accumulated team score will be determined by adding up all of the individual team members' score. The team with the highest total team score will be declared the tournament winner. If the teams have the same total score, the tournament will be declared a tie. Tiebreak by Sudden Death: If the option to break a tie by going to sudden death is enabled, the teams will again face off one round at a time on the same map. If a `swap limit' has been set in the server configuration settings (i.e. the teams have been swapping during the tournament), then for the first sudden death round, the teams side will be randomly chosen. If the `swap limit' is 0, the teams will stay on the same sides as they were currently on. The teams will again go to the Team Roster Page and team setups will take place. The teams will then play the first sudden death round. If the teams are still in a tie after this round, the teams will again swap sides and go back to the Team Roster Page for team setups. This process will continue (swapping after every sudden death round) until a tournament winner can be declared at which time the tournament is over. Tiebreak by Score then Sudden Death: If the option to break a tie by the total team score is enabled, the total accumulated score for each team will be compared. The total accumulated team score will be determined by adding up all of the individual team members score. The team with the highest total team score will be declared the tournament winner. If the teams have the same total score, the tournament will then go into sudden death (see above). - New 'Output Tournament Results to Log' Feature: ------------------------------------------------------------- Once the tournament is over and a winner (or tie) has been declared - the game will output a text log file to the `Tournament Results' folder (a new folder located in the `America's Army' directory) for everyone who is connected to the TM server and the TM server itself. This text log file should contain the following information: 1. The final results listed by team name and number of rounds won by each team. 2. The total scores for each team 3. All of the individual scores per player, separated by teams. This includes not only the player's total score but also their score category breakdown (i.e. Scoreboard data). 4. A list of all players, admins, spectators present during the tournament (even if they were only present for some of the time). 5. All of the TM server configuration settings in place during this tournament. These results will get saved in a new folder entitled 'Tournament Results' in your 'America's Army' directory. - New 'Upload Tournament Results' Feature: ------------------------------------------------------------- Once the tournament is over and a winner (or tie) has been declared - the game will upload the results of the tournament to the Auth Database. Once the data is stored in the Auth Database, this data can be pulled from the Auth DB and displayed on a `Tournament Results' webpage for community viewing (coming soon). - Tournament Mode Disabled Server Settings: ------------------------------------------------------------- When running a server in Tournament Mode, several of the server settings usually working on the normal servers will be disabled for tournaments. These features are disabled either to reduce tournament disruptions or to prevent any tampering with a fair tournament environment. The settings that will be disabled while running a TM server are as follows: 1. ROE kick settings (including ROE limit) - All server kicking of any kind will be disabled in a TM server (except admin kicks by a Tournament Admin). 2. Idle kick settings - All server kicking of any kind will be disabled in a TM server (except admin kicks by a tournament Admin). 3. Vote kick settings - All server kicking of any kind will be disabled in a TM server (except admin kicks by a Tournament Admin). 4. Autobalance settings - Autobalance automatically balances the number of players on each team after every round and match. This feature will be disabled in a TM server to eliminate the chance that this setting would alter the team's manual setups. 5. Cheats settings - Cheats will be disabled in TM no matter what setting is set for them in the server configuration file. 6. `PlayerAdmin' settings - The PlayerAdmin functionality will be disabled for servers running in TM. If a player is listed as a PlayerAdmin in the server's configuration file, they can still join the server - but they will not be a PlayerAdmin. ------------------------------------------------------------ New 'America's Army Server Manager' ------------------------------------------------------------ The America's Army Server Manager (AASM) is a separate application from the physical game. AASM is a wizard-based tool that provides an intuitive way to easily configure, launch and manage an America's Army server or tournament. AASM is designed to be the user's 'one-stop shopping' solution to configuring, maintaining, monitoring, and launching an America's Army server. The AASM will walk the user through all the many server configuration settings step-by-step ultimately launching the server for play. AASM also provides tools allowing server administrators to remotely control access to their America's Army game servers; customers can stop, start, configure, and administer their server remotely. Below are just some of the many features built into the new America's Army Server Manager: NOTE: Please see the AASM Manual included in the AASM installation for further details and instructions. 1. Easy to understand "wizard" to help create standard game server configuration files. 2. Easy to understand "wizard" to help create tournament game server configuration files. 3. Interface to every AA game server configuration option for standard and tournament server configurations so "expert" users can tweak their setups as needed. 4. Supports creating LAN, Global (Internet), LAN Tournament, and Internet Tournament server configurations. 5. Provides user with an easy way to run an America's Army game server on their local PC. 6. AASM provides both server side and an integrated remote control utility to remotely control America's Army game servers running on remote Windows PC's. Support includes remote controlling multiple remote PC's. 7. Allows for saving of specific server configurations for use later or for sharing with the community. 8. Listing and viewing PunkBuster screen shot files. 9. Listing and viewing PunkBuster log files. 10. Viewing AA game server's console output remotely (via AASM interface). 11. Starting and Stopping remote AA game server. 12. Automatically restarting the AA game server following a server crash. 13. Creating unique log files each time the AA game server is started. 14. Provides tools for sharing server setups between multiple users of AASM when two or more users are managing a remote PC (as might be the case when a "clan" owns a server). 15. Displays current gameplay statistics. 16. Advanced feature allows tracking game server crashes as well as server "uptime". 17. Supports using multiple remote control utility program instances on the remote PC so remote PC can host multiple game servers with each being unique from each other. 18. Provides user with an easy way to start their local AA game client to join the game as either an Administrator or Player. 19. Server Remote Control communication is done via an SSL socket to provide secure encrypted communications. 20. Provides support for e-mailing created server configuration files so someone can create the files and then easily let another person that is hosting an America's Army game server use those created configuration files. A feature is also included so two AASM users can easily e-mail setups to each other and import the server configuration received into their AASM. 21. Provides tools for managing every server configuration created including organizing them by tournaments they are associated with, number of players, maps, and type of server configuration. 22. Allows copying of existing server configurations. 23. Customizable user interface. 24. Allows associating custom descriptions with each server configuration so user is never confused as to the purpose of a server configuration. 25. Includes two "Getting Started" guides - one for local AASM client use and one for configuring the Remote Control server utility. 26. Includes detailed context sensitive help including an explanation of every server option available. This AASM application is included in the game installation package. The AA installer will place a shortcut to AASM on your desktop when the game is installed. ------------------------------------------------------------ Security Enhancements ------------------------------------------------------------ This version of America's Army contains several security enhancements designed to help ensure that America's Army is enjoyed on a level playing field. 'Fairplay' is very important to everyone on the America's Army Project Team. Several security enhancements/protections in this version were developed not only in the game client and server but also in the Authentication DB (back-end) as well. Most of the details of our new security enhancements will not be listed for the public domain. However, the following 'exploits/cheats' have been fixed: 1. The 'Rapid-fire 203 round' exploit 2. The 'CPU Speed' exploit 3. The 'Name Change' exploit 4. The 'HONOR Hack' 5. The 'Unofficial Honor Gaining Server' exploit ...and many more. A change was also made to not allow players to join a game server until their PunkBuster software is up to date. Players will be allowed to spectate from a fixed viewpoint until their PunkBuster updates (typically in under two minutes) and while they are spectating they are alerted to the fact that PunkBuster is still trying to authorize or update itself. The America's Army development team is committed to keeping our game as cheat/exploit free as possible. We will be continuing to make security enhancements in every release. We want to thank the community for their patience and support as we 'keep up the good fight.' ------------------------------------------------------------ Known Issues ------------------------------------------------------------ - As an Administrator on a server in Tournament Mode, it may be necessary to hit the F2 key twice to refresh the drop down team select menu on the Roster page. America's Army: Special Forces (Vanguard) Release Notes (Version 2.2) ========================================================================== What's new ========================================================================== New Multiplayer Missions ------------------------------------------------------------ Included in this version of America's Army are two new multiplayer missions. Both of these new missions are Special Forces missions containing both the Special Forces playable Soldier class, as well as the Indigenous Forces playable class. - SF Oasis: Enemy forces have established an outpost from which to launch reconnaissance patrols and conduct ambushes of friendly indigenous forces operating in a remote desert location. Reconnaissance of the outpost must be conducted in order to identify the location of this guerilla base. A Special Forces ODA, along with the help of Indigenous Forces, must then proceed to the proper safe location in order to upload their reconnaissance findings to HQ. - SF Taiga: Enemy forces purchased a small number of SAGGER anti-armor missiles to better equip their counter- insurgency forces. They are hiding these missiles within civilian camps along a high-altitude mountain road. These missiles will enable the insurgency to ambush both civilian and government convoys at extended ranges. A Special Forces ODA along with Indigenous Forces has been deployed to locate and destroy SAGGER missile caches in order to disrupt enemy combat operations within the area of operations. ========================================================================== What's fixed ========================================================================== Client: - Fixed various client crashes - "JRTC Farm Raid" filters correctly in server browser - Running in 16-bit windowed mode no longer has render errors - Fixed reflex sight accuracy - Fixing "ROE" URL on support page and new-map URL - Disable "set" command for non-config variables (devmode exploit) - Fix Auth Failure messages that have a URL Server: - Minor memory fixes - Fixed various server/client crashes - Remove "query" exploit - Fixed server stability issues - Fixed Admin spectate command - Memory Leak fixes - Fixed pb admin commands ========================================================================== What's changed ========================================================================== - Admin kicks no longer give ROE - Admins can join Min/Max Honor servers - Admin text is displayed as red - Allow normal user to be admins on Leased servers - Disable player color codes - Add option to restrict by groups - GameSpy: Display third-party icon - GameSpy: Display groups field in server info - Allow Auth to set third-party flag - Added "Invalid Group" failure message - Save Group information to savefile - Notify the player before joining a server that has Group restrictions America's Army: Special Forces (Downrange) Release Notes (Version 2.1) ========================================================================== What's new ========================================================================== Character 'Ragdoll' Physics ------------------------------------------------------------ New in this edition of America's Army is the implementation of the Karma Physics Engine. This new feature applies real life physics to all player characters in the game. This produces real-time unique animations for each character during gameplay. These unique animations are calculated using real life physics as well as many other factors including, the gun/bullet type used, the distance from a frag grenade, the damage location on the body, etc. New U.S. Weapon - M136 AT4 ------------------------------------------------------------ The M136 AT4 is the Army's primary light anti-tank weapon. The M136 AT4 is a recoilless rifle used primarily by Infantry Forces for engagement and defeat of light armor. The recoilless rifle design permits accurate delivery of an 84mm High Explosive Anti-Armor warhead, with negligible recoil. The M136 AT4 is a lightweight, self-contained, anti-armor weapon consisting of a free-flight, fin- stabilized, rocket-type cartridge packed in an expendable, one-piece, fiberglass-wrapped tube. The M136 AT4 is man- portable and is fired from the right shoulder only. The round of ammunition is self-contained in a disposable launch tube. The system weighs 15 pounds and can be utilized effectively with minimal training. The Opfor equivalent is the RPG-7. New 'Tournament Mode' ------------------------------------------------------------ This version of America's Army features new tournament mode features, which are accessible either via the command line or a GUI interface. It will include an adjustable pre-match warm-up period with an in-game notification that the match is beginning. The time remaining until the tournament start is also displayed on the score screen, as well as in-game reminders, and a final 10-second countdown. Tournament Mode The new tournament mode has the following features: - The ability to launch tournament mode via the command line - Tournament Squad Leaders with special permissions - A pre-match warm-up time which does not count toward the tournament score. - Score screen is displayed at the end of the match, and the match does not automatically restart. - Time until the tournament starts is displayed on the score screen. - Messages remind the players how much time is remaining before the tournament begins. - Ten second countdown reminder before tournament starts. - Tournament and warm-up start messages. - The ability to control tournament functionality via ini file settings New Admin functionality: - The ability to set/remove Tournament Squad Leaders New Tournament Squad Leader or Admin abilities: - Restart the tournament when the tournament is over or during play - Force the start of the tournament - Force the start of the warm-up period - Force the start of the tournament with a 10 second count down - Mute a players on same team or whole team - Place players on team - Place players on specific fire teams in specific classes - Set the Tournament start time Generic Steps for Starting a Game in Tournament Mode: 1. Set the ArmyOps.ini file settings for the tournament. In the [AGP_Gameplay.AGP_GameTeamObjective] section set the following values: - TournamentWarmupTime=1 - TournamentStartTime=2 TournamentWarmupTime will be the number of minutes to wait until starting the warmup period. TournamentStartTime will be the number of minutes to wait until starting the actual tournament. Make any changes to the standard roundspermatch and matchesbeforecycle variables as desired. * NOTE: There also exist a preset tournament configuration file called servertournament.ini located in the 'System' folder. 2. Launch the server in tournament mode. This is done by launching the server with the Tournament or LanTournament command line flags. An example command line would be: server LANTOURNAMENT pipeline.aao log=server.log * NOTE: There also exist a tournament server batch file called RunServerTournament.bat that contains a sample command line for running a typical tournament server. This file is located in the 'System' folder. A server launched with the TOURNAMENT flags will be set up for internet play. A server launched with the LANTOURNAMENT flag will be set up for lan play. 3. The two leaders of both teams must connect to the server. 4. Log into the server as an Admin. 5. Admin designates the Tournament Squad Leaders for each team. One player from each team must be designated as a Tournament Squad Leader. Select the Tournament tab from the in-game menu. This displays a list of all of the players currently on the server. To add the player as a tournament squad leader first highlight their name in the list. Then select the team to add the player to and click the Add button. Then click the Set button next to the team leader section to set the player as a team leader. 6. Squad Leaders add team members to their team. Once the admin has set the Tournament Squad leaders, they are able to perform their tournament commands. First they must select the members for their team. To add a player to a team first highlight the name of the player to add to the team. Then select the team to add the player to and click the Add button. Repeat until all team members are added to teams. (Note: admins cannot be added to teams). 7. Squad Leaders assign team members their fire teams and classes. To add assign a player first highlight the name of the player to be assigned. Then select the appropriate unit slot from the drop down box (Squad Leader, Fireteam Alpha, Fireteam Bravo etc.). Then select the appropriate class within the unit from the drop down box (Rifleman, Grenadier, etc.). Finally, click the Add button to place the player in the specified slot. All players should be assigned to a Fireteam and class. 8. The Warm-up period begins automatically. Players can play normally and warm up during this time. Warm up has no bearing on the score of the tournament. This time may also be used to verify that all players are on the correct team in the correct classes. 9. The Tournament begins automatically. A countdown will notify the players that the tournament is starting. Once the “Tournament Starting” message appears and the round restarts, the tournament has begun. 10. Tournament Ends, Tournament Score is displayed. When all rounds have been completed and the tournament is over, a screen will appear displaying the winner of the tournament and the final score. This screen will continue to be displayed until the tournament is restarted. Advanced Tournament Options Admins and Tournament Squad leaders with the proper permissions can perform certain tasks which control the flow of the tournament. The normal flow of a tournament is automatic, however these actions may be performed if the normal flow needs to be altered. The actions are performed by clicking the corresponding button in the Tournament Tab of the in-game menu. RestartTournament - Restarts a tournament during play or after the match is over. The tournament will start over and all scores and values are reset. StartTournament - Forces the start of the tournament. Warmup - Forces the start of the warm-up period. CountDown - Forces the start of the tournament with a 10 second count down. Depending upon the values set the in the ArmyOps.ini file, Tournament Squad Leaders may be able to perform additional commands. Admins may always perform these commands. The following are some of these commands: tournament SetStartTime newstarttime This command will set the time in minutes until tournament start to the specified newstarttime value. Advanced configuration file (.ini file) settings: These settings are listed in the following format: [Type] [Variable Name] [Default] [Description] int TournamentWarmupTime 1 Number of minutes to wait until starting the tournament warmup int TournamentStartTime 2 Number of minutes to wait until starting the tournament bool bTournamentSLCanAddToTeam True Tournament squad leader can add players to teams bool bTournamentSLCanStartTournament False Tournament squad leader can force tournament start bool bTournamentSLCanStartWarmUp False Tournament squad leader can force warmup start bool bTournamentSLCanStartCountDown False Tournament squad leader can force tournament start with 10 second countdown bool bTournamentSLCanRestartTournament False Tournament squad leader can restart the tournament Advanced Admin/SquadLeader Commands (built into GUI): Command: RestartTournament Argument Type: N/A Description: Restarts the tournament either in progress or after it has ended Usage: "tournament RestartTournament" Command: StartCountDown Argument Type: N/A Description: Forces the tournament to start with a 10 second countdown Usage: "tournament StartCountDown" Command: SetStartTime Argument Type: int Description: Sets the time until the tournament starts Usage: "tournament SetStartTime newstarttime" (newstarttime = minutes until the tournament starts) Command: StartWarmUp Argument Type: N/A Description: Forces the tournament warmup to start Usage: "tournament StartWarmUp" Command: StartTournament Argument Type: N/A Description: Forces the tournament to start Usage: "tournament StartTournament" Command: AddToClass Argument Type: string or int, int, int Description: Places a player on a fireteam in a specified class Usage: "tournament AddToClass PLAYERNAME UNIT_SLOT SLOT_INDEX" (PLAYERNAME = The name or player ID of the player, UNIT_SLOT = 0,1,2... 0 = Squad Leader, 1 = Fireteam Alpha, 2 = Fireteam Bravo, etc. SLOT_INDEX = 0,1,2... 0 = First slot in the unit, 1 = Second slot in the unit, etc.) Command: AddToTeam Argument Type: string or int, int Description: Places a player on a specified team Usage: "tournament AddToTeam PLAYERNAME TEAM_ID" (PLAYERNAME = The name or player ID of the player TEAM_ID = 0 or 1 0 = Assault, 1 = Defense) Command: Mute Argument Type: string or int Description: Toggles the muting of a player or all players, Works just like admin mute, only Tournament Squad leaders can't mute players on the other team Usage: "mute all" or "mute PLAYERNAME" (PLAYERNAME = The name or player ID of the player) New Stryker Armored Vehicle ------------------------------------------------------------ This version of America's Army introduces the Army's new Interim Armored Vehicle, a.k.a. the Stryker. The Stryker vehicle is currently implemented as a stationary vehicle with a fully functioning .50 cal turret usable by the player. The Stryker's turret is accessible from inside the vehicle and has full zoom capability. These new Stryker vehicles are available in the "SF Arctic" mission. The Stryker turret zoom in/out keys are defaulted to the MouseWheelUp and MouseWheelDown keys, however they can be changed through the settings menu. New Multiplayer Missions ------------------------------------------------------------ Included in this version of America's Army are two new multiplayer missions. Both of these new missions are Special Forces missions containing both the Special Forces playable Soldier class, as well as the Indigenous Forces playable class. - SF Village: Insurgent forces have acquired multiple weapons caches and are holding up in an abandoned desert town. A Special Forces A-Team, along with friendly Indigenous Forces, must infiltrate their position in town and seize these weapons caches in order to degrade enemy capability to arm insurgent forces. - SF Arctic: Coalition forces transporting arms and ammunition struck an improvised explosive device (IED), immobilizing one of their vehicles on a high- altitude mountain road. A Special Forces A-Team, along with friendly Indigenous Forces must now protect their essential materials and supplies from an assaulting resistance force who wishes to capture those supplies. The Stryker vehicles accompanying the supply convoy have taken defensive positions to help defend the immobilized convoy. New Realistic Suns Including Lens Flare ------------------------------------------------------------- Sun lens flares portray the real-life effects that you see when looking toward the direction of the sun. Their introduction has a really exciting impact on gameplay and in a variety of ways. When looking in the direction of the sun, this has a slight-to-moderate impact on your character's vision. Sun flares add a much greater immersiveness to the game, brightening-up your gamma momentarily. Needless to say, sun flares have a much greater impact on certain levels/ missions. They are not limited to SF-only maps and are retro-fitted to previous/existing maps including Radio Tower and SF CSAR. Class Selection Page Enhancements ------------------------------------------------------------ New in this version are 2 new enhancements to the in-game class selection page: - 'SWAP' feature Players can now request to swap weapons/classes with your teammates simply by hitting the 'Swap' button next to his name in the in-game class selection page. Once your teammate acknowledges your request to swap classes, your positions will automatically switch. - Weapons Mod Set Quick-Select Players can now select their weapon mods set directly from the class selection in-game menu rather than having to go back to the main user interface. New RPG and AT4 3D Ironsights with Adjustable Range Settings ------------------------------------------------------------ Both the RPG-7 and the M136 AT4 have new 3D ironsights in this latest version of America's Army. These weapons also both have the new functionality of 'adjustable range settings' based on the distance to target. Players can now adjust the ironsights based on the range to target, and then simply aim directly at the target when firing. The RPG/AT4 can be set to the following ranges: 100, 200, 300, 400, and 500 meters. The range adjustment keys are defaulted to the MouseWheelUp and MouseWheelDown keys, however they can be changed through the settings menu. New 'Auto Slow Mode' Toggle for Zooming ------------------------------------------------------------ New in this version is new functionality for toggling 'auto slow mode' for zooming. You can now go to slow mode and raise your sights by pressing the zoom key instead of pressing two different keys (zoom and slow mode keys). This new feature allows automatic switching your player to 'slow walk mode' while zoomed in and auto-switching back to 'fast-walk' when they un-zoom. There is an option added to the settings menu to toggle between this new system and the old system. New 'Combat Reload' Including 'Plus One' loading ------------------------------------------------------------ When a player has an applicable weapon and reloads with a non-empty magazine, they now retain the round in the chamber and the magazine that was removed is decremented 1 round. With proper timing this also allows for a faster reload time as the player's animation will not have to clear the chamber and tap the forward assist with a round still in the chamber. New Alpha-Spectate Enhancement ------------------------------------------------------------ New in this version is an enhancement to regular spectating mode. When spectating a player in 3rd person, the player's chararacter will now become transparent as your camera position comes closer to the player character model. This prevents graphical clipping and allows the spectator to focus on the action surrounding this player's character. New Demo/Kiosk Mode ------------------------------------------------------------ New in this version of America's Army is a Demo/Kiosk mode. This 'Demo Mode' allows for the game to run demos either at the press of a button or after a customizable set time limit. This demo mode allows for the gameplay to be demonstrated without having internet connectivity. Player created demos can be used in this demo mode as well. * NOTE: If you enable 'Demo Mode', you restart the game for this setting to take effect. Extras Included ------------------------------------------------------------ Gamespy Arcade: GameSpy Arcade is the fast, free way to find games and opponents America's Army online. Join millions of other players just like yourself! SeeMePlayMe: SeeMePlayMe is an online gaming and chat program that allows you to connect or create custom game servers. SeeMePlayMe supports online multiplayer gaming, voice, video, text chat, and room creation. Xfire: Xfire is a free application that makes it easy to play America's Army with your friends. Xfire shows you when and where your friends are playing online and lets you join their game with one click. * NOTE: If you have patched from an earlier game version, you can find these 'Extras' setup files in the game's root installation directory. (Default is C:\Program Files\America's Army) Other Additions ------------------------------------------------------------ - Bullet/Explosion decals on terrain - Display as OpFor option for Spinny Weapon Weapon Mod page - Added locational damage for projectiles. Players no longer take global damage from getting hit with projectiles. They now take damage based on the speed of the projectile and the area of the body hit. For instance a player hit in the head with an RPG round will now die, but a hit to the arm would not be fatal. - Added delayed shell ejection. Weapons with delayed shell ejection (M203, M24, Mos, BS1 etc.) will now ejects spent shells. Bolt action weapons now correctly eject shells when working the bolt. - Added config variable "PlayerAdmin" under section "[Engine.AccessControl]" to list players authorized to be player admins. - "admin ban" command. - "admin banlist" command. - "admin unban" command. - Added America's Army Europe (NATO) Server icon - Server Browser Filters: PunkBuster, America's Army Europe (NATO) - Controls Options Setting: "Auto Walk Zoom" - Audio Setting: "Use Default Driver" - Player Count is displayed next to each team (Assault and Defense) - Smooth zoom transitions for 3D sights and 2D ironsights - code-based Weapon Cyclic rate control for smoother weapon animations - Added a folder for demos. - Player Start: IF Advanced Marksman (VSS Vintorez Sniper) - Server will now re-authenticate itself at the end of every match. - New Arctic IF player textures. - Dropped weapons now lie on their side and match the slope of the terrain they have landed on - Added an External Link message if you try to connect to a legal map that you don't have - Added a dialog box that asks if you want to enable PB the first time you run the game - Added turret death message - SF Sandstorm: added new animated palm trees and louder ambient wind sounds - IRC in-game chat enhanced with new text characters and colored text. ========================================================================== What's changed ========================================================================== - Binoculars no longer breathe cycle - Players can now use the 'password' text box in the Server Browser for both the admin password and the game server password - Single Player defaults to SF instead of IF - Improved team swapping. Will now fulfill players change team requests better - code-based Weapon Cyclic rate control for automatic weapons - Weapons are now dropped realistically when the player dies - Adjusted physics for rocket projectiles. - RPG rounds now dud 10% of the time instead of 20% - Rocket Projectiles trails now go out when their propellant runs out. - You can't get idle kicked for a round that lasts less than 20 seconds - Internet browser list no longer clears when you close menu (it still clear when you go to the LAN browser or switch levels though) - Adjusted the Ak74 iron sight position to provide a better sight picture and reduce model "jitter" - The dialog box that tells you that you're trying to join a PB enabled server now allows you to enable PB and join the server - Various scope/sniper tweaks. - SF Sandstorm: removed the M203 from this map - Adjusted many map weapon loadouts and spawnpoints (esp. frag nade loadout) ========================================================================== What's fixed ========================================================================== - Shells can no longer climb walls if you're too close to a wall - Nightvision is disabled when broll is on (exploit) - Fixed 'duplicating weapons' exploit - Fixed many map exploits - Missing Fonts (double quotes, special ASCII characters, etc.) have been generated and integrated (IRC) - Fixed a bug where the an RPG round would float in mid- air if spawning on an IF. - Fixed a bug where player animations were playing the wrong speed in multiplayer. - Fixed a bug where the M24 would stay zoomed after firing while moving or changing stances. - Map loading time should be decreased - Audio Settings: Default Driver cannot be chosen if Hardware or Hardware + EAX is chosen - Fixed "Gun half up" bug - Fixed shell casings not spawning sometimes - Fixed rifle range crash bug - Soldier "spinny" Weapon and Weapon Mod should not appear in odd instances (loading screen, etc.) - PunkBuster enable/disable unified between Internet and LAN server browsers - Server browser filtering tweaks - Sniper qualification now test rifle range score as well as sniper training - Fixed duplicate grenade getting dropped just as grenade is thrown - Weapon or grenade geting stuck if sprinting right after spawn, or right after switching to grenades - Disabled Console Commands: PAUSESOUND/UNPAUSESOUND (possible exploit) - Gamma can't be set higher than 1.5 in the .ini file - UI weapon mods should no longer sometimes disappear and reappear in levels - RemoveClassInventory properly removes items when non-SF qualified but in an SF slot (Sandstorm grenades) - Fixed weapon reloading bug - Server Browser: password is always passed on Server Join (for admin and/or game) - Server Browser: Check for MILES-only servers - SF CSAR: fixed 5 known map exploits - Adjusted 1st person spec view interpolation (smoother view now) ========================================================================== Known Issues ========================================================================== - Weapons occasionally overlapping in hands when spectating other players - RPG will occasionally be seen as backward when spectating other players - UI Spinning Weapons sometimes stops spinning after disconnect - Karma bodies sometimes disappear when they land on certain StaticMeshes - Spectating camera may not rotate around some Karma bodies America's Army Release Notes (Version 2.0.0a) FIXES - PunkBuster issue - Training overlap bug CHANGES - Removed Unnecessary Auth Messages - "Create New Account" URL updated ("login.americasarmy.com") - Default server for In-Game IRC updated ("irc.americasarmy.com") - Updated Credits: Army and Dev Team - Updated Support Menu Tabs: Release Notes, Overview, Partners, Fan Sites, Help - Updated Deployment Menu Tabs: Services - Server Browser uses Andromeda by default - Server Browser text notifies when connecting to Master Browser - Server Browser Icon Key Official Army Server (Honor) text Leased Official Server (Honor) text Leased Server (Non-Honor) text Official Army Europe Server (Honor) text MILES Server (Training) text REMOVED: Ultimate Arena text - Server Browser Icon Key REMOVED: Ultimate Arena icon ADDITIONS - Auth Messages Unsupported Version (11) Get News Article (21) - "Get News" button on the Personnel Jacket - Game client version number on the entry page - Warning message if you try to join a PunkBuster server without PunkBuster enabled. - Server Browser Icon Key PunkBuster-enabled icon Official Army Europe Server icon - default IRC channels: #aa-newplayers #americasarmy #aa-support #irc-ops #usarmy - Distribution.ini for Distribution Partner and Version Tracking - NEW MAP: SFsandstorm.aao KNOWN ISSUES (none) America's Army Release Notes (Version 2.0) ============================================================================= What's new ============================================================================= Special Forces --------------------------------------- This edition of America's Army introduces the Special Forces class of soldier. Players successfully completing the Special Forces training will be able to play as a Special Forces soldier armed with all new highly specialized weaponry. This new class will also include new player models and attachments as well as team structure to mimic the Green Beret squad structure. In order for a player to play as a Special Forces soldier, the player must meet all the prerequisites; a minimum HONOR of 15, completion of all the Special Forces training components, completion of both Basic Combat Training and Airborne School training components. New weapons available to the Special Forces class: - SOPMOD M4 Carbine Special Operations Peculiar Modification to M4 Carbine - The primary weapon for all Special Forces soldiers. This weapon is fully customizable by the player though the use of various accessories (mods) that can be added to the weapon to fit the players playstyle or to meet the demands of a particular mission. - SPR Special Purpose Rifle - Variant on the M16 for long range shots and greater accuracy. The primary weapon of the Special Forces Advanced Marksman. - Thermite Grenade Incendiary type of grenade emitting intense heat and flame. This grenade is used by the Special Forces class to complete 'data destruction' type objectives. New OpFor Weapons --------------------------------------- - Vss Vintorez As an equivalent to the US Special Forces SPR, this is the primary weapon of the OpFor advanced marksman. - New AKS-74U As an equivalent to the SOPMOD M4, the OpFor will have the new AKS-74U, including OpFor equivalents for each individual M4 mod. Indigenous Forces --------------------------------------- All new class of player controlled forces to assist the Green Berets in combat situations. This unique class mimics the real life indigenous allied forces that work with US Special Forces across the globe. This class includes new player models and specialized weapons. The player will not need any special training to be able to play as an Indigenous Forces soldier on the supported Special Forces maps. New weapons available to the Indigenous Forces class: - RPG-7 Rocket Propelled Grenade Launcher - a weapon used by Indigenous Forces capable of a devastating attack. - New AKS-74U Reworked OpFor equivalent to the M4A1 assault rifle. M9 Pistol --------------------------------------- All new M9 pistol available only to Advanced Marksman as a 'last resort' weapon for close encounters. This pistol will only be available to Advanced Marksman (M-24, M-82, SPR) and will not be droppable or be left behind after the player is out of action. 3D Ironsights for all new weapons --------------------------------------- All new weapons for this version will have fully functional 3D ironsights. This includes the SOPMOD M4 Carbine, the AKS-74U, and the M9 pistols. 3D ironsights will be added to all other weapons in the game in a future release. Weapons Mod Page --------------------------------------- All Special Forces qualified players will be able to fully customize their SOPMOD M4 Carbine rifles. On this new page in the User-Interface the player will be able to add and remove mods from their M4, as well as being able to save their favorite configurations as 'SETS' for quick changes. The current weapon mods available for the player to use are as follows: - ACOG 4X Scope A tritium lit 4x magnification scope that combines long-range, precision marksmanship and close-in aiming speed. - Acog Reflex Sight An amber dot sight powered by a fiber-optic light gathering system and a Tritium lamp, designed for operations in extremely close quarters battle in any condition. - M68 Aimpoint Sight A red-dot reflex sight designed for operations in a close quarters environment. The M68 allows for quick acquisition of the target with a high hit probability. - M203A1 Grenade Launcher A shortened variant of the M203, the M203A1 is designed for the SOPMOD M4. The M203A1 adds the capability of delivering explosive ordinance at distances beyond 200 meters. - M583A1 Flare Launcher The M583A1 is designed for the SOPMOD M4 using the M203A1. The M583A1 flare adds the capability of delivering illumination at distances beyond 200 meters, lasting for roughly 12 seconds. This mod is only available on SFRecon. - Harris Bipod Lightweight and rugged, the Harris bipod allows the weapon to be supported adding stability and accuracy when shooting from a prone position. - M4QD Suppressor The M4QD Suppressor suppresses both the sound and flash of the weapon, allowing the operator to avoid detection. - Ironsight Standard issue carrying handle equipped with an ironsight. - Heatshield Protects operator's hands from heat dissipation and covers the rail system while not in use. In-Game IRC Chat Client --------------------------------------- New in this release is a fully functional in-game IRC chat client built into the game's user-interface. This new feature will allow the players to coordinate and chat on our official IRC channel (as well as other channels). This new chat client has all the basic functionality of existing 3rd party clients as well as some features unique to America's Army. Some of the features available in this new IRC client are listed below: - 'unreal://xxx.xx.xxx.xx' Typing a game server IP in the format listed above will allow the user to join your server simply by double clicking that link in the chat window (where 'xxx.xx.xxx.xx' is the IP of the server). - 'AA|PlayerName' Every player logged into IRC through our in-game chat client will have their in-game username (taken from the personnel jacket) prefixed with "AA|" so that other players know they are currently playing America's Army. This will be useful for players looking to find possible teammates or just to see who is currently playing America's Army. - Web Links The in-game IRC chat client will allow normal web links (www.americasarmy.com) to be double clickable from within the chat window. Double clicking these web links will automatically minimize the game and pull up the link on your default internet web browser. - Private Messaging The in-game IRC chat client supports private messaging by simply double clicking the players name in the user list located in the right side column of the chat window. New Andromeda Server Browser --------------------------------------- A new integrated server browser platform, allowing quick server refreshes, live server stats, and custom filters. New 'Missions' Deployment Page --------------------------------------- A new feature in the 'Deployment' section of the user- interface is the 'Missions' page. This new page allows the player to find the map they want to play and deploy straight from that page. Hitting 'Deploy' on this page will automatically set the correct map filters for that map and take the player straight to the internet server browser page to list all the servers currently running the chosen map. This 'Missions' page also displays all the information about each mission and whether or not it is available to the player based on their current completed training. Six New Maps --------------------------------------- This release contains 6 new maps - 2 single player training maps, and 4 new multi-player maps. There are 4 new multi-player maps included, and all 4 are 'Special Forces' maps. Three of the maps involve both Special Forces and Indigenous Forces, and 1 map is a Special Forces Exclusive map. The new multi-player maps are listed below: - SF CSAR (SF & IF) Special Forces Combat Search and Rescue - this map is set in a desert 'mudbrick' urban setting. There is a downed Blackhawk in the center of the map with the injured pilot located somewhere nearby. The assault team must destroy the Blackhawk's technology and locate the pilot and heal him. The defense team must protect the Blackhawk and pilot from being captured. - SF Recon (SF & IF) This is a night time reconnaissance mission set in a large sprawling desert terrain. The special reconnaissance team must locate and identify enemy aviation assets in order to assess Resistance air defense requirements. The counter reconnaissance team must protect Resistance aviation assets in order to prevent enemy intelligence collection. - SF Hospital (SF & IF) This is a VIP mission set in an urban environment focused around the local city hospital. The escorting team must locate and exfiltrate the friendly Resistance leader in order to maintain continuity of Resistance leadership. The ambushing team must prevent the VIP from being captured by the opposing forces. - Pipeline SF (SF Exclusive) This is the Pipeline mission set at night, and involving a full squad of only Special Forces soldiers. The assaulting team must secure Alaskan Pipeline station and negate environmental threat by accomplishing one of the following: secure main control panel; stop oil flow at the three valve controls. The defensive team must defend the Alaskan Pipeline station and prevent the capture of the main control panel and keep the flow of oil open into the pumps at the three valves. The Special Forces training consist of 2 components - the 2 single-player maps listed below: - SF AVWID Aircraft, Vehicle, and Weapon Identification - students will be presented with commonly used vehicles, aircraft, and weapons utilized by the armed forces of the world. The students will then correctly identify the nomenclature of the military equipment that was presented to them using an equipment chart for reference. - SF E and E Escape and Evasion - students will infiltrate by helicopter then move tactically on foot to their extraction point though a simulated, denied environment guarded by sentries and roving patrols. The students must successfully navigate to the extraction point through 3 sequential waypoints without being detected. Other Additions --------------------------------------- - New in-game 'Icon Key' - New 'loading/connecting' message text boxes - New Glossary included in the user-interface - New 'Enable VSync' advanced video setting added - New 'Disable Coronas' advanced video setting added - Medic commo "Medic on the way!" by pressing 'm' - Medic comms report location - Progress bar added back to the Server Browser - New "Deco Layers" advanced video setting added to allow user to turn off foliage and grass textures - Added Tour Icons in server browser - Added end-of-match timer explanation to class selection screen - Added 3 camo 'skins' for SOPMOD M4 (Artic, Desert, Black) ============================================================================= What's changed ============================================================================= - Server Browser Page resized to fit within page bounds - Server Browser Page buttons recolored and sized - Password field moved from Filter page to Server Browser - Page, and resolution sizing adjustment functionality added - Added a new system for playing 3rd person weapon animations. We can now play third person animations on weapons such as firing, reloading, etc. - CivOp have scarves sometimes - InfantryOp have caps - Server Browser Integration: Andromeda and GameSpy, selectable from Filter Page - Progress bar added to Server Browser - Online Mission Deployment: user is now presented with information regarding the online missions via a new Tab: "Missions," under Deployment - Cannot initiate an ROE votekick on a player with no ROE - Training and Deployment Mission pages now use dynamic drop-down boxes, rather than overabundant tabs. - Connection Timeout increased to 120 seconds. - Ultimate Arena tournament server functionality added to Server Browser functionality - Cheats-enabled server flags will be displayed in Server Browser Rules List - New loading/progress message screens - Added Glossary Page to Support Section - Removed Precaching option from Advanced Details Video Settings. - Removed Interface Texture Detail option as there are no differences in Interface Texture Detail quality. - UI Deployment missions only show "Available" or "Not Available" - Reduced CEM injury penalties - Updated Fan Sites Support section - Default auto balance setting is true - Added end-of-match timer explanation to class selection screen - Added Auth Failure dialog boxes, some of which have useful weblinks ============================================================================= What's fixed ============================================================================= - Main Menu and Game Menu are now persistent - all relevant menus should retain state and activation. - Can no longer combat roll while taking objective - Ambient lighting issues (dark model/bright helmet) should be fixed - In game menus no longer screw up on resolution changes - Menu backgrounds should no longer overlap the Hint box - Fixed browser filter for "FLS" missions - Audio/Network settings pages no longer loads wrong info - Binding a key to 'commosquad' now works correctly - Texture smearing on for bullet decals on corners fixed - Fixed various scoreboard/class selection issues - Changing the case of a password will now get saved - Audio settings page no longer becomes invalid after setting Audio Mode - Players will no longer get stuck when rolling while prone after dropping weapon - Tour Validation message for Server Browser - Two weapons in one hand - MILES skins should no longer show up in non-MILES - Tour dependencies are working - Objective messages should work properly - Mouse and Mouse Menu Sensitivity bottom limit set to 1, instead of 0, which makes mouse unmovable - Your own footsteps no longer sound like they are coming from the West - Initial viewpoint rotation will no longer look down - Admins no longer appear on login/logout or on the scoreboard - Leased-Official servers report properly - A blank password will be sent to the server if the password field in the server browser is blank - Pickups don't block grenade damage - Leaning spectator bug - Purple gun bug - Enemy grenades now look like enemy grenades when thrown ============================================================================= Known Issues ============================================================================= User-Interface Mouse Lag: The user may experience intermitten mouse 'lag' or mouse cursor 'freezing' while moving the mouse rapidly over the different buttons in the user-interface. This is due to some optimization issues in the user-interface, and will have no effect whatsoever on your in-game performance. Server connecting timeouts on user hosted servers: On some user hosted servers, some players may experience joining the server but being stuck in spectator mode, or not being able to join the first time. This can be due to the server connection timeout setting. Server admins - please make sure your 'server.ini' or 'ArmyOps.ini' has the following setting set to 60.0 seconds. [IpDrv.TcpNetDriver] ConnectionTimeout=60.0 Altri mirror - 855Mb Off 3D Gamers Off Worthplaying |
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#2 |
Senior Member
Iscritto dal: Nov 2001
Città: Genova
Messaggi: 8791
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#3 |
Senior Member
Iscritto dal: Mar 2003
Città: Selvazzano D. (PD) Auto: Honda Civic ED7
Messaggi: 2031
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l'ho appena messo in down,non vedo l'ora di giocarlo...spero abbiano abilitato la comunicazione vocale...
__________________
Athlon 64 3000+ - DFI Lanparty nF4 - 2x 512MB ddr 3200 GeIL - Maxtor DiamondMax+ 9 60 e 200 GB - PowerColor Radeon X800XL 256 Mb - ali chieftec 420W - DVD LG 16x48x - master. asus 52x24x52 - alice 4 MB in fast ![]() ...right on the edge of Do or Die... |
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#4 |
Senior Member
Iscritto dal: Nov 2001
Città: Genova
Messaggi: 8791
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Non ancora purtroppo....cmq ci sono parecchie novità , sia a livello grafico che di fisica delle armi
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#5 | |
Senior Member
Iscritto dal: Mar 2003
Città: Selvazzano D. (PD) Auto: Honda Civic ED7
Messaggi: 2031
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Quote:
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__________________
Athlon 64 3000+ - DFI Lanparty nF4 - 2x 512MB ddr 3200 GeIL - Maxtor DiamondMax+ 9 60 e 200 GB - PowerColor Radeon X800XL 256 Mb - ali chieftec 420W - DVD LG 16x48x - master. asus 52x24x52 - alice 4 MB in fast ![]() ...right on the edge of Do or Die... |
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#6 |
Senior Member
Iscritto dal: Mar 2003
Città: Milano
Messaggi: 798
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Ci si becca sui server...
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Alienware M17X R5 |
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#7 |
Senior Member
Iscritto dal: Feb 2004
Città: Selvazzano Dentro Metropoli (Padova)
Messaggi: 1928
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Messo a Scaricare... non hanno fatto più mappe a gradoni, vero?
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Il Signore Del Ghiaccio ![]() Fortis Cadere, Cedere Non Potest ![]() There are three kind of lies: Lies, Damn Lies, and Statistics. -- Benjamin Disraeli ![]() |
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#8 |
Senior Member
Iscritto dal: Oct 2003
Città: Reggio Emilia.... Console: Xbox360/XboxOne XboxLIVE: GPan81
Messaggi: 8930
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appena sono a casa scarico..
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__________________
CONSOLE: GPan81 @ XBOXONE X - SWITCH TV: LG OLED55C7V 4k HDR |
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#9 |
Senior Member
Iscritto dal: Feb 2002
Città: Palermo
Messaggi: 4695
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raga io sono un malato di cod.. ma sto AA mi incuriosisce..
mi dite un po come è strutturato? differenze o similitudini con cod^?
__________________
Enermax Liberty 500w - Asus p5Wdeluxe - E6600 @2.7 - 2gb Vdata 800 mhz dual channel - Caviar SE 320 gb - Ati x1950 xtx 512 - Samsung 2232bw 2ms - enermax Chakra big - Razer copperhead - Logitech G15 - Cuffie Zalman 5+1 - - Lcd Samsung le40656A1f ![]() |
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#10 | |
Senior Member
Iscritto dal: Feb 2004
Città: Selvazzano Dentro Metropoli (Padova)
Messaggi: 1928
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Quote:
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__________________
Il Signore Del Ghiaccio ![]() Fortis Cadere, Cedere Non Potest ![]() There are three kind of lies: Lies, Damn Lies, and Statistics. -- Benjamin Disraeli ![]() |
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#11 |
Senior Member
Iscritto dal: Sep 2002
Messaggi: 2464
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ma su Patch ci sta v2.1 a v2.3
__________________
Asus A8R32_MVP Deluze__A64 x2 4400__Corsair Twinx 2048-3200C2__Ati Sapphire X1900 XTX 512mb__Samsung 20" 2032BW ![]() |
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#12 | |
Senior Member
Iscritto dal: Nov 2001
Città: Genova
Messaggi: 8791
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Quote:
Pare di no...c@zzo, li odio anche io, chi ha disegnato i gradoni è un idiota ![]() |
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#13 | |
Senior Member
Iscritto dal: Mar 2003
Città: Selvazzano D. (PD) Auto: Honda Civic ED7
Messaggi: 2031
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Quote:
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__________________
Athlon 64 3000+ - DFI Lanparty nF4 - 2x 512MB ddr 3200 GeIL - Maxtor DiamondMax+ 9 60 e 200 GB - PowerColor Radeon X800XL 256 Mb - ali chieftec 420W - DVD LG 16x48x - master. asus 52x24x52 - alice 4 MB in fast ![]() ...right on the edge of Do or Die... |
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#14 |
Senior Member
Iscritto dal: Oct 2003
Città: Reggio Emilia.... Console: Xbox360/XboxOne XboxLIVE: GPan81
Messaggi: 8930
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raga ma chi mi spiega / dove posso trovare una guida per capire bene come si gioca e cosa devo fare nelle farie mappe... perche vedo che ci sono dei punti da raggiungere ma non mi è chiaro cosa fare..
al momento aspetto di seccare tutti o di essere seccato.. ma non è il max.. datmi qualche dritta plis ![]() ![]()
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CONSOLE: GPan81 @ XBOXONE X - SWITCH TV: LG OLED55C7V 4k HDR |
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#15 | |
Senior Member
Iscritto dal: Feb 2002
Città: Palermo
Messaggi: 4695
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Quote:
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__________________
Enermax Liberty 500w - Asus p5Wdeluxe - E6600 @2.7 - 2gb Vdata 800 mhz dual channel - Caviar SE 320 gb - Ati x1950 xtx 512 - Samsung 2232bw 2ms - enermax Chakra big - Razer copperhead - Logitech G15 - Cuffie Zalman 5+1 - - Lcd Samsung le40656A1f ![]() |
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#16 |
Bannato
Iscritto dal: Nov 2003
Città: Deserto di atacama
Messaggi: 1496
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Scaricare subito! Grazzie per l'info
![]() Ormai e' un monte di tempo che non gioco, mi tocchera' rifare il training? ![]() |
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#17 |
Senior Member
Iscritto dal: May 2003
Città: Penguin's Land
Messaggi: 1582
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Molto + fluido...
Ma il menu con i caratteri immensi è veramente irritante. Per nn parlare del fatto che il tasto "Deploy" nn si è capito perchè nn vada ![]() Ottima upgrade per la fluidità, pessima per l'interfaccia.
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"Do or Do Not, there is no Try" - Master Yoda NF7-s 2.0 - Xp 2400+ AIUHB "Y"@220*10.5 sotto AERO 7+ - 1,5 gb 7-3-3-2.5@440 - SB Audigy - xfx 7600gt XXX @ (WiP) - Powered by Chieftec. "Penguin Prevails && Ovverruns!" JJ_Kame_R |
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#18 | |
Senior Member
Iscritto dal: Oct 2003
Città: Reggio Emilia.... Console: Xbox360/XboxOne XboxLIVE: GPan81
Messaggi: 8930
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Quote:
![]() sarà un omonimo ![]()
__________________
CONSOLE: GPan81 @ XBOXONE X - SWITCH TV: LG OLED55C7V 4k HDR |
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#19 |
Senior Member
Iscritto dal: Dec 2000
Città: Milano
Messaggi: 220
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Grandi novità per questa 2.4 , audio posizionale, nuovi effetti, ecc.., ma ci sono certe cose che non mi convincono.Tanto per cominciare le armi sono diventate incontrollabili, soprattutto l'AR. Ho provato di sfuggita brigde e a parte la diminuzione dei colpi dell 203 la grafica è la medesima. Per non parlare poi dell'interfaccia che fa veramente...
![]() Mi riprometto di testarlo più a fondo ma non mi ha entusiasmato molto questa 2.4, a parte l'audio posinionale ![]() byez |
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#20 | |
Senior Member
Iscritto dal: Nov 2001
Città: Genova
Messaggi: 8791
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Quote:
Per quanto riguarda il nuovo recoil delle armi....tutta manna, finalmente si ritorna a parlare di simulazione ![]() |
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Tutti gli orari sono GMT +1. Ora sono le: 11:37.