Forums

Username:  

Password:  

       
Login Help

  LATEST POSTS  
 
America's Army Launc..
Learning BASICS of A..
can u give us hints ..
AA3 New Patch Releas..
Better Realism Alter..

Keywords:
 

More search options

  HOT TOPICS  
 
Name that AA map!
AA3 YouTube Videos
Server Admin Info
Remember when...
» See more topics
  

    « Previous Page        Page 10 of 13     
  Page Jump        Next Page »  

 America's Army Version 3.0.8.1 Release Notes 
 

MetalGearSolid

Sergeant
Posts: 315
Joined: 22 Jun 2008

      Posted: 27 Oct 2010 08:38 Profile


@Ruthless Dog: that is why I stopped playing AA3 completely. Too many COD kiddies, nade spammers and people whining against players who wish to play tactical. All they think about is rush and kill as fast as possible. As if this game is about the kills really...

_____________________
Proud member of the Celtic Alliance
Visit the Celtic Alliance

+3ngli$h+

Sergeant
Posts: 353
Joined: 07 Nov 2009

      Posted: 27 Oct 2010 09:42 Profile


MetalGearSolid wrote:

@Ruthless Dog: that is why I stopped playing AA3 completely. Too many COD kiddies, nade spammers and people whining against players who wish to play tactical. All they think about is rush and kill as fast as possible. As if this game is about the kills really...



when the game is released too the public like it is ...it is inevitable it will be treated as a FPS kill em all shooter game like any other.......now if it was left within the military only then would it be what it strives too be......their is just too many people out their too control how they play...an FPS is a FPS on the open market...and not a simulator...even though it was meant too be Neutral

half the team on every server goes where they want too no matter what people say too them...and thats why i say it cannot be a full sim in the public hands...the game would be more usefull at usa recruitment posts etc if they wanted it too be what its supposed too be Question

_____________________
Embedded Image

Pwned You

Sergeant
Posts: 292
Joined: 08 Oct 2010

      Posted: 27 Oct 2010 09:58 Profile United Kingdom


Same Coverlux, i get this bug loads. Once i tab out that's it. I have to open up task manager close AA3game.exe down and restart game.

About the posts above. There's tactical and then there is just boring. If you have ever played VIP Escort on Alley and the VIP heads to the apartments, the VIP will occasionally waste a ten minute round even when it's completely clear. He still decides to camp in the apartments. This is taking "tactical" to a stupid and unnessecerary level. Also to the guy who suggested this being a simulator for training in the army. This is nothing like real warfare. Sure it's realistic in places but you'd never get anyone nade rushing or charging into enemies guns blazing in real life (or atleast i hope there's no one that stupid around). You get people playing on here who would probably be a complete mess in the real army. This is a game and sure it was meant to be a sort of recruitment tool for the US Army but it is no where near a simulator.

_____________________
Embedded Image

KoldRayne

Sergeant
Posts: 293
Joined: 11 Nov 2009

      Posted: 27 Oct 2010 10:08 Profile United States


The map layouts and objectives/directives play a huge role in whether or not teamwork is promoted (and used). The current set of maps are too small and the objectives are too simplified. This promotes sprinting towards the enemy through one of the few routes available and "getting it on" ASAP. People do not need to use teamwork once they have learned the choke points and can lob grenades or out gun the enemy as they too come barreling through from the other side.

Make maps bigger so you cannot get to the enemy within the first 15 seconds of a round. Make spawn locations and objective locations random with lots of different possibilities. Rather than having objective assignments be a green, red, or blue triangle on the map auto-assign more in-depth and individual objectives to each fire-team. Base the number of objects on the number of fire-teams/players on each side. The game needs a LOGICAL deployment engine that controls all these aspects.

=NOLB=Kratos

Sergeant First Class
Posts: 1575
Joined: 04 Jul 2004

      Posted: 27 Oct 2010 11:50 Profile


MetalGearSolid,

then you must of been playing cod because aa3 isnt like that really yyou rush you might get killed, there is always risk when rushing kill or be killed, sorry cod is no where compared to aa

_____________________
Retired from AA Forum.

[Dev]SledgeHammerD

Developer
Developer
Posts: 92
Joined: 19 Jan 2010

      Posted: 27 Oct 2010 21:42 Profile United States


Just a heads up that the update (or patch, whichever you prefer Cheesy Grin ) will be going live in the early afternoon Pacific Timezone tomorrow Oct 28th. So, there may be some downtime in the morning as servers get migrated to the latest version.



Last edited by [Dev]SledgeHammerD on 27 Oct 2010 22:13; edited 1 time in total
Silent^Reaper

Moderator
Moderator
Posts: 709
Joined: 12 Apr 2009

      Posted: 27 Oct 2010 21:45 Profile United States


cool

_____________________

Embedded Image
IRC || Forum TOS || Forum Help || EULA

darksmaster923

Staff Sergeant
Posts: 648
Joined: 10 May 2008

      Posted: 27 Oct 2010 22:42 Profile Sierra Leone


[Dev]SledgeHammerD wrote:

Just a heads up that the update (or patch, whichever you prefer Cheesy Grin ) will be going live in the early afternoon Pacific Timezone tomorrow Oct 28th. So, there may be some downtime in the morning as servers get migrated to the latest version.



hawt

_____________________
Up the Irons
Embedded Image

Rich_73

Private First Class
Posts: 240
Joined: 26 Jun 2009

      Posted: 27 Oct 2010 22:45 Profile Canada


Patches fix broken things,updates introduce new content.It's probably leaning more to the former then the latter at this stage.

[Dev]4ohn

Developer
Developer
Posts: 59
Joined: 25 Apr 2007

      Posted: 27 Oct 2010 23:33 Profile United States


[Dev]SledgeHammerD wrote:

Just a heads up that the update (or patch, whichever you prefer Cheesy Grin ) will be going live in the early afternoon Pacific Timezone tomorrow Oct 28th. So, there may be some downtime in the morning as servers get migrated to the latest version.



Woot! Tomorrow night... it's on !

[Dev]Doc

Developer
Developer
Posts: 356
Joined: 09 Aug 2010

      Posted: 28 Oct 2010 00:18 Profile United States


[Dev]4ohn wrote:

[Dev]SledgeHammerD wrote:

Just a heads up that the update (or patch, whichever you prefer Cheesy Grin ) will be going live in the early afternoon Pacific Timezone tomorrow Oct 28th. So, there may be some downtime in the morning as servers get migrated to the latest version.



Woot! Tomorrow night... it's on !



Pattycake pandemonium in the LD room!

_____________________
Embedded Image
The preceding has been in no way, shape, or form a promise, an official statement, or representative in any way of the Army, the AGP, or the AA community.

=XE=TRIGGER

Recruit
Posts: 18
Joined: 25 Aug 2010

      Posted: 28 Oct 2010 00:41 Profile


Phoenix wrote:

Once again our Development Team has responded to your call for action. Based on your assistance by offering suggestions and constructive criticisms, the America's Army team has added dozens of improvements and tweaks to America's Army 3.

This release will feature a myriad of gameplay, UI, weapon fixes and more, all designed to greatly improve performance and your gaming experience. Plus, we've heard rumors about some undocumented changes, but we'll let our Developers tell you all about that, so keep watch on our forums for more details.

Stay alert Soldier, the next update for America's Army 3 is coming soon!

America's Army 3 Version 3.0.8.1 Release Notes

New Features

  • New Shadowing Options to allow for realistic vs fast shadows to help with performance.
  • TS3 Settings menu now allows input device selection.
  • HUD now shows inventory on the right side of the display.
  • The Battle Planner and BFT/Expanded Map has had several Carried Objective related Improvements made.
  • M249 and Obran LMK may now jam if player fires weapon in very long bursts.
  • New server switching to a new map/mission UI added.
  • Updates to the video card compatibility database to fix optimal settings for newer graphics cards.
  • Mission objectives are now shown as a notification (and console) message at the start of the round.
  • Current mission objectives are now shown on the expanded map.
Gameplay Fixes
  • Network optimizations to allow up to 20+ players depending on the server’s configuration.
  • Lean distance set to return user leaning to the full distance.
  • Fix to issue where heartbeat sound continued after dying when going straight to death state.
  • The incapacitated Pawn will now transition into Death-state immediately after being secured.
  • Player no longer gets locked out control wise after returning from pause menu.
  • Continued tweaks to vault-mantle system to further prevent issues where player may get stuck when going prone.
  • Added changes to reduce frequency of bullet shell emitters getting stuck in walls.
  • Tweaked weapon guard logic when medic option is presented. This helps to prioritize prevents the guard from switching back and forth at the edge of the targeting area, potentially causing a misclick to instigate a nearby action (such as vault/mantle) instead of medic.
  • Low Ready/High Ready will no longer be repeatedly toggled on and off when pulling away from an activated objective and firing.
  • Corrected issue where available spawn points were not getting reset after team swap.
  • Fixed issue where player is unable to fire his weapon, after sprinting and stopping pawn performs combat slide.
  • Fixed issue where breath hold sounds continued in spite of player being incapacitated or killed while holding breath.
  • Fix for incapacitated pawns sliding slowly away after falling down stairs and being unable to receive aid.
  • Fixed a bug where the client wasn't getting it's crouching/proning flags updated after a failed transition to those states.
  • Adjusted player prone so that a player’s torso must be supported completely by the ground or floor, otherwise player will fall into crouch position.
  • Fix for lack of ladder footstep sounds from NME players.
  • Changing roles during a match did not actually cause role to be swapped at the end of the round, which led to someone who chose the Squad Leader role for the next round not being able to use the Battle Planner Map for objective/rally point assignments.
  • Rally-points (area of operation markers) now reset before rounds 4, and 7.
  • Adjustments made to ROE including supporting a “near ROE” distance. This fixes ROE totals so that if the ROE is forgiven the integrity is now given 1/2 of the original penalty and ROE is adjusted so it's only 1/2 of original damage. This corrects the near/far determination and adds in a new rule that doubles the ROE and scoring penalty for close ROE events (less than ~5m).
  • Adjustments to leaning added.
  • Fix for weapon getting stuck down after sprinting vault/slide.
  • Updates to weapon guard functionality.
  • Changes to prevent player from climbing ladders while holding a grenade with pin pulled.
  • Assigning objective as rally point will properly report the location to fire teams.
  • More tweaks to reduce the chances of “Gunface”.
  • Weapon guard will not wait for player movement when checking for clearance if the guard was triggered by collision with another player.
  • Fixed issues with footstep sounds when moving backwards down steep inclines...such as stairs.
  • Corrected issue where incapacitated pawns were not all facing the same way on all clients. Changed the method used to position and rotate incapacitated pawns so that all players see the same thing. Note that different players may still see the incapacitated player laying on different sides (e.g. One play may see the incapacitated player laying on his left side while another may see him on the right side). This will be addressed in a future update.
  • Fix to prevent swap to a grenade from cancelling reload if there is no grenade left to swap to.
  • Adjusted inventory system to limit players from picking up a third rifle. User will be notified that they cannot carry any more weapons.
  • Fixed issue where the wrong team was given the victory if one team is eliminated during a swapping round (4-6, maybe OT). Now the correct team earns the victory and the correct results are displayed in the AAR when a team is eliminated or a team completes the objectives.
Weapons Fixes
  • The m320 will now correctly select its ammo from the misc. inventory list on the right side of the HUD.
  • Added extra guards to reduce sticking scope effects for some situations.
  • Added reset for lingering scope effects after a map change.
  • Added additional checks to prevent scope issues caused by vault-mantle volumes.
  • Added checks to disallow toggling of fire modes during a melee attack or sprint/
  • Added checks to reset scope after falling while holding breath.
  • Corrected issues causing misplaced aimpoints when using scopes.
  • Modified reload cancelling for m4/m16 weapons to restore the magazine that had been removed instead of forcing it into a pouch.
  • Allow selection of iron sights in load out.
  • Changes to melee attack to tune attack range.
  • Fix to allow melee smashing of the Bucket’s restaurant windows from the inside.
  • Disallow shooting while changing weapon modes.
  • Fix for bullet penetration with very thin materials such as glass.
  • Tweaked DMR and Obran MSP unscoped aim accuracy.
  • M249 will now jam if you fire it without pause with an increasing probability of jam. Weapon will not jam until 40 rounds are fired in a burst and then the chance of jam is applied based on a rising scale up (from 1%) up until the player has fired 100 rounds fired where jam likelihood is 25% for each round fired. Obran LMK also has the same jam support the M249 does.
  • Changes to prevent repeated fire effects at the end of the clip with quick bursts
  • Holding cooked grenade that explode sometimes didn't kill player. Now it always does. Holding cooked flash bangs that explode will cause a tiny bit of damage (as well as apply the normal flash bang effects). Holding cooked smoke grenades that explode will not hurt you.
  • Adjusting NME 320 grenadier mod to sight correctly.
  • Fix for grenades auto-throwing when you swap between lob/throw while pin is pulled (you can once again cook grenades).
  • Fixed issue where weapon occasionally would not come back up after a grenade toss.
Server Additions/Fixes
  • Lots of server-side optimizations improve performance.
  • Lots of tweaks to server logging that reduce performance.
  • Added a server side configuration variable, bShowOpponentExtractionVolume. When set to true, players can see their opponents' extraction volume in both CO and VIP missions. The current default is set to true.
UI Updates
  • Updates to ammo inventory now shows the four different types of ammo on the right side of the display:
  1. m16/m4 clip
  2. m249 SAW box
  3. m320 m433 grenade launcher frag
  4. m320 m714 grenade launcher smoke
These icons should contain a picture representing their ammo type. They should also match the style of the other miscellaneous inventory.
  • Changed the Ready button on the Pre-Game screens to to be more obvious. Ready button also added to the Role Select screen.
  • An issue where the ACOG filter was very rarely being enabled after launch of game and would cause blurring of background at the login screen has been corrected.
  • Teamspeak now resets when players switch servers so that the HUD notifications are properly triggered if a player changes to a new server or the server switches maps and the player's client travels to the new map.
  • The "Honor Only" filter was updated to show both honor and non-honor bearing servers when set to no. When set to "yes" it shows only honor bearing servers.
  • Added client-side messaging to explain being unable to toggle the m320 rangefinder during reloads.
  • Fix for interface settings message display setup where the 'server' and 'none' options were functionally inverted.
  • Player is now notified correctly when objects block and/or interrupt combat slides and dives.
  • Added UI support for the new shadow options.
  • Ready button now works properly on Role Select screen at all times. Also added new feature of check marks next to players' names on Role Select and Battle Planner to show which players have actually voted "ready".
  • The posture indicator should no longer display prone after a failed prone transition.
  • Added back buttons to all Go Army child pages and fixed some graphical bugs.
  • Messaging for some missions is incorrect (VIP especially) when enemy team is eliminated. This corrects multiple missions’ “messaging”.
  • Rank wasn’t displayed correctly in game UI. This corrects SMA rank display and next rank display in Soldier overview (and changes how the next rank to display is calculated). It corrects one the rank field for one rank in the rank conversion table (changes First Sgt to E8 instead of E9). Note that an additional issue in the scoreboard and battle planner relating to some ranks will be addressed in a future update.
  • Scoreboard wins/losses aren't updating after the first round. Now they do.
  • Added extraction objective color changes to the Battle Planner map Extraction icons are now color-coded. GREEN = The extraction point you are trying to reach. RED = The extraction point you are trying to defend (Carried Objective maps).
  • Carried objectives will now flash whenever drawn on the Blue Force Tracker expanded map.
  • Extraction volumes will flash if they are the current extraction volume needed to be reached by the team who is carrying the objective. Also put in a fix to allow swapping of mission briefing stuff when both teams are on secure and extract, and teams change spawning location.
  • Widened objective text field in battle planner row to prevent cutoff of "W" for Whiskey objectives.
  • Adjusted the initial mission objectives notification to display for 8 seconds and added writing it to console as well to make it easier to keep track of.
  • Ready button now appears after the last player on your team has had at least a second to choose a role **AND** you have selected a role yourself.
  • Fix for server info page not disappearing when it should (ESC pressed, menu page change, etc.
Training Fixes
  • Fixing bug for not being able to skip advanced riflemen training dialogue.
Maps Fixes
  • Bridge: Fixed a lightmap resolution problem on one of the walls causing an unlit area of the southeast catwalk.
  • Bridge Fog Classic: Briefing was omitted for the Bridge Fog Classic mission. Added briefing.
  • Impact: Turned the VIP spawn point around so that they aren't facing a wall anymore when they start.
  • Ranch: Fixed elevation of objective markers
  • All maps: Updated "Team Briefings" strings in Mission Info for each team and mission type.
  • Bridge: Tank should no longer be without collision. That was very much a weird one, for some reason the blocking volumes were in the VIP level.
  • Ranch: Corrected issues on Ranch that caused ACOG and other weapon/attachment/etc. issues.
Misc Fixes
  • Enemy soldiers should no longer demonstrate bad third person hand IK attachments while reloading an Obran LMK.
  • Adjusted STS temporary file fmap file handling so odd characters and spaces in username no longer cause issues when starting the game.
  • Punkbuster fixes to reduce frequency of getting kicked from a server for no apparent reason.
  • Changes were made to improve the PunkBuster integration which should address a number of issues reported by players.
  • Teamspeak 3 will now let you select an input device via the in-game UI and the game validates the list of available devices displayed in the settings menu to make sure they will work with TS3 before letting you select the device (meaning if a device isn’t listed in the settings menu it didn’t pass the TS3 device validation). Changes were also made to allow “on the fly” device changes so you can test various devices either while using the “test voice” button in the settings or while attached to a server. TS3 will also validate the device specified in the configuration file and if it is found to be invalid will revert to the system default device.
  • VOIP status notifications were removed for this release to fix the crash triggered by players talking when the scoreboard was displayed. We will look into restoring VOIP status notifications in a future update.
  • Corrected issue where Alley Fog wasn't listed as having the TAH mission in the AdminChangeMission help.
  • Player initiating map vote no longer counts twice when voting.
  • Changing Vsync setting will now reset the direct 3d device so that changes take effect immediately rather than waiting.
  • Initial Logitech G15 LCD support. Currently only displays America's Army 3 on main LCD display and shows current version and build number. Future versions will introduce additional support.
  • Corrected the “Stick to the Plan” award notification localization entry so it now appears properly.
  • Corrected “Ultimate Sacrifice” messaging from saying it requires you to save “two or more” to properly state “one or more.
  • An issue where “Not On My Watch” localization string was missing was corrected.
  • Corrected an issue where the server browser was not reporting PB enabled properly all the time. This changes how it asks PB for it being enabled and should eliminate the issue.
  • Corrected issue where PunkBuster was restarting on server after every round. Now it only restarts after a map change.
  • New (updated) PBSV tool added to installation. This is the PB service installation tool that is run automatically the first time you install the game. Note that users updating existing installations of AA3 (or those that have already installed PB on their systems for any game) will not need to use this tool.
  • Updated PB client DLL's. You may still wish to run PBSetup.exe to verify your PB is up to date prior to playing this new release.
  • A change was made to prevent unwounded soldiers from calling for medic.
  • Fix to ensure inventory UI will always be properly initialized was added.
  • Removes some client side logging when the expanded map is displayed to improve client side performance.
  • Fixed grammar in the Game Help section.
  • Fix for player hands vanishing at certain spots on certain maps!
  • Fix for hands vanishing while throwing grenades.




From what i understand, this patch is 1.6GB. sounds kinda big for the items listed in the release notes. Is it just my wishful thinking, or is there anything confirmed , even unconfirmed about any maps? A patch that big, you would think, would consist of atleast 1-2 new maps. any thoughts or ideas?

c3.paulv2k4

Private First Class
Posts: 104
Joined: 20 Jun 2009

      Posted: 28 Oct 2010 02:01 Profile United Kingdom


Quote:

From what i understand, this patch is 1.6GB. sounds kinda big for the items listed in the release notes. Is it just my wishful thinking, or is there anything confirmed , even unconfirmed about any maps? A patch that big, you would think, would consist of atleast 1-2 new maps. any thoughts or ideas?



No. They have recompiled the current maps again. That would create a large file size. Plus when they are "cooking" the game, they are including the entire load of .upk asset files (increasing file size, although not needed, as cooking (generally on UnrealEngine3) compresses them into one file anyway).

My company's game on UDK compresses from 4GB to 400MB when cooked, but since UnrealEngine3 is not particularly easily patchable you are required to overwrite most of the original files, so a patch would be around 400MB as well.

Sorry for long answer but I need to get across how this engine is a severe pain when it comes to patching hence the file size.

_____________________
My company's game:
http://www.indiedb.com/games/project-cqb

AmpliDude

Private First Class
Posts: 151
Joined: 11 Nov 2003

      Posted: 28 Oct 2010 02:43 Profile Poland


[Dev]SledgeHammerD wrote:

Just a heads up that the update (or patch, whichever you prefer Cheesy Grin ) will be going live in the early afternoon Pacific Timezone tomorrow Oct 28th. So, there may be some downtime in the morning as servers get migrated to the latest version.



Darn it's gonna be liek midnight in here :/

Where it was stated that patch is gonna be 1.6 GB???

KoldRayne

Sergeant
Posts: 293
Joined: 11 Nov 2009

      Posted: 28 Oct 2010 02:47 Profile United States


[Dev]Doc wrote:

Pattycake pandemonium in the LD room!



Doc,

Just remember, there is no "Pattycake" in the champagne room..


 America's Army Version 3.0.8.1 Release Notes 
 

    « Previous Page        Page 10 of 13     
  Page Jump        Next Page »  

  

Jump to: