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  1. #1326
    a ok entendi, nao sei se vou comprar uma tao cedo. qualquer coisa entro em contato, obrigado por tudo ai!!



  2. #1327
    Data de Ingresso
    Oct 2004
    Localização
    Curitiba
    Posts
    2.806
    America's Army Version 3.1

    Over the past few weeks we've given you behind-the-scenes looks, fly-thru videos, screenshots, and interviews. Well the waiting is nearly over! Soon, you'll be able to download America's Army 3.1 and experience these great new missions for yourself. Be among the first to rule Stronghold's airy clock tower or crawl through the muddy streets of ShantyTown. With their unique architecture, terrain, vantage points and cover both maps are destined to become classics.

    America's Army 3.1 Release Notes

    New Features
    • Every Soldier is a Sensor (ES2) additions
      • ES2 is the process of observing and reporting to help provide a clearer picture of the battlefield and making it safer for fellow Soldiers and civilians alike. If Soldiers are observant and report suspicious items or other important information to command, someone with a larger view of all reported information can make a more informed decision about what the data means. The ES2 game play in AA3 brings awareness to the importance of being observant when on regular missions. The developers have implemented features within AA3 that will reward players for being observant and reporting back relevant data that they come across during their mission.
      • ES2 missions will have objects randomly placed in the map. As players move through the maps, they may notice an object that seems out of place, or looks "suspicious". The player will need to determine what type of object it is by moving close to the object and centering it in their view. They will receive a context HUD message which will tell them what the object is. The player can then report the object via hotkey. HUD and Audio feedback will give the player confirmation and inform the player as to what type of object it is and provide additional instruction or information if needed. A player that reports ES2 objects within a round of play will be provided with a small amount of Army Value scoring 1 to 19 points.
      • ES2 training is included as part of the MOUT training course. ES2 objects are contained in the level. Observing and reporting these objects will help reduce the players MOUT time by gaining some additional flash bangs you can use to stop the timer. It also flags your account as "ES2 Trained" which will shorten the time it takes to identify ES2 objects in multiplayer games.
    • New two maps
      • Shantytown is a variable weather (no rain to heavy rain, wind, thunder and lightning) close quarters battle map which includes VIP and Activated objectives.
      • Stronghold is a larger castle based map that includes all current mission types.
    • New Blue Force Tracker (BFT) features
      • BFT updated and enhanced. Player may change zoom of the BFT using the mouse wheel.
      • Extended Map Updated: The player may access the BFT extended map by using the tab key. The updated extended map will also allow the user to play with it continuously up by changing the transparency using the mouse wheel.
      • Spectator Extended Map added: Players may now toggle use of the Extended BFT in Spectator mode by pressing TAB.
    • Steam Leaderboards: This release also features what we hope will be a neat new feature - a bunch of new leaderboards! Using a newly added Steam client feature, player leaderboard and stats updates will be available when running the game through Steam.
    • Admin Control Panel has been added to allow server providers to manage servers in-game. If the user has the appropriate server access, it will appear in the main menu.
    • You can now use the Steam client server browser to join an AA3 game server without starting the game first. For those using Steam we highly recommend you minimize your Steam client once you start America's Army in order to reduce the amount of memory Steam uses.

    New Gameplay Changes
    • Treating someone will now use the victims IFAK instead of your IFAK as long as the victim has an IFAK. If the victim does not have an IFAK, you will use your own. What this means is that as long as either you or someone else has an IFAK on your team, you can still be treated.
    • We also have several performance changes including one that should improve how the pawns are rendered which we believe will further improve client-side performance. We also cleaned up a lot of the server logging so it won't clog up the server and many other instances of log spam in the client were addressed.
    • Spectating players should now have a bit better view of the world (one centered a bit higher up than the pawn's belt) and should in general be a better experience and avoid some of the crazy views seen in earlier builds.
    • Team changing rules were modified so you can join the spectating team at any time and leave it to return to a team at the end of a round. Announcements are made in the chat area to indicate when players join and leave teams. A new server-side INI option was added to allow server operators to disable this feature.
    • A change for those playing (or playing against) the SDM - we've implemented a change that should make it a bit easier to suppress an SDM. Our goal with this is to make the SDM closer to what he should be - a designated marksman and not a "super-enemy-killer-who-owns-bridge" soldier


    Weapons Fixes/Updates
    • You will no longer see you cannot fire when changing fire modes (and in fact the entire animation has been removed since it wasnt obvious to most people anyway).
    • The XM320 had many fixes done which should improve its functionality in game.
    • Obran LMK weapon jam no longer locks you into Obran until you fix the Jam (you can now switch to other weapons just like with an M249 jam).
    • Fix for XM320 weapon mod not reloading properly after climbing ladders.
    • Fixed the min/max pitch on dropping so it's between +/- 45 which prevents dropping grenades on the player's head. Also reduced the total distance when dropping a weapon (either by choice or death) so the weapon isn't thrown 15 feet away which looks fairly silly. Note that the range for intentionally throwing grenades was not changed.
    • Changed M249 SAW's "ironsights" to "None" in the top rail dropdown.
    • Fire mode delay fix. Removes animation for fire mode changing and adds a click sound when the fire mode change is activated on the client. Firemode will not actually change until the server receives the request however which creates a minor desynch issue where you can change fire mode and fire right away before the server receives the client and server will operate in different fire modes.
    • Fix for losing M249 ammo when reloading from a nearly empty clip. Fix for bullet chain to display the proper number of remaining bullets.
    • Bullet weapon jams will no longer prevent the M320 grenade mod from functioning.
    • Fix for glitching M320 when interrupting weapon mod transition with combat slide or dive.
    • Fix for potential to enter a glitched state when attempting to swap to a grenade as the match starts before the main weapon is set.
    • Fix for M249 discarding its ammo box during reload while prone.
    • Fix for wrong ammo shown on Obran held by enemy player after reload.
    • Fixed an issue where if the M249 jammed on last round it couldn't be cleared.
    • Fixed the missing aimpoint bug. Should now spawn weapons, loadouts, and rail mods based on user's set preferences. Also set the default selection for weapons and rail mods to be the most advanced options (based on training requirements), except for the M249 in regards to box/soft bag ammo (meaning that it defaults to box).
    • The inventory system for weapon magazines and grenades of all types was rewritten to greatly reduce the network bandwidth used by the game. The intent is to reduce network bandwidth and improve server performance as well.
    • US Weapons are now a single mesh plus the sight instead of built out of multiple pieces which both fixes the odd coloring seen and reduces the actor count improving performance on the client.

    Map Fixes
    • Bridge - Moved the flare and objective marker for the carried objective bridge mission so that it more accurately shows the center of the extraction area.
    • Bridge - Tweaked the overpressure volumes on both the north and south tower so that they no longer leak out past the containing walls.
    • Bridge - Tweaked the catwalks so that they are all evenly placed, this should help with both moving along them
    • Bridge - Tweaked the Assault/Defend mission so that the defending team gets a win when time runs out
    • Bridge - Fixed a spot on the bridge near an overturned van where a player could get stuck quiet badly.
    • Bridge - Moved one of the picnic tables so that you can more easily pass between it and the tree growing near it.
    • Pipeline - Tweaked the audio levels on the ambient sounds.
    • Impact - Tweaked the loadout on the VIP rifleman role, heavy should now have as many smokes as the normal loadout.
    • Impact - Tweaked a bunch of grocery carts that were clipping into buildings.
    • Impact - Moved an AC unit that was capturing players that accidently jumped behind it and a tree.
    • Impact - Moved some tires that were causing players to get stuck between them and some trees.
    • Impact - Added an extra indirect lighting point cloud so that players don't go unnaturally dark in places.
    • Impact - Tweaked trees so that the branches won't block bullets anymore.
    • Impact - Tweaked a potted plant that was sticking through the railing.
    • Ranch - Fixed a weird and old/recurring lighting error in Ranch.
    • Collision and lighting updates for all maps.
    • Added Pipeline VIP to the mix.
    • Added TAH mission for Alley (Foggy) in map vote, which was apparently missing.
    • Hopefully fixed the issue where the player can move freely during Grenadier training.
    • Updated mission Intel for Ranch, Pipeline, Bridge.


    Bug Fixes/Updates
    • The scoreboard is now sorted by total score, in a descending order. Makes much more sense than sorting by role index.
    • Turned off blocking on collision volume for prone and incapacitated players. This will prevent the volume from blocking grenades thrown above the body.
    • Fixed friendly fire headshots were counting towards Consummate Professional achievement.
    • Fixed problem with voice input device dropdown component in Voice Settings page.
    • Fixed spelling error in follow me coin localized text.
    • Changed the display of the Ready button to gray out during the Deployment phase, versus going invisible. This should clear up confusion about the button "disappearing".
    • Fixed the kismet for CO levels so that all objectives will be available to be assigned in the BP during Auto-Assign, which takes away the reported issue, and brings the
    • Auto-Assign behavior act like it should.
    • Fix for animation problems caused when going prone from a leaning position.
    • Fixes backwards arms when going from prone or crouch to standing while in lowready weapon posture.
    • Fixed issue that would lead to the player being registered in 2 slots after a swap between two players. Made a change to MissionPreplanner which should prevent a player from missing their Cancel button when requesting a swap.
    • Corrected capacitation (revive) response time bonus rule to match other response times of 30 seconds (which avoids a potential negative award for late responders).
    • Fixed issue where toggling scoreboard resets armor opacity even though armor has been depleted.
    • Fixed issue where pressing [H] (or the current M320 toggle) will print "Cannot toggle rangefinder because a reload is in progress." even if the weapon is not outfitted with a grenade launcher.
    • Multiple Training NPC weapon load-out fixes in Weapons Fam.
    • Adjusting load-out handling in single player "explore" mode so ammunition is available using the new inventory system. Note that the new default inventory for single player is to have an M16 XM 320 with 6 M433 rounds, 2 M714 rounds, and six 556 magazines (and a few frags smokes, flash).
    • You should see some cool new head gear and radio gear on the heads of friendly and enemy soldiers when you're playing. To have the cool new head gear you must have passed the AIT training for the role you are playing (you'll see things like Oakley sunglasses, radio's with microphones, etc.).
    • The infamous aim-point not on your weapon after changing teams mid-round bug should finally be fixed.
    • The equally infamous medic bug should now be fixed.
    • Adjusted when the server's console titlebar is updated on startup so server operators can verify the mission type and server honor mode prior to any players joining the server.
    • Fixed issue with trying to join a password protected server from Favorites/History not showing password pane.
    • Fixed Favorites/History server info pane not showing valid info, as well as:
    • Add sorting to the Favorite/History pages
    • Change sorting for Player column to sort primary on # players, and secondary on max players.
    • Fix repeated tab pressing issue
    • Fix "strobe light" button effect
    • Update Favorite/History info when viewing
    • Disable rows in Favorite/History tables if they are not online
    • Add timer to double clicking on pages so that second press must be within 500 ms
    • Change tab behavior to not swap depths
    • Update tool tip to auto size to text
    • More MOS description fixes.
    • Added a Back button to appropriate pages in the Go Army->Lifestyles section. Also fixed a bunch of typos in the Go Army->Careers section.
    • Switching teams mid round will now bring up the Role Selection screen automatically at the end of the round (after the scoreboard). Also added a server side config variable, bAllowSpectatorsBackOntoTeams, which defaults to true, and allows players who switched to the Spectators team from Black or Gold to return to either team. This can be set to false for tournament style play, if desired.
    • Players who have selected the Spectator team after being on a team (ie team # is 2), should not be counted for number of votes needed for Ready button, since they won't have a ready button to press.
    • Fixed 18C MOS description under Construction & Engineering. Left all 3 entries in, since this entry is found in 3 different spots on the GoArmy.com website.
    • Fixed various Go Army->Careers typos.
    • Allowing screenshot in most menus. Added screenshot support to scoreboard
    • Update to how spectators are treated at match start. Will now auto select someone to follow, and will skip Battle Planner and showing the HUD.
    • Reformatted the Mission Brief Section, and corrected Mission Briefings for all Maps/missions
    • If a player is incapacitated and spectating his own pawn, his pawn will now disappear if his camera gets too close to it.
    • Update entry into server to show the Role Select screen when a new player to the server joins a match already in progress.
    • Added network setting option in video settings.
    • Update that should fix any irregularities with tracked teammates on the BFT.
    • Password Screen now properly shows the Version Number.
    • When looking at an incapacitated player, their status will now show as "WOUNDED".
    • Also, changed the "TREATED" status text to read "STABLE", to more accurately represent the observed player's status.
    • Fix for TAH capture getting stuck when entering a TAH volume with an incapped player in it
    • Fixed clipping of the last player's name in the Server Info Player List. Also changed out the scrollbars, even though they are being weirdly skewed by the component.
    • Viewing ranks while spectating or looking at other players should now show the correct rank.
    • More updates to the netcode to help the client to determine the best connection settings.



    Pois então, depois de 1 ano e meio sem jogar ontem voltei a dar maaaais uma chance pro Americas Army. E pra minha surpresa o jogo mudou da água pro vinho.

    Eu pelo menos não vi mais nenhum bug em relação as armas e movimentação, tier 1 funcionando perfeitamente e fazendo o update imediato das suas badges e medalhas. Gostei bastante do que eu vi e o pessoal tá elogiando bastante tb no forum oficial. Joguei Bridge ontem como nos bons tempos de AA2, sem lag nenhum em server gringo e nacional.


    Bem fica a dica pra quem quiser dar mais uma tentada. Parece que nessa os Devs acertaram a a mão.



    PS: Mais dois novos mapas foram adicionados. Mas ainda não joguei.


    Abs
    i7 2600K/P8Z68-V/GTX 560ti/8gb DDR3 1600 Ripjaw/HD SATA2 1TB+500GB/Seventeam V-Force 750W/Dual Monitor Samsung P2470 - 2232BW/Razer Lachesis/Lycosa Keyboard/Cooler Master CM 690/Everglide Titan/GVT 35Mb



  3. #1328
    Data de Ingresso
    Feb 2008
    Localização
    Balneario Camboriu
    Posts
    172
    Joguei AA desde a 1.9
    parei faz alguns anos e parti pro bf2 e hj to no bad company 2
    Vo da uma jogada pra ve como fico!!!!
    OLA :giggity:

  4. #1329
    Data de Ingresso
    Oct 2004
    Localização
    Curitiba
    Posts
    2.806
    Pois é, eu tb jogo desde 2004, não me lembro qual versão era, acho que a 1.7, e depois que o 3 foi lançado eu joguei um pouco mas não dava a qtide de bugs era imensa, mas agora com esse novo patch ficou muito melhor e bem jogável.
    i7 2600K/P8Z68-V/GTX 560ti/8gb DDR3 1600 Ripjaw/HD SATA2 1TB+500GB/Seventeam V-Force 750W/Dual Monitor Samsung P2470 - 2232BW/Razer Lachesis/Lycosa Keyboard/Cooler Master CM 690/Everglide Titan/GVT 35Mb



  5. Jogo AA praticamente desde o lançamento e posso dizer com certeza que esse AA 3.0 foi a maior cagada que já vi, especialmente porque o 2.0, ao tempo do lançamento do 3.0 e até hoje (não vi com esse novo patch ainda), era infinitamente superior. Bom.. estou baixando para testar essa nova versão e direi o que experimentar.
    Q6600 @ 3.0GHz / 4092MB RAM DDR2 / ATI Radeon HD 4870 1GB DDR5 XFX / KOSS PortaPro Hi-Fi headset / Mouse Razer DeathAdder & Mousepad Razer Goliathus

  6. #1331
    Data de Ingresso
    Oct 2004
    Localização
    Curitiba
    Posts
    2.806
    Citação Postado originalmente por blindeco Ver Post
    Jogo AA praticamente desde o lançamento e posso dizer com certeza que esse AA 3.0 foi a maior cagada que já vi, especialmente porque o 2.0, ao tempo do lançamento do 3.0 e até hoje (não vi com esse novo patch ainda), era infinitamente superior. Bom.. estou baixando para testar essa nova versão e direi o que experimentar.
    Realmente o 2 é superior mesmo, mas o problema é que o pessoal tb começou a abandonar essa versão e partir pra outros jogos, mas creio que agora o pessoal que era veterano no 2 comece a ir voltando aos poucos já que esta versão está bem mais estável com um netcode aprimorado e bastante servers, tanto gringos qto brasileiros. Ontem eu vi no browser pelo menos uns 4 com ping baixíssimo e lotados.


    Abs
    i7 2600K/P8Z68-V/GTX 560ti/8gb DDR3 1600 Ripjaw/HD SATA2 1TB+500GB/Seventeam V-Force 750W/Dual Monitor Samsung P2470 - 2232BW/Razer Lachesis/Lycosa Keyboard/Cooler Master CM 690/Everglide Titan/GVT 35Mb



  7. #1332
    Então vou baixar de novo.

  8. #1333
    Data de Ingresso
    Aug 2005
    Localização
    Rio de Janeiro
    Posts
    1.924
    vou baixar de novo entao tb... quero ver como esta... o foda é os players... mt farofada, mt gente que jogava de maneira tatica nao joga mais :/

  9. #1334
    Data de Ingresso
    Oct 2004
    Localização
    Curitiba
    Posts
    2.806
    Verdade, mas acho que se vingar a turma reaprende a jogar e voltam os bons tempos. Isso é o que eu espero, tinha mais de 1000 hrs to tracker, se continuar nesse ritmo de melhorias pretendo chegar lá de novo.


    Abs
    i7 2600K/P8Z68-V/GTX 560ti/8gb DDR3 1600 Ripjaw/HD SATA2 1TB+500GB/Seventeam V-Force 750W/Dual Monitor Samsung P2470 - 2232BW/Razer Lachesis/Lycosa Keyboard/Cooler Master CM 690/Everglide Titan/GVT 35Mb



  10. #1335
    Data de Ingresso
    Apr 2008
    Localização
    Novo Hamburgo/RS
    Posts
    715
    Opa, boa notícia este update. Vou testar também, faz 1 ano e meio que havia parado de jogar também. O que mais me irritava era aquele bug "gunface". Espero que tenha desaparecido isso, hehehe.
    [ECS GF8200A | AMD Phenom II x4 945 3.0 GHz | 3x2GB DDR2 800MHz | Sapphire HD 6870 1GB | Samsung 500GB | Corsair VX550W | LG E2250V]
    [Acer 1410-3_br018] [Power GVT 15MB]
    [Live] [Playfire] [Raptr] [Steam] [Xfire] [Battlelog] [Autolog] [BF:BC2] [MoH]

  11. #1336
    Data de Ingresso
    Feb 2008
    Localização
    Balneario Camboriu
    Posts
    172
    joguei 5 minutos e deletei
    nao sei se é o vicio pelo bad 2 ou se o jogo continua ruim mesmo
    kkkkkkkkkkk
    OLA :giggity:

  12. #1337
    Data de Ingresso
    Oct 2004
    Localização
    Curitiba
    Posts
    2.806
    Citação Postado originalmente por Apokalip5e Ver Post
    Opa, boa notícia este update. Vou testar também, faz 1 ano e meio que havia parado de jogar também. O que mais me irritava era aquele bug "gunface". Espero que tenha desaparecido isso, hehehe.

    Esse irritava demais mesmo mas sumiu. Ainda bem.

    Citação Postado originalmente por BobJon Ver Post
    joguei 5 minutos e deletei
    nao sei se é o vicio pelo bad 2 ou se o jogo continua ruim mesmo
    kkkkkkkkkkk

    Então deve ser o vício pelo BC2 mesmo, provavelmente vc ficou 5 mins sem jogá-lo e já teve que suprir essa necessidade.


    Abs
    i7 2600K/P8Z68-V/GTX 560ti/8gb DDR3 1600 Ripjaw/HD SATA2 1TB+500GB/Seventeam V-Force 750W/Dual Monitor Samsung P2470 - 2232BW/Razer Lachesis/Lycosa Keyboard/Cooler Master CM 690/Everglide Titan/GVT 35Mb



  13. #1338
    Data de Ingresso
    Dec 2003
    Localização
    Teixeira de Freitas - BA.
    Posts
    8.130
    Esse patch já tá disponível no Steam? Dei uma olhada nas news do jogo lá e o último patch informado é do ano passado ainda.
    Chimera Project v5.0
    [ Biostar T5XE CFX-SLI | Intel Core i7 860 | Point of View GeForce GTX 470 | 4GB (2x2GB) DDR3-1600 GSkill ECO Series | Seagate ST3500418AS | XFX P1-750S-NLB9 750W | Thermaltake V3 Black Edition | Samsung SyncMaster 2233RZ | A4tech X7 G800 | A4tech X7 OSCAR 750BK | OZAKI WU460 | A4Tech HS-60 ]

  14. #1339
    Data de Ingresso
    Aug 2005
    Localização
    Rio de Janeiro
    Posts
    1.924
    é... eu baixei pelo steam, mas tem coisa nova sim desde a ultima vez que tinha visto... deu um bug aqui, crasho o jogo... e larguei de mao, vou dar uma jogada la agora...

  15. #1340
    Não notei quase nada de melhorias, talvez por estar a muito tempo sem jogar.
    Continuo sem entender o sistema de mira do jogo, não consigo acertar porra nenhuma mesmo a poucos metros de distância, até no Red Orchestra é mais fácil de acertar alguem. E as "sambadinhas" quando se encontra um inimigo continuam, ridículo.

    AA2 foi e é melhor em praticamente tudo.

  16. #1341
    Data de Ingresso
    Aug 2005
    Localização
    Rio de Janeiro
    Posts
    1.924
    AA2 é epico... esse so tem vantagem em algumas coisas no grafico, porque até em outras coisas no grafico do AA2 é mais "real".

  17. #1342
    Data de Ingresso
    Apr 2008
    Localização
    Novo Hamburgo/RS
    Posts
    715
    Citação Postado originalmente por Bad Fun Ver Post
    Esse irritava demais mesmo mas sumiu. Ainda bem.




    Então deve ser o vício pelo BC2 mesmo, provavelmente vc ficou 5 mins sem jogá-lo e já teve que suprir essa necessidade.


    Abs
    Opa, bom saber! Se não me engano, tinham prometido remover o gunface no patch anterior a este, e mesmo assim continuava... Daí desisti e desinstalei o jogo hehehe. Vou ver se baixo entre hoje e amanhã para jogar junto.
    [ECS GF8200A | AMD Phenom II x4 945 3.0 GHz | 3x2GB DDR2 800MHz | Sapphire HD 6870 1GB | Samsung 500GB | Corsair VX550W | LG E2250V]
    [Acer 1410-3_br018] [Power GVT 15MB]
    [Live] [Playfire] [Raptr] [Steam] [Xfire] [Battlelog] [Autolog] [BF:BC2] [MoH]

  18. #1343
    Data de Ingresso
    Jan 2006
    Localização
    Brasilia-DF
    Posts
    661
    E ae galera, todo mundo deixou de lado o AA3?
    depois de muitos anos sem jogar, voltei para ver se fico... parece está pior que o AA2... mas da mesma forma jogavel com algumas travadas, achei que com minha config conseguiria jogar com tudo no max, mas me enganei rsrs.
    MÁQUINA: Core2Duo E4500 OC 2.9GHz;1.33V WITH PIN MOD| GA-946GM-DS2 | 2x1gb kingston DDR2 667MHz | HD4870 XFX STOCK | Thermaltake TR2-500W

    PERIFÉRICOS: SteelSeries XAI | SteelSeries QCK MINI + 4HD | SteelSeries Siberia v2 USB 7.1

  19. #1344
    Estou com uma duvida, no AA2 eu fiz o treinamento de sniper, mas nas missões não conseguia usar, no AA3 como funciona? Fez o treinamento já libera? Tem um numero restrito de sniper por missão? tem como personalizar a arma igual ao AA2?
    Desde já agradeço!

  20. #1345
    Data de Ingresso
    Apr 2008
    Localização
    Novo Hamburgo/RS
    Posts
    715
    Saiu hoje o patch 3.2. Não estou com o America's Army 3 no PC, se alguém testar diz aí como ficou.

    Americas Army 3 Version 3.2
    Listen up Soldiers, we have new information from HQ!
    With the release of Americas Army 3.2, your soldier now has another tool in their arsenal. The development team has added the M106 smoke grenade into the game, providing players with a great new way to conceal their movements.
    The release notes below highlight the use of the new tactical device, as well as all of the new features, gameplay tweaks, weapon fixes and more.
    New Features
    - A new inventory item! The M106 Fast Obscurant Grenade (FOG) will instantly create a cloud of smoke to cover your actions. Essentially, it works like the M83 with one important exception: a short fuse. If you try to cook the M106, it will likely blow up in your hand and cause an injury. A new Up in Smoke achievement has been added when a teammate is revived within the cover of an M106 smoke cloud.
    - A new AA3 Loader application is provided with this release to enhance the front end of AA3. This application will start automatically when launching the game. This tool provides the ability to create or delete soldiers, view your soldiers Personnel Jacket, view combined player stats, and launch a game server. It also offers updated news, game manual access, and links to the Americas Army website.
    - Improved ladder functionality: to mount a ladder, face ladder and press the use key (spacebar by default). When approaching a ladder from the top, the player will automatically turn and mount the ladder upon hitting the spacebar. This eliminates players from needing to walk backwards to attempt to go down a ladder, missing it, and falling, causing leg damage. As an added benefit, a player may choose to release from the ladder by hitting the spacebar again, thus giving the player more options with dealing with enemies while using ladders.
    Gameplay Changes
    - Change to After Action Review (AAR) panel to better convey the players combat effectiveness during the previous round.
    - Added display of achievements for all players on the server so they are shown in the AAR.
    - Interrupting a reload (after seating magazine) now results in a chance of malfunction.
    - Updates to Spacebar Context system to correct several edge cases. This only affects selection when player is within multiple volumes (Vault/Mantle, Ladder climb, healing a teammate, ES2, etc.).
    - Better fix for players that are blocked while climbing ladders continuing to climb through other players, objects, the floor, or into the air on remote clients.
    - Flashbangs were tweaked to make them more effective when deployed indoors.
    - Improved VIP extraction ending - new sounds and proper stopping of countdown and audio when team is killed while extraction is active.
    - Weather handling has been further optimized in Shanty Town to reduce network usage.
    - Implemented the new AG Award when graduating BCT.
    - Zip-tie roll over animation is now played when players are secured.
    - Fix for 'ladder snake' bug where player is seen sliding up the ladder after grabbing onto the ladder while sprinting.
    UI Change
    - Fixed the scoreboard to highlight the player's name in yellow.
    Bug Fixes
    - A memory usage optimization pass was done to reduce our game client memory footprint.
    - Another network performance pass to reduce bandwidth on glass heavy maps.
    - Fixed Mr Zip Cuff and Tag and Bag localization to reflect actual 50 enemy secured/confirmed in order to earn (rules were correct already).
    - Several hundred minor map related issues (on all maps) were addressed by our LDs.
    - Updates to Leaderboard functionality to increase number of entries, fix to allow full use of character font for names, viewing full Leaderboard no longer overwrites the mini-board values, and adjust UI size to allow longer descriptions in mini-board.
    - Cleanup of a variety of server-side log spam.
    - Removed some client side log spam related to authentication.
    - Cleaned up some inventory logging.
    - M320 no longer miscounts rounds fired or rounds hit.
    - Fixed a TS3 thread hang/deadlock that randomly occurred.
    - Fix for ragdolled enemies not being confirmable. This cuts out the distance check involved for confirming a dead enemy since the ragdolled pawn can travel a considerable distance client side in some situations....such as falling down stairs.
    - Fix for mission type not updating on the team select menu.
    Map Fixes/Changes
    - Alley: Fixed an issue where a few objects were sticking into the wall. Fixed an issue where certain trash bins were not accepting decals.
    - Alley: Fixes involving an ES2 gray bin object labeled as a laptop.
    - Alley - Discovered that there was a wall in buckets that had been duplicated on top of itself.
    - Alley: fixed "hole in world" bug along with a few clipping meshes.
    - Alley: Fixed issue where grenade goes through the fire escapes near the loading dock.
    - Alley: Changed collision volume on the van to better support shooting grenades near it.
    - Alley: Fixed a clipping issue with the dumpster near the hotel boiler room.
    - Alley: Fixed issues that caused the carried objective to be unretrievable.
    - Bridge: Rotated spawn points on the South side in the AO map type.
    - Bridge: Fixed grenade over-pressure issues in the North and South towers.
    - Bridge: Adjusted collision volumes and fixed several clipping issues.
    - Bridge: Comm Volume updates
    - Impact: Updated VIP mission to add smoke and light to the extraction flare
    - Impact  Updated activated objective loading screen mission description
    - Pipeline: Fixed issue where a player can access and fall into a pit at the exterior valve building
    - Pipeline: Fix for unclimbable 'vine ladder'
    - Ranch - Added some decals back to the main house, adjusted the v/m volumes around the windows, fixed issue where player can get stuck in the corner of the bridge, and many other minor issues.
    - Ranch  Fixed issue where grenades would go through hay bales.
    - Ranch  Fixed some sound volume issues in Greenhouse.
    - Stronghold: Fixed several clipping issues in arches
    - Stronghold  Fixed inconsistency in bullet penetration on deli walls
    - Stronghold  Fix to Tower Café Patio chairs to allow bullet ricochet.
    - Shantytown: Fix issue to keep players from getting stuck near the docks, and fixed an issue where a player can get stuck under a building.
    - Shantytown  Camera view clipping through wall, floating table, floating grass, adjusted blocking volumes on TV set, corrected Comm volumes on North side of Central building, and many other clipping issues.
    - All maps: Several ES2 object issues fixed.
    - All maps: Adjusted ladder positions to make them all consistent with how the new ladder system is supposed to work.
    - All maps: Variety of Physical materials on object modified/updated.
    - Training: Fixed issue where carriable objective was invisible in training levels.
    - CONEX-MOUT: Updated the shoot-house walls to be bulletproof. This should keep players from accidentally murdering the drill instructor.
    Asset Fixes
    - Changed the physical material from metal to plastic for the blue-grey bins.
    - Added a phys mat to the bathroom sink material.
    - Stronghold_Comm/Env: Added local materials to the package so as to be able to apply the appropriate physical material needed.
    - BFT_Background - Removed extra baked lighting from the VIP mission from the map texture.
    Admin Control Panel
    - Added the ability for ACP admins to kick players to the Spectator Team.
    - Punkbuster panel updates correctly after first use.
    Punkbuster Updates
    - When a player is kicked by PB (directly or via Admin PB kick) the generic PB message is now displayed and when dismissed a "PunkBuster Kick Details" message box is displayed with the detailed reason why the player was kicked.
    Fonte: News - America's Army 3 Update Released
    Última edição por Apokalip5e; 08-12-11 às 20:52.
    [ECS GF8200A | AMD Phenom II x4 945 3.0 GHz | 3x2GB DDR2 800MHz | Sapphire HD 6870 1GB | Samsung 500GB | Corsair VX550W | LG E2250V]
    [Acer 1410-3_br018] [Power GVT 15MB]
    [Live] [Playfire] [Raptr] [Steam] [Xfire] [Battlelog] [Autolog] [BF:BC2] [MoH]

  21. #1346
    Data de Ingresso
    Sep 2009
    Localização
    Santos-SP
    Posts
    744
    Vixe tava pensando em jogar isso ae,mais acho que a comunidade desse jogo é morta aqui no brasil
    Eu tambem sou adepto da teoria que "é na porrada que se conserta", se bateu e quebrou, é batendo que vai arrumar.:bottini:

  22. #1347
    Data de Ingresso
    Apr 2008
    Localização
    Novo Hamburgo/RS
    Posts
    715
    Citação Postado originalmente por shura89 Ver Post
    Vixe tava pensando em jogar isso ae,mais acho que a comunidade desse jogo é morta aqui no brasil
    Pois é, o jogo não rendeu muito. Bugs desde o lançamento, demora para corrigi-los e etc... Tem 3 servidores online (America's Army 3 Server List | Search Aa3 Stats, Rankings, and Banners in Brazil [BR] - Game Tracker) e vejo algumas pessoas jogando normalmente.

    Depois que formatei, não instalei mais. Se estiver melhor com esse novo patch, baixo novamente para jogar (quando não estiver no BF3, hehehe).
    [ECS GF8200A | AMD Phenom II x4 945 3.0 GHz | 3x2GB DDR2 800MHz | Sapphire HD 6870 1GB | Samsung 500GB | Corsair VX550W | LG E2250V]
    [Acer 1410-3_br018] [Power GVT 15MB]
    [Live] [Playfire] [Raptr] [Steam] [Xfire] [Battlelog] [Autolog] [BF:BC2] [MoH]

  23. #1348
    Olá boa noite galera, preciso muito que alguém me ajude , a respeito do AA3. Eu recentemente formatei meu PC e baixei o AA3 noavamente pelo steam, instalei o jogo certinho , porém, a resolução não fica full screen 10:16 , sendo que antes de formatar eu rodava belezinha 1440x900, ja instalei todos os drives atuais, e a resolução o maximo 1280x1024, mesmo colocando o aspect ratio em 10:16 full screen ele fica com uma faixa preta na lateral da tela, gostaria que ficasse en full screen, alguem pode me ajudar ? meu Pc é um core i3 540 3,6 Ghz , placa de video GTX460 DDR5 1Gb, 16Gb ram , fonte Dr. Hank 560Wts reais, tudo em uma placa mãe ASUS P7H55-M/br, meu monitor é um LG FLATRON E2050 LED 1600X900 20 polegadas . Me ajudem !

    Leia mais: America's Army 3 - [ TÓPICO OFICIAL ]
    Última edição por sniper_black; 08-02-12 às 20:43.



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