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jahflameboy zei:gvd![]()
diene auth server is weer down![]()
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ad:Hey gang,
I just wanted to get the word out, and let you guys know that [Dev]Poland will be picking up the SITREP for this coming Saturday, June 26, 2004.
Expected topics will include:
- The relocation of the Public Applications Team (AAPA)
- The UT2004 game engine upgrade
- Situation report of the AAF (Downrange) v2.1 release.
So keep a check on the Rally Point this Saturday!
Americas Army 
Adjust Fire, Over...
Posted: June 26, 2004 - by Bacchus
Welcome back everyone! E3 was a very busy time for America's Army - we'll strive to return to a regular programming schedule going forward. Now on to this week's SITREP...
RELOCATION :
As you may have heard the America's Army Public Applications team has recently relocated to the decommissioned Army post at Fort Ord, Monterey, California.
We've increased our working space from roughly 2,900 square feet to over 5,000 square feet - including a huge 1,500 sq. ft. motion capture studio (which will be the envy of just about every development studio in the country).
SITREP Bonus Screenshot: SF Arctic
Our new facility has all the trappings of any modern software development studio and provides for significant expansion as we continue to grow - we also have a fantastic view of the Pacific Ocean. Once we're completely settled-in, look for a photo presentation of the new development environment - this is truly an inspiring place to work!
(Click on the image for an 800x600 version)
CODE MERGE :
So, what have we been up to after another tour of duty at E3, followed by the release of AAF (Downrange)? Lots! We are currently in the process of merging the America's Army codebase into the UT2004 engine. Doing so will unlock a number of features that the entire America's Army Community will find very exciting. Right now, both the AAPA and AAGA teams are working in concord in pulling the main code modules back together and preparing for the final testing and bug fixing phase.
In addition to the code merge, we're also designing the "future" of America's Army. In fact, we just recently sent several of our folks to Epic Games' studios in North Carolina to "lift the hood" on Unreal Engine 3. This new engine is a complete, ground-up rewrite of the Unreal Engine - and a radical departure from any of their previous 3D engines. The features and capabilities of UE3 are simply astounding; here's a link to several screen shots and significantly more information about what UE3 holds in store for us: click here >>
We're still buzzing about what we learned while at Epic - and it takes a lot to get these guys excited! Watch here for more news about Unreal Engine 3 (UE3) and America's Army.
TRIAGE :
The release of AAF (Downrange) v2.1 was overwhelmingly popular. It's clear the momentum and player base for our game continues to grow, which is even more satisfying when you consider the other PC games that we're stacked up against! In fact, our recent release was so popular that it far exceeded our expectations. Consequently, as more and more players came knocking on our doors to experience America's Army (many of these, for the first time) - we had problems serving everyone and experienced temporary disruptions in authentication services. Translation: the combination of more returning players, and new players, and a net increase in overall traffic resulted in demands beyond that which our existing server architecture could accommodate.
The good news: it's not only fixed, but moreover, we're migrating over to a much more robust and scalable database architecture (i.e. we're throwing in the BIG GUNS!)
Concurrent with upgrades to our data servers, we are also working on a server-side patch to correct the problems associated with admin. At this writing, we're finding significantly increased stability. Additionally, we're also adding the following:
• Server admin text will again be colored red
• In-game text chat color will no longer be enabled (however, colored server name
text will be allowed)
• Other fixes, TBD
GRENADE ALLOCATION CHANGES :
A final note on grenade allocation on certain maps (yes, we do read your feedback in the forum!) We've gotten a lot of feedback from the Community regarding your concerns of "nade spamming" and the impact this has on gameplay. We concur. While the grenade loadout changes in AAF (Downrange) are consistent with this feedback, it should only be considered as an temporary fix. In the interim, we are devising solutions that will render impotent the issue with "nade spamming". More to follow...
SITREP Bonus Screenshot: SF Village
One of the clear benefits of our ongoing development model is that we can address issues such as this as they arise. Our America's Army Community Managers (AACMs) constantly monitor the forums and IRC, as well as communicate with our Beta Testers, in order to identify and communicate these issues to the dev team. Please help our AACM team by expressing your likes, dislikes, wish lists and concerns via the forums and IRC - obviously we can't address every Community request, but know that we do indeed listen!
Keep checking back... Watch here for new SITREP's every other Saturday.

Here is what I know...
ver 2.2 Late Fall 2004 (will use the UT 2004 Engine ). The merge of our code to UT2004 will be wrapped up very soon.
Overmatch_Currently planned for April 2005 (will also use UT2004 engine)
We received UE3 code at our dev sites last week (AAPA, AAGA,AAFA). We are in the process of evaluating it for future releases. We'll need to do a lot of work and re-architecting to get ready for UE3 since it is a complete rewrite for Epic. This effort will be going on in parallel with development efforts on ver 2.2 and Overmatch.
-skyhuntr
ja kheb nu al prob om al die mappen deftig te spelen, bij diene nieuwe engine zalt gedan zijn me aa voor mijDesert Eagle zei:Ik ben eens benieuwd of die UT2004 veel verandering gaat brengen.
Als je op die screenshots moet afgaan wel, maar ingame??
Systeemvereisten liggen nu al superhoog.
The cost of hacking on PunkBuster servers has just gone up significantly. PunkBuster now computes Hardware GUIDs for various pieces of hardware on players' systems while playing on PunkBuster servers. We use multiple private one-way hashes so that no serial number information for individual computers can be determined by admins or anyone else who may try to obtain this information from a Hardware GUID (and as always, no personal information of any kind is examined, stored or transmitted by PunkBuster). When players raise a violation that corresponds to hacking or interfering with PunkBuster's normal operation, we now (in addition to Global PB GUID bans) are Globally banning the new Hardware GUIDs across all games supported by PunkBuster (including games supported in the future). So punks who are determined to cheat so badly on PB-enabled servers that they try to hack PunkBuster may now need a new computer in addition to a new cdkey in order to return to PunkBuster servers. As with previous PB GUID Global bans, the new Hardware GUID bans are permanent and will not be lifted. As always, players who are affected by these Global bans will still be able to play on non-PB servers. Honest users should never "test" hacks that claim to interfere with PunkBuster. We have successfully tested this new feature set over the past few weeks for a few supported games and will be rolling it out to all supported games over the next few days and weeks. Additionally, PunkBuster servers will be updated to signify whether kicks for Global bans are for PB GUIDs or the new Hardware GUIDs.
«Vision» zei:ff toch iets posten dat ik juist op evenbalance heb gelezen wat zeer belangrijk word voor aa.
Het komt er dus op neer dat cheaters in aa nou niet ff een ander accountje kunnen aanmaken neen als ze nou betrapt worden kunnen ze enkel op servers spelen zonder punkbuster oftewel moeten ze een nieuwe pc kopen.
het gerucht is dat er geband word op mobo sn, hd sn,en gfx kaart sn.
«Vision» zei:Tja en dat het gelle verlof voor 2 maanden terwijl de oudere mensen dan 2 maand kunnen verder werken.![]()

jan_stroobants zei:Correctie : 3 maanden![]()
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