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Dossier A*A 3.0

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Rose_Noire
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Message  Rose_Noire Mar 17 Mar - 16:47

Comme vous le savez A*A 3.0 est prévus pour tres tres bientot, donc chez fait une petite recherche sur des forum de team Fr, et je suis tomber sur le forum des Silunt Hunter, et l'un des membres a poster plusieur chose intérésente:

-La config requise pour A*A 3.0: http://translate.google.com/translate?hl=fr&u=http://aa.steve-smith.us/

Quelque screen shoote: Dossier A*A 3.0 Aa3_impact_019_jf-b3242b

Dossier A*A 3.0 Aa3_ranch_008_jf-b32441

Dossier A*A 3.0 Aa3_ranch_013_jf-b32446

Dossier A*A 3.0 Aa3_ranch_015_jf-b32452

Et puis se suite: http://www.aao30.com/

Et moi je suis tomber sur quelque vidéo pas mal:







En tous cas une chose est sur, préparez vous a chialer pour la sorti de A*A 3.0
Rose_Noire
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Message  =M.O.H=Mustang Mer 18 Mar - 1:15

bon alors la j'ai des truck a dire lol
d'une j'ai l'impression que les cartes sont hyper grande
de deux j'ai pas envie de repassé tout mes training :p
et de trois j'ai mal au bras
sinon tout va bien lol
nan je deconne vivement qu'il arrive ce jeu :p:p
=M.O.H=Mustang
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Message  Deadman Mer 18 Mar - 21:13

je pense la mm , houaah pour le nouveau AA mais pour les entrainements fait chier Mad Mad GRrr!!!! salop et encore je suis poli, parce que les noms d'oiseaux je pourrais t'en dire ,vite et bien.
mais je suis un gentleman , alors je ne dit rien. et gamons bien sur le futur AA3.
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Message  Rose_Noire Mer 18 Mar - 21:36

C'est vrai que les maps vont etre grande!!!

Apres pour les trainning'est pas le plus important!!!

Sinon vraiment atte qu'il sorte!!!
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Message  Onouris Jeu 19 Mar - 1:50

Quoi ???
Fô qd mm pas refaire tous les trainings ???

Crying or Very sad Crying or Very sad Crying or Very sad Crying or Very sad

Dossier A*A 3.0 262819
Onouris
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Message  Rose_Noire Jeu 19 Mar - 21:06

bah a parament si car il faudra refaire de nouveau compte!!!
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Message  Onouris Jeu 19 Mar - 23:28

C'est d'un nase, y vont perdre du monde a ce rythme là...
Crying or Very sad Crying or Very sad
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Message  Deadman Ven 20 Mar - 15:47

je ne vois pas pourquoi , je pense plutot que ça remettra un peu piment dans ce jeu.
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Message  .oCb+! Ven 20 Mar - 17:00

je pense plutot que il y aura un retour massif des joueurs, beaucoup d'anciens joueurs vont revenir, et a mon avis le niveau va etre trés élevé :p

.oCb+!

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Message  Rose_Noire Ven 20 Mar - 18:48

La je suis entièrement d'accord avec toi .oCb+!!! Car cette version est vraiment attendu!!!!
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Message  Onouris Ven 20 Mar - 19:43

Ca c'est sur, elle est attendue, mais bon, encore une raison de changer de becanne... Evil or Very Mad
A part Jojo qu'attend son ordi, j'devais pas changer maintenat... lol!
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Message  Rose_Noire Ven 20 Mar - 19:58

looool

Il est pas si exigent que sa!!!
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Message  -U$!^_K[ii]llxx=- Ven 20 Mar - 20:07

hIhI Mon Pc A la Bonne config Razz

-U$!^_K[ii]llxx=-

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Message  Deadman Ven 20 Mar - 20:18

non il faut un bon pc de base a l'heure a l'heure actuelle sur le marché et je pense que AA3 va tres bien passer dessus vu sa config
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Message  Rose_Noire Mar 24 Mar - 21:35

[quote:c991="GDC 2009: America's Army 3 Preview"]
We got a sneak peak of the upcoming America's Army 3, due out later this year. An upgrade to the Unreal 3 engine, Steam availability and a massive stack of gameplay changes will be on offer.

When America's Army was first announced way back in 2002, there were a lot of skeptical people – and I was one of them. Ignoring the issues of the army using videogames as a recruiting tool, what the hell could the US Army bring to the table in terms of a PC-based first person shooter when so many other companies were going crazy churning them out?

Well, as it turned out, quite a lot. After some slightly rocky initial releases, America's Army quickly settled into not only a solid action title, but actually became better than a lot of big commercial game releases. This could, I suppose, have had something to do with the funding of the US Army behind it, but I've always preferred to think it has been the result of solid planning, good iterative game design, an organised release schedule and clearly defined goals. And after meeting some of the guys behind the upcoming America's Army 3 at GDC and getting a sneak peek at what is on offer, I'm pretty sure that's exactly what has been going on.



America's Army 3 is a significant update to the game, boasting a huge array of new features and improvements. One of the major ones is the switch to the flashy new Unreal Engine 3, which offers a whole host of visual improvements. A quick glance at the game running was enough to clearly see how much better it looks than the 2.x series – scenes have much more detail and an impressive new lighting engine creates much more realistic-looking environments.

The evidence of the visual changes is pretty clear from the screenshots, so I won't babble on about that because it's much easier to see – I will say though that the game was running super smoothly at 60fps (vsynced, obviously, but it was busting to go higher), and running around feels rock-solid and responsive. I got to see a couple of levels – basically the re-made versions of Bridge and Pipeline – and they look really impressive and a definite visual step up from 2.x.

Even the massive engine changes though almost pale in comparison to all the other new stuff that is getting crammed in. More in-depth training gives you the ability to unlock new items and skills – such as the new MOS (Military Occupational Specialty) system which will open up a new variety of secondary skills for your character. The first to be rolled out (probably in the second release of the version 3 series) will be a Combat Medic, a fairly typical medic-esque class, allowing you to revive incapacitated soldiers and heal wounded soldiers.

The incapacitation is another new feature of the game – if you're wounded badly, you hit the ground and your screen washes out grey (a la Left 4 Dead, although you can't shoot, but you're free to look around). While you're down you're basically useless, but if there's a medic around they can come up and revive you. Assuming they've can remember the process, of course – the level of detail is such that you might need to perform tasks like cleansing a wound before bandaging it, and not doing that might leave your teammate operating at sub-optimal performance.



The weapon system has also gotten a makeover – you can unlock parts as part of your training and then use them to modify your base weapon. So you can pick the M4 rifle and decide to throw various scopes on the modification points (called 'rails'), giving you a custom weapon that suits your preferred combat style. There's also a new loadout selection, allowing you to pick heavy, medium or light loads – so the heavy loadout offers more ammunition at the expense of speed and increased stamina burning.

In keeping with the trends of other games, a new "Achievements" system has been added, differing slightly in that you can hit some of the Achievements multiple times. All these new achievements show up as part of the new character stats system, which has received a massive overhaul, offering detailed performance figures over the lifetime of your character – including kill/death stats with each weapon, a hit map showing where you're shooting the opposition (and in return, where you're getting shot, so you can easily figure out if you're leaving certain body parts exposed more than others), and a lot of other details. The core focus of the scoring system has remained the same – US Army values - so you'll need to stay focused on that to make progress.

Another interesting side-effect of the incapacitation system mentioned above: if you come across an incapacitated enemy, you can actually secure them, which has the same effect as killing them – it knocks them out of the round. This is worth mentioning in the context of Army values, because the natural instinct of most gamers when they see a helpless enemy target would, of course, be to hose them with bullets or knife them or put a grenade in their pocket or whatever. But – this is not in accordance with Army values, and as such is against the Rules of Engagement (ROE), so you're not going to want to do that.



The weapon system has also been enhanced. Part of the revamped ballistics system was demonstrated by turning on bullet tracking, which gives a tracer-like effect on all shots fired, and then shooting through a wall – the bullets careen off wildly in all directions. As if random bullet direction changes weren't scary enough, you now also have to worry about ricochets, demonstrated in a similar fashion – standing in a small room and hosing down a wall revealed a lot of bullets bouncing around back towards you.

Also on the combat front is the new "overpressure" system. Without going into excessive detail, let's just say you don't want to cook off a grenade in a small, enclosed area any more. Because it will hurt. Lots. You should probably try it, preferably while I'm on the other team.

One cool general change to the gameplay is the removal of kill messages. At first this might seem weird – how do you know if you killed someone if you don't see their name scroll up at the top of the screen, right? But remember, the focus here is on realism. If you lob a grenade into a room where you think there's an enemy soldier, you don't know if you got him until you walk in there to see if his insides are decorating the room. So new to America's Army 3 is the death confirmation system – you basically have to enter a room and confirm each target is down (just by tapping the space bar on them as you walk up to them). Another game changer.

As if that wasn't enough, the sound effects for all the weapons have been re-recorded with a view to providing more realism and less "Hollywood". The entire sound system has been reworked to take into account things like occlusion (so if there's a hill or something blocking a shooter, the sound will be quite different). Skilled players will be able to use the new audio cues to help them build a picture of the current combat scenario.



Another very cool audio effect (which will definitely have a gameplay impact) is the addition of noises indicating when bullets are passing nearby (like the crack of the sound barrier as a bullet whizzes pass your head). How they did this was explained, I felt, excessively casually - basically some of the development team actually went out and got shot at by US Army people with actual bullets so they could hear and record the sound of bullets passing by under different circumstances. If that doesn't show the dedication of these guys to making an accurate game, I don't know what does (well, I suppose they could actually volunteer to get shot...).

But wait! There's more. A new Battle Planner allows you to come up with a rough, uh, battle plan at the start of each mission, letting you select spawn points and lay out some initial waypoints. It's not a complete tactical planner – you can only plan for around the first 30 seconds of an engagement, following the simple military maxim: "No battle plan ever survives contact with the enemy."

One gameplay change that I fully endorse – no jumping. I have been looking forward to "realistic" tactical shooters ditching this for a long, long time. The jumping system has been replaced with a 'vault/mantle' option – if you walk up to an object that isn't too high you are presented with a prompt letting you know you can hop over it. Rabid fans of jumping might be consoled by some of the new moves you can do, like diving into a prone or kneeling position, which not only looks really cool when you're watching it, but offers some neat tactical advantages as well. You can also lean while prone and execute combat rolls as well.

One final enhancement is to the game setting – rather than fighting anonymous insurgents, a new fictional eastern-European nation has been created that has become the new theatre of war in some struggle for democracy. So of course, I thought about tempting fate and playing the role of obnoxious foreigner and asking why the US felt the need to go in there, but a) I'm a guest in their country and b) there were, like, 10 of these guys in the room with me, one of whom was a their military SME (Subject Matter Expert). He was wearing fatigues and talked quite confidently about scary things like the different weight of various devices made for the express purpose of killing people, so I decided to keep my mouth shut.

So, as you can see, there's an absolute stack of new features. The America's Army team are building on an already-solid gameplay base. The upgrade to the latest iteration of the Unreal engine brings the game up-to-speed with other modern shooters and the huge amount of changes and improvements definitely make this something that many people are going to want to check out, especially as it will be at the right price ($0).

America's Army 3 is due in 2009 and will be released on both the new Army Deploy Client (which I whined about here a while back) and also on Steam – another new surprise. If you're into tacshooters, you'll want to keep an eye out for this one. [/quote]

Je viens de choper sa sur l'UCF, pour la traduction sa donne sa en gros:
- En gros, il explique que le jeu sera beaucoup plus beau, les maps sont beaucoup plus détaillé. Le jeu pourra être téléchargé via Steam. Je ne sais pas si ils en parle dans cette article mais Teamspeak 3 fonctionnera avec AA 3.0.

- Je n'ai pas tres bien saisi le paragraphe concernant les armes et les trainings, apparement on poura débloquer et customiser nos armes ...

- Il parle de la classe médic qui serer apparement pas pour la toute premiere version de AA 3.0 mais ils expliquent que dans le jeu quand notre soldat sera gravement bléssé on ne poura plus tirer, on sera un peut comme sur L4D allonger capable juste de voir ce qu'il se passe autour de nous, le médic devra alors vous soigner si vous voulez pouvoir reprendre le jeu en cours de round. De la meme maniere en cours de round si vous voyez un ennemie a terre, il sera possible de le neutraliser en le mettant KO (coup de cross ou autre je chose) mais si vous le tuer avec votre arme alors ca sera comptabilisé comme du ROE.

- Concernant les munitions, on aura la possibilité de prendre plus ou moins de munition avec nous dans une partie mais ca aura des répercutions direct sur la vitesse de nos mouvement dans le jeu ...

- Il y aura aussi beaucoup de changement au niveau du son, les tirs par exemple, sur la 3.0 si une balle passe a coté de vous, vous aurez le siflement de celle ci dans votre casque, apparement on poura tirer a travers les murs et les balles pouront ricocher ... j'ai pas tout compris sur les deux passages sur le son.

- Apparement la porter des grenades a été changer.

- Plus de Death Message sur le jeu en cours de partie.

- Au début de chaque partie, on aura la possibilité de choisir un point de départ sur la map (un peut comme sur ce screen:ici)

- On ne poura plus sauter sur aa 3.0 (c'est visible sur une des videos du jeu)


Pour les source
http://www.ausgamers.com/features/read/2723763

La traduction: http://translate.google.com/translate?hl=fr&sl=en&u=http://www.ausgamers.com/features/read/2723763&ei=WijJSdK8LZmzjAewutTQAw&sa=X&oi=translate&resnum=1&ct=result&prev=/search%3Fq%3Dhttp://www.ausgamers.com/features/read/2723763%26hl%3Dfr%26client%3Dopera%26rls%3Dfr%26hs%3DKTW

Et quelque photo supplémentaire: http://www.ausgamers.com/games/5665/screenshots/aa3_bridge4.jpg
Rose_Noire
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Message  Onouris Mer 25 Mar - 1:22

Et bien, pouviez dire que j'en écrivais des romans !!! Hein, Jojo... lol!

M'enfin, si ça ne ressemble plus à un jeu, j'va être déçus... buveur

Tchao.

armer
Onouris
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Message  Rose_Noire Mer 25 Mar - 21:25

Onouris a écrit:Et bien, pouviez dire que j'en écrivais des romans !!! Hein, Jojo... lol! :

Nous rappelons que l'abus d'alcool est fortement déconseiller!!!

Franchement j'ai bien atte qu'il sorte car pour un jeu gratis il va faire mal!!!!
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