Test Tube Studios

How To: Set up a local server for private play

Help Guides

Last Updated on Sunday, 10 May 2009 14:22 Written by zonker3210 Sunday, 26 April 2009 01:47

The following post provides instructions for running a local serve-and-play instance of America's Army and is intended for people who wish to test new maps without having to find a server online.

The usual method of running a map offline is to open a command window (using the ~ key) in the AA game and typing:

Code:

open MAP_NAME_HERE


That does work but some maps do not behave the way their makers intended. For example, this AA forum thread shows some problems caused when you play EFA_Bodyguard's "SF Summit Assault" map in offline mode...

http://forum.americasarmy.com/viewtopic.php?t=282007&page=2

If your computer is up to the challenge, you can use the following steps to run a AA server on your PC and then join it via the LAN tab. I tried each method and can confirm that running a local serve-and-play instance will resolve the issues detailed in the AA forum thread referenced above.

Just for the record, I'm running a Q6700 Quad Core processor with 3.25 Gb of RAM along with an NVIDIA GeForce 8800 GT video card. I've not experienced any major performance problems running in serve-and-play mode, but your mileage may vary.

For the purposes of this tutorial, I'm going to use the current beta version of EFA_Bodyguard's excellent "SF Summit Assault" map in my examples. You may change the instructions to use a different map if you like.

Also, most people's America's Army installations are located under the "C:Program FilesAmerica's Army" folder. So when I refer to, say, the AAMaps folder I'm really referring to the "C:Program FilesAmerica's ArmyMaps" folder or the equivalent.

*** TWO IMPORTANT NOTES! ***
  • First, always make backup copies of files before editing them!

  • Second, I'm not liable for any problems you experience after following the instructions below. Use at your own risk!

/*****************************************************************/

Okay, let's get started...

1.) Open your favorite text editor (Notepad works just fine) and add this line:

Code:

server.exe LAN SF_Summit_Assault_BV1.aao log=server.log ini=server.ini


2.) Save the file with the name "RunServer_local.bat" and place it in your "AASystem" folder.

3.) Create a backup copy of your SERVER.INI file from your "AASystem" folder and rename it "SERVER.INI.BACKUP".

4.) Use your favorite text editor to open your SERVER.INI (not the backup!) and edit each of the sections shown below. For example, find the "Engine.AccessControl" section and edit the value of the "AdminPassword" line. Do that for each of the following sections...

Code:

[Engine.AccessControl]
AdminPassword=YOUR_PASSWORD_HERE

PlayerAdmin=PLAYER_ADMIN_NAME,PLAYER_ADMIN_PASSWORD

[Engine.GameInfo]
TimeLimit=65

[AGP_Gameplay.AGP_GameMultiPlayer]
; Whether multiplayer cheats are enabled.  MP Cheats are not allowed on official servers.
bMPCheatsEnabled=True

; When true, bOpenAllWeaponClassSlots will make every weapon class available selectable.
bOpenAllWeaponClassSlots=True


5.) Save the updated "SERVER.INI" file.

That's pretty much of the configuration all you need to get started!

To run the map, you just double-click on the "RunServer_local.bat" file you created in steps 1-2. If all is working correctly, you'll see a command window open and a whole bunch of information will scroll by as the server loads and starts the map.

While the server is loading, go ahead and start the AA game, if you haven't already done so. I prefer to log in and go to the AA Browser the same as if I was connecting to an externally-hosted server. In the AA Browser, go to the LAN tab...once your server has loaded the map, it will appear here. Personally, I prefer to add my game ID in the "LAN Player Name" field at the bottom of the screen.

You should be able to connect to your local server using the LAN tab in the AA Browser and the result should be indistinguishable from connecting to an externally-hosted server.

Once you're done with the game and you want to close down the server, just bring up the command window that shows the server information. Then use CTRL+C (hold down the CTRL key and press the C key) and you'll see the following prompt...

Code:

Terminate batch job (Y/N)?


Press "y" and press ENTER. The command window will disappear.

/*****************************************************************/
HOW TO CHANGE THE MAP: If you want to run a different map, just use your favorite text editor t open the "RunServer_local.bat" file created in steps 1-2 and update it with the correct map file name...

Code:

server.exe LAN MAP_FILE_NAME.aao log=server.log ini=server.ini


/*****************************************************************/
TROUBLESHOOTING:
  • You launch the "RunServer_local.bat" file you created in steps 1-2 but it disappears after a few seconds...chances are you don't have the correct file name for your map. Make sure that the appropriate map file exists in your "AAMaps" folder.

  • The game is slow/choppy....this might be due to your system itself. Try closing unused applications and processes. For example, I prefer to disable Punkbuster on my local server since I am the only one using it. To disable Punkbuster on the server (not the client!), edit the pbsvgame.cfg file in the "AASystempb" folder (create a backup copy first!) and use "sv_punkbuster 0". To enable Punkbuster on the server (not the client!), use "sv_punkbuster 1". If pbsvgame.cfg has not yet been created, you can just create it with notepad and just put in this one line: "sv_punkbuster 0" (without the quotes) to disable PB on your server.


Hope this helps!
 

How To: Join a custom map server (more tricks)

Help Guides

Last Updated on Monday, 11 May 2009 22:52 Written by -=[FDG]=-Mark909 Sunday, 05 April 2009 19:03

Before reading this article you need to have read the previous one on this topic called Joining a custom map server, or be sure you know how to join a server using console commands.

Read it? Good, carry on to the next bit.

So, now that we know how to join a server via the console, what if we don't want to have to type all that stuff each time? if you play on a server regularly you can set up a text file in your AA System folder to enable you to do so with less typing. Here's how;

1. Create a .txt file which contains the join server command as described in the previous post. You can create this file using Notepad.

2. Using AAOTT 1 server as an example our text file should look like this. Note the location the file is saved to, directly into the AA System folder, do not create sub directories. Give the file a short, simple, and relevant name that you can later type into the console.

3. To join the server from the console you simply type this; exec tt1.txt and hit Enter.  I'm using TT1 as an example throughout this article, of course you would simply use the filename you have chosen for the server you wish to join. Basically all you are doing is telling the game to execute the saved file. If you wish you can save the exec command to a key bind in your user.ini file.

4. If you have a Logitech G15 keyboard you can assign the exec command to a G key using a macro (consult your keyboard manual for info on this, it is a topic of it's own and too much for me to cover here). I recommend using text files rather than having the whole command as a macro as it alows you to easily edit your text files as required. Unless you alter the file name the macro will still work. This is a personal choice but most people find this the easiest option.

5. If you are a player admin on a server you can include your password in the .txt file to ensure you always join as an admin. The picture below shows how it should look. I've replaced my password with ******* for obvious reasons. So, you put your password where the asterisks are shown and it all works as per above. Easy!

6. Join your fav server and enjoy Cool

 

 

 

GDC 2009: America's Army 3 Preview

Reviews

Last Updated on Monday, 30 March 2009 21:23 Written by AusGamers.com Monday, 30 March 2009 20:12

- Read the original review at AusGamers.com

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.

- Read the original review at AusGamers.com

 

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  • The Silo
    Lol, if you download the map, you could (whoe... More...
    14 Mar, 10 - 20:47
    By Chevy
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    Thank Chevy, I read the author from the map ... More...
    14 Feb, 10 - 06:48
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