The buildings need furniture

Suggestions from our community members for PR:BF2. Read the stickies before posting.
theiceman
Posts: 297
Joined: 2009-03-19 04:17

Re: The buildings need furniture

Post by theiceman »

[R-DEV]Rhino wrote:Muttrah I'll have you know is one of the more optimized maps in the mod and I wouldn't do anything to it to make it lag.
Rhino FTW!

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alberto_di_gio
Posts: 534
Joined: 2009-12-11 09:47

Re: The buildings need furniture

Post by alberto_di_gio »

Well...truly adding some furniture would be great but if I have to choose between "more realistic" vs "more flawless" I definitely vote for unlaggy flawless maps.
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: The buildings need furniture

Post by Rhino »

rushn wrote:I hoe we get some bathrooms it seems nobody uses bathrooms in Mutrrah
There are already bathrooms, just right now they only have a shower in them :p
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Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: The buildings need furniture

Post by Arnoldio »

Make the drawing distance of the object 10m or so, have you tried that devs?

Soo just the hitbox stays but no object is show as when you are inside of the house shooting out you will see the object too, the outside shooter has so small target that he wont be able to see whats inside anyway in most cases...
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: The buildings need furniture

Post by Rhino »

ChizNizzle wrote:Make the drawing distance of the object 10m or so, have you tried that devs?

Soo just the hitbox stays but no object is show as when you are inside of the house shooting out you will see the object too, the outside shooter has so small target that he wont be able to see whats inside anyway in most cases...
yes that's the idea but you can't do that for all the interior objects since some can be seen though the doorways/windows and could cover a player. The last thing you want as a sniper shooting a guy who you think you have a perfect shot on just to have your bullet slamming into a chair or something you can't see :p

but yes, most objects wont be necessary to be seen from outside of the room and will be "culled" out.
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Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

Re: The buildings need furniture

Post by Jedimushroom »

Is Muttrah 2.5 likely to have more street level cover? Because now it's just house to house fighting and the second you hit a road you're all dead meat. I mean there appears to be about 10 cars in the entire city, which seems odd.
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: The buildings need furniture

Post by Rhino »

Jedimushroom wrote:Is Muttrah 2.5 likely to have more street level cover? Because now it's just house to house fighting and the second you hit a road you're all dead meat. I mean there appears to be about 10 cars in the entire city, which seems odd.
ye, when I can be asked to do it :p
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Dutch(CAN)
Posts: 55
Joined: 2007-02-04 21:38

Re: The buildings need furniture

Post by Dutch(CAN) »

I was playing Muttrah the other day and noticed that the Fortress has a whole room of bunkbeds. What about emptying that room out and putting them around the city? Anyways, nice job Rhino, I love your map. I don't think putting, for example, 4 bunkbeds in one "T" shaped building would change the maps performance.
rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: The buildings need furniture

Post by rushn »

Dutch(CAN) wrote:I was playing Muttrah the other day and noticed that the Fortress has a whole room of bunkbeds. What about emptying that room out and putting them around the city? Anyways, nice job Rhino, I love your map. I don't think putting, for example, 4 bunkbeds in one "T" shaped building would change the maps performance.
seems like someone had too much time :mrgreen:
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: The buildings need furniture

Post by Rhino »

Dutch(CAN) wrote:I was playing Muttrah the other day and noticed that the Fortress has a whole room of bunkbeds. What about emptying that room out and putting them around the city? Anyways, nice job Rhino, I love your map. I don't think putting, for example, 4 bunkbeds in one "T" shaped building would change the maps performance.
[R-DEV]Rhino wrote:When I get round to making Muttrah City v2.5 I'll be making new furniture and filling up all the apartment buildings etc with it :)
I have in mind a little more than just a few bunk beds and that room in the fort is meant to be a kinda temp barracks for the MEC.
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rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: The buildings need furniture

Post by rampo »

I allways think that the occupants of the buildings fled and took all their belongings whit them :mrgreen:
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rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: The buildings need furniture

Post by rushn »

even wallpaper? :)
hartbilt
Posts: 113
Joined: 2010-02-17 06:26

Re: The buildings need furniture

Post by hartbilt »

I'm a big supporter of the furniture.
AgentMongoose
Posts: 265
Joined: 2008-09-02 19:03

Re: The buildings need furniture

Post by AgentMongoose »

Hey Some of the walls are painted. :p
HAAN4
Posts: 541
Joined: 2009-06-12 11:37

Re: The buildings need furniture

Post by HAAN4 »

Yeah, this will be nice,

but, still.

This will only get our maps more laggy, we cannot have a full percepetion of ''life'' has we alerdy fight in a ghost town, in a florest whichout animals, in rivers whichout sound, and in skies whichtout birds.

Has well, no buildings destrowed, and other things. I can only say, that well. funilure will only brings more lag that alerdy PR have in the game, has it's not real necessary to be build. and we need to spend assents in retrive the bad programation, and the bad modelage of many buildings, that are currectly, well. LAGGY. and remold it to something good

I have 2 GHearts, 1228 RAM and 556 vidioMegabites, i run BF2 autmost like water, but PR runs prety laggy!, has PR is a BF2 MOD, i guess it need to stay close to it's requirements, (of course nothing will be perfect, and maybe some more bits will be requirend but keep in mind to do you best)

But Of course it will be nice. and a right step to turn our cenarion less Dead.
Paladin Necroman
Posts: 90
Joined: 2009-12-29 18:08

Re: The buildings need furniture

Post by Paladin Necroman »

What the heck guys! Do you even care about lag??

BF2 is now 5 years old, get a fucking computer!

I'd only worry about it if it was a game engine issue, but my pc being able to run? come on, i run GTA IV on full options.

LAG IS NO FUCKING EXCUSE TO IMPROVE THE GAME.
:smile:
0blivi0us
Posts: 93
Joined: 2009-04-24 12:28

Re: The buildings need furniture

Post by 0blivi0us »

Paladin Necroman wrote:What the heck guys! Do you even care about lag??

BF2 is now 5 years old, get a fucking computer!

I'd only worry about it if it was a game engine issue, but my pc being able to run? come on, i run GTA IV on full options.

LAG IS NO FUCKING EXCUSE TO IMPROVE THE GAME.
BF2 is not the problem here, running the MOD ontop of BF2 will cause more and more processing power, because it has to go through more programs then just BF2. Adding more objects will cause your computer to follow more objects in the game causing people to lagg. too much objects on screen will cause the graphics card not to keep up. You can have an uber PC and be stutterless on one server, but still get some jitter on another map.
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CallousDisregard
Posts: 1837
Joined: 2009-06-02 11:31

Re: The buildings need furniture

Post by CallousDisregard »

So in other words, if we want to see more furniture inside buildings then something else has to go ?
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