The geometry kit bug

General discussion of the Project Reality: BF2 modification.
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NyteMyre
Posts: 2394
Joined: 2008-08-31 10:10

The geometry kit bug

Post by NyteMyre »

Just wondering

Are there any plans to fix/change the geometry kit bug that got introduced in 0.8 (?).
The changelogs said it was a unintentional bug, an awesome bug...but a bug nonetheless.
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: The geometry kit bug

Post by BloodBane611 »

Which bug are you talking about? The one where picking up enemy kits changes your geometry?
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Rudd
Retired PR Developer
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Re: The geometry kit bug

Post by Rudd »

afaik the fix for this is custom geos per team, which has got a while to go before being realised.
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NyteMyre
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Re: The geometry kit bug

Post by NyteMyre »

[R-MOD]BloodBane611 wrote:Which bug are you talking about? The one where picking up enemy kits changes your geometry?
Exactly...

[R-CON]Rudd wrote:afaik the fix for this is custom geos per team, which has got a while to go before being realised.
Yes, but will it eventually be fixed or will we keep this bug/feature.
I mean, some people (like me) like the bug, even though some units, like the insurgents picking up british kits, have some clipping issues.
ReadMenace
Posts: 2567
Joined: 2007-01-16 20:05

Re: The geometry kit bug

Post by ReadMenace »

[R-CON]Rudd wrote:afaik the fix for this is custom geos per team, which has got a while to go before being realised.
But.. But.. Does that make sense? For example, Silent Eagle, we have two factions, both with individual geometries (US Army / RUS.) The geo-swap still occurs. Why would we need the other factions to include their own geos, if their .CONs are not being referenced at the time?

-REad
Rhino
Retired PR Developer
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Re: The geometry kit bug

Post by Rhino »

The problem with it is that its either a choice between custom Kit Geoms and the bug, or not custom kit geoms and no bug, or if you really want, remaking every single player model ingame which would result in not so good exports anyways since we can not get custom player models facial expressions working etc and is a HUGE amount of work.

As such we choose the option of having custom kit geoms with the bug since the bug isn't really that big anyways.
Last edited by Rhino on 2010-07-03 17:06, edited 1 time in total.
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AnimalMother.
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Joined: 2007-02-25 15:38

Re: The geometry kit bug

Post by AnimalMother. »

edit

rhino ninja'd me and proved me completely wrong


edit again maybe not

but but but chuc said!
Just to clarify, we had to make a lot of design considerations before going ahead with this change, and it seems like this is going to stay. That is.. until every single kit geometry for every faction is redone from scratch.
https://www.realitymod.com/forum/f10-pr ... try-2.html

From that thread i gathered it's due to Russians (at the time), Militia and taliban using a mix match of existing kit geometries that caused it, either way i hope it can be resolved eventually
Last edited by AnimalMother. on 2010-07-03 16:55, edited 3 times in total.
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Rhino
Retired PR Developer
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Re: The geometry kit bug

Post by Rhino »

Well it might be possible then, aint heard of it before but Chuc is much more involved with the kit stuff than I am so he would know much more than me on that front :)

Once we have all the kits setup in the same format it might be possible to code them in a different way so the bug dosen't happen but you would have to talk to Chuc or someone else about that :p
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ediko
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Joined: 2010-02-13 22:26

Re: The geometry kit bug

Post by ediko »

So it's a bug? I always thought it's a feature to confuse noobies like me. It's fun trying to distinguish whether that dude with Hamas balaclava is a friendly or an IDF soldier trying to confuse you.
Rudd
Retired PR Developer
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Re: The geometry kit bug

Post by Rudd »

as a bug it isn't so bad on insurgency, as an insurgent stealing a dead blufor's helmet makes sense to me, its just on the conventional maps where its a problem imo, putting on the helmet of the enemy etc is just asking for a tk :P

I always order my squad members to get the appropriate team weapons, when I hear a g3, I want to be sure its a MEC G3 :P
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Maxfragg
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Re: The geometry kit bug

Post by Maxfragg »

[R-CON]Rudd wrote:as a bug it isn't so bad on insurgency, as an insurgent stealing a dead blufor's helmet makes sense to me, its just on the conventional maps where its a problem imo, putting on the helmet of the enemy etc is just asking for a tk :P

I always order my squad members to get the appropriate team weapons, when I hear a g3, I want to be sure its a MEC G3 :P
but actually especially when fighting MEC picking up a scoped G3 is a really good choice some times
TmanEd
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Joined: 2009-09-07 23:32

Re: The geometry kit bug

Post by TmanEd »

I never knew that was a bug, I just thought it was a feature, especially since I noticed it mostly with insurgents picking up US kit and having helmets and such.
Rudd
Retired PR Developer
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Re: The geometry kit bug

Post by Rudd »

Maxfragg wrote:but actually especially when fighting MEC picking up a scoped G3 is a really good choice some times
well balacing the higher calibre etc of the G3 against friendlies constantly having to look in your direction to make sure your not an enemy....

my policy is always stick with your team's weapons unless you capture an important enemy kit like th HAT, avoids friendly fire etc
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dtacs
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Joined: 2008-12-07 23:30

Re: The geometry kit bug

Post by dtacs »

Maxfragg wrote:but actually especially when fighting MEC picking up a scoped G3 is a really good choice some times
Insurgent G3 when on BLUFOR is my favorite loadout. Leads to the occasional TK due to the red shemagh, but adds to the atmosphere :twisted:
Wh33lman
Posts: 667
Joined: 2008-07-16 23:30

Re: The geometry kit bug

Post by Wh33lman »

picking up enemy kits is just asking to get TK'ed. but there is a simple solution

Side lock the kits.

insurgents cant take your combat engi or AR kit. the enemy cant have more then 2 HAT's at a time. that and Weapons caches stockpiled with 7.65 ammo wont resupply weapons useing 5.56.
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