Alpha Project...

General discussion of the Project Reality: BF2 modification.
Rhino
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Re: Alpha Project...

Post by Rhino »

Th3Exiled wrote:What I meant was the actual limit itself isn't a feature of the code, it's a by-product unlike the maximum player limit which is intentionally put there. You're not going to find anything to the effect of "if networkables >1024 then CTD" whereas the maximum player limit is enforced by the game itself. As such, short of reprogramming that part of the code, which we aren't allowed to do, there's not much we can do.

Exiled.
correct as far as I'm aware.

The player limit was purposely put in the code, the code was made to support 128 players from the start, just DICE didn't want to go down that path, so they put some extra code in to limit the players to 64. The Networkables limit is simply a biproduct of how the code works.

And even if we had unlimited networkables, tbh I really doubt we would end us using them on dest objects and dynamic objects. Dest objects are a serious recourse hogger, not in networkables but also in mesh memory and more importantly, the amount of lightmaps they require. They basically take up double the resources a normal building takes up, and have loads of gameplay issues with them like you can't put caches in them etc. Dynamic objects while cool, offer nothing to gameplay other than a bit of immersion.
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Hjid
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Re: Alpha Project...

Post by Hjid »

[R-DEV]Spush wrote:Then you also have the woodland variants. So that is 4 or 6 different hands/arms.
The 1p hands we have in Alpha Project use the soldier 1p texture, so when the texture suffix changes to woodland, so does the hands. This way you only have 2-3 hands per faction no matter how many suffixes you add.
'Valleyforge3946;1716867' wrote:BF 2 dictates its solider types under 2 classes. Heavy and Light solider. Each faction has these so thats 8 total classes. (4 duplicates US, CHINA, MEC, EU) So they make a pair of hands for each class so thats a total of 8 pairs of hands to make and about 10-20mb of textures ect.... not hard to do.
The hands use the 1p soldier texture and thus there is no need to make another texture.
'Valleyforge3946;1716867' wrote:Let's take a look at PR. PR has MANY classes.... to be more specific, you'd have to make a pair of hands for each individual kit and there alternatives. Thats over 100 kits. layover a 512x512 texture over that and they're required animations and you have about 5MB a hand at most. Multiply that by over a 100 kits... and your talking serious community involvment and DEV time.
Most factions would probably just have 2-3 different 1p hands. Again, the textures are already made for the 1p hands. The hands doesn't use what you would call "animation" in bf2. They are simply models that are modelled into that shape, so you would for example need two different models on a steering wheel and on a mounted gun. One hand model is about 340kB.
'Valleyforge3946;1716867' wrote:Not to mention that PR is already big enough/ laggy enough and i would rather have an optimized PR than dev's adding hands to the already unoptimized problem.
If you wanted a vehicle that every faction could use, you would need to put every possible hand on to it. This means that you would have to load the 1p soldier texture for all soldiers when loading the vehicle, which is not too good for optimization.

Considering the amount of vehicles+factions in PR I would say that it could probably take a while if they decided to implement it.
Shovel
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Re: Alpha Project...

Post by Shovel »

But, we would not necessarily need 2-3 different hand models per faction. The same 1 model could be used, just maybe 2 different texture variants.
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Re: Alpha Project...

Post by AnimalMother. »

Plus with vehicles being side locked there wouldn't be the need to call all those textures.


It's an interesting point and one that would certainly be appreciated if implemented for immersion, but it's entirely necessary
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Ron-Schultz
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Re: Alpha Project...

Post by Ron-Schultz »

Bluedrake42 wrote: Although mosquill also did stuff that didn't require BF2142, like dynamic day/night...
Thats also my question. Whats the problem with dynamic day/night?
Outlawz7
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Re: Alpha Project...

Post by Outlawz7 »

Ron-Schultz wrote:Thats also my question. Whats the problem with dynamic day/night?
Shadows.
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hobbnob
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Re: Alpha Project...

Post by hobbnob »

[R-DEV]Outlawz wrote:Shadows.
Emmm if that's the only reason then can we have sustained 24/7 warzones with only one all-day map? :D
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rushn
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Re: Alpha Project...

Post by rushn »

[R-DEV]Outlawz wrote:Shadows.
wasnt there also a problem with two suns?
jerkzilla
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Re: Alpha Project...

Post by jerkzilla »

rushn wrote:wasnt there also a problem with two suns?
Pfft, it's 2012, Odyssey Two happened like 2 years ago!
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AnimalMother.
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Re: Alpha Project...

Post by AnimalMother. »

and star wars before that



p.s. don't really know what i'm talking about
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Adriaan
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Re: Alpha Project...

Post by Adriaan »

hobbnob wrote:Emmm if that's the only reason then can we have sustained 24/7 warzones with only one all-day map? :D
That should be possible already actually. Take HOG's 24/7 Muttrah server f.e. Iirc servers can now determine the amount of credits teams get themselves (if not it wouldn't be too hard to modify, the server might just have to be ran pwed). Tickets could be increased to make rounds take longer and thus only end with a cap-out if that's desired.

Personally I think maps, and with that playercounts, are too small to make a 24/7 running round interesting (although I'm sure there's a lot more to it than that). On a much larger scale I think I'd love something like it, kind of an MMO, with consistent frontlines and all that. I believe there's at least one WW2 FPS that does something similar already. It sounds very interesting but unfortunately it's a bit primitive in it's graphics as far as I've seen.
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AfterDune
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Re: Alpha Project...

Post by AfterDune »

Battleground Europe, yes. Despite its graphics, many people play it :) .
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Hulabi
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Re: Alpha Project...

Post by Hulabi »

Why not setup an event then, if shadows are the only reason. Even with a static lightmap (no dynamic shadows for buildings, trees and all that) it would still be awesome.

As an event, and not something that's in the PR build the quality of the mod wouldn't suffer from it.

Have the round last for 24 straight hours (or just make the 'game clock' ie. movement of the sun run faster than IRL)
Last edited by Hulabi on 2012-01-12 13:05, edited 2 times in total.
Rhino
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Re: Alpha Project...

Post by Rhino »

Mosquill is the only one with the seriously WIP code, he didn't even look into anything more past that initial test due to serious issues with it. We don't need a gameplay test to see what they are...

Yes I would love dynamic lighting myself but its just not practice with the BF2 engine. If you want dynamic lighting, your better off playing PR:ARMA2 or another game with it.
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Wicca
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Re: Alpha Project...

Post by Wicca »

Rhino We can try :) No harm done right?
Xact Wicca is The Joker. That is all.
Rhino
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Re: Alpha Project...

Post by Rhino »

Wicca wrote:Rhino We can try :) No harm done right?
Ye there really would be when you start to consider the hrs that needed to be put in to make this happen and mosquill's time for PR is limited enough as it is to work on much more important things that can be done for PR.
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Doc.Pock
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Re: Alpha Project...

Post by Doc.Pock »

agree with wicca if mosquill would release his code so a guy that can can fix it a bit and PRTA makes an eveent....


also offtopic

rhino getting dtacsy here abit ;)
(no offence to any member is meant)
Wicca
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Re: Alpha Project...

Post by Wicca »

Im sorry doc, i was not referring to PRTA nor me doing an event. But i was just wondering that anyone can try this out if they have the time/knowledge. Doc stop making statments like these.
Xact Wicca is The Joker. That is all.
Doc.Pock
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Re: Alpha Project...

Post by Doc.Pock »

Well i said it cuz i know how you oike to make events and stuff and i was willing to organize it if need but ok so. ;-) no harm done.
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