Ask the [Dev]s a (?)

General discussion of the Project Reality: BF2 modification.
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Navo
Posts: 1389
Joined: 2011-05-22 14:34

Re: Ask the [Dev]'s a (?)

Post by Navo »

Why do you appear to be so bad at your own mod? :D
Hauteclocque
Retired PR Developer
Posts: 3312
Joined: 2008-10-02 17:55

Re: Ask the [Dev]'s a (?)

Post by Hauteclocque »

Wakain wrote:allright, here's a couple of questions for you. It might not endow the community with impossible gifts of release dates, content priority lists, insta-prv-completion or fastropes, but here they are anyway:

Do you guys actually play your "product"? And I mean for more time than just after release?
Reading through some dev comments here and there I'm under the impression that you guys hardly if ever play pr.
I hardly ever play PR tbh, maybe because modding is already time consuming, and I don't want to spend all my free time on my laptop. :p
Wakain wrote:And as a follow-up: If not, or hardly, is the proces of creating to you more rewarding than playing? I remember this from modding other games (primarily rts's, sry).
I would say yes. I'm almost sure I'll be happy to have finished something (such as exporting something on which I spent a lot of time) whereas while playing PR, I'm not sure to find fun everytime, even if I always enjoyed playing PR, whatever version I was playing.
Rudd wrote:I think we've all been to that point where we realised we worked on our projects without sleeping, when you are in the creative 'zone' where everything comes without effort, it can get a bit too involved.

Several devs have burned out and have to take a leave of absence, usually they come back though
You're a good example of it. :P
Navo wrote:Why do you appear to be so bad at your own mod? :D
We don't use our special cheats everytime. :P
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=HCM= Shwedor
Posts: 432
Joined: 2009-09-04 22:17

Re: Ask the [Dev]'s a (?)

Post by =HCM= Shwedor »

Will the Leclerc's .50 cal have the same damage as the current Humvee mounted M-2HB's and the same overheat/rate of fire?
shwedor
xambone
Posts: 548
Joined: 2010-04-20 16:58

Re: Ask the [Dev]'s a (?)

Post by xambone »

This one is directed to the "Patient Bear".

Can you tell us when you are ready ahead of time, so we don't have to keep asking?
xambone
Posts: 548
Joined: 2010-04-20 16:58

Re: Ask the [Dev]'s a (?)

Post by xambone »

To Rhino:

How many maps will feature the "new" airbase.
Pvt.LHeureux
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Re: Ask the [Dev]'s a (?)

Post by Pvt.LHeureux »

Rudd wrote:I think we've all been to that point where we realised we worked on our projects without sleeping, when you are in the creative 'zone' where everything comes without effort, it can get a bit too involved.

Several devs have burned out and have to take a leave of absence, usually they come back though
Like you better do :)
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Hauteclocque
Retired PR Developer
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Re: Ask the [Dev]'s a (?)

Post by Hauteclocque »

=HCM= Shwedor wrote:Will the Leclerc's .50 cal have the same damage as the current Humvee mounted M-2HB's and the same overheat/rate of fire?
Why wouldn't it ? :)
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illidur
Posts: 521
Joined: 2009-05-13 12:36

Re: Ask the [Dev]'s a (?)

Post by illidur »

heres a good one for rhino: is your name REALLY in OGT? im gonna print out that map and dip it in kerosene and hold a match to it. maybe then you will tell ? Hmmm?
Rhino
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Re: Ask the [Dev]'s a (?)

Post by Rhino »

xambone wrote:To Rhino:

How many maps will feature the "new" airbase.
Hopefully all new maps coming in from this point but it very much depends if the mapper can find someone to model one for them.
illidur wrote:heres a good one for rhino: is your name REALLY in OGT? im gonna print out that map and dip it in kerosene and hold a match to it. maybe then you will tell ? Hmmm?
Yes hehe, although you need to think outside the box to find it :p

I can remember it almost drove Finch to madness trying to find it hehe :D
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=HCM= Shwedor
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Re: Ask the [Dev]'s a (?)

Post by =HCM= Shwedor »

Will there be changes to the alternate (32) layer of Silent Eagle? In particular to the flight characteristics of the EC Tiger and the asset distribution for each team?
shwedor
Deer
Posts: 1603
Joined: 2005-03-17 09:31

Re: Ask the [Dev]'s a (?)

Post by Deer »

Mad-Mike wrote:Do you hide somthing on a map and keep it to yourself.

eg:

- Special Kits ;-)
- Secret caves/tunnels and passage ways
etc.............

:razz:
Yes =p

Im probably only one who is using Kozelsk's treestands, noone else knows about em =p

Also when map is new, very few ppl aware of hidden stuff like some tunnels in Kozelsk, Yamalia underground bunker, kokan hidden rooms and underground entrances, as a map maker you have advantage there ingame =p

Its also very rewarding to see how blufor just cant find the cache which is hidden in secret room behind bookshelf in Kokan, and hear their lols in Voip once they do =p
ShockUnitBlack
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Re: Ask the [Dev]'s a (?)

Post by ShockUnitBlack »

Underground entrances on Kokan? Must... Find...

Also, would it be possible to receive a thinly-veiled hint as to the status of Mosquil's back-up iron sights? Pretty please :D

Oh, and has Motherdear made a new T-72?
"I Want To Spend The Rest Of My Life With You Tonight."
MaSSive
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Re: Ask the [Dev]'s a (?)

Post by MaSSive »

Fastropes? :-P
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LieutenantNessie
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Re: Ask the [Dev]'s a (?)

Post by LieutenantNessie »

[R-DEV]Deer wrote:Yes =p

Im probably only one who is using Kozelsk's treestands, noone else knows about em =p

Also when map is new, very few ppl aware of hidden stuff like some tunnels in Kozelsk, Yamalia underground bunker, kokan hidden rooms and underground entrances, as a map maker you have advantage there ingame =p

Its also very rewarding to see how blufor just cant find the cache which is hidden in secret room behind bookshelf in Kokan, and hear their lols in Voip once they do =p
I know dat! It was stupidly efficient to camp behind that bookshelf with a PKM killing everyone that trys to come :D
realitymod.com drives me to drink.
NoobSentinel
Posts: 79
Joined: 2010-07-16 18:52

Re: Ask the [Dev]'s a (?)

Post by NoobSentinel »

Dear Dev's!
My question is: What should we ask from you?
Buren06
Posts: 92
Joined: 2011-04-05 02:42

Re: Ask the [Dev]'s a (?)

Post by Buren06 »

I'm gonna go ahead and throw mine in with the rest of the PR2 questions. Any progress? If no, can you at least tell us that it has been postponed until X date, when you will reconsider, or cancelled entirely? If yes, will it support fastropes?
Redamare
Posts: 1897
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Re: Ask the [Dev]'s a (?)

Post by Redamare »

Dear Devs ... is it true that you Dig faster standing up? or is that a Myth??
Web_cole
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Joined: 2010-03-07 09:51

Re: Ask the [Dev]'s a (?)

Post by Web_cole »

Have you ever been playing PR and something happens to/kills you which makes you think "I'm going to nerf the shit out of that."? :p
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=]H[= EasyAlpha
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Re: Ask the [Dev]'s a (?)

Post by =]H[= EasyAlpha »

Im not sure if the question has already been asked. But one of my favourite things to do in PR was para drop into combat with a squad, they had it in vanilla, they put in 2142 with the drop pods, and for the longest time i was hoping PR would eventually include a map with dedicated paratroopers, or maybe a para kit ( limited ) is there any chance of perhaps seeing this in future updates or has this been totally cut out.

-thanks :)
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Ask the [Dev]'s a (?)

Post by dtacs »

'= wrote:H[= EasyAlpha;1731695']Im not sure if the question has already been asked. But one of my favourite things to do in PR was para drop into combat with a squad, they had it in vanilla, they put in 2142 with the drop pods, and for the longest time i was hoping PR would eventually include a map with dedicated paratroopers, or maybe a para kit ( limited ) is there any chance of perhaps seeing this in future updates or has this been totally cut out.

-thanks :)
Yamalia and Silent Eagle both have parachute spawns for the infantry at the beginning. It is impossible to have a realistic airborne force dropping mid-game as it would require a transport aircraft which is too large for PR's scale.

On many 4km's 100% team paradrops are possible, but not practical when there are so many transport vehicles and assets spawning at the main base.
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