Some questions about PR:BF2 v1.0

General discussion of the Project Reality: BF2 modification.
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: Some questions about PR:BF2 v1.0

Post by Brainlaag »

Did the Brits use the Osprey during the Falkland Conflict? No, thats why it's definitely not gonna be in there.
Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: Some questions about PR:BF2 v1.0

Post by Kain888 »

SGT.MARCO wrote:We need 5 new maps lol. We need to bring wanda shank back
Wanda Shan...

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Elektro
Posts: 1824
Joined: 2009-01-05 14:53

Re: Some questions about PR:BF2 v1.0

Post by Elektro »

Brainlaag wrote:Did the Brits use the Osprey during the Falkland Conflict? No, thats why it's definitely not gonna be in there.
Noob :roll:
Sniperdog
Retired PR Developer
Posts: 1177
Joined: 2009-02-27 00:06

Re: Some questions about PR:BF2 v1.0

Post by Sniperdog »

Antol.PL wrote:I dont have shadows ON in PR :D
Light maps are pre-rendered onto terrain and objects. It's completely separate from the shadow system, which is dynamically generated.
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Will Stahl aka "Merlin" in the Squad community
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Some questions about PR:BF2 v1.0

Post by AfterDune »

Yes, but they're gone if you set lighting to low (not talking about dynamic lighting).

At least I think so ;) .
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Some questions about PR:BF2 v1.0

Post by Rhino »

Antol.PL wrote:2. This kind of destruction i wasnt mean, but something like that (i saw better video, where someone is destroying the walls, etc, leaving holes in the walls and much more, but i cant find this video):
Pvt.LHeureux wrote:It can NOT work, as you see in the video the shadow from the objects is still there. Because BF2 engine useS LIGHTMAPS technology wich has problem with destruction. Also the more destroyable objects the more lag comes with it.
That isn't the worst problem with it. The worst problem is that you can never play online with it, since we are limited to 1024 networkabes, which dest objects count towards, as well as things like vehicles etc, meaning you can only have around 400 dest objects on a map absolute tops, without the server crashing.

That video above was shot in single player, where you have unlimited amount of networkables.
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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Some questions about PR:BF2 v1.0

Post by Pvt.LHeureux »

[R-DEV]Rhino wrote:That isn't the worst problem with it. The worst problem is that you can never play online with it, since we are limited to 1024 networkabes, which dest objects count towards, as well as things like vehicles etc, meaning you can only have around 400 dest objects on a map absolute tops, without the server crashing.

That video above was shot in single player, where you have unlimited amount of networkables.
Yeah I mostly avoid taking DevilManCats' video as what could be possible online since most of his work is solo only.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: Some questions about PR:BF2 v1.0

Post by Brainlaag »

Elektro wrote:Noob :roll:
Out of which hole did you crawl out you bloody nab, haven't see you in ages. :D
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: Some questions about PR:BF2 v1.0

Post by Psyko »

Stealthgato wrote:Hmm...

-French forces;
-New Chinese weapons;
-New Canadian kit geometries;
-BMP-1;
-BMP-2;
-WZ-9;
-New Mi-8;
-Mi-8 gunship;
-New PKM.

That's what I can remember atm.
Theres also insurgent vehicles being made by modders that arent on the team (yet)
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Some questions about PR:BF2 v1.0

Post by ComradeHX »

Fastropes!

:trollface:


But seriously; 1.0 is going to be awesome and no matter when it is released...it will be worth the wait.
SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: Some questions about PR:BF2 v1.0

Post by SGT.Ice »

Antol.PL wrote:Im not talking about Osprey in Falkland lol :D I was talking about using a Osprey on maps larger than 4x4km. Maybe in maps with same size like Falklands. 4x8km or something other.

anyway, my smile of avatar is better :)
From what I remember there was a thread about anything greater than a 4x4 which Rhino himself commented on. Roughly stating that it was not possible unless most of the map was covered in water due to some type of terrain problem which caused hard crashes.
TeRR0R
Posts: 451
Joined: 2007-10-20 10:33

Re: Some questions about PR:BF2 v1.0

Post by TeRR0R »

I guess there will be native >64 player support with fixed player tags. :-P
ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: Some questions about PR:BF2 v1.0

Post by ma21212 »

What ever happened to that Honda motorcycle?
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xleathery420x
Posts: 92
Joined: 2010-09-17 21:48

Re: Some questions about PR:BF2 v1.0

Post by xleathery420x »

Stealthgato wrote:Hmm...

-French forces;
-New Chinese weapons;
-New Canadian kit geometries;
-BMP-1;
-BMP-2;
-WZ-9;
-New Mi-8;
-Mi-8 gunship;
-New PKM.

That's what I can remember atm.
M240 :D
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: Some questions about PR:BF2 v1.0

Post by BroCop »

Psyko wrote:Theres also insurgent vehicles being made by modders that arent on the team (yet)
How dare they forget the not-so-hippie hippie van
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