Ask the [Dev]s a (?)

General discussion of the Project Reality: BF2 modification.
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gipakok
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Re: Ask the [Dev]s a (?)

Post by gipakok »

LEEROY_UK wrote:Ok my question is have you thought about using Kickstarter to fund PR2 ?

If not could you give the reasons why not.

Cheers :)
No since any commercial use of the CE3 will make them have to pay for an engine license.
LEEROY_UK
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Re: Ask the [Dev]s a (?)

Post by LEEROY_UK »

gipakok wrote:No since any commercial use of the CE3 will make them have to pay for an engine license.
Well yes but you allow for this in the amount for the Kickstarter goal ;-)
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Steeps
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Post by Steeps »

Using CE3 for commercial purposes is extremely expensive. At least from what I've seen. Maybe I'm wrong.
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titsmcgee852
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Re: Ask the [Dev]s a (?)

Post by titsmcgee852 »

Are there plans to allow LAN co-op in 1.0, or is there an underlying reason why that got taken out in the first place? Or has it remained in game the whole time and I've just been too stupid to figure it out?
Rudd
Retired PR Developer
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Re: Ask the [Dev]s a (?)

Post by Rudd »

titsmcgee852 wrote:Are there plans to allow LAN co-op in 1.0, or is there an underlying reason why that got taken out in the first place? Or has it remained in game the whole time and I've just been too stupid to figure it out?
erm..it's been there the whole time mate

main menu - cooperative - create LAN iirc...

had plenty of LAN games over hamachi with mates, 3-5 humans vs 30 or so bots on Ramiel 16 is very hard
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gipakok
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Re: Ask the [Dev]s a (?)

Post by gipakok »

Are the IDF veichles getting model updates since most of them (well almost each one of them) are pretty inaccurate?
Adriaan
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Re: Ask the [Dev]s a (?)

Post by Adriaan »

gipakok wrote:Are the IDF veichles getting model updates since most of them (well almost each one of them) are pretty inaccurate?
Not planned, it's not really worth it with the manpower we have when there are more pressing assets to be worked on right now.
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Tim270
PR:BF2 Developer
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Re: Ask the [Dev]s a (?)

Post by Tim270 »

Edit:ninja'd
ShockUnitBlack wrote:AFAIK they have a HK416 modeled for the Norwegians but the gun isn't used by any of the factions in the game right now, so I'd put it down as unlikely. We might - might - see the M27, but my money's on no to that also.
We have HK416 done but as you said, no factions in 1.0 that use it. And the M27 wont be used in 1.0.
Arab
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Re: Ask the [Dev]s a (?)

Post by Arab »

Are there suicide vest kits around in Insurgency Mode?
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fromage99
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Re: Ask the [Dev]s a (?)

Post by fromage99 »

'[R-DEV wrote:Rhino;1887475']That's how they are made already...
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Oh okay, I thought you guys just switched to a picture (a really high quality picture) when we zoomed in, since ObjectTemplate.zoom.zoomLod was set to 1.

Are you guys planning on adding Enhanced Strategic AI (ESAI) by Void into v1.0?
AfterDune
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Re: Ask the [Dev]s a (?)

Post by AfterDune »

zoomLod 1 just switches to lod 1, which is just another 3D thingy in our case. In vBF2 it was mostly a 2D picture with a little 3D barrel or so.
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petertress28
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Re: Ask the [Dev]s a (?)

Post by petertress28 »

When is PR going to start incorporating VC (Virtual cockpits) to their Helicopters and Aircraft ?
For those who fly with a joystick can use the (HAT) switch to look around. Thank you for your time and patience.
Rhino
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Re: Ask the [Dev]s a (?)

Post by Rhino »

petertress28 wrote:When is PR going to start incorporating VC (Virtual cockpits) to their Helicopters and Aircraft ?
For those who fly with a joystick can use the (HAT) switch to look around. Thank you for your time and patience.
As per the Zhi-9 and Panther Series highlight post:
https://www.realitymod.com/forum/f196-p ... eries.html
'[R-DEV wrote:Rhino;1871663']This also included making a 3D, working cockpit since [R-DEV]mosquill had been experimenting with the concept on a small scale using the vBF2 Havok and shown some promising results.
This helicopter series was going to be the main test bed for implementing this idea into PR, but as we found out later during the export process, this concept was a no-go since there was a limit on the amount of moving parts you can have on a vehicle, which was especially a problem for this chopper due to its moving landing gear etc, as well as many other complications so while we don't have a working cockpit, it is still nicely detailed.

-snip

Landing Gear Gauge

Stealing an idea from Clivewil from AIX, one gauge I did manage to add was a landing gear gauge to show you when your landing gear (wheels) are up or down. Since the landing gear in BF2 is automated, its sometimes hard to tell if your wheels are in or out, especially when in a helicopter and trying to land on a tall building as the code for making it go in and out can be a bit unreliable. As such all you need to do now is look down at this gauge and it will show you if your gear is in or out before you try to land.
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(Click To Enlarge)
The Landing Gear Gauge is pretty much all we can do in that regard without extensive outside code which then would only allow us to have a few moving parts, at the cost of quite a lot of resources so it simply isn't worth it on the BF2 engine.
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petertress28
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Re: Ask the [Dev]s a (?)

Post by petertress28 »

Thank you Rhino for your quick reply on this matter. I've been also wondering and maybe you've already answer this question so please forgive me if I repeat myself, but what if? since you can already use the Crtl+ mouse to look around in the cockpit PR DEV's can dedicate that function to the hat switch on the joystick ? thank you again.
Rhino
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Re: Ask the [Dev]s a (?)

Post by Rhino »

petertress28 wrote:Thank you Rhino for your quick reply on this matter. I've been also wondering and maybe you've already answer this question so please forgive me if I repeat myself, but what if? since you can already use the Crtl+ mouse to look around in the cockpit PR DEV's can dedicate that function to the hat switch on the joystick ? thank you again.
We already have "POV, Views" in aircraft in PR that can be programmed up to a joystick HAT switch for looking around your cockpit. Dunno if there is any tuts lying around on the matter but to put it simply, weapon key "8" is to view up, weapon "9" is to look right and weapon "7" is to look left. If you also press alt fire (RMB by default) when in these views you will also go to an alternative view such as 8 plus alt fire will make you look directly up, rather than just 45degs up.


In v1.0 we are also adding a weapon "6" view to choppers for looking downwards (plus an alternative to look down and right/left depending on which side of the cockpit the pilot is on) to help them with landing which those above screens are from that view, you can also see in in the recent Devcast #3 @ 2:44 (doesn't show the alt down, also shows some of the other POVs):
Project Reality Devcast #3 - PR:BF2 v1.0 Aircraft Updates - YouTube


This is how I've got it setup on my x52pro:
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petertress28
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Re: Ask the [Dev]s a (?)

Post by petertress28 »

Thank you for the Info Rhino
Stealthgato
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Re: Ask the [Dev]s a (?)

Post by Stealthgato »

[R-DEV]Rhino wrote:That's how they are made already...
-snip-
Looks like it's only the aim-down-sight scope models, the "standard" ones that you see while holding normally don't have them and it looks weird when you should be able to see them (when turning around so that the weapon "sway" animation makes it so you can see through the scope and when bringing up the weapon to look through sights):

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

Post by Rhino »

Yes the L1A1 with SUIT scope in PR:F which is what your screens above are of are in the same format the scopes are in v1.0 with the scope being hollowed out in both lod0 (normal weapon holding) and lod1 (scope up to the eye) of the geom0 models for this reason.

Although the weapon is pretty screwed up in your pics due to you taking them on the carrier where the vertex wobble is really bad (far away from the centre of the map).

Better shot from my blog on it here: https://www.realitymod.com/forum/blogs/ ... -suit.html

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Tim270
PR:BF2 Developer
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Re: Ask the [Dev]s a (?)

Post by Tim270 »

@Stealthgato, Chuc has made changes to most of the them for 1.0
Stealthgato
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Re: Ask the [Dev]s a (?)

Post by Stealthgato »

'[R-DEV wrote:Rhino;1887944']Yes the L1A1 with SUIT scope in PR:F which is what your screens above are of are in the same format the scopes are in v1.0 with the scope being hollowed out in both lod0 (normal weapon holding) and lod1 (scope up to the eye) of the geom0 models for this reason.

Although the weapon is pretty screwed up in your pics due to you taking them on the carrier where the vertex wobble is really bad (far away from the centre of the map).

Better shot from my blog on it here: Sight Unit Infantry Trilux (SUIT) - Project Reality Forums

-snip-
What I meant is that the sight "needle" (and crosshair/range markings on the Super Bazooka) doesn't show up until the aim-down-sights mode is established, looks like the scope has no markings when not using the sights - I guess it switches to a more detailed model?
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