PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Project Reality announcements and development highlights.
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Pylix-NL
Posts: 23
Joined: 2013-02-17 19:10

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Pylix-NL »

Some videos of the new maps, they might be changed a bit.

Xiangshan



Saaremaa

Maj.Osama
Posts: 140
Joined: 2010-10-20 19:47

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Maj.Osama »

one small qustion :3
did you removed the A-10 from US army ?
i heard someone said it will be replaced with F-15SE
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Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Mineral »

https://www.realitymod.com/forum/f380-p ... t-3-a.html

the vid should give you an answer to that, not an indefinite answer, but a solid one since I can see no reason why they would put it in the video and not in the game.

And since the A10 is still in service I can't see a reason to delete it tbh.
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40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by 40mmrain »

Maj.Osama wrote:one small qustion :3
did you removed the A-10 from US army ?
i heard someone said it will be replaced with F-15SE
The Silent eagle is still in prototype phases. Cool plane, though, ill admit.

I think Jafar was working on the F-15E for the repo, but I dunno if it will make it onto any map. Would be cool on a kashan or Bijar canyon alt layer though
Stealth Clobber
Posts: 344
Joined: 2007-02-14 23:48

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Stealth Clobber »

I think the Silent Eagle would be cool on Silent Eagle.
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saXoni
Posts: 4180
Joined: 2010-10-17 21:20

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by saXoni »

ma21212 wrote:All you do is troll the entire community when you post stuff like this.

- Since you obviously don't care for it, you won't mind if you go away for a while...


Really...?
Sharky
Posts: 3
Joined: 2009-04-08 06:11

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Sharky »

RESPECTED DEVs,

can we know - when the new version to be released?

whether it will be in April, or later?
Thanks.
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Psyrus »

Sharky wrote:RESPECTED DEVs,

can we know - when the new version to be released?

whether it will be in April, or later?
Thanks.
Please read the first post for answers to your questions.

Thanks!
Sharky
Posts: 3
Joined: 2009-04-08 06:11

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Sharky »

God damn... "Some months"
It's scaring, really...

Want to taste the new version :)
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Psyrus »

Sharky wrote:God damn... "Some months"
It's scaring, really...

Want to taste the new version :)
Learn some modding skills, contribute something decent to the project, become an RCON then you can join in [taste] all the testing sessions you want ;)
zombie-yellow
Posts: 395
Joined: 2012-10-26 01:07

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by zombie-yellow »

'[R-CON wrote:Psyrus;1888012']Learn some modding skills, contribute something decent to the project, become an RCON then you can join in [taste] all the testing sessions you want ;)
What have you done to become a R-CON ? :) Just curious :mrgreen:
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lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by lucky.BOY »

Well, for start, see his sig ;-) I believe Psyrus makes statics, starting with the garage static that pleym requested for his Vadso map.
zombie-yellow
Posts: 395
Joined: 2012-10-26 01:07

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by zombie-yellow »

I don't understand his signature...
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SnipeHunt
Posts: 801
Joined: 2009-02-02 15:35

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by SnipeHunt »

His signature is a graph of optimizing vehicles for the game, a project that Rhino came up with for the community to help. All of the vehicles, statics, and etc have Levels of Detail (LOD) that change with the distance to the object/vehicle. Windows appear in buildings, vehicles become more detailed as they get close etc. The change should be hard to distinguish, many of the vehicles in game have very poor LODs. some stay waaaaay too detailed as they move far away and eats up PC resources unnecessarily, others change too close and you can see the difference.
Not all the vehicles have not been completed and Psyrus was/is trying to keep it going to complete them.
I don't think he became a R-CON for this work, it probably helped, but he has other posts about statics in his stats page that probably earned him the R-CON tag.
Last edited by SnipeHunt on 2013-04-23 22:47, edited 2 times in total.
Reason: BAD INFO
Best line yet...
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
zombie-yellow
Posts: 395
Joined: 2012-10-26 01:07

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by zombie-yellow »

SnipeHunt wrote:His signature is a graph of optimizing vehicles for the game, a project that Rhino came up with for the community to help. All of the vehicles, statics, and etc have Levels of Detail (LOD) that change with the distance to the object/vehicle. Windows appear in buildings, vehicles become more detailed as they get close etc. The change should be hard to distinguish, many of the vehicles in game have very poor LODs. some stay waaaaay too detailed as they move far away and eats up PC resources unnecessarily, others change too close and you can see the difference.
Not all the vehicles have not been completed and Psyrus was/is trying to keep it going to complete them.
I don't think he became a R-CON for this work, it probably helped, but he has other posts about statics in his stats page that probably earned him the R-CON tag.
I know what LODs are lol, I just didn't know what the graph was for :p
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SnipeHunt
Posts: 801
Joined: 2009-02-02 15:35

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by SnipeHunt »

Sorry, long winded answer for nothing...
Best line yet...
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Psyrus »

zombie-yellow wrote:What have you done to become a R-CON ? :) Just curious :mrgreen:
As mentioned before I've completed a couple of static models [that you'll see in 1.0], done a fair chunk of that LOD/Cull distance stuff (now that I have access to the development files, I no longer really update that spreadsheet, I just change stuff directly... although I do add a few new ones from time to time because occasionally other DEVs' work will overwrite things like the LOD/Cull values which messes up the switches), and I did a big chunk of optimizing work (which I'm not sure if I'm allowed to disclose or not, so won't) that hopefully will make performance [at least marginally] better, especially in urban environments.

And now I'm bug busting wherever my skillset can help. There are a lot of things like texturing that I can't do/haven't learned, but for a fair chunk of it I can contribute. I'd say I'm one of the least specialized-skilled cons, unfortunately... and in my [sparse] spare time I'm trying to improve my modeling/texturing skills so I can really pump out better stuff.

Basically, just find your niche. There are currently like 10+ people making community maps, but generally only a handful ever get finished/included, plus it takes ages... so I wouldn't recommend mapping.

Oh, and a great way to get experience is to volunteer for the community factions, they always need stuff done in pretty much every field :)
zombie-yellow
Posts: 395
Joined: 2012-10-26 01:07

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by zombie-yellow »

Well, thanks for the answer ! :) And it wasn't at all my intention to do maps lol I'm trying more to learn modelling, because it's one of the thing I do best in software (I'm better in building PCs then developing on them, ya know :mrgreen: ) and coding isn't really my thing (I tried Java and C++ and failed miserably :lol: )

So yea, I'm just going to continue the R.550 Magic for PR:F and try to do some other small things to get better at this ^^
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Sharky
Posts: 3
Joined: 2009-04-08 06:11

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Sharky »

'[R-CON wrote:Psyrus;1888012']Learn some modding skills, contribute something decent to the project, become an RCON then you can join in [taste] all the testing sessions you want ;)
Dude, it's all not serious, just a little trolling for one member of big PR community =)
You have models now, have new maps, have new guns and weapons. So, finish this job. that's one TASK from players.
Mully
Posts: 113
Joined: 2011-12-11 19:11

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Mully »

Where's a good place to start with coding/developing if I've never done it before?
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