Thank You[R-DEV]Rhino wrote:Yes generally in r/l, rifle bullets go where the weapon is pointing. Our use of deviation ingame isn't so much to simulate how much the bullet will veer off slightly in a random direction at long ranges (although this is what "minimum weapon deviation" is for after you've stood still for some time), we mainly use it to represent the time it takes for a solider to train their weapon on a target, and since we can't do anything more realistic like weapon sway etc to more realistically represent this process, we are left with devation as our only tool.
Granted as others have said, our deviation is quite a bit too much right now even for representing this and we hope we have improved it in the next version (you can check out some of WIP improvements in PR:F which is part of PR v0.98 ) but without something else to represent this process of training your weapon onto a target, having nothing would just mean overly quick and accurate pin-point targeting after doing a full 180 spin and getting the weapon on target in a split seconds and as such this game would turn more into a twitch shooting game like Quake more than a game about realistic gameplay, tactics etc.
Ask the [Dev]s a (?)
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IWI-GALIL.556FA
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Re: Ask the [Dev]s a (?)
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IWI-GALIL.556FA
- Posts: 511
- Joined: 2013-03-25 20:51
Re: Ask the [Dev]s a (?)
I just cant wait for 1.0 
Last edited by IWI-GALIL.556FA on 2013-05-05 18:02, edited 1 time in total.
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baltimore
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Re: Ask the [Dev]s a (?)
just some minutes ago while playing on jabal on a russian server (DISSASTER , BAD PILOTS+ SHIT GAMEPLAY
) all my clan geted frustrated and one of them said: Well in hell ,the evil seriously orders to men to play PR Jabal on SLOW comuters and shity resolution and say that in 1.0 we will have good gameplay.

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Darman1138
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Re: Ask the [Dev]s a (?)
DEV's, on a different thread a member mentioned players waiting in the lobby to join a full server instead of seeding the less popular ones.
Would it be possible to implement a player counter in the lobby that shows how many players are looking for a server to join? My thought is that it might show players that there are other players waiting to join and it might encourage people to seed other servers instead of waiting for slots to free up.bahlye wrote: I do think its silly that people will spend their time trying to get a slot on a full server rather than make an effort to join and seed other servers.... however that takes effort, this is the main reason there are only a few full servers at any given time.
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Brooklyn-Tech
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Re: Ask the [Dev]s a (?)
deviation is good as is.
either that or i suck at the shooting range...
either that or i suck at the shooting range...
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titsmcgee852
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Re: Ask the [Dev]s a (?)
To devs - specifically melonmuncher, which maps won't be navmeshed for 1.0? And if you're allowed to say, may I ask why?
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BroCop
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Re: Ask the [Dev]s a (?)
Well he navmeshed the majority of them so far, so I doubt he'll leave any out.

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SANGUE-RUIM
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Re: Ask the [Dev]s a (?)
awesomeCroCop wrote:Well he navmeshed the majority of them so far, so I doubt he'll leave any out.
- Mineral
- Retired PR Developer
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- Location: Belgium
Re: Ask the [Dev]s a (?)
to rhino, did the falklands get a col3(the one for AI right)? Would it be possible to have COOP infantry on the main island?
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Rhino
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Re: Ask the [Dev]s a (?)
Nope, it hasn't got a col3 but wouldn't be hard to make one off the col2, but as for navmeshing the map, I dunno anything like enough about it to say if its possible or not.
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melonmuncher
- PR:BF2 Developer
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Re: Ask the [Dev]s a (?)
Ia drang and Korengal, way too many trees on Ia drang and destructable doors would ruin gameplay on Korengal.titsmcgee852 wrote:To devs - specifically melonmuncher, which maps won't be navmeshed for 1.0? And if you're allowed to say, may I ask why?
But a few maps still need a navmesh so there might be more that don't get one.
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Quobble
- Posts: 123
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Re: Ask the [Dev]s a (?)
Will there be more vehicles for the insurgents?
Will there be different types of mines, Anti Tank, Anti Personell, intelligent mines like the hornet? Bouncing betty or SMime like in WW2 maps?
Im a sapper wh0re on insurgency and new mines will be awesome.
Gleetings
Will there be different types of mines, Anti Tank, Anti Personell, intelligent mines like the hornet? Bouncing betty or SMime like in WW2 maps?
Im a sapper wh0re on insurgency and new mines will be awesome.
Gleetings
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Darman1138
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Re: Ask the [Dev]s a (?)
Was the Outerra engine ever considered for PR2?
Outerra
I realize that sometimes it's just better to pick an engine and stay with it, and CryEngine3 certainly has more support, but I saw the "unlimited visibility" and I know that's a huge thing for PR, so just thought I'd post it. Also thought it was cool that the engine supported impact craters.
Outerra
I realize that sometimes it's just better to pick an engine and stay with it, and CryEngine3 certainly has more support, but I saw the "unlimited visibility" and I know that's a huge thing for PR, so just thought I'd post it. Also thought it was cool that the engine supported impact craters.
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titsmcgee852
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Re: Ask the [Dev]s a (?)
Rad.[R-DEV]melonmuncher wrote:Ia drang and Korengal, way too many trees on Ia drang and destructable doors would ruin gameplay on Korengal.
But a few maps still need a navmesh so there might be more that don't get one.
Also, is it possible to code AI to use helicopters in a way so they can actually deploy their troops on the ground? Or maybe if that's not possible, can they be coded so that the troops parachute out of the helo above the cap zone? I know it's not realistic but what can you do.
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melonmuncher
- PR:BF2 Developer
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Re: Ask the [Dev]s a (?)
New Explosives, a new Logo and a new BEAST! - Project Reality ForumsQuobble wrote:Will there be more vehicles for the insurgents?
Will there be different types of mines, Anti Tank, Anti Personell, intelligent mines like the hornet? Bouncing betty or SMime like in WW2 maps?
Im a sapper wh0re on insurgency and new mines will be awesome.
Gleetings
No it is not possible for bots to deploy troops via helicopter, but we could do the second option if not for this V.titsmcgee852 wrote:Rad.
Also, is it possible to code AI to use helicopters in a way so they can actually deploy their troops on the ground? Or maybe if that's not possible, can they be coded so that the troops parachute out of the helo above the cap zone? I know it's not realistic but what can you do.
Kits have been redone for coop so that the new kit selection can be used properly, this means no more parachutes for standard loadouts.
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sweedensniiperr
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Rhino
- Retired PR Developer
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Re: Ask the [Dev]s a (?)
None that I'm currently working on no. I'm busy making statics and fixing stuffsweedensniiperr wrote:Rhino, do you have a map in the making?
Hopefully at some point in the future when I've finished my current non-map related projects I'll be able to make a map, got a few concepts that I really want to make, just don't have the time
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speedazz
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Re: Ask the [Dev]s a (?)
Can we expect new huds for tanks, planes ect. Or are you satisfied with the current ones?
Thanks.
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Anderson29
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Re: Ask the [Dev]s a (?)
is it possible to have or make a humve/car/techi/landrover/ or any other light vehicle tracked like the armored vehicles? basically where its immobile but the personnel inside are not injured.
thx
thx
in-game name : Anderson2981
steam : Anderson2981
steam : Anderson2981
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SANGUE-RUIM
- Posts: 1390
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Re: Ask the [Dev]s a (?)
very good ideaAnderson29 wrote:is it possible to have or make a humve/car/techi/landrover/ or any other light vehicle tracked like the armored vehicles? basically where its immobile but the personnel inside are not injured.
thx



