Ask the [Dev]s a (?)

General discussion of the Project Reality: BF2 modification.
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IWI-GALIL.556FA
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Re: Ask the [Dev]s a (?)

Post by IWI-GALIL.556FA »

[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.
Thank You
IWI-GALIL.556FA
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Re: Ask the [Dev]s a (?)

Post by IWI-GALIL.556FA »

I just cant wait for 1.0 :)
Last edited by IWI-GALIL.556FA on 2013-05-05 18:02, edited 1 time in total.
baltimore
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Re: Ask the [Dev]s a (?)

Post by baltimore »

just some minutes ago while playing on jabal on a russian server (DISSASTER , BAD PILOTS+ SHIT GAMEPLAY :o ) 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.
:) :) :) :D
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Darman1138
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Re: Ask the [Dev]s a (?)

Post by Darman1138 »

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.
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 :roll: , this is the main reason there are only a few full servers at any given time.
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.
Brooklyn-Tech
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Re: Ask the [Dev]s a (?)

Post by Brooklyn-Tech »

deviation is good as is.

either that or i suck at the shooting range...
titsmcgee852
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Re: Ask the [Dev]s a (?)

Post by titsmcgee852 »

To devs - specifically melonmuncher, which maps won't be navmeshed for 1.0? And if you're allowed to say, may I ask why?
BroCop
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Re: Ask the [Dev]s a (?)

Post by BroCop »

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 (?)

Post by SANGUE-RUIM »

CroCop wrote:Well he navmeshed the majority of them so far, so I doubt he'll leave any out.
awesome
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Mineral
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Re: Ask the [Dev]s a (?)

Post by Mineral »

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 (?)

Post by Rhino »

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 (?)

Post by melonmuncher »

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

Post by Quobble »

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
Darman1138
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Re: Ask the [Dev]s a (?)

Post by Darman1138 »

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.
titsmcgee852
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Re: Ask the [Dev]s a (?)

Post by titsmcgee852 »

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

Post by melonmuncher »

Quobble 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
New Explosives, a new Logo and a new BEAST! - Project Reality Forums
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.
No it is not possible for bots to deploy troops via helicopter, but we could do the second option if not for this V.

Kits have been redone for coop so that the new kit selection can be used properly, this means no more parachutes for standard loadouts.
sweedensniiperr
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Re: Ask the [Dev]s a (?)

Post by sweedensniiperr »

Rhino, do you have a map in the making?
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Rhino
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Re: Ask the [Dev]s a (?)

Post by Rhino »

sweedensniiperr wrote:Rhino, do you have a map in the making?
None that I'm currently working on no. I'm busy making statics and fixing stuff :p

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 (?)

Post by speedazz »

Can we expect new huds for tanks, planes ect. Or are you satisfied with the current ones? :) Thanks.
Anderson29
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Re: Ask the [Dev]s a (?)

Post by Anderson29 »

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
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SANGUE-RUIM
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Re: Ask the [Dev]s a (?)

Post by SANGUE-RUIM »

Anderson29 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
very good idea
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