Ask the [Dev]s a (?)

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

Post by Rabbit »

Any chance there would be a way to implement a way to change the squads color. I can't seem to be able to read peoples names with the green, it would be nice to be able to change it like you can crosshairs, purple always words best as it seems to be the least common color in levels.
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AfSoccer "I just don't see the natural talent."
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Wheres_my_chili
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Re: Ask the [Dev]s a (?)

Post by Wheres_my_chili »

titsmcgee852 wrote:Do you guys have a static point that you're working towards for the release of 1.0? Or do things keep popping up which you decide need to be included?
I'm actually really curious about this as well.
AFsoccer
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Re: Ask the [Dev]s a (?)

Post by AFsoccer »

titsmcgee852 wrote:Do you guys have a static point that you're working towards for the release of 1.0? Or do things keep popping up which you decide need to be included?
We develop basic timelines and tell the team that all new material has to be done by a certain date. Once that date arrives we focus on polishing and testing everything. We keep track of bugs, assign them to a team member, and set priorities for each. Some are so important that we can't release PR until they are fixed, while others are less important and not worth holding a release for. To give you an idea, I think we had about 1500 bug reports leading up to v1.0 so it takes a lot of time. Without going into any more details, the reason v1.0 isn't out yet is that a few of those bugs were given the highest priority level and we just won't release it until they are fixed.

Hope that gives a bit of a glimpse into what happens behind the scenes. :)
Rhino
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Re: Ask the [Dev]s a (?)

Post by Rhino »

[quote=""'[R-DEV"]AFsoccer;1895986']We develop basic timelines and tell the team that all new material has to be done by a certain date. Once that date arrives we focus on polishing and testing everything. We keep track of bugs, assign them to a team member, and set priorities for each. Some are so important that we can't release PR until they are fixed, while others are less important and not worth holding a release for. To give you an idea, I think we had about 1500 bug reports leading up to v1.0 so it takes a lot of time. Without going into any more details, the reason v1.0 isn't out yet is that a few of those bugs were given the highest priority level and we just won't release it until they are fixed.

Hope that gives a bit of a glimpse into what happens behind the scenes. :) [/quote]

There also are also high priority features that need to be finished before we can release on top of high priority bugs that need to be fixed :)


[quote="sweedensniiperr""]a rain vietnam map? oh the jizzings to come![/quote]
Nate(GER) wrote:Vietnam-Night-Rain-Djungle-Map!
Stealthgato wrote:Yes please
frydad5656 wrote:A man can dream can't he?
___sangue-ruim___ wrote:some dreams come true :rolleyes:
You guys can always make that dream a reality yourself ;)

doop-de-doo wrote:Good for 1 life events though. ;)
Not really worth the time and effort developing new maps just for one off events like that...
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Kerryburgerking
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Re: Ask the [Dev]s a (?)

Post by Kerryburgerking »

Were there ever HESH rounds n PR?
fabioxxxx
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Re: Ask the [Dev]s a (?)

Post by fabioxxxx »

Hi there.

How the armor works in PR against the .50 ? in the game some armored vehicles are not affect by the .50 , i don't know how it works in real life but maybe they take some minimum damage ?
izoiva
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Re: Ask the [Dev]s a (?)

Post by izoiva »

Kerryburgerking wrote:Were there ever HESH rounds n PR?
NATO has no HESH or HE-FRAG rounds for tanks. DM11 is not in active servise.
Heavy Death
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Re: Ask the [Dev]s a (?)

Post by Heavy Death »

Can we get a SS of the improved Ramiel? (If it is improved, i believe i read it somewhere... or just wishful thinking). The E side, where there was no grass and it looked like half-assed map before.

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

Post by SShadowFox »

fabioxxxx wrote:Hi there.

How the armor works in PR against the .50 ? in the game some armored vehicles are not affect by the .50 , i don't know how it works in real life but maybe they take some minimum damage ?


A 75mm shell would bounce off a Tiger if they hit in the front or turret, so I guess it's realistic to have a .50 bouncing off tanks.
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K4on
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Re: Ask the [Dev]s a (?)

Post by K4on »

fabioxxxx wrote:Hi there.
How the armor works in PR against the .50 ? in the game some armored vehicles are not affect by the .50 , i don't know how it works in real life but maybe they take some minimum damage ?
12,7 x 99mm or also known as .50 Cal, can penetrate armor to a certain level.

Example:
A BTR60 has just a 7mm side amour, which means a .50 cal projetile can penetrate it in RL, so in PR you would say .50 cal damages a BTR60.
Therefor, an LAV25 can withstand 14.5 mm projectiles, so a cal with 12,7mm isn't as much effective here as vs the BTR60.


Ingame we have grouped the different kinds of armor in classes, because it would be a super huge effort to make an own amor class for each single vehicle.

Basically you could say, APCs are separated in light (e.g. BTR), mid(LAV) and heavy(Puma) amored classes.

I wont tell you how that works in detail now, but hope it is enough to give you a rough idea about it.
SANGUE-RUIM
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Re: Ask the [Dev]s a (?)

Post by SANGUE-RUIM »

thx for all the info
AFsoccer
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Re: Ask the [Dev]s a (?)

Post by AFsoccer »

Heavy Death wrote:Can we get a SS of the improved Ramiel? (If it is improved, i believe i read it somewhere... or just wishful thinking). The E side, where there was no grass and it looked like half-assed map before.

Please. :)
You are correct. The map did get a facelift for v1.0, to include undergrowth.

You'll now see grass where it's green:

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And the desert areas also have some undergrowth now too, such as a few bits of grass under trees and scattered rocks.

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You'll also see some lighting changes and other subtle changes to make it look more realistic, as well as new layers and new assets (but you'll have to wait to see those changes).
Rhino
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Re: Ask the [Dev]s a (?)

Post by Rhino »

Ignore the crosshairs in the above pics guys, they are just for testing purposes :p
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Mineral
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Re: Ask the [Dev]s a (?)

Post by Mineral »

ow man, if you wouldn't have said that people would have gone nuts :D
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Jafar Ironclad
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Re: Ask the [Dev]s a (?)

Post by Jafar Ironclad »

CROSSHAIRS ARE ONLY THERE FOR DEBUGGING.
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Mineral
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Re: Ask the [Dev]s a (?)

Post by Mineral »

don't listen, it's a new feature. I'm a tester, I know.
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Chuc
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Re: Ask the [Dev]s a (?)

Post by Chuc »

Yeah, really helps with CQB :p
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ExeTick
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Re: Ask the [Dev]s a (?)

Post by ExeTick »

have the UAV bug been resolved when ground units and vehicles dissapear?
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gipakok
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Re: Ask the [Dev]s a (?)

Post by gipakok »

ExeTick wrote:have the UAV bug been resolved when ground units and vehicles dissapear?
They already said they fixed it.
spawncaptain
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Re: Ask the [Dev]s a (?)

Post by spawncaptain »

That's it. The Devs have no idea what PR is about. First they reintroduce rallypoints, now we have crosshairs. When can we expect laser-detonated claymores? These changes have ruined the mod (even though we haven't played yet).
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