Ask the [Dev]s a (?)
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Sebi330
- Posts: 26
- Joined: 2009-07-30 16:08
Re: Ask the [Dev]s a (?)
To get back to the topic:
I do not know if it has been asked before, but is the weird wrist bug ( which you can see when you use resuscitate and the civi ) fixable or is it BF2 related ?
Because I think it looked quite fixed in one of the first 1.0 gameplays released ( you know, the one with the secret explosion in the background and the shotgun).
I do not know if it has been asked before, but is the weird wrist bug ( which you can see when you use resuscitate and the civi ) fixable or is it BF2 related ?
Because I think it looked quite fixed in one of the first 1.0 gameplays released ( you know, the one with the secret explosion in the background and the shotgun).
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SANGUE-RUIM
- Posts: 1390
- Joined: 2009-04-26 12:37
Re: Ask the [Dev]s a (?)
yeah, the guy has no left wrist.. but his right wrist is ok to me... weird...
check the video here: PR_medic_resuscitate_improvement_k4 - YouTube
check the video here: PR_medic_resuscitate_improvement_k4 - YouTube
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Chuc
- Retired PR Developer
- Posts: 7016
- Joined: 2007-02-11 03:14
Re: Ask the [Dev]s a (?)
Wow, you guys sure are going nuts over an animation and a model that has been around for the past couple versions.
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CR8Z
- Posts: 413
- Joined: 2008-08-30 06:27
Re: Ask the [Dev]s a (?)
My apologies if this has been addressed, but have you instituted the Camp Bastion Airbase format? If so, can all maps have all transport options as well as both rotor and fixed wing CAS?
https://www.realitymod.com/forum/f196-p ... rbase.html
I'm not a big fan of the Qin Ling airbase runway/tarmac edge. I like the design but the super-steep edge of the asphalt is no bueno. Would love to see this implemented, though it appears to take up a large amount of real estate.
https://www.realitymod.com/forum/f196-p ... rbase.html
I'm not a big fan of the Qin Ling airbase runway/tarmac edge. I like the design but the super-steep edge of the asphalt is no bueno. Would love to see this implemented, though it appears to take up a large amount of real estate.
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Rhino
- Retired PR Developer
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- Joined: 2005-12-13 20:00
Re: Ask the [Dev]s a (?)
The advantages with the new airbase system shown there wasn't the airbase layout, but how the runway, taxiways and ramps where made and behaved. Bastion just happens to have that kinda setup, although its main runway is much longer and depending on what year your talking about it would have a lot more runways in r/lCR8Z wrote:My apologies if this has been addressed, but have you instituted the Camp Bastion Airbase format? If so, can all maps have all transport options as well as both rotor and fixed wing CAS?
https://www.realitymod.com/forum/f196-p ... rbase.html
I'm not a big fan of the Qin Ling airbase runway/tarmac edge. I like the design but the super-steep edge of the asphalt is no bueno. Would love to see this implemented, though it appears to take up a large amount of real estate.

As seen on "The Falklands", the Argentine airbase (BAM Rio Grande) has a very different layout with no chopper runway etc. Although its technically not the same system since its on/part of the modelled terrain rather than BF2 terrain, its made in a similar way with the same textures etc.

Ref: https://maps.google.co.uk/maps?hl=en&ll ... 2&t=h&z=16
Unfortunately however mappers have been finding it very hard to find anyone to model them these airbases for their maps so as of yet, no maps have this new system in them in v1.0
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viirusiiseli
- Posts: 1171
- Joined: 2012-02-29 23:53
Re: Ask the [Dev]s a (?)
Is half of your working time being spent on answering the question: "When is PR 1.0 coming out?" on the forums?
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Rhino
- Retired PR Developer
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viirusiiseli
- Posts: 1171
- Joined: 2012-02-29 23:53
Re: Ask the [Dev]s a (?)
That's completely fine then, we can keep asking![R-DEV]Rhino wrote:No, only 45%![]()
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Arab
- PR:BF2 Developer
- Posts: 2898
- Joined: 2012-05-18 03:37
Re: Ask the [Dev]s a (?)
No such month that is after 12. Unless... It's a conspiracy, and PR 1.0 will be released on the 13th of January 2014!!!!WeeD-KilleR wrote:Pretty sure you talk about the 13.13.2013. Ain't america here.
Can marine life like Sharks and Fishes be programmed into BF2 Engine?

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BroCop
- Posts: 4155
- Joined: 2008-03-08 12:28
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AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19
Re: Ask the [Dev]s a (?)
BF Pirates has a sharkArab wrote:Can marine life like Sharks and Fishes be programmed into BF2 Engine?

It's just a static though, it swims around in circles. It doesn't respond to you or anything, it's not a bot. In the same way you could create small fish too.

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sweedensniiperr
- Posts: 2784
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Arab
- PR:BF2 Developer
- Posts: 2898
- Joined: 2012-05-18 03:37
Re: Ask the [Dev]s a (?)
Shamelessly, yes I didCroCop wrote:Did you just ask that question so you have an excuse to use that emoticon?![]()
@sweedensnippperr Also, in Vanilla Bf2 on that island map in a wetland, MEC vs US, if you place c4 by the river on MEC side and blow it up, you'll see fishes. It's static though.
Will Molotovs make a come-back in any way or they are forever gone?
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rodrigoma
- Posts: 1537
- Joined: 2012-03-22 21:21
Re: Ask the [Dev]s a (?)
yes that was an ambient effect just as the flying birds. Only it cant be used very well now because every bullet it is considered an explosion and dead fish would be everywheresweedensniiperr wrote:didn't we have fish in some map? when you throw a grenade in the water?
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Arab
- PR:BF2 Developer
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- Joined: 2012-05-18 03:37
Re: Ask the [Dev]s a (?)
Yeah, marine life would distract from the game. It's not Project Fisherman BF2.[R-CON]rodrigoma wrote:yes that was an ambient effect just as the flying birds. Only it cant be used very well now because every bullet it is considered an explosion and dead fish would be everywhere![]()
What a stupid question I made.
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Spec
- Retired PR Developer
- Posts: 8439
- Joined: 2007-09-01 22:42
Re: Ask the [Dev]s a (?)
The thing is, the competition is too great. If we want to get those target audiences who are mainly interested in marine life within the shooter genre to get into PR, we'll have to make our fishes smarter than those of Call of Warfare: Modern Black Duty Dog Edition or whatever it's called. And we can't keep up with that, sadly.

--- currently reduced activity ---
Thanks to [R-MOD]IINoddyII for the signature!
_____________________________
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camo
- PR:BF2 Developer
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- Joined: 2013-01-26 09:00
Re: Ask the [Dev]s a (?)
that's unfortunate, those fish that moved out of the way was the reason i went back to cod. It was just such a huge selling point.
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hobbnob
- Posts: 997
- Joined: 2009-05-12 18:23
Re: Ask the [Dev]s a (?)
Lol Cod.camo_jnr_jnr wrote:that's unfortunate, those fish that moved out of the way was the reason i went back to cod. It was just such a huge selling point.

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ComradeHX
- Posts: 3294
- Joined: 2009-06-23 17:58
Re: Ask the [Dev]s a (?)
Any idea if we could have a PR pirates minimod?'[R-DEV wrote:AfterDune;1906001']BF Pirates has a shark
It's just a static though, it swims around in circles. It doesn't respond to you or anything, it's not a bot. In the same way you could create small fish too.
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Phoenixo_Idaho
- Posts: 380
- Joined: 2010-03-02 21:37
Re: Ask the [Dev]s a (?)
camo_jnr_jnr wrote:that's unfortunate, those fish that moved out of the way was the reason i went back to cod. It was just such a huge selling point.

Last edited by Phoenixo_Idaho on 2013-06-27 16:23, edited 1 time in total.
Phoenixo_Idaho ; Medic & Mortars Specialist





