Ask the [Dev]s a (?)

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

Post by JackONeill »

Microwaife wrote:And a new class. The dog, a companion you truly care about.
I want my MOCAP-dog!
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=Romagnolo=
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Re: Ask the [Dev]s a (?)

Post by =Romagnolo= »

[R-DEV]Spush wrote:A lot. :?
Go on...
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smgunsftw
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Re: Ask the [Dev]s a (?)

Post by smgunsftw »

[R-CON]Psyrus wrote:I've never understood why people jizz themselves over destructable environments... especially given that most destructible environments are either pre-scripted or rather 'blocky' at best, and generally don't change the face of the battle much past aesthetically. Is there a specific reason you'd be interested in the destruction?
Makes it a lot more realistic when vehicles are engaging infantry or other small targets behind walls. I mean, a concert wall shouldn't be able to deflect/block a 125mm HEAT round.
camo
PR:BF2 Developer
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Re: Ask the [Dev]s a (?)

Post by camo »

[R-DEV]BloodyDeed wrote:Afterdune is obviously trolling.
Is the dingo going to be implemented into the German forces in 1.0 since you have it as your sig?
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WarEagle751
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Re: Ask the [Dev]s a (?)

Post by WarEagle751 »

smgunsftw wrote:Makes it a lot more realistic when vehicles are engaging infantry or other small targets behind walls. I mean, a concert wall shouldn't be able to deflect/block a 125mm HEAT round.
That is exactly my point. Infantry like snipers would now have to be more careful and not rely on walls and building as much like in real life.
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Seraph
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Re: Ask the [Dev]s a (?)

Post by Seraph »

camo_jnr_jnr wrote:
[R-DEV]BloodyDeed;1921832 wrote:Afterdune is obviously trolling.
Is the dingo going to be implemented into the German forces in 1.0 since you have it as your sig?
lol, turns out we used the same pic. :mrgreen:
-=anders=-
Retired PR Developer
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Re: Ask the [Dev]s a (?)

Post by -=anders=- »

notmyingamename wrote:what's the one feature you guys wish that you could implement but never found a way to make functional?

not fastrope necessarily, but even something game changing we aren't aware of
Not a big deal, but 1p and 3p stationary weapon reload animations.
Support more memory than 4GB for better performance and higher texture resolutions. Handle more sounds at once in Hardware mode. :)
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spawncaptain
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Re: Ask the [Dev]s a (?)

Post by spawncaptain »

[R-CON]Psyrus wrote:I've never understood why people jizz themselves over destructable environments... especially given that most destructible environments are either pre-scripted or rather 'blocky' at best, and generally don't change the face of the battle much past aesthetically. Is there a specific reason you'd be interested in the destruction?
Artillery cannot be used to level buildings used for cover in PR. Now don't say ROE.
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KaB
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Re: Ask the [Dev]s a (?)

Post by KaB »

Destroying buildings should make the players losing points.

And in INS, coalition team would lose intel points as well.
K4on
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Re: Ask the [Dev]s a (?)

Post by K4on »

no army loses points in syria for destroying buildings :P
KaB
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Re: Ask the [Dev]s a (?)

Post by KaB »

[R-DEV]K4on wrote:no army loses points in syria for destroying buildings :P
Nor for killing civilians I guess.
smgunsftw
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Re: Ask the [Dev]s a (?)

Post by smgunsftw »

Wait, so are we going to get fully destructible maps in the future? Or are there too many limitations with the engine to do so?
Cossack
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Re: Ask the [Dev]s a (?)

Post by Cossack »

Its discussed to death - want destructible maps - buy mainframe to run it.
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lucky.BOY
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Re: Ask the [Dev]s a (?)

Post by lucky.BOY »

Kashan is pretty much fully destructible. Is it the pinnacle of pr game experience? I wouldnt say so.
Rudd
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Re: Ask the [Dev]s a (?)

Post by Rudd »

smgunsftw wrote:Wait, so are we going to get fully destructible maps in the future? Or are there too many limitations with the engine to do so?
maps have a limit on objects that are networkable, if you go over that limit...the map simply crashes.

Destructible buildings can be fun and I hope we keep a selection of destructible objects around, however they 1) make crashes more likely as above, 2) are more complex objects eating performance, 3) need extra lightmap files which increase the strain on your RAM.
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PricelineNegotiator
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Re: Ask the [Dev]s a (?)

Post by PricelineNegotiator »

I was thinking about this earlier today, but what if the feature that the devs are waiting on for release is fastropes? THAT'S WHY THEY CAN'T REVEAL IT.
melonmuncher
PR:BF2 Developer
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Re: Ask the [Dev]s a (?)

Post by melonmuncher »

PricelineNegotiator wrote:I was thinking about this earlier today, but what if the feature that the devs are waiting on for release is fastropes? THAT'S WHY THEY CAN'T REVEAL IT.
N-no that's ridiculous... It's been said multiple times that fastropes are impossible, and it's not like [R-DEVS] are notorious liars or anything, right?
ComradeHX
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Re: Ask the [Dev]s a (?)

Post by ComradeHX »

Are fast ropes going to be in? huehuehue

Is there a way for specialist to throw a rope that can hook onto the chopper he is on(assuming it is stable) so people can press E to get out, then E again to grab the rope hopefully before they fall?
AfterDune
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Re: Ask the [Dev]s a (?)

Post by AfterDune »

Grappling hooks only stick to statics.
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Rhino
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Re: Ask the [Dev]s a (?)

Post by Rhino »

ComradeHX wrote:Are fast ropes going to be in? huehuehue

Is there a way for specialist to throw a rope that can hook onto the chopper he is on(assuming it is stable) so people can press E to get out, then E again to grab the rope hopefully before they fall?
Even if we could sort out the rope bit, there is a pretty large delay on how soon you can enter a vehicle after exiting one, which would mean you would most likley hit the ground before catching the rope, again, assuming we did get the rope bit to work....
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