I want my MOCAP-dog!Microwaife wrote:And a new class. The dog, a companion you truly care about.
Ask the [Dev]s a (?)
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JackONeill
- Posts: 84
- Joined: 2011-06-01 10:24
Re: Ask the [Dev]s a (?)


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=Romagnolo=
- Posts: 4765
- Joined: 2006-12-29 14:52
Re: Ask the [Dev]s a (?)
Go on...[R-DEV]Spush wrote:A lot.![]()
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro." (yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro." (yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
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smgunsftw
- Posts: 242
- Joined: 2012-10-26 21:43
Re: Ask the [Dev]s a (?)
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.[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?
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camo
- PR:BF2 Developer
- Posts: 3165
- Joined: 2013-01-26 09:00
Re: Ask the [Dev]s a (?)
Is the dingo going to be implemented into the German forces in 1.0 since you have it as your sig?[R-DEV]BloodyDeed wrote:Afterdune is obviously trolling.
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WarEagle751
- Posts: 230
- Joined: 2013-01-19 20:23
Re: Ask the [Dev]s a (?)
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.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.
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Seraph
- Posts: 70
- Joined: 2010-07-06 22:21
Re: Ask the [Dev]s a (?)
lol, turns out we used the same pic.camo_jnr_jnr wrote:Is the dingo going to be implemented into the German forces in 1.0 since you have it as your sig?[R-DEV]BloodyDeed;1921832 wrote:Afterdune is obviously trolling.
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-=anders=-
- Retired PR Developer
- Posts: 1532
- Joined: 2005-10-27 14:48
Re: Ask the [Dev]s a (?)
Not a big deal, but 1p and 3p stationary weapon reload animations.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
Support more memory than 4GB for better performance and higher texture resolutions. Handle more sounds at once in Hardware mode.
[img]https://dl.dropboxusercontent.com/u/11035283/anders_prsig.png[/img]
PR:BF2 Sound & VisualFX
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spawncaptain
- Posts: 466
- Joined: 2009-05-22 20:11
Re: Ask the [Dev]s a (?)
Artillery cannot be used to level buildings used for cover in PR. Now don't say ROE.[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?
User Ubaydah: "I used to play Call of Duty a lot and Battlefield 3. I am really good at those games 10th prestige, High K/d., I can kill people easily, etc. But on PR, for me, to be honest, I kind of suck."
User Not_able_to_kill: "Frontliner, you like evil man who comes to family house during christmas, takes out tree because it's too happy, so they can be just as sad as you"
User Not_able_to_kill: "Frontliner, you like evil man who comes to family house during christmas, takes out tree because it's too happy, so they can be just as sad as you"
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KaB
- Retired PR Developer
- Posts: 1016
- Joined: 2011-12-12 12:38
Re: Ask the [Dev]s a (?)
Destroying buildings should make the players losing points.
And in INS, coalition team would lose intel points as well.
And in INS, coalition team would lose intel points as well.
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K4on
- Retired PR Developer
- Posts: 5055
- Joined: 2009-05-08 19:48
Re: Ask the [Dev]s a (?)
no army loses points in syria for destroying buildings 
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KaB
- Retired PR Developer
- Posts: 1016
- Joined: 2011-12-12 12:38
Re: Ask the [Dev]s a (?)
Nor for killing civilians I guess.[R-DEV]K4on wrote:no army loses points in syria for destroying buildings![]()
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smgunsftw
- Posts: 242
- Joined: 2012-10-26 21:43
Re: Ask the [Dev]s a (?)
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?
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Cossack
- Posts: 1689
- Joined: 2009-06-17 09:25
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lucky.BOY
- Posts: 1438
- Joined: 2010-03-03 13:25
Re: Ask the [Dev]s a (?)
Kashan is pretty much fully destructible. Is it the pinnacle of pr game experience? I wouldnt say so.
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Ask the [Dev]s a (?)
maps have a limit on objects that are networkable, if you go over that limit...the map simply crashes.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?
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
- Posts: 1382
- Joined: 2009-08-30 04:32
Re: Ask the [Dev]s a (?)
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.
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melonmuncher
- PR:BF2 Developer
- Posts: 266
- Joined: 2012-01-13 05:14
Re: Ask the [Dev]s a (?)
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?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.
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ComradeHX
- Posts: 3294
- Joined: 2009-06-23 17:58
Re: Ask the [Dev]s a (?)
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?
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?
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AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Ask the [Dev]s a (?)
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....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?







