Ask the [Dev]s a (?)

General discussion of the Project Reality: BF2 modification.
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Blackburn92xBHD
Posts: 187
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Re: Ask the [Dev]s a (?)

Post by Blackburn92xBHD »

[R-DEV]Rhino wrote: As for the M1128, there is no reason why it couldn't be in PR afaik (unless it wouldn't realistically fit onto any maps or something), it just needs to be made, along with god knows how many other vehicles and weapons are missing from PR :p
not sure if canadians are using it... but it would totally fit on yamalia.. in combination with the scout bikes you could make an effective tank hunter squad.
mastik
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Re: Ask the [Dev]s a (?)

Post by mastik »

I have a question for the DEVS:

What lead to the RU team in what has been up to now and still in 1.0 using a chinese shotgun when the MEC get a SAIGA
using a tandem RPG for a HAT when everyone (ignoring Germany) gets ATGM's including americas nearly imaginary ATGM instead of one of their many ATGM's which can be used on foot?
Skitrel
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Re: Ask the [Dev]s a (?)

Post by Skitrel »

Prevtzer wrote:Great post! Ever since software audio has been a thing game audio engineers have kind of given up on trying to achieve this kind of a realistic sound. I'm sure it's possible to use just one recording of a weapon firing (let's say from the front) and then develop algorithms that determine positioning and change the sound accordingly, to make it sound realistic from all distances and directions. Add environmental effects and you get a great result. But with gaming audio going software that's not going to be possible at least until Win 9 comes out and probably not even then.
Precisely what the DICE team has been doing with iterations to their sound work, it's just buggy and throws out strange things like culling all or half the sounds in the game from time to time. As far as I'm aware there's a vast array of things that affect the sound in BF since BC2, the one and shape of a sound is changed based on the nearby geometry, while at the same time distance also warps the sound, including of course basic echo effects dependent on indoors/outdoors.

Their sound work is phenomenal, I think the problem most people experience however is that the nuances of their work are lost a little in the absolute chaos that is Battlefield. I've had a lot of private fun with one or two friends just wandering around a silent map and enjoying the different nuances in sound everything from the guns to other things make.

Really simple things like sound having a travelling speed is something I really appreciate. Seeing an silo explosion in the distance and only hearing the sound effect for it half a second later is pretty impressive, having that sound then warp in shape because there's a building between you and the sound, or a hill behind you, is all pretty awesome.

Effectively what I think DICE did with BF3 is utilise a simple repetitive sound of a gun recorded from one position and then apply effects to it to make each and every bullet sound very slightly different based on all of these things, thus removing the repetitiveness of sound you get in some games.

I think this is all getting a bit far off topic now though. I didn't intend for my post to end up becoming almost a discussion topic of it's own! :)
Rudd
Retired PR Developer
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Re: Ask the [Dev]s a (?)

Post by Rudd »

mastik wrote:I have a question for the DEVS:

What lead to the RU team in what has been up to now and still in 1.0 using a chinese shotgun when the MEC get a SAIGA
using a tandem RPG for a HAT when everyone (ignoring Germany) gets ATGM's including americas nearly imaginary ATGM instead of one of their many ATGM's which can be used on foot?
I can't quite remember but iirc the saiga is only used in SF roles and as an export weapon? Hence MEC get it and Ru don't, as we represent the average soldier instead of special forces.

Yes Russia has AGTMs IRL that are quite portable like the Kornet? Same as the MILAN missiles were also quite portable and are used in the MEC and French teams, however those are crew served weapons iirc and represent that with deployable TOW emplacements, which all teams have access to.

Russian infantry ingame lacking a man portable AGTM is made up for with how they have epic vehicles like the BMP2/3 and a tank that also has AGTMs. This leads to balance being maintained.

Not all teams are the same, look at the Germans; they also have a non-guided HAT and the Chinese have an accurate but unguided HAT too.

The teams ingame are not simple clones with different models, we try and represent RL attributes, and when those attributes threaten balance we try and balance with vehicle assets and map layouts.
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Unhealed
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Re: Ask the [Dev]s a (?)

Post by Unhealed »

The teams ingame are not simple clones with different models, we try and represent RL attributes, and when those attributes threaten balance we try and balance with vehicle assets and map layouts.
This is what I love about this mod!

PRG-7 is still very common in RAF btw.
SANGUE-RUIM
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Re: Ask the [Dev]s a (?)

Post by SANGUE-RUIM »

Will Mumble work on LAN?
AncientMan
Retired PR Developer
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Re: Ask the [Dev]s a (?)

Post by AncientMan »

___sangue-ruim___ wrote:Will Mumble work on LAN?
Nope :(
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Warior135
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Re: Ask the [Dev]s a (?)

Post by Warior135 »

Have the devs ever thought about making an African militia (Like the SNA militia) group for maps like Ramiel?
hobbnob
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Re: Ask the [Dev]s a (?)

Post by hobbnob »

Warior135 wrote:Have the devs ever thought about making an African militia (Like the SNA militia) group for maps like Ramiel?
You haven't been keeping up with 1.0 much have you?
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Warior135
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Re: Ask the [Dev]s a (?)

Post by Warior135 »

hobbnob wrote:You haven't been keeping up with 1.0 much have you?
I have, but that is an organized, well equipped (for the most part) militia, I was thinking about a rag-tag militia wearing ripped shorts and a simple t-shirt, armed with the latest in military vehicle technology, a bog-standard pick-up truck.

Similar to this: https://upload.wikimedia.org/wikipedia/ ... hnical.jpg
Last edited by Warior135 on 2013-08-01 15:20, edited 1 time in total.
Reason: Added a picture.
Rudd
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Re: Ask the [Dev]s a (?)

Post by Rudd »

yeah, we call them the African Resistance Faction :P
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Unhealed
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Re: Ask the [Dev]s a (?)

Post by Unhealed »

Warior135 wrote:I have, but that is an organized, well equipped (for the most part) militia, I was thinking about a rag-tag militia wearing ripped shorts and a simple t-shirt, armed with the latest in military vehicle technology, a bog-standard pick-up truck.

Similar to this: https://upload.wikimedia.org/wikipedia/ ... hnical.jpg
Absolutely agree with you, they look like a regular African army, even Militia faction looks kinda rag-tag compared to them. Hopefully it will change in the future.
Skitrel
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Re: Ask the [Dev]s a (?)

Post by Skitrel »

Warior135 wrote:I have, but that is an organized, well equipped (for the most part) militia, I was thinking about a rag-tag militia wearing ripped shorts and a simple t-shirt, armed with the latest in military vehicle technology, a bog-standard pick-up truck.

Similar to this: https://upload.wikimedia.org/wikipedia/ ... hnical.jpg
Wouldn't differ much in gameplay from playing any other form of insurgency would it?

I mean to say, aside from the immersion aspect and the fun of playing a different faction, it wouldn't really actually change anything and it's an awful lot of work.

I'd much rather see development go towards new and significantly different gameplay improvements/additions as opposed to just creating a new faction that in most ways would mimic regular insurgency gameplay. That said, if you've got ideas that would make such a faction have significantly different gameplay put it in the suggestions forum, I'll back anything that adds something genuinely unique. I don't see right now how what you're saying would be different other than making a faction that would be even more lopsided in technology balance than current insurgency.
Warior135
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Re: Ask the [Dev]s a (?)

Post by Warior135 »

Skitrel wrote:Wouldn't differ much in gameplay from playing any other form of insurgency would it?

I mean to say, aside from the immersion aspect and the fun of playing a different faction, it wouldn't really actually change anything and it's an awful lot of work.

I'd much rather see development go towards new and significantly different gameplay improvements/additions as opposed to just creating a new faction that in most ways would mimic regular insurgency gameplay. That said, if you've got ideas that would make such a faction have significantly different gameplay put it in the suggestions forum, I'll back anything that adds something genuinely unique. I don't see right now how what you're saying would be different other than making a faction that would be even more lopsided in technology balance than current insurgency.
One way it could work is with maps with the SNA on, it could be a 3:1 ticket ratio in favour of the SNA, downside being that they would only have a kit with a piss-poor rifle, and a melee (No civvies and cuffs either to make it easy on the BLUFOR on ticket depletion). where as the BLUFOR would get all special kits as usual, but with a smaller refresh time perhaps.
Unhealed
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Re: Ask the [Dev]s a (?)

Post by Unhealed »

Skitrel wrote: I mean to say, aside from the immersion aspect and the fun of playing a different faction, it wouldn't really actually change anything and it's an awful lot of work.
I don't think it requires "afwul lot of work".
Just change some textures from OD green to some civil colours. Hell, even plain white shirt(or pants, or cap) instead of camo shirt will do.
Rudd
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Re: Ask the [Dev]s a (?)

Post by Rudd »

I've often remarked to myself that any suggestion that starts with the word 'Just...' is usually a huge underestimation of the required work.

As others have remarked, the insurgent faction has alot of civvy clothes, making something different is better and also works better with the long term goals of including the African Union (they were part and parcel of the community faction's aims).
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Rudd
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Re: Ask the [Dev]s a (?)

Post by Rudd »

I've often remarked to myself that any suggestion that starts with the word 'Just...' is usually a huge underestimation of the required work. In this case, it would be just wasting alot of people's time that went into making the current textures.

As others have remarked, the insurgent faction has alot of civvy clothes, making something different is better and also works better with the long term goals of including the African Union (they were part and parcel of the community faction's aims).
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Unhealed
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Re: Ask the [Dev]s a (?)

Post by Unhealed »

[R-DEV]Rudd wrote:I've often remarked to myself that any suggestion that starts with the word 'Just...' is usually a huge underestimation of the required work.
Well my suggestion is not one of them I believe, becouse I bet even I can(and I might do it in the future who knows) make a simple retexture of a shirt and/or pants.
In this case, it would be just wasting alot of people's time that went into making the current textures.
You have removed stuff that someone made before(spooky skeleton gloves for example), sometimes it's a necessity.
African Union
It will be pretty hard to tell the difference between them and ARF I believe.
hobbnob
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Re: Ask the [Dev]s a (?)

Post by hobbnob »

Has the AI's accuracy been increased in response to the more accurate player deviation?
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melonmuncher
PR:BF2 Developer
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Re: Ask the [Dev]s a (?)

Post by melonmuncher »

Yes
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