Yeah for 1.3 we are doing a bit of cleaning off unused assets, models, templates, sounds, textures,.. I think. Should ask Mats about that
[Map] Operation Dragon Orchard (4km) [Released]
- Mineral
- Retired PR Developer
- Posts: 8534
- Joined: 2012-01-02 12:37
- Location: Belgium
Re: [Map] Operation Dragon Orchard (4km) [Released]
Vehicle coding isn't hard. Just takes getting used too.
Yeah for 1.3 we are doing a bit of cleaning off unused assets, models, templates, sounds, textures,.. I think. Should ask Mats about that
Yeah for 1.3 we are doing a bit of cleaning off unused assets, models, templates, sounds, textures,.. I think. Should ask Mats about that
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Zeno
- Posts: 3430
- Joined: 2008-09-07 14:16
Re: [Map] Operation Dragon Orchard (4km) [Released]
by removing them or fixing them?[R-DEV]Mineral wrote:Vehicle coding isn't hard. Just takes getting used too.
Yeah for 1.3 we are doing a bit of cleaning off unused assets, models, templates, sounds, textures,.. I think. Should ask Mats about that![]()
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: [Map] Operation Dragon Orchard (4km) [Released]
By removing unused assets and fixing ones we do use naturally.
Physics coding is mainly just a lot of trial and error, tweaking all the little bits of code until you have got the settings you want and yes while this isn't that hard to do, it is very time consuming. I'm just trying to fix up a jet now which Jafar has done quite a bit of work on fixing already and making it so the jet can take off well, but not turn on a dime in the air after it takes off is proving pretty tricky
It isn't quite that simple. Physics coding isn't at all straight forward as for starters, each aircraft is different from design, to where its "flaps/wings" are, where its centre of mass/gravity is, where its engines are located etc. As such if you just apply one jets wing, engine etc code from one jet to another, it can behave totally differently to the jet you cloned it from. And then on top of that we aim to try and somewhat portray each jets r/l capabilities in turn radius, speed etc.Zeno wrote:i mean, its just a freaking tease, i really want this and when you know it would be an easy fix just to clone the coding from another vehicle...![]()
Physics coding is mainly just a lot of trial and error, tweaking all the little bits of code until you have got the settings you want and yes while this isn't that hard to do, it is very time consuming. I'm just trying to fix up a jet now which Jafar has done quite a bit of work on fixing already and making it so the jet can take off well, but not turn on a dime in the air after it takes off is proving pretty tricky
- Mats391
- PR:BF2 Lead Developer
- Posts: 7643
- Joined: 2010-08-06 18:06
Re: [Map] Operation Dragon Orchard (4km) [Released]
Mostly removing. Some air assets might stay around tho as they are used on Test Airfield and i was just too lazy to remove those from thereZeno wrote:by removing them or fixing them?
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Zeno
- Posts: 3430
- Joined: 2008-09-07 14:16
Re: [Map] Operation Dragon Orchard (4km) [Released]
B-52 confirmed[R-DEV]Rhino wrote:By removing unused assets and fixing ones we do use naturally.
It isn't quite that simple. Physics coding isn't at all straight forward as for starters, each aircraft is different from design, to where its "flaps/wings" are, where its centre of mass/gravity is, where its engines are located etc. As such if you just apply one jets wing, engine etc code from one jet to another, it can behave totally differently to the jet you cloned it from. And then on top of that we aim to try and somewhat portray each jets r/l capabilities in turn radius, speed etc.
Physics coding is mainly just a lot of trial and error, tweaking all the little bits of code until you have got the settings you want and yes while this isn't that hard to do, it is very time consuming. I'm just trying to fix up a jet now which Jafar has done quite a bit of work on fixing already and making it so the jet can take off well, but not turn on a dime in the air after it takes off is proving pretty tricky![]()
I totaly understand. Im just sitting here in my corner, hoping that we might see more/better statics one day
Last edited by Zeno on 2015-04-20 22:47, edited 1 time in total.
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
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X-Alt
- Posts: 1073
- Joined: 2013-07-02 22:35
Re: [Map] Operation Dragon Orchard (4km) [Released]
PT-76 is used on Charlies', so it should be fine?Zeno wrote:...
So how bad can i expect it yo be? BF2 handling?
Is the Mi8, PT-76 and OH-6 with Miniguns also bugged?
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Jacksonez__
- Posts: 1090
- Joined: 2013-07-28 13:19
Re: [Map] Operation Dragon Orchard (4km) [Released]
It's in Tad Sae alt (night). Not in any other current maps afaik. Though doesn't make any sense in that small map. It moves forward and backward nearly same speed, has AP, HE, HE(bugged?) rounds, like 8 each or 10. So not a lot. In real life it can carry ~40 shellsX-Alt wrote:PT-76 is used on Charlies', so it should be fine?
It also does not stand still. Slides slowly forward/backward.
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zloyrash
- Posts: 408
- Joined: 2009-11-08 10:25
Re: [Map] Operation Dragon Orchard (4km) [Released]
Would like to see this map for infantry only. Many boats, helitransports and infantry.
LAV and CAS make it unbalanced
LAV and CAS make it unbalanced

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Zeno
- Posts: 3430
- Joined: 2008-09-07 14:16
Re: [Map] Operation Dragon Orchard (4km) [Released]
What types of deployables does the NVA and US have access to?
@zloyrash: The ALT layer will feature a "king of the hill" layout with only boats and trans helis in the next patch.
@zloyrash: The ALT layer will feature a "king of the hill" layout with only boats and trans helis in the next patch.
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
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Jacksonez__
- Posts: 1090
- Joined: 2013-07-28 13:19
Re: [Map] Operation Dragon Orchard (4km) [Released]
NVA: no AA (TOW is SPG)Zeno wrote:What types of deployables does the NVA and US have access to?
@zloyrash: The ALT layer will feature a "king of the hill" layout with only boats and trans helis in the next patch.
US: no AA or TOW
both get: foxholes, HMG, mortars




