Project Reality: BF2 v1.6 Announced!
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Arab
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bouya_tetsu
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Re: Project Reality: BF2 v1.6 Announced!
1.6 in 2 hours?
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anantdeathhawk
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Re: Project Reality: BF2 v1.6 Announced!
Wasn't it?
Ejector seats can't happen, because of hard coded stuff.
Ejector seats can't happen, because of hard coded stuff.
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GrumpyPilot95
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Re: Project Reality: BF2 v1.6 Announced!

Censorship much?
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AfterDune
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Na_tarajah
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Re: Project Reality: BF2 v1.6 Announced!
So when will the update release?
- ALADE3N
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ctbear1996
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Airsoft
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- Mineral
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Re: Project Reality: BF2 v1.6 Announced!
I believe atm only Merville has COOP support. The WW2 maps are rather complex with many trenches and forests making it hard to create nav meshes for. Hopefully after 1.6 we can add more of them!ctbear1996 wrote:Do WW2 maps come with coop layout?
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Double_13
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Re: Project Reality: BF2 v1.6 Announced!
I am currently working on getting more maps supported but no guarantees on thatctbear1996 wrote:Do WW2 maps come with coop layout?
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Antonyvg
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Re: Project Reality: BF2 v1.6 Announced!
Pretty good birthday gift if you ask me, better than a mask and shampoo I can tell you that
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Great job DEV's, thanks for your hard work!
Great job DEV's, thanks for your hard work!
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AlonTavor
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Re: Project Reality: BF2 v1.6 Announced!
nearest kit up to 10m, else revived person gets a blank kitred_hat wrote:As a medic I have question: If you drag the body of your comrade away from under fire zone and try to revive him what gonna happened with his KIT? KIT will stay at the place where he got shot or KIT will stick on the body all the way through reviving process? How is it gonna be realized?
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Rhino
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Re: Project Reality: BF2 v1.6 Announced!
Ejector Seats where never part of the BF2 engine no.anantdeathhawk wrote:Wasn't it?
Ejector seats can't happen, because of hard coded stuff.
There have been workaround concepts flying around for years to get around the fact BF2 doesn't have ejector seats in it, and no way to code it directly into the engine; (I posted this concept in the Dev forums back in 2015 but no one had time to look into it in any detail back then and the new method AlonTavor & ShrapGnoll made is far better).
Basically every new feature we have in PR is a workaround in some form or another, be it deployables, the laser designator, kit request system, etc, etc. The problem is creating a decent enough workaround that will play well in the game is the tricky bit. Many concepts we come up with simply don't work or don't work well enough to play in an MP environment.
To get some idea of what often goes into to developing a new concept, I posted this blog about how we developed the CSBs from the concept up if you don't mind a bit of heavy reading and basically all the images are dead links now but might give you some idea to the thought process behind creating workarounds to get BF2 to do things it we never intended to do: https://www.realitymod.com/forum/blog.php?b=207
Last edited by Rhino on 2020-04-02 21:40, edited 1 time in total.
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PatrickLA_CA
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Re: Project Reality: BF2 v1.6 Announced!
So what exactly does the ejector seat do different than jumping out of the plane now except I believe the height?
In-game: Cobra-PR
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AlonTavor
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Re: Project Reality: BF2 v1.6 Announced!
Applies acceleration to the pilot in the correct direction for a second and a half, then opens parachute.PatrickLA_CA wrote:So what exactly does the ejector seat do different than jumping out of the plane now except I believe the height?
Thinking of spawning some effects in the future
*cough*Rhino wrote:and the new method ShrapGnoll made
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ItzDizzY
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Re: Project Reality: BF2 v1.6 Announced!
About time, I might have to start playing again. Good job devs we appreciate you!








