Project Reality v0.509 SERVER ONLY Update Released!

Project Reality announcements and development highlights.
Locked
General_J0k3r
Posts: 2051
Joined: 2007-03-02 16:01

Post by General_J0k3r »

aiiiight. fancy shit guys. thumbs up! good idea!

but those snipers in foxholes hidden somewhere in the jungle r gonna b a pain in the ***.
eddie
Posts: 5495
Joined: 2005-05-09 20:42

Post by eddie »

I imagine you'll only be able to dig at a handful of locations and the cover/camouflage won't be too OTT for the game balance.
Image
noir-colombia-
Posts: 589
Joined: 2006-11-18 19:29

Post by noir-colombia- »

"in pr 2.5 we will be able of changing the cassetes at the radio in teh choppers, u just need 2 pr-dollars to buy one on the wallmart of mutrah city, it was build on an ancient bunker supossed maded by an old engineers class of pr0.6. u can still clean the poo of the pr-pets with the engineers shovels indeed"

eggman jr.
El_Vikingo said: I only like 100% colombian. Leo said:colombian goodness
Image
please visit:
industrial music inside.
http://www.myspace.com/manonthelivingroad
OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Post by OkitaMakoto »

General_J0k3r wrote:aiiiight. fancy shit guys. thumbs up! good idea!

but those snipers in foxholes hidden somewhere in the jungle r gonna b a pain in the ***.
I'd imagine they are in real life, too :-o
LiquidSnake
Posts: 743
Joined: 2006-12-17 01:41

Post by LiquidSnake »

noir-colombia- wrote:"in pr 2.5 we will be able of changing the cassetes at the radio in teh choppers, u just need 2 pr-dollars to buy one on the wallmart of mutrah city, it was build on an ancient bunker supossed maded by an old engineers class of pr0.6. u can still clean the poo of the pr-pets with the engineers shovels indeed"

eggman jr.
lmao :D

rly love the Idea of foxholes :)
Image
Master Shake
Posts: 159
Joined: 2007-02-23 13:02

Post by Master Shake »

Are you going to be able to use the shovel to dig a hole for your landmines so they are not so obvious? I seem to recall a "certain mod" for bf42 making this work and you could just see a little red and blue wire sticking out of the ground?
Image

It's hard to be humble when your as great as I am....
LiL.BoZz
Posts: 10
Joined: 2007-02-23 15:52

Post by LiL.BoZz »

There ain't any wires on PR Landmines..

But catchword hide: Could you Dev-guys programm holes to hide in.
The foxhole is more like for providing cover or am I wrong?
A hole to ambush people would be nice, dig a hole, put camo over it and wait for tanks to hold beside it or a squad passing it!
Wehe ainer kritisirt maine rächtschraibunk!
eggman
Retired PR Developer
Posts: 11721
Joined: 2005-12-27 04:52

Post by eggman »

terrain manipulation is very limited in just about every FPS ever created .. so we'll do some experimentation with it and then go from there. Shovels will be used to build some specific transient structures that will have a significant impact on game dynamics.
[COLOR=#007700][COLOR=DarkGreen]C[COLOR=Olive]heers!
egg[/COLOR][/COLOR][/COLOR]

Image
Master Shake
Posts: 159
Joined: 2007-02-23 13:02

Post by Master Shake »

'[R-DEV wrote:eggman']terrain manipulation is very limited in just about every FPS ever created .. so we'll do some experimentation with it and then go from there. Shovels will be used to build some specific transient structures that will have a significant impact on game dynamics.

Thanks for the reply I was just asking because you could do it in Reality mod for bf1942 (I know there 2 diffrent engines) and it worked very nice, just curious.

Thanks for the clues and news of things to come.....can't wait for the next release already...
Image

It's hard to be humble when your as great as I am....
LiquidSnake
Posts: 743
Joined: 2006-12-17 01:41

Post by LiquidSnake »

Actually you can't dig holes in the ground. I think it would be possible to make statics "diggable" in the same way they made buildings destructible. But that would require hell of a lot of lightmapping. And it would be stupid covering th holeground wth one giant static which is diggable xD. So it's easier to let a guy with a shovel build something upon the ground.
Image
THE_BIG_ADDY
Posts: 53
Joined: 2007-03-03 12:56

Post by THE_BIG_ADDY »

can u give us some pic ?? let us see this ``Klappspaten´´
Image
Image
Hfett
Posts: 1672
Joined: 2006-06-10 20:50

Post by Hfett »

Image
www.joinsquadbrasil.com.br
dbzao
Retired PR Developer
Posts: 9381
Joined: 2006-06-08 19:13

Post by dbzao »

oh my... that Klappspaten doesn't cost 10 euros... :p

That one is made of silver :p
outlive
Posts: 4
Joined: 2007-02-03 20:32

Post by outlive »

that's not a klappspaten - that's a shovel!

THIS is a klappspaten:
Image
Image
dbzao
Retired PR Developer
Posts: 9381
Joined: 2006-06-08 19:13

Post by dbzao »

;)
bigmoose332
Posts: 255
Joined: 2007-02-23 20:31

Post by bigmoose332 »

'[R-DEV wrote:eggman']terrain manipulation is very limited in just about every FPS ever created .. so we'll do some experimentation with it and then go from there. Shovels will be used to build some specific transient structures that will have a significant impact on game dynamics.
this is coming from someone with no DEV experience but assuming that..

-You can control the amount a weapon of any sort hurts someone (specifically explosions)
-You can create different effects resulting from an explosion.
-You can cause an effect to a 'bridge' through an explosion (which i know you can)

If the landscape was made as one 'giant bridge' structure. Which in a sense, meant you could 'expload' given parts of it.

Could the shovel not be coded so that it 'exploads' the 'bridge' (surface), opening up a space underneath. Obviously the 'explosion' wouldn't hurt anyone and the resulting animation/effect of the 'explosion' would be similar to a hole.

Just a thought kinda thing.
98% of the PR public agree, that I am the sexiest man in this community.
rhino_Aus
Posts: 50
Joined: 2006-09-12 07:09

Post by rhino_Aus »

HEY!! i got that exact one, lol
If i had $1 for every brain you didn't have, I'd have $1.
If you had one more brain, it would be lonely.
Cyber-Couch
Posts: 428
Joined: 2006-12-03 03:13

Post by Cyber-Couch »

bigmoose332 wrote:this is coming from someone with no DEV experience but assuming that..

-You can control the amount a weapon of any sort hurts someone (specifically explosions)
-You can create different effects resulting from an explosion.
-You can cause an effect to a 'bridge' through an explosion (which i know you can)

If the landscape was made as one 'giant bridge' structure. Which in a sense, meant you could 'expload' given parts of it.

Could the shovel not be coded so that it 'exploads' the 'bridge' (surface), opening up a space underneath. Obviously the 'explosion' wouldn't hurt anyone and the resulting animation/effect of the 'explosion' would be similar to a hole.

Just a thought kinda thing.
I'm not sure how much lag bridges cause, but I would suggest making a plain map first and filling it with bridges for testing the lag.
Locked

Return to “Announcements & Highlights”