rubbish ! lots and lots of rubbish !

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gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

rubbish ! lots and lots of rubbish !

Post by gazzthompson »

yes we need more rubbish !!! ,im talking about albasrah here when setting up and IED u ever notice how it sticks out so easy ???? well as the devs have the fields that draw at longer distances could we have some rocks and rubish piles and stuff that draws at distance so IEDs dont stick out to ppl comming , u find another way of hiding them please.
ArmedDrunk&Angry
Posts: 6945
Joined: 2006-07-14 07:10

Post by ArmedDrunk&Angry »

Woudn't that create more lag ?
And as the windshield melts
My tears evaporate
Leaving only charcoal to defend.
Finally I understand the feelings of the few.
Bob_Marley
Retired PR Developer
Posts: 7745
Joined: 2006-05-22 21:39

Post by Bob_Marley »

Didnt Basra have loads of rubbish and whatnot back in v0.4, then it was removed due to lag?

Or am I imagineing things? :confused:
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Cheeseman
Retired PR Developer
Posts: 1291
Joined: 2006-11-12 06:23

Post by Cheeseman »

In .6 there is enough "rubbish" on the roads to cover even a anti-armor mine. I've had more successful IED attacks in .6 Al Basrah than in .5.
Last edited by Cheeseman on 2007-06-04 17:49, edited 1 time in total.
El_Vikingo
Posts: 4877
Joined: 2006-11-27 01:50

Post by El_Vikingo »

There are rocks on the road that can hide the IED's. I'm not sure if it depends on the Graphic Settings.
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SevenOfDiamonds
Posts: 215
Joined: 2006-06-12 17:26

Post by SevenOfDiamonds »

is there a way that the civis shovel could be used to dig holes where ieds could be placed and then covered up?
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ArmedDrunk&Angry
Posts: 6945
Joined: 2006-07-14 07:10

Post by ArmedDrunk&Angry »

I don't think digging is possible.
And as the windshield melts
My tears evaporate
Leaving only charcoal to defend.
Finally I understand the feelings of the few.
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Post by gazzthompson »

they r rocks but there draw distantance is low , on low GFX they dispaear in like 10m
daranz
Posts: 1622
Joined: 2007-04-16 10:53

Post by daranz »

AFAIK, rubbish and rocks are undergrowth, just like BF2 grass, so it doesn't get drawn at a distance.
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S.A.S jackwebsterdunstan
Posts: 294
Joined: 2007-02-18 23:30

Post by S.A.S jackwebsterdunstan »

more rubbish on the main roads wont cause much lag - its an undergrowth texture.
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The Devs have been working on this mod for over a year and they STILL havent added crosshairs! Wtf!!!!!!!!"
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Post by Outlawz7 »

The rocks and mines appear for me in my ***...er...about 2-3 m, usually just so I know, that Im gonna die for a moment, then it happens... :lol:

True, I still play on Low, altough my comp can handle High settings (as tested in SP), but Basrah is its own class, when it comes to performance...
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::Major_Baker::
Posts: 406
Joined: 2006-11-22 01:06

Post by ::Major_Baker:: »

gazzthompson wrote:yes we need more rubbish !!! ,im talking about albasrah here when setting up and IED u ever notice how it sticks out so easy ???? well as the devs have the fields that draw at longer distances could we have some rocks and rubish piles and stuff that draws at distance so IEDs dont stick out to ppl comming , u find another way of hiding them please.
Haven't played .6 yet but this is something i have always advocated...
Shrubs, along the roadside, more dips and potholes in the road, etc.
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what an odd signature, especially in conjunction with what could be considered a homo-erotic avatar. :-(
GrayeKnight
Posts: 900
Joined: 2007-04-01 21:22

Post by GrayeKnight »

if the ied gets its own skin eventually we wont have to worry about this problem
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TexLax
Posts: 541
Joined: 2007-02-14 01:38

Post by TexLax »

GrayeKnight wrote:if the ied gets its own skin eventually we wont have to worry about this problem
it already does... it's not ingame though.


Edit: here we go

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Last edited by TexLax on 2007-06-05 02:41, edited 1 time in total.
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Rushy
Posts: 13
Joined: 2007-05-11 14:31

Post by Rushy »

Maybe digging could be done like this. You throw down a mine then you use the shovel on the mine like you do with wrench to remove it. Which makes it invisible (or harder to see anyway). Should take like 20-30 seconds though imo so need to plan it in advance.
Last edited by Rushy on 2007-06-05 03:17, edited 1 time in total.
MichSt-Spartan
Posts: 180
Joined: 2007-05-13 16:02

Post by MichSt-Spartan »

The draw distance on undergrowth(rocks, garbage, grass, etc) is set by mappers. The farther the draw distance, the more lag. There has to be a balance between realism and playability.
Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Post by Expendable Grunt »

Rushy wrote:Maybe digging could be done like this. You throw down a mine then you use the shovel on the mine like you do with wrench to remove it. Which makes it invisible (or harder to see anyway). Should take like 20-30 seconds though imo so need to plan it in advance.
Hey I like that.
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Post by Outlawz7 »

Hey an IED with cell phone! So I just call it to detonate itself? :p
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daranz
Posts: 1622
Joined: 2007-04-16 10:53

Post by daranz »

Outlawz wrote:Hey an IED with cell phone! So I just call it to detonate itself? :p
That's how insurgents commonly do it in real life. Unless something doesn't go as planned
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Post by Outlawz7 »

Now we just need another cell phone model to replace the detonator.
Imagine:
"Infidels coming down the Durka Durka street!"
"k *dials a number into cell phone*
------------------------- boom
"omg, gh3y IEDzorz !!111 ;)
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