My take on kit customization
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gclark03
- Posts: 1591
- Joined: 2007-11-05 02:01
Re: My take on kit customization
EDIT: I'm sorry, I misread the post.
That could work, actually. If I knew how to code, I would do it myself.
I would have done it 2 years ago, but I would do it myself.
That could work, actually. If I knew how to code, I would do it myself.
I would have done it 2 years ago, but I would do it myself.
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random pants
- Posts: 205
- Joined: 2007-04-21 21:48
Re: My take on kit customization
I'd have no problem with doing that if it can be done. And I do know that there is a lot of kits displayed, but are you sure it would require a scroll bar?gclark03 wrote:If I take this literally, there will be no less than 15 kits on the spawn kit menu, requiring a scroll bar to access them all.
One of the goals of PR has been to reduce that gallery of spawn kits through the Quartermaster system, and this would kill those years of effort.
The best option is to add a right-click alternate kit for these limited kits, which saves space and saves the Quartermaster.
Why can't the selection screen just be a long list, one that can be seen in its entirety without having to scroll through it? (really, I'm asking..)
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gclark03
- Posts: 1591
- Joined: 2007-11-05 02:01
Re: My take on kit customization
I edited my post, the above no longer applies.
We wouldn't want one long list if we could roll the alternate kits into the existing slots with a right-click command, would we?
We wouldn't want one long list if we could roll the alternate kits into the existing slots with a right-click command, would we?
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Solid Knight
- Posts: 2257
- Joined: 2008-09-04 00:46
Re: My take on kit customization
It is not debatable. If spec-ops is going to be in wide open spaces where long range engagements are probable then spec-ops is going to have a friggin' scope. It doesn't matter that they're supposed to avoid engaging the enemy as we all know that it is inevitable that they will. All this talk of sneaking around and avoiding engagements, I'm surprised you haven't petitioned that the devs remove their firearms completely because if you use Spec-Ops properly then you'd never run into the enemy at all. In short, ditch this sorry execuse against optics.
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: My take on kit customization
Actually....iirc there is a max of Nine kits on the spawn screen (hardcoded)
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random pants
- Posts: 205
- Joined: 2007-04-21 21:48
Re: My take on kit customization
that's what I'm TALKING ABOUT!!!Solid Knight wrote:It is not debatable. If spec-ops is going to be in wide open spaces where long range engagements are probable then spec-ops is going to have a friggin' scope. It doesn't matter that they're supposed to avoid engaging the enemy as we all know that it is inevitable that they will. All this talk of sneaking around and avoiding engagements, I'm surprised you haven't petitioned that the devs remove their firearms completely because if you use Spec-Ops properly then you'd never run into the enemy at all. In short, ditch this sorry execuse against optics.
seriously guys, this post is straight-up Win.
In any case, we need a bit more versatility in our kits....
Dr2B Rudd wrote:Actually....iirc there is a max of Nine kits on the spawn screen (hardcoded)
That wouldn't affect my suggestion, right? I'm talking about the kit selection screen, not spawn screen, (medic, riflemen, engi)
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viper759
- Posts: 78
- Joined: 2008-10-14 00:12
Re: My take on kit customization
Dr2B Rudd wrote:The main obstacle I'm assuming is that there wasn't a team member willing to take this on, but a community member has expressed interest. But since he hasn't actually tried modding BF2 before, we're all gonna have to watch this space.
im just waiting for a dev to tell me if its something they actually do want to do if i implement it correctly and in line with their goals.
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gclark03
- Posts: 1591
- Joined: 2007-11-05 02:01
Re: My take on kit customization
Prepare to wait a long, long, LONG time for an answer...
Until that answer comes, I'm thinking of how to code this myself, but I have very little knowledge on the subject. Maybe Zangoo could help us...
Until that answer comes, I'm thinking of how to code this myself, but I have very little knowledge on the subject. Maybe Zangoo could help us...
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: My take on kit customization
It was more aimed at what clark was saying, but he edited his post so nprandom pants wrote: That wouldn't affect my suggestion, right? I'm talking about the kit selection screen, not spawn screen, (medic, riflemen, engi)
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Caboosehatesbabies
- Posts: 335
- Joined: 2008-08-25 19:01
Re: My take on kit customization
It is my opinion that the current load outs of kits are nearly perfect. Each kit has a specific role in mind, each kit preforms very well in that role, and no one kit is good for every situation. This extends to the optics that each kit uses. Special Operations kits are intended and designed for the purpose of being a stealth, recon, and demolitions kit that is weak at long range, but excels in ambush situations at close quarters, which is why it is given a fully automatic carbine with ironsights/Aimpoint and a silenced pistol. It is not intended as a long range engagement kit, which is why it is not given a long range scope.
You've made the self defense arguement before in a post about the AA Kit. While I see your point that soldiers can chose which optics they would like on a rifle, this is not what the DEV's intended the kits to be. Each kit has a purpose, and infantry killing at long range is not the spec-ops purpose.
As for the expanded kit selection screen, you're over looking 1 major thing. Is it possible to "group" the optics/ironsights classes together so that if you select one, it takes it out of the available pool.
For example, with a full 32 man team, each side has available.
2 HAT, 2 AA, 2 Sniper, 2 Spec-ops, 3 LAT, 3 DMR, 3 LMG, and 3 UGL.
With your expanded kit selection, players would be able to chose if they want optics or ironsights on their selected kit. However, is it possible to make the spec-ops optics kit draw from the same pool of spec-ops kits as the spec-ops ironsights. Same for all the other kits you suggested enhancing. Would drawing a LAT Ironsights draw from the same pool as the LAT optics.
I can't answer that, and I doubt you know the answer too.
In short, each kit in the game as it is performs admirably in the situation it was designed and intended for, and they do not need changed. Not with global unlocks, not with added selections at spawn, not with added selection from the quartermaster.
You've made the self defense arguement before in a post about the AA Kit. While I see your point that soldiers can chose which optics they would like on a rifle, this is not what the DEV's intended the kits to be. Each kit has a purpose, and infantry killing at long range is not the spec-ops purpose.
As for the expanded kit selection screen, you're over looking 1 major thing. Is it possible to "group" the optics/ironsights classes together so that if you select one, it takes it out of the available pool.
For example, with a full 32 man team, each side has available.
2 HAT, 2 AA, 2 Sniper, 2 Spec-ops, 3 LAT, 3 DMR, 3 LMG, and 3 UGL.
With your expanded kit selection, players would be able to chose if they want optics or ironsights on their selected kit. However, is it possible to make the spec-ops optics kit draw from the same pool of spec-ops kits as the spec-ops ironsights. Same for all the other kits you suggested enhancing. Would drawing a LAT Ironsights draw from the same pool as the LAT optics.
I can't answer that, and I doubt you know the answer too.
In short, each kit in the game as it is performs admirably in the situation it was designed and intended for, and they do not need changed. Not with global unlocks, not with added selections at spawn, not with added selection from the quartermaster.
Everyone wants to easily kill their opponent but nobody wants to be the one easily killed. That line of thinking escalates weaponry to the point where practically every soldier has a shoulder-mounted nuke launcher that when fired, automatically displays the text "pwnt".- [R-CON]Wolfe


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LtSoucy
- Posts: 3089
- Joined: 2007-03-23 20:04
Re: My take on kit customization
Guys still, you seem not to fully understand the amount of work to do this. It would require a NEW kit for each type of version of every kit and gun. (If I understand it correct, if not correct me) this would require and take away space from the new stuff which could be added. And If a serving soldier could support this then great, doesn't the US, UK, GER, and other major counties have standardized kits for all units.
It would be un-realistic for this option to be placed into PR and which with that it should not be added to the mode.
It would be un-realistic for this option to be placed into PR and which with that it should not be added to the mode.
The following are the PR coding team, they would be doing the work for it. So out of that group they need to do this for 7 different factons.im just waiting for a dev to tell me if its something they actually do want to do if i implement it correctly and in line with their goals.
Coding Team
Lead Coder
[R-Dev]Dbzao
Coder
[R-Dev]CAS_117
Coder
[R-Dev]Falkun
Coder
[R-Dev] M.J.Patterson
Coder
[R-Dev] Mosquill
Coder
[R-Dev] TrahnLee
Coder
[R-Dev] Stinger
[R-Dev]Dbzao Coder
[R-Dev]CAS_117 Coder
[R-Dev]Falkun Coder
[R-Dev] M.J.Patterson Coder
[R-Dev] MosquillCoder
[R-Dev] TrahnLee Coder
[R-Dev] Stinger
Last edited by LtSoucy on 2008-10-15 20:37, edited 2 times in total.
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Rambo Hunter
- Posts: 1899
- Joined: 2006-12-22 18:40
Re: My take on kit customization
yeah, if you look at the "kit" files for the Wookie Sniper mod, you'll see that he has HUNDREDS of kits there, one for every conceivable combinations of weapons.
It's a very primitive method of kit customization (Actually it's just a big list of kits) and TBH it's not worth the work that we'd have to do for seven factions (Not including community factions) unless the devs can find a better way of doing it.
It's a very primitive method of kit customization (Actually it's just a big list of kits) and TBH it's not worth the work that we'd have to do for seven factions (Not including community factions) unless the devs can find a better way of doing it.

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Hotrod525
- Posts: 2215
- Joined: 2006-12-10 13:28
Re: My take on kit customization
I agree on this. I would love to seen this ingame, but rather than use Iron Sight, USAr/USMC/Brits can got an E.O.Tech on there gun.
So it would be :
Spec Ops 1 -> M4A1 + E.O.Tech/SD Pistol/C4/Slam/Gapplin hook
Spec Ops 2 -> M4A1 + Acog/SD Pistol/C4/Slam/Grapplin hook
ETC... you got the idea...
So it would be :
Spec Ops 1 -> M4A1 + E.O.Tech/SD Pistol/C4/Slam/Gapplin hook
Spec Ops 2 -> M4A1 + Acog/SD Pistol/C4/Slam/Grapplin hook
ETC... you got the idea...

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DeltaFart
- Posts: 2409
- Joined: 2008-02-12 20:36
Re: My take on kit customization
All I would want is this on the spawn screen.
Officer-Optic and Non
RIflemen-Optic and Non
Engineer-Optic and Non
Medic-Optic and Non
Once we get that done then we can start discussion on how to change up the kits for each variation
Officer-Optic and Non
RIflemen-Optic and Non
Engineer-Optic and Non
Medic-Optic and Non
Once we get that done then we can start discussion on how to change up the kits for each variation
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LtSoucy
- Posts: 3089
- Joined: 2007-03-23 20:04
Re: My take on kit customization
Ok guys lets put it this way to help back up Rambos point;
The GB Kit folder is 20mb's and includes about 25 kits. So for 7 factons with 25 kits its about 140mbs. But lets add all the kits for 7 factons to have what several people are asking for which is about 125 kits per a facton would come out to be 1025mbs pr facton. So in total it would be 7175mbs in total. And lets divide 7175 by 1024 it will come out to 7gbs of just kits.
So lets see. The current PR file is 2.5gbs. And now lets add 7gb of kits onto that and we get 9.5gbs for the mod. Its about the size of 2 Company of Heroes games.
The GB Kit folder is 20mb's and includes about 25 kits. So for 7 factons with 25 kits its about 140mbs. But lets add all the kits for 7 factons to have what several people are asking for which is about 125 kits per a facton would come out to be 1025mbs pr facton. So in total it would be 7175mbs in total. And lets divide 7175 by 1024 it will come out to 7gbs of just kits.
So lets see. The current PR file is 2.5gbs. And now lets add 7gb of kits onto that and we get 9.5gbs for the mod. Its about the size of 2 Company of Heroes games.
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DeltaFart
- Posts: 2409
- Joined: 2008-02-12 20:36
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red.murder1
- Posts: 126
- Joined: 2008-07-25 16:00
Re: My take on kit customization
Check your math. They proposed using the unlock button which would take up about 3 lines per .con and a new python script,neither of which are very largeLtSoucy wrote:Ok guys lets put it this way to help back up Rambos point;
The GB Kit folder is 20mb's and includes about 25 kits. So for 7 factons with 25 kits its about 140mbs. But lets add all the kits for 7 factons to have what several people are asking for which is about 125 kits per a facton would come out to be 1025mbs pr facton. So in total it would be 7175mbs in total. And lets divide 7175 by 1024 it will come out to 7gbs of just kits.
So lets see. The current PR file is 2.5gbs. And now lets add 7gb of kits onto that and we get 9.5gbs for the mod. Its about the size of 2 Company of Heroes games.
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gclark03
- Posts: 1591
- Joined: 2007-11-05 02:01
Re: My take on kit customization
Not only would the coding take no more than a few hours (at the most), there are already placeholder or actual weapons for almost every alternate limited kit, and those without placeholders could easily be left out until the necessary additions are made.
The only problem, then, is bytes.
Also, Soucy's math is FUBAR, as every kit has a slightly different size. It would still be quite a problem, but as red.murder pointed out, the unlock system could slightly reduce the space needed (though it would not change the size of the kits).
The only problem, then, is bytes.
Also, Soucy's math is FUBAR, as every kit has a slightly different size. It would still be quite a problem, but as red.murder pointed out, the unlock system could slightly reduce the space needed (though it would not change the size of the kits).
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LtSoucy
- Posts: 3089
- Joined: 2007-03-23 20:04
Re: My take on kit customization
I say no and since that was removed from the menu I dont think we will be getting that option.red.murder1 wrote:Check your math. They proposed using the unlock button which would take up about 3 lines per .con and a new python script,neither of which are very large
@Clark:Would you like to check it, i understand all kit folders are different size, the GB folder is the largest I see and the INS being the smallest. Still the size of the overall package would become so high it would ruin the amount of players, size of community and style of teamwork.
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Orthas
- Posts: 72
- Joined: 2006-09-16 08:02
Re: My take on kit customization
@Soucy, even if all the teams had as much kits as 125 and all the kits took up as much space as one in UK folder atm the total size would be 700mb instead of 7gigs. And I have no clue about what all is inside those folders because most of the new kits would be only slightly different as the old ones.


