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Re: Ask the [Dev]s a (?)
Posted: 2013-03-11 08:25
by Jakoporeeno
Since you're probably working on PR2 are you gonna take suggestions like you do for the patches sometime in the future?
Re: Ask the [Dev]s a (?)
Posted: 2013-03-11 08:48
by melonmuncher
titsmcgee852 wrote:2) There seems to be very few, if any at all, community navmeshed maps. Why is this? PR has a big community and I'm sure there are at least a few that know how to navmesh, yet there doesn't seem to be any maps. Are there specific files that are needed for navmeshing PR maps that only the devs have access to?
It's more the fact the amount of time it takes to add bot support to a map. It can take anywhere from one to four days just to get the navmesh itself done during which you can't really save or stop the process. I think I spent almost two weeks trying to do my first navmesh. (Which ended up as a complete failure anyway. My first working navmesh was literally a hundred meters of desert with a flag at each end.)
That said we do have quite a few new things for coop in 1.0

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Re: Ask the [Dev]s a (?)
Posted: 2013-03-11 16:08
by Inspektura43
How do I enable the xfire overlay in PR?
edit: oh I got it nvm :d
Re: Ask the [Dev]s a (?)
Posted: 2013-03-11 17:12
by Stemplus
How'd you do it Inspectura? For some reason the overlay isn't working most of the time, and even if it's disabled, I get kicked by PB for "Disallowed Program/Driver".
Re: Ask the [Dev]s a (?)
Posted: 2013-03-11 19:10
by Inspektura43
Dunno I just turn xfire on then start PR and tap Scroll Lock + X, maybe you can try to turn your firewall off
Re: Ask the [Dev]s a (?)
Posted: 2013-03-11 19:47
by Rabbit
SU-25 hud for the Russians?
Re: Ask the [Dev]s a (?)
Posted: 2013-03-12 03:59
by VapoMan
gx wrote:SU-25 hud for the Russians?
You can expect more than just that in 1.0

Re: Ask the [Dev]s a (?)
Posted: 2013-03-12 11:30
by AnimalMother.
[R-DEV]VapoMan wrote:You can expect more than just that in 1.0
Awwww man, you're giving us more content... urgh total disappointment

Re: Ask the [Dev]s a (?)
Posted: 2013-03-12 12:30
by carmikaze
[R-DEV]VapoMan wrote:You can expect more than just that in 1.0
I only believe that when i see it...today

Re: Ask the [Dev]s a (?)
Posted: 2013-03-12 16:38
by spirit03
carmikaze wrote:I only believe that when i see it...today
Brand new Devcast today? About time we get some fresh meat

Re: Ask the [Dev]s a (?)
Posted: 2013-03-12 17:42
by AfterDune
Not today, but #3 is coming soon

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Posted: 2013-03-12 17:44
by ShaunOTEast
[R-DEV]AfterDune wrote:Not today, but #3 is coming soon

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I predict the Friday of this week

Re: Ask the [Dev]s a (?)
Posted: 2013-03-16 04:31
by titsmcgee852
Are there plans to incorporate more RCON commands?
Re: Ask the [Dev]s a (?)
Posted: 2013-03-18 00:54
by UTurista
I'm making a small App for PR guns and I was wondering if I can some answers regarding BF2 coding.
1) nedlands1 did a really good job in
this post but he didn't explain the SetTurnDev property and the given URL is broken can some dev finish his work, regarding this property, 'cause I cant find documentation
2) Usually after the animations sets there is a "ObjectTemplate.velocity" followed by a number is that the bullet vellocity?
3) Do you guys have any kind of BF2 codding documentation?
edit:
4) It appears the deviation factors are the same for every weapon (primary) so which atribute is responsible for the spread/precision
Re: Ask the [Dev]s a (?)
Posted: 2013-03-18 04:24
by fromage99
O_turista_portugues wrote:I'm making a small App for PR guns and I was wondering if I can some answers regarding BF2 coding.
1) nedlands1 did a really good job in
this post but he didn't explain the SetTurnDev property and the given URL is broken can some dev finish his work, regarding this property, 'cause I cant find documentation
2) Usually after the animations sets there is a "ObjectTemplate.velocity" followed by a number is that the bullet vellocity?
3) Do you guys have any kind of BF2 codding documentation?
edit:
4) It appears the deviation factors are the same for every weapon (primary) so which atribute is responsible for the spread/precision
Hi I'm a bf2 modder, been modding since 2007 so maybe I can help you with your questions
1) How much deviation added when looking around (moving your mouse)
2) Yes, velocity of the projectile (bullet, missile, grenade, knife)
3) I found a BF2 list of codes (with an explanation of those codes) a long time ago, but I can't remember where I got it from. I have it saved on my computer.
4) Deviation settings are what account for spread/precision. I always found that weird for PR, but it might be for balance purposes. Thats why I always found it funny when people start praising a certain weapon for how accurate it was, but this could be the result of the weapon having easier to use sights. However, recoil is different for each weapon (the higher the value the more recoil).
Re: Ask the [Dev]s a (?)
Posted: 2013-03-18 04:52
by reptilianhuman
Just curious if anyone can answer. About the PLAN Marines, I did a quick search and found that there were talks of them previously. Has any talk of them been coming up secretly?
Re: Ask the [Dev]s a (?)
Posted: 2013-03-18 05:07
by Conman51
reptilianhuman wrote:Just curious if anyone can answer. About the PLAN Marines, I did a quick search and found that there were talks of them previously. Has any talk of them been coming up secretly?
They were canceled.
Re: Ask the [Dev]s a (?)
Posted: 2013-03-18 10:50
by UTurista
fromage99 wrote:Hi I'm a bf2 modder, been modding since 2007 so maybe I can help you with your questions
1) How much deviation added when looking around (moving your mouse)
Yes, I knew that but how it's calculated? It's the time you spend moving it? Is it the angle you changed? speed?
fromage99 wrote:
4) Deviation settings are what account for spread/precision. I always found that weird for PR, but it might be for balance purposes. That's why I always found it funny when people start praising a certain weapon for how accurate it was, but this could be the result of the weapon having easier to use sights. However, recoil is different for each weapon (the higher the value the more recoil).
Really there's no other parameter? It seems you're right but its so hard to believe that the G3 and the M4 have the same values.
And thanks for the answers, but if anyone still have Documentation about this parameters would be appreciated
Re: Ask the [Dev]s a (?)
Posted: 2013-03-18 11:27
by monopolis
Will you update PRmumble to the 1.2.4 version (when released) to solve issues for Win 8 users? Also, can we expect sl8-bug to be fixed?
Re: Ask the [Dev]s a (?)
Posted: 2013-03-18 12:35
by Michael_Denmark
Will the new PR support the commander role in such a degree that you think it will boost the amount of players wanting to try out the function? Or will the new PR from the commander perspective be more or less the same as the present PR?