centralhigh76 wrote:It will because that will have its own 'temp' he means the guns will sickout more because of the 'heat'. If white = hot the gun will be a white color and wire some grey for between. so you will still be able to see it. Unless thats a bug?? (I bet it would be fixed in the Alpha though.)
huh... what ?
Re: PR 0.95 - Thermal Imaging
Posted: 2010-10-06 19:26
by Human_001
Is the thermal imaging like looking into another map were things that have significant thermal signature in real life are colored in different color, Or will color change if vehicle warms up or infantry hide behind bushes?
And wow Am I amazed on that 3D HUD video. I thought it was in BF2142 and not with BF2 engine. I heard it was hard coded on thread many times.
Re: PR 0.95 - Thermal Imaging
Posted: 2010-10-06 19:34
by centralhigh76
Hotrod525 wrote:huh... what ?
Yes you will be able to see wire it should be a grayish color.
Re: PR 0.95 - Thermal Imaging
Posted: 2010-10-06 20:13
by steve_06-07
Human_001 wrote:And wow Am I amazed on that 3D HUD video. I thought it was in BF2142 and not with BF2 engine. I heard it was hard coded on thread many times.
Mosquill doesn't know what hard coded means.
Re: PR 0.95 - Thermal Imaging
Posted: 2010-10-06 21:10
by Hotrod525
steve_06-07 wrote:Mosquill doesn't know what hard coded means.
yeah this guy is awesome, just as the rest of the R-Dev
Re: PR 0.95 - Thermal Imaging
Posted: 2010-10-06 21:11
by mat552
steve_06-07 wrote:Mosquill doesn't know what hard coded means.
Same with the phrase "stable in multiplayer"
We love you Mosquill.
Re: PR 0.95 - Thermal Imaging
Posted: 2010-10-07 00:56
by Drav
Night vision sucks balls in bf2, mainly because the lighting is static, which means if the mapper makes it dark, it stays dark no matter what the player does. So, other than putting your NVGs on, players cant change anything about the dark.
Half the fun of playing at night in my eyes is shooting tracers, lighting up the terrain, firing flares in order to be able to see, setting buildings on fire to be able see down a street, shooting at muzzle flashes, seeing someone lit up when a grenade goes off etc etc etc......
In short, you need dynamic lighting for night maps, otherwise its just running around with a green screen.....
Thermal imaging however rocks, because if you are human, you are hot, if your engine is on, you are hot. We may not be able to make it 100% lifelike, but its a lot closer than trying to do realistic night maps.....
Re: PR 0.95 - Thermal Imaging
Posted: 2010-10-07 01:03
by Hunt3r
Now just to see if we can flip between white-hot and black-hot...
Re: PR 0.95 - Thermal Imaging
Posted: 2010-10-07 01:47
by Jaymz
Hunt3r wrote:Now just to see if we can flip between white-hot and black-hot...
White-hot only.
Re: PR 0.95 - Thermal Imaging
Posted: 2010-10-07 01:56
by lromero
'[R-DEV wrote:Drav;1459154']Night vision sucks balls in bf2, mainly because the lighting is static, which means if the mapper makes it dark, it stays dark no matter what the player does. So, other than putting your NVGs on, players cant change anything about the dark.
Half the fun of playing at night in my eyes is shooting tracers, lighting up the terrain, firing flares in order to be able to see, setting buildings on fire to be able see down a street, shooting at muzzle flashes, seeing someone lit up when a grenade goes off etc etc etc......
In short, you need dynamic lighting for night maps, otherwise its just running around with a green screen.....
Thermal imaging however rocks, because if you are human, you are hot, if your engine is on, you are hot. We may not be able to make it 100% lifelike, but its a lot closer than trying to do realistic night maps.....
Didn't one of the devs make a dynamic lighting vid on youtube, is that gonna come out anytime soon?
Re: PR 0.95 - Thermal Imaging
Posted: 2010-10-07 02:11
by Vision_16
IIRC, that was on the 2142 engine and Mosquill was just testing it out to see if it worked. Think they're working on a workaround but I doubt it is possible in the vBF2 engine.
Re: PR 0.95 - Thermal Imaging
Posted: 2010-10-07 02:14
by lromero
Vision_16 wrote:IIRC, that was on the 2142 engine and Mosquill was just testing it out to see if it worked. Think they're working on a workaround but I doubt it is possible in the vBF2 engine.
In comments section he says its bf2 engine, maybe for 1.00
Re: PR 0.95 - Thermal Imaging
Posted: 2010-10-07 04:17
by LithiumFox
indeed. That youtube version is BF2.
.
Mosquill:
Actually... this video was recorded in PR, BF2. That's why it says "Project Reality" in the title.
There's two versions, TR and PR. PR is the BF2 version that we all know and love. TR is Mosquill's personal version of PR for BF2142. =/
Re: PR 0.95 - Thermal Imaging
Posted: 2010-10-07 06:07
by ZephyrDark
lromero wrote:Didn't one of the devs make a dynamic lighting vid on youtube, is that gonna come out anytime soon?
I think you're thinking of Mosquill's Dynamic Sky...
Re: PR 0.95 - Thermal Imaging
Posted: 2010-10-07 14:16
by MaxBooZe
Loving the fact that the Balance is actually still there, I mean yes a Tank/APC is now an infantry killing machine but with that comes the fact that you have this huge *** Heat signature!
Re: PR 0.95 - Thermal Imaging
Posted: 2010-10-07 17:48
by qs-racer
dont you think thermal imaging ruins infantry game.
My example is on map like Yamalia or Silet Eagle. Infantry cant hide, and will always die.
Re: PR 0.95 - Thermal Imaging
Posted: 2010-10-07 17:58
by ayteking
qs-racer wrote:dont you think thermal imaging ruins infantry game.
My example is on map like Yamalia or Silet Eagle. Infantry cant hide, and will always die.
to make it short, yes
Re: PR 0.95 - Thermal Imaging
Posted: 2010-10-07 17:59
by Wh33lman
qs-racer wrote:dont you think thermal imaging ruins infantry game.
My example is on map like Yamalia or Silet Eagle. Infantry cant hide, and will always die.
well, the thermal is a double edged sword. yeah you can see all the infantry, but whos infantry are you looking at?
Re: PR 0.95 - Thermal Imaging
Posted: 2010-10-07 18:10
by Smegburt_funkledink
Colonelcool125 wrote:To make it exceptionally short, neither of you have played it, so stop assuming.