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Re: Ask the [Dev]s a (?)

Posted: 2013-05-08 03:27
by Psyrus
Anderson29 wrote:is it possible to have or make a humve/car/techi/landrover/ or any other light vehicle tracked like the armored vehicles? basically where its immobile but the personnel inside are not injured.

thx
I believe the jeeps used to get "tracked" actually, but all it did was sink one of the wheels into the bodywork and look silly, it didn't really stop them driving, unfortunately.

Re: Ask the [Dev]s a (?)

Posted: 2013-05-08 06:39
by Anderson29
Sadface

Re: Ask the [Dev]s a (?)

Posted: 2013-05-08 06:46
by Moszeusz6Pl
All new vehicles will get new HUDs. Also HUDs of existing vehicles will be optimized.

Re: Ask the [Dev]s a (?)

Posted: 2013-05-08 07:00
by Quobble
'[R-DEV wrote:melonmuncher;1891219']New Explosives, a new Logo and a new BEAST! - Project Reality Forums



No it is not possible for bots to deploy troops via helicopter, but we could do the second option if not for this V.

Kits have been redone for coop so that the new kit selection can be used properly, this means no more parachutes for standard loadouts.
I saw the new explosives. But that doesnt answer my question about intelligent mines and different types mines. Self triggered mines not like the claymore....the claymore must be activated by its owner.
And i once red that a dev said there will be a new solution for hiding mines.

Re: Ask the [Dev]s a (?)

Posted: 2013-05-08 20:52
by Rabbit
[R-DEV]melonmuncher wrote:Ia drang and Korengal, way too many trees on Ia drang and destructable doors would ruin gameplay on Korengal.

But a few maps still need a navmesh so there might be more that don't get one.
La drang has only 17000 ish, or is it the type of trees in that high of a number that together make it to hard?

Re: Ask the [Dev]s a (?)

Posted: 2013-05-09 02:21
by titsmcgee852
[R-DEV]melonmuncher wrote:Ia drang and Korengal, way too many trees on Ia drang and destructable doors would ruin gameplay on Korengal.

But a few maps still need a navmesh so there might be more that don't get one.
Is it possible to load that map in away that all the destructibles are already destroyed when the map starts?

Re: Ask the [Dev]s a (?)

Posted: 2013-05-09 02:59
by Rabbit
titsmcgee852 wrote:Is it possible to load that map in away that all the destructibles are already destroyed when the map starts?
They could be made into object spawners and just not used on the coop layer, though it would be yet one more pain in a level that would be kinda crappy for bots, as they can see through stuff you can't.

Re: Ask the [Dev]s a (?)

Posted: 2013-05-09 03:59
by melonmuncher
titsmcgee852 wrote:Is it possible to load that map in away that all the destructibles are already destroyed when the map starts?
gx wrote:They could be made into object spawners and just not used on the coop layer, though it would be yet one more pain in a level that would be kinda crappy for bots, as they can see through stuff you can't.
On Kokan it is set to have the doors spawn only for the PvP layers, While I could do this for Korengal the amount of time to do this is too much for a map that won't add much in the way of gameplay.
Not to mention that the lack of river crossings that the bots can use also limits the amount of map that can actually be played, stuff like the small foot bridges have a hole in them and the river banks are unclimbable so you end up with one side of the map or the other.
gx wrote:La drang has only 17000 ish, or is it the type of trees in that high of a number that together make it to hard?
It is becasue there are lots of tree clusters, While I could go through and manually edit the mesh again it doesn't add much to gameplay for the amount of time spent doing it.

Re: Ask the [Dev]s a (?)

Posted: 2013-05-09 07:43
by titsmcgee852
Ok cool, thanks for the reply. I thought La Drang was being removed though.

Re: Ask the [Dev]s a (?)

Posted: 2013-05-09 10:23
by AfterDune
It's "Ia Drang", not "La Drang". And it's not being removed :) .

Re: Ask the [Dev]s a (?)

Posted: 2013-05-09 12:32
by Elvin
Status on 128 (or 100) player servers?

And since the nametags are hardcoded are you going to remove them all?

Re: Ask the [Dev]s a (?)

Posted: 2013-05-09 18:58
by Adalaxy
Elvin wrote:Status on 128 (or 100) player servers?

And since the nametags are hardcoded are you going to remove them all?
I am also curious about this..

I heard that some player limits were making the servers unstable so the 100 player server SEEMS like a compromise, but I am no programmer so I have no idea.

Are the any plans for this?

Re: Ask the [Dev]s a (?)

Posted: 2013-05-11 00:09
by himond
Having the iron and the scope sights available in the same weapon means that there wont be difference between iron and scope deviation anymore?

Re: Ask the [Dev]s a (?)

Posted: 2013-05-11 00:23
by SShadowFox
There was never such difference AFAIK.

Re: Ask the [Dev]s a (?)

Posted: 2013-05-11 00:49
by DoRn
himond wrote:Having the iron and the scope sights available in the same weapon means that there wont be difference between iron and scope deviation anymore?
there was never such thing

Posted: 2013-05-11 01:32
by Steeps
Deviation no, but settle time yes.

Re: Ask the [Dev]s a (?)

Posted: 2013-05-11 02:30
by Pvt.LHeureux
Steeps wrote:Deviation no, but settle time yes.
AKA, deviation

Re: Ask the [Dev]s a (?)

Posted: 2013-05-11 15:03
by Spec
To my knowledge, settle time and base deviation never depended on the sights, the only exception being DMRs, which have different deviations even if they are basically the same weapon as the assault rifle of that faction.

Re: Ask the [Dev]s a (?)

Posted: 2013-05-12 02:43
by titsmcgee852
Will the SMAW shooting rifle work like the UGLs do (3 is your rifle, 4 is your UGL), or will you be able to fire the tracer and then fire the rocket without having to change flick though weapons?

Re: Ask the [Dev]s a (?)

Posted: 2013-05-12 11:41
by KaB
Have you planned to add some sound effects on the voice's chopper/jet/tank/etc. drivers through Mumble ?