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

Posted: 2013-07-16 21:41
by KaB
Forcing the local speech to run with SL and commander communication is an idea I like.

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

Posted: 2013-07-17 05:16
by stug41
Is the map pullup delay deliberate or simply my computer being slow? During the 1.0 beta I noticed it took several seconds for the map to appear after pressing the map button. If it is intentional then I think it is a good idea; with the arcade GPS everyone has it reduces the dependence on the map as otherwise one could pull it up immediately to identify whatever is around them. The longer it takes for the map to come up the more it gives an edge to the person who is able to identify people by their uniform rather than whether or not they appear on ones own map.

Thanks for the great mod, eagerly waiting for friday.

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

Posted: 2013-07-17 06:22
by Rhino
stug41 wrote:Is the map pullup delay deliberate or simply my computer being slow? During the 1.0 beta I noticed it took several seconds for the map to appear after pressing the map button. If it is intentional then I think it is a good idea; with the arcade GPS everyone has it reduces the dependence on the map as otherwise one could pull it up immediately to identify whatever is around them. The longer it takes for the map to come up the more it gives an edge to the person who is able to identify people by their uniform rather than whether or not they appear on ones own map.

Thanks for the great mod, eagerly waiting for friday.
Its a small side effect from removing the small GPS style minimap from infantry. The delay is actually the same as if you had the GPS minimap, like if your in a a vehicle, the only difference is you see an effect of it popping up from the small GPS minimap to the large map and until you can use it.

But even if its possible to fix, we so no real need to fix it as if anything, it should be longer to simulate you pulling out your map, unfolding it etc.

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

Posted: 2013-07-17 06:58
by Heavy Death
I know this isnt suggestions, but forcing local speech at all times is something i would like very much aswell.

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

Posted: 2013-07-17 08:17
by KaB
I woke up, and I thought about this, dunno why :

Is it possible that you devs add a bump sound each time a vehicle runs into a player on feet and kill him (can be roadkill, but also choppers accidently landing on infantry etc.). It could simply be the same sound which appears when the vehicle runs into a wall.

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

Posted: 2013-07-17 08:33
by carmikaze
KaB wrote:I woke up, and I thought about this, dunno why :

Is it possible that you devs add a bump sound each time a vehicle runs into a player on feet and kill him (can be roadkill, but also choppers accidently landing on infantry etc.). It could simply be the same sound which appears when the vehicle runs into a wall.
There are players who roadkill people? How sad.

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

Posted: 2013-07-17 09:31
by Microwaife
I read that the boxer is ready for the netherland armed forces.

Will it be added to the german forces too, in this release?

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

Posted: 2013-07-17 09:47
by AfterDune
Not in 1.0, but I'm sure it's available pretty soon after.

The Dutch one isn't ready though, needs a proper skin and coding isn't done yet.

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

Posted: 2013-07-17 09:57
by Doc.Pock
do you like vegetables?

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

Posted: 2013-07-17 10:27
by Microwaife
Can you confirm any new vehicles for ze germans though?

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

Posted: 2013-07-17 11:25
by Cossack
Microwaife wrote:Can you confirm any new vehicles for ze germans though?
Or maybe lets keep surprise for 1.0 release? 8-)

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

Posted: 2013-07-17 15:02
by Moszeusz6Pl
Microwaife wrote:Can you confirm any new vehicles for ze germans though?
Confirming :D

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

Posted: 2013-07-17 15:04
by Omahaaa
Can you confirm Sangin? :O

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

Posted: 2013-07-17 15:09
by melonmuncher
[quote=""'[R-DEV"]Moszeusz6Pl;1918745']
Microwaife" wrote:Can you confirm any new vehicles for ze germans though?
Confirming :D [/QUOTE]

Confirming this confirmation.
Confirmed for double confimation :wink:

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

Posted: 2013-07-17 15:19
by Spec
I can confirm that melonmuncher has confirmed Moszeusz's confirmation.

That should conclude that.

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

Posted: 2013-07-17 16:12
by AfterDune
I can vouch for these guys, you got my confirmation on that.

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

Posted: 2013-07-17 16:24
by Kerryburgerking
I just wanna thank the guy who made the firing sound on the Challenger. It's so awesome when you hear the shell hit the floor :D

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

Posted: 2013-07-17 21:33
by smgunsftw
There's several new assets for the Germans in PR 1.0:
Weapons
  • HK417
  • MG3
Vehicles
  • Wiesel 2 Ozelot
  • Fuchs 1A8
  • Boxer
  • Dingo II
Not a lot of room for improvement for the German faction, as the faction is a pretty old faction

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

Posted: 2013-07-17 21:47
by Mineral
smgunsftw wrote: Vehicles
  • Wiesel 2 Ozelot
  • Fuchs 1A8
  • Boxer
  • Dingo II
source? :D
smgunsftw wrote:Not a lot of room for improvement for the German faction, as the faction is a pretty old faction
The german faction has been in the need of some love for some time now, while their weapons where all included, they still miss a few key vehicles IMO to make the faction feel complete. I love playing with the German faction :)

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

Posted: 2013-07-17 22:18
by smgunsftw
Wiesel 2 Ozelot
https://www.realitymod.com/forum/f388-p ... ot-bw.html

Fuchs 1A8
https://www.realitymod.com/forum/f388-p ... 8-wip.html

Boxer
https://www.realitymod.com/forum/f84-pr ... boxer.html

Dingo II
https://www.realitymod.com/forum/f318-2 ... pdate.html

MG3
PR 1.0 Beta Files

HK417
Chuc's Post(Look for the German Flag to the lower right of the HK417 IMG)
https://www.realitymod.com/forum/f196-p ... endly.html

I can't confirm the Boxer and Dingo II, but the rest I'm pretty sure about.