Ask the [Dev]s a (?)

General discussion of the Project Reality: BF2 modification.
Locked
Gosu-Rizzle
Posts: 610
Joined: 2009-06-06 13:23

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

Post by Gosu-Rizzle »

Dear Devs. Is it not possible to do more than 9 squads per team? I was under the impression the problem was with BF2 VOIP not being able to handle it, but its gone now?
Having just a couple more squad spots would be very usefull, since even on 64p servers there's sometimes not room enough for everybody.
Skitrel
Posts: 81
Joined: 2013-07-31 12:12

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

Post by Skitrel »

Gosu-Rizzle wrote:Dear Devs. Is it not possible to do more than 9 squads per team? I was under the impression the problem was with BF2 VOIP not being able to handle it, but its gone now?
Having just a couple more squad spots would be very usefull, since even on 64p servers there's sometimes not room enough for everybody.
Hardcoded if I recall correctly. So their answer is probably no on this one.
Updated spectator camera (prbot, prbot2, prbot3, prbot4) with new features for film creation.
From the changelog.

I think the community might benefit from understanding what these changes are and how they might better help budding film creators. Honestly, I'd suggest that the team sort out tutorial videos, perhaps a "making of" for the trailer, or doing a tutorial on an entirely new trailer entirely focused on teaching people the process members within the team use to output content.

The overall effect may be an influx of many new video creators in the community, at the very least it might inspire people, and as we know video content out there demonstrating in particular the high level of communication and emergent gameplay that occurs in PR has a notable effect on bring people into the game. I'm fairly sure that a huge number of people were first enticed to the mod by seeing exciting footage in a gameplay video.

So my question would be, what features? Please expand on this part of the change log :)
LITOralis.nMd
Retired PR Developer
Posts: 5658
Joined: 2010-04-10 16:15

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

Post by LITOralis.nMd »

The new PRBOTs are pretty intuitive, no amount of words or tutorial videos is going to replace actually jumping in them and experimenting. Jafar performed most if not all the PRBot updates and he's done a bang up job to diversify the scenarios where the prbots are a useful filming tool.
Skitrel
Posts: 81
Joined: 2013-07-31 12:12

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

Post by Skitrel »

[R-COM]LITOralis.nMd wrote:The new PRBOTs are pretty intuitive, no amount of words or tutorial videos is going to replace actually jumping in them and experimenting. Jafar performed most if not all the PRBot updates and he's done a bang up job to diversify the scenarios where the prbots are a useful filming tool.
Absolutely, nothing beats experience and experimentation with tools. However, some documentation and video guidance at a basic level eliminates the "scary" barrier to entry that some people have, or in other cases in fact highlights the existence of such powerful tools and gives basic ideas to start with for experimentation.

I'd just like to know what the new stuff actually is. :P The suggestion on tutorial videos and documentation is just a thought on how many many more might be encouraged to actually utilise the hard work put into such changes.
Darman1138
Posts: 569
Joined: 2013-02-01 03:50

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

Post by Darman1138 »

Ok, I'm gonna ask what the PRBOTs are. All I've got is that they're some type of "vehicle" that you can use to make machinimas. No idea where they are or anything.
LITOralis.nMd
Retired PR Developer
Posts: 5658
Joined: 2010-04-10 16:15

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

Post by LITOralis.nMd »

That is all they are.
Create or join a server that is in RCon mode, and spawn the PRBot ,
RCON PRBOT
RCON PRBOT2
etc

jump in (E key by default, like any other vehicle), and fly around.
I don't want to give anything new away, but here's an old post about the existing PRBot (1) and PRBot2
[R-DEV]AncientMan wrote:Lets see if I can recall this properly... Both prbot and prbot2 uses the "helicopter" control layout.

rcon prbot - 6 axis of movement (brackets are suggested keys):
throttle (W/S) - forwards/backwards
yaw (A/D) - rotate left/right
pitch (Mouse up/down) - pitch up/down
roll (Mouse left/right) - roll left/right
sprint/crouch (left shift/left ctrl) - move up/down
mouse look/flare (z/x) - strafe left/right
alt sprint (double-tap w) - speed boost
alt fire (right click) - zoom
weapon 1 - hud (fire to get moving)
weapon 2 - no hud (fire to get moving)

rcon prbot2 - steadycam (brackets are suggested keys):
throttle (W/S) - move north/south
yaw (A/D) - move west/east
sprint/crouch (left shift/left ctrl) - move up/down
mouse look (mouse) - move camera
alt fire (right click) - zoom
weapon 1 - hud (fire to get moving)
weapon 2 - no hud (fire to get moving)
weapon 3 - speed boost (fire to go fast)

prbot2 is pretty hard to control, it's really only useful for taking images with a horizontal horizon, or moving in a smooth line while looking in another direction. If you run into an object with prbot2, you're going to screw up movement, so don't run into stuff. You'll have to hop out and respawn prbot2 if this happens. prbot is the one with the good controls and freedom of movement, but it's not the greatest when trying to do the above things, hence prbot2 was born...
Last edited by LITOralis.nMd on 2013-08-01 04:34, edited 1 time in total.
AncientMan
Retired PR Developer
Posts: 5111
Joined: 2007-05-22 07:42

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

Post by AncientMan »

Nope, they're different now LITOralis :p

prbot = normal prbot, but with a second seat with an independent camera
prbot2 = orbit prbot, you have a 2nd seat that orbits around the origin
prbot3 = speedy prbot, you go super fast
prbot4 = destruction prbot, you have lots of weapons that make big explosions :D

All but prbot4 are invisible.
Image
reptilianhuman
Posts: 54
Joined: 2012-12-05 00:36

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

Post by reptilianhuman »

[R-MOD]Spec wrote:In addition to what melon said, the bots are quite clever, the map layouts awesome, and PRSP is generally much more fun than ever ;)

Really great job there!
I am quite the fantastic question giver aren't I? Thanks for the answers. Just have to find a way to make time go quicker.
redman0123
Posts: 155
Joined: 2009-02-27 01:25

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

Post by redman0123 »

Sooo exactly how does the deviation system work now? If I remember correctly in .98 you had to lay prone for 7 seconds for maximum accuracy. How have the deviation and time values changed? If I am a BLUFOR soldier how long do I need to wait in each stance for maximum accuracy? I understand insurgents are different?
RUSSIAN147
Posts: 109
Joined: 2009-10-17 09:10

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

Post by RUSSIAN147 »

Just a quick thought after looking at the changelog. Since there are now 2 actions with fire support vehicles (French with the AMX-10RC and the MEC with the FV101 Scorpion) will we see in the near future the M1128 Stryker?
"I'd like to see you run faster than my 124gr JHP"
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

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

Post by Rhino »

RUSSIAN147 wrote:Just a quick thought after looking at the changelog. Since there are now 2 actions with fire support vehicles (French with the AMX-10RC and the MEC with the FV101 Scorpion) will we see in the near future the M1128 Stryker?
Your also missing the PT-76 which yes all somewhat come into the Armoured Recon / Light Tank classes, which the larger calibre gun for the armoured recon class is somewhat new (which is why it slightly shifts into the new Light Tank class) although we have had the Scimitar etc in it before.

As for the M1128, there is no reason why it couldn't be in PR afaik (unless it wouldn't realistically fit onto any maps or something), it just needs to be made, along with god knows how many other vehicles and weapons are missing from PR :p
Image
RUSSIAN147
Posts: 109
Joined: 2009-10-17 09:10

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

Post by RUSSIAN147 »

[R-DEV]Rhino wrote:Your also missing the PT-76 which yes all somewhat come into the Armoured Recon / Light Tank classes, which the larger calibre gun for the armoured recon class is somewhat new (which is why it slightly shifts into the new Light Tank class) although we have had the Scimitar etc in it before.

As for the M1128, there is no reason why it couldn't be in PR afaik (unless it wouldn't realistically fit onto any maps or something), it just needs to be made, along with god knows how many other vehicles and weapons are missing from PR :p
Thanks for the reply Rhino, i forgot about the PT-76 for the NVA. Very true, im learning 3DS and texturing so i can help out in my spare time. The PT-76 is in service with other countries currently too.
"I'd like to see you run faster than my 124gr JHP"
Unhealed
Posts: 365
Joined: 2012-09-15 16:33

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

Post by Unhealed »

redman0123 wrote:Sooo exactly how does the deviation system work now? If I remember correctly in .98 you had to lay prone for 7 seconds for maximum accuracy. How have the deviation and time values changed? If I am a BLUFOR soldier how long do I need to wait in each stance for maximum accuracy? I understand insurgents are different?
It's nowhere near 7 seconds. Maybe 2-3 seconds for maximum accuracy, but even if you gonna wait only one second after sprinting(for example) your accuracy will still be fine.
Insurgents and BLUFOR are not different in terms of deviation, everyone have to "wait"(it's not really waiting since your gun will be almost instantly ready by the time you will aim at your enemy) the same time.
Prevtzer
Posts: 648
Joined: 2012-06-13 12:19

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

Post by Prevtzer »

Unhealed wrote:It's nowhere near 7 seconds. Maybe 2-3 seconds for maximum accuracy, but even if you gonna wait only one second after sprinting(for example) your accuracy will still be fine.
Insurgents and BLUFOR are not different in terms of deviation, everyone have to "wait"(it's not really waiting since your gun will be almost instantly ready by the time you will aim at your enemy) the same time.
This is how it was:

Image
http://s23.postimg.org/il4rqm5rd/deviation.png
Unhealed
Posts: 365
Joined: 2012-09-15 16:33

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

Post by Unhealed »

Prevtzer wrote:This is how it was:

Image
http://s23.postimg.org/il4rqm5rd/deviation.png
Damn, wish I had this information while 0.98 was still around. :mrgreen:
Prevtzer
Posts: 648
Joined: 2012-06-13 12:19

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

Post by Prevtzer »

Skitrel wrote:You see, the issue here is that sounds you see recorded in videos are not actually the sounds your ear hears in person.

Creating sounds from recordings, or even just taking direct sound recordings and translating them into a videogame - is all VERY complex.

One of the DICE sound designers for BF3 actually released a really interesting video regarding this very problem, the video shows recording of a single gun (pkm) from a bunch of different directions with a bunch of different equipment, producing an entirely different sound each and every time.

The equipment used to record the sound plays a massive part in the outputted sound you get in videos.

The sound in this video is quite clearly heavily distorted and warped because it's far louder than the mic is supposed to be recording, I usually call this the "tinny" (as in sounding like a "tin") effect.

Watch the video, and next time you take issues with sounds in a game bear in mind that without first-hand experience no recording is EVER telling you exactly what your ears would hear from any position.

EA DICE PKM Gun Recording Microphone Type, Position & Pre Amp Comparison - ben(dot)minto(at)dice(dot)se on Vimeo

My general recommendation would be to assume that any and all videos you pluck from youtube aren't using an immense amount of professional sound recording equipment, or even decent equipment in the first place, and aren't outputting the correct sound that your ear would hear anyway as every single piece of equipment, distance and tiny details will produce a very different sound every time.

Translate this issue into the fact that videogames typically have to have only 1 recording of a bullet shot that gets repeated many many times for burst/automatic fire and you can imagine the problems.

Sound is a complicated matter.
Great post! Ever since software audio has been a thing game audio engineers have kind of given up on trying to achieve this kind of a realistic sound. I'm sure it's possible to use just one recording of a weapon firing (let's say from the front) and then develop algorithms that determine positioning and change the sound accordingly, to make it sound realistic from all distances and directions. Add environmental effects and you get a great result. But with gaming audio going software that's not going to be possible at least until Win 9 comes out and probably not even then.
carmikaze
Posts: 1038
Joined: 2013-01-25 15:36

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

Post by carmikaze »

Prevtzer wrote:Great post! Ever since software audio has been a thing game audio engineers have kind of given up on trying to achieve this kind of a realistic sound. I'm sure it's possible to use just one recording of a weapon firing (let's say from the front) and then develop algorithms that determine positioning and change the sound accordingly, to make it sound realistic from all distances and directions. Add environmental effects and you get a great result. But with gaming audio going software that's not going to be possible at least until Win 9 comes out and probably not even then.
Red Orchestra 2 can do this (it's not a feature in vanilla though, only in the soundmod)...
Daytrader
Posts: 122
Joined: 2009-11-08 14:48

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

Post by Daytrader »

Will there be a updated manual soon ? cheers
Kerryburgerking
Posts: 407
Joined: 2011-11-01 10:42

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

Post by Kerryburgerking »

Do you have your native tongue as you PR in-game language?
izoiva
Posts: 613
Joined: 2012-02-16 12:17

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

Post by izoiva »

How to delete BETA without damaging BF2?
Locked

Return to “PR:BF2 General Discussion”