Street

Suggestions from our community members for PR:BF2. Read the stickies before posting.
agentscar
Posts: 1266
Joined: 2007-06-25 04:26

Rember!

Post by agentscar »

I re-made the idea with the Brits,so lets get off the Bradley,My idea is here if people ever want to referance from it.You mine as well close this thread.
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Bob_Marley
Retired PR Developer
Posts: 7745
Joined: 2006-05-22 21:39

Post by Bob_Marley »

The reason we cant have large scale maps with the detail of street is that they lag like hell. IIRC, the amount of stuff on Basra was cut at least twice after its initial release, and those cuts wernt small. From a performance point of view, its just not practical.
The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.
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Many thanks to [R-DEV]Adriaan for the sig!
ArmedDrunk&Angry
Posts: 6945
Joined: 2006-07-14 07:10

Post by ArmedDrunk&Angry »

Most excellent Red Halibut !!!!!!
And as the windshield melts
My tears evaporate
Leaving only charcoal to defend.
Finally I understand the feelings of the few.
Katarn
Retired PR Developer
Posts: 3358
Joined: 2006-01-18 22:15

Post by Katarn »

Bob, I'm sure it is very practical to have a large urban map performance wise. We've come a long way in terms of identifying and eliminating performance issues. The main Basrah problem that took us a long to identify were the size of the lightmaps; they were generated on maximum quality and with that many objects, the lightmap size was something in the area of 160mb, which makes it close to impossible for any video card under 256mb to run the map. In fact, with that size of lightmap it is recommended that you have a 512 or 640mb video card.

Now that we know that, it is feasible for us to start making large street-like maps. However, we are focusing on what we believe is the new direction PR should go in - 17sq.km maps. It is unlikely that you will see a very-large urban map in time for v0.7. The only one that may whet your tastes is Rhino's Muttrah City v2.0 which is shaping up nicely.
ArmedDrunk&Angry
Posts: 6945
Joined: 2006-07-14 07:10

Post by ArmedDrunk&Angry »

can we have one of these too ?
http://media.skoopy.com/misc/zipline/
And as the windshield melts
My tears evaporate
Leaving only charcoal to defend.
Finally I understand the feelings of the few.
Bob_Marley
Retired PR Developer
Posts: 7745
Joined: 2006-05-22 21:39

Post by Bob_Marley »

'[R-DEV wrote:Katarn']Bob, I'm sure it is very practical to have a large urban map performance wise. We've come a long way in terms of identifying and eliminating performance issues. The main Basrah problem that took us a long to identify were the size of the lightmaps; they were generated on maximum quality and with that many objects, the lightmap size was something in the area of 160mb, which makes it close to impossible for any video card under 256mb to run the map. In fact, with that size of lightmap it is recommended that you have a 512 or 640mb video card.

Now that we know that, it is feasible for us to start making large street-like maps. However, we are focusing on what we believe is the new direction PR should go in - 17sq.km maps. It is unlikely that you will see a very-large urban map in time for v0.7. The only one that may whet your tastes is Rhino's Muttrah City v2.0 which is shaping up nicely.
Exelent news!

Hopefully for 0.8/1.0 we'll get a big urban map for super fun time shotgun usage!
The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.
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Many thanks to [R-DEV]Adriaan for the sig!
agentscar
Posts: 1266
Joined: 2007-06-25 04:26

SWEET!

Post by agentscar »

I love Muttrah City,and there's gonna be a new one,SWEET!
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

'[R-DEV wrote:Katarn']Bob, I'm sure it is very practical to have a large urban map performance wise. We've come a long way in terms of identifying and eliminating performance issues. The main Basrah problem that took us a long to identify were the size of the lightmaps; they were generated on maximum quality and with that many objects, the lightmap size was something in the area of 160mb, which makes it close to impossible for any video card under 256mb to run the map. In fact, with that size of lightmap it is recommended that you have a 512 or 640mb video card.
infact the lightmaps was not just the only problem, was part of it :p

the old v0.4 overgrowth was also a huge problem in the map, that was fixed in v0.5 and boosted performance alot, aswell as other little opermizations here and there we have got the map for most ppl in a very playable state. thou some ppl do still complain about basrah not being playable atall for them, when they have a really good system which i cant understand...

as for muttrah 2, keep checking my site for updates on that :p

http://www.rhinorage.co.uk/
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agentscar
Posts: 1266
Joined: 2007-06-25 04:26

Well....

Post by agentscar »

It seems that the new Al Basrah in v0.6 has satisfied my needs,and yea...The darker lighting and cool road blocks,and extra secured vcp's improve my liklyness of the map.But if it was at Sunset or Night (preferably sunset) I'd FREAK! Happy way.
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