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Re: My take on kit customization
Posted: 2008-10-16 18:05
by Troubadour
Most Operators (SF) will use an EOtech/Aimpoint alongside a 3x magnifier. This magnifier can fold to the side to allow for them to have a holosight/red-dot, then they flip it back up to have a holosight/red-dot magnified x3. You might be able to implement it in the same way that they implemented the Deployed/Undeployed SAW. Have two options on the inventory menu, you select deployed and he flips up the magnifier, you selected undeployed he flips down the magnifier.
Re: My take on kit customization
Posted: 2008-10-16 23:35
by viper759
LtSoucy wrote:So lets see. The current PR file is 2.5gbs. And now lets add 7gb of kits onto that and we get 9.5gbs for the mod. Its about the size of 2 Company of Heroes games.
it doesnt work that way, kits are specified by text files. the art assets (models, textures) are the same across each gun.
you MIGHT just MIGHT add 100mb by adding 100 kits.
Re: My take on kit customization
Posted: 2008-10-17 00:38
by gclark03
The art assets are the same, yes, but how many MB will be dedicated to the new models required for the task?
The question isn't enough to kill the idea on the drawing pad, but it could be a concern as the idea approaches T minus 1 official PR release to blastoff.
As for SF, the class itself is questionable the way it's portrayed now, but that's another thread altogether. I believe that they should be given the option to use a scope, but at some cost to the effectiveness of the kit.
It's most important that the auto rifleman, rifleman AT, grenadier and officer kits are given the scoped/unscoped option. All other limited kit variations are secondary.
Re: My take on kit customization
Posted: 2008-10-17 01:46
by viper759
gclark03 wrote:The art assets are the same, yes, but how many MB will be dedicated to the new models required for the task?
ALL the kit data for the entire mod takes 1.37 mb. its 10 lines of code per extra gun.
Re: My take on kit customization
Posted: 2008-10-17 01:53
by random pants
LtSoucy wrote:Ok guys lets put it this way to help back up Rambos point;
The GB Kit folder is 20mb's and includes about 25 kits. So for 7 factons with 25 kits its about 140mbs. But lets add all the kits for 7 factons to have what several people are asking for which is about 125 kits per a facton would come out to be 1025mbs pr facton. So in total it would be 7175mbs in total. And lets divide 7175 by 1024 it will come out to 7gbs of just kits.
So lets see. The current PR file is 2.5gbs. And now lets add 7gb of kits onto that and we get 9.5gbs for the mod. Its about the size of 2 Company of Heroes games.
Soucy, how could you hit the post button after proof-reading that?
7GB of just kit's? 9.5GB total? That math is so busted it's not even funny....
Ok, it's a little funny...

Re: My take on kit customization
Posted: 2008-10-17 02:01
by gclark03
viper759 wrote:ALL the kit data for the entire mod takes 1.37 mb. its 10 lines of code per extra gun.
I'm talking about the size of the guns, not the code.
Re: My take on kit customization
Posted: 2008-10-17 02:52
by DeltaFart
Considering its not much different fromt he originals it shouldn't add an exponentially large amount of data
THe spawn menu guns already have the alternative versions that need to be coded to that varient we'd just need a balancing device so that the Scoped saw doesn't become a whores paradise. The SF have pretty much the alts, I mean the M4 does, that can be dropped in place of the L119A1 for UK for the time being, the Militia SF can have an AK74, the MEC maybe the G3K? And PLA, well they got what they need already.
ITs all there pretty much, just need some models, maybe one or two that hasn't already been made by a mod
Re: My take on kit customization
Posted: 2008-10-17 05:05
by Caboosehatesbabies
Ya know, I think there was a reason the DEV's decided to give some kits scopes and some kits ironsights. Obviously it is what they wanted, so I doubt highly it is going to be changed.
Re: My take on kit customization
Posted: 2008-10-17 09:09
by Head Hunter
Caboosehatesbabies wrote:Ya know, I think there was a reason the DEV's decided to give some kits scopes and some kits ironsights. Obviously it is what they wanted, so I doubt highly it is going to be changed.
You mean there's a correlation between what the DEV's wanted and what actually gets put in the game????
This is the
suggestion forum....you know, where people suggest the DEV's put stuff into the game that isn't already there?
But thanks for the insight, babies.....
I think it would be great if we could choose for our scoped weapons to be ironsighted, wouldn't be that hard really...only question is if the DEV's agree
Unless your Lt.Soucy...then it takes 9GB of data to do.....LOL
Re: My take on kit customization
Posted: 2008-10-17 10:17
by LtSoucy
I used the search function and found this thread and then Rhinos statement.
Thread Of Rhinos Post
[R-DEV]Rhino wrote:well with using the stock method of the unlock system, ie, same buttons, layout etc with little editing apart from which kits it has, there is a large flaw which is that, if you did not unlock that kit in vBF2, ie, the kit type (assault unlock or w/e) then that kit would not be available in any other mod, even with these settings, even if named 100% differently, unless you had unlocked it in vbf2.
thou there are ways round this which we have known about for some time, but we are simply quite happy with the current system and the current system is much easier to control etc.
Oh and theres like 10 threads on this subject, so who I think a training camp for forum use needs to be made.

Re: My take on kit customization
Posted: 2008-10-17 10:21
by Rudd
Soucy mate, as stated there was a community member displaying interest in doing this himself
viper759 wrote:im just waiting for a dev to tell me if its something they actually do want to do if i implement it correctly and in line with their goals.
Re: My take on kit customization
Posted: 2008-10-17 11:36
by DeltaFart
Dr2B Rudd wrote:Soucy mate, as stated there was a community member displaying interest in doing this himself
Exactly soucy, stop trying to make yourself high and mighty, he wants to try python coding it, its between him and the devs not you and the search button and him
Re: My take on kit customization
Posted: 2008-10-18 02:49
by viper759
LtSoucy wrote:I used the search function and found this thread and then Rhinos statement.
in 1.2 dice disabled the ability for servers to use the global unlock cvar. so at the time it was impossible . in 1.4 they re-enabled the ability to use global unlocks due to community feedback.
Re: My take on kit customization
Posted: 2008-10-18 03:13
by DeltaFart
Th3Exiled wrote:Oh my god that was great, 7 GBs? Your math is way off. If I were to assume that the method and numbers you were using were accurate, you would work it out like this:
Current factions have 25 kits each, those 25 kits take up a space of 20MBs.
k=25
S=20
Where 'k' is the amount of kits per faction currently and 'S' is the amount of space it would take up.
For 'X' amount of factions, ST = S.X
(the dot (.) means multiply)
Where ST is Total space taken up.
When 'X' = 7, ST = 20x7 = 140MBs
If k2=125, where k2 was the new amount of kits per faction, ST = S.X(k2/k) = 20x7(125/25) = 140(5) = 900MBs
(We divide 125 by 25 to get the ratio that we must multiply the size of the folders by to get the new amount)
.'. Assuming that the amount of kits for each faction would be 125 and each kit took up a space of 20/25MBs, and there were 7 factions, it would take up 900MBs.
900/1024 = 0.879 GBs, 7GBs-0.879GBs = 6.121GBs
It appears that you were off by about 6 Gigabytes if your method was correct. However I doubt that the kit files are that large as they would only be some sort of text file.
Exiled.
How did you get the therefore sign?
Re: My take on kit customization
Posted: 2008-10-18 11:58
by Orthas
@Delta Think it's just two dots and the ' mark used in "Moe's".