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Re: [Coding] Balistics/zeroing [WIP]

Posted: 2008-06-06 20:13
by Mosquill
Jonny wrote:Looks like we need some sort of effect for this then.

I already PMed Alex and he said Mosquill would know more about it.

Can you upload the latest version of the spreadsheets Mosquill? I am missing all of the values ATM.
Umm.. why do you need the values?

Re: [Coding] Balistics/zeroing [WIP]

Posted: 2008-06-07 09:05
by Alex6714
I do not no how it works exactly, but if the tracers and the normal projectiles are different "files", would it not be possible to to clone a normal projectile, but add an effect for that and use that as a "tracer"?

Re: [Coding] Balistics/zeroing [WIP]

Posted: 2008-06-07 15:13
by Mosquill
Jonny wrote:So I can do the tweak files when I get round to it.
I don't think you're the one who should do that.

Re: [Coding] Balistics/zeroing [WIP]

Posted: 2008-06-14 00:47
by Smegburt_funkledink
Image

So you're close to a testing phase, awesome!

Had any time Jonny?

Re: [Coding] Balistics/zeroing [WIP]

Posted: 2008-06-23 21:25
by Rico11b
Ok, bump again :)

How's it coming fellas?

R

Re: [Coding] Balistics/zeroing [WIP]

Posted: 2008-06-24 09:33
by $kelet0r
so we could have ballistics now, just we won't have tracers?

Re: [Coding] Balistics/zeroing [WIP]

Posted: 2008-06-24 12:03
by KP
So if I get this right, the tracers behave differently from the normal bullets? Why is that? And I suppose you can't somehow copy the settings from the normal rounds into the tracer files?

Re: [Coding] Balistics/zeroing [WIP]

Posted: 2008-06-24 13:13
by zangoo
tracers are a mesh, they could be attached to a projectile or become the projectile with damage and other settings added, it could also be that a tracer is a diffrent type of bullet with a mesh added. so we might not even be able to use any thing tracer related, instead we might have to use a effect that is added, but afaik there is no code to apply something every 2,3,4, ect time like tracers would.

the reason we can't use tracers is they go 75% slower then the normal round, this appears to be a constant no matter what the settings in tweak files are, so i think that dice coded this in to the engine, making this issue hardcoded.

Now im sorry to say but, at this time unless dice can fix this issue for us, the ballistics wont make it to any future release on the bf2 engine, But 2142 doesnt have the tracer bug, and has alot of other things that would be inpossible with bf2.

Re: [Coding] Balistics/zeroing [WIP]

Posted: 2008-06-24 14:03
by $kelet0r
Jonny wrote:You can have zeroed rifles with NO tracers or zeroed rifles with ONLY tracers.

But not a mix of tracer/non-tracer rounds yet.
So the insurgents and militia and sniper rifles can all be ready to go - it would be a good idea to test these at least in a large pre-release candidate now ... rather then wait indefinitely for someone to redo the tracer code. For you it means you can locate problems with the design and gameplay early before you continue to all weapons and for the gamer they get to play with some properly adjusted weapons finally

Re: [Coding] Balistics/zeroing [WIP]

Posted: 2008-06-24 17:06
by DeltaFart
Guys just ef the tracers, I'd rather have zeroed rifles with ballistics and no tracers, I can deal without that effect. I want reality in that I have to adjust for ballistics not have to watch pretty fireworks.

Re: [Coding] Balistics/zeroing [WIP]

Posted: 2008-06-24 17:39
by Masaq
Not at all realistic.

What do you need by way of tracer effect? Something made within the BF2ed to randomly be attached to bullets via python?

Talk to Alex6174.

Re: [Coding] Balistics/zeroing [WIP]

Posted: 2008-06-24 18:53
by Rico11b
That all sounds awesome guys. PLEASE, PLEASE, PLEASE don't let this ONE little thing but a stop to all the hard work you guys have put into this. I'm sure there is a fix or a workaround someplace. Maybe someone on another mod has already had this issue and resolved it. There has to be a fix. There has to be.

R