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Re: Alpha Project got it right

Posted: 2013-04-04 10:28
by Moszeusz6Pl
Something done with one mod, is sometimes hard to do with others.

Alpha Project have only few faction, with 7 kits each.

Project Reality have over 10 factions, with many different kits, which give over 1000 kits total.
If we would introduce weapon customization like in Alpha Project, numbers of kits would increase few times. Now imagine controlling few thousands of different kits.

Posted: 2013-04-04 10:52
by L4gi
Uhh, over 1000 kits? I think you have one zero too many

Re: Alpha Project got it right

Posted: 2013-04-04 10:56
by Rudd
L4gi, Moszeus has underestimated, there are easily over 1000 kits.

e.g. there are 117kits in the GB kit folder in 0975

edit, this does also count NVG variants which aren't used, so call it 90 kits

Re: Alpha Project got it right

Posted: 2013-04-04 11:09
by ComradeHX
L4gi wrote:Uhh, over 1000 kits? I think you have one zero too many
As far as I can tell, everything that is even slightly different is a new kit.

That includes the INS map British L85 with ACOG instead of SUSAT.

That really is a lot of kits.

Re: Alpha Project got it right

Posted: 2013-04-05 00:58
by smgunsftw
Total Number of Kits in PR Vanilla (With all variants of kits)

Canadian Forces(cf) - 99
China(ch) - 79
Militia(chinsurgent) - 51
British(gb) - 117
Germany(ger) - 106
Hamas (hamas) - 47
Israel(idf)) - 107
Middle Eastern Coalition(mec) - 96
Iraqi Insurgent (Meinsugent) - 19
Pickup Kits (pickup) - 22
Russian Forces (RU) - 49
Taliban (taliban) - 47
United Nations (un) - 4
United States Navy (us) - 122
United States Army (usa) - 121

Total - 1086 kits

Remember that this doesn't include kits from the Vietnam, Falklands, and Normandy Minimods, which could be at least an additional 200 kits.

Just a question devs, but do you have any plans of implementing weapon customization in PR 1.0 and later versions, or PR 2.0?

Re: Alpha Project got it right

Posted: 2013-04-05 01:10
by Rhino
smgunsftw wrote:Just a question devs, but do you have any plans of implementing weapon customization in PR 1.0 and later versions, or PR 2.0?
In future try watching some dev casts, reading some news posts, some highlight and some blog posts and you might just find out this kinda information for yourself.

https://www.realitymod.com/forum/f380-p ... t-2-a.html

Re: Alpha Project got it right

Posted: 2013-04-05 02:15
by SANGUE-RUIM
they already changed the weapon selection MENU.... that alone is awesome

Re: Alpha Project got it right

Posted: 2013-04-05 02:28
by smgunsftw
'[R-DEV wrote:Rhino;1882067']In future try watching some dev casts, reading some news posts, some highlight and some blog posts and you might just find out this kinda information for yourself.

https://www.realitymod.com/forum/f380-p ... t-2-a.html
I already know you guys are adding STD and ALT kit selection in PR 1.0, but my exact questions was whether you were planning on adding a full sized Alpha Project-like weapon customization system in PR 1.0, where we could choose optics, underbarrel attachments, and cosmetic skins for our weapons.

Re: Alpha Project got it right

Posted: 2013-04-05 02:47
by Rhino
smgunsftw wrote:I already know you guys are adding STD and ALT kit selection in PR 1.0, but my exact questions was whether you were planning on adding a full sized Alpha Project-like weapon customization system in PR 1.0, where we could choose optics, underbarrel attachments, and cosmetic skins for our weapons.
No, this is PR, not COD, and as such, adding options for suppressors and other "spec ops stuff" for normal rifles and normal front-line soldiers which we portray in PR isn't realistic.

Under barrel attachments for weapons are already part of kits they should be apart of, with all commonly used weapons in each faction (other than ones we haven't yet made) being used in the appropriate kits.

The max level of customization we can realistically go into is pretty much how much we are looking at doing, although yes, in some cases where a faction dose use two weapons for the same role like the IDF using the Tavor and M4, having different sight options for each weapon would be nice but the work involved in doing that isn't worth it and the way we have it setup is so that the more common weapon in r/l is more favourable over the lesser common weapon due to sight setup so players are mainly using the Tavor with scope which is more common, rather than the M4 with reflex sight which is a less common weapon.

As for "custom skins for weapons", most forces do now allow soldiers to modify their weapons in any way to my knowledge, although from time to time in pretty rear circumstances, they do sometimes get a paint job but this is pretty uncommon. But at the end of the day, ingame wise, loading a whole other set of textures just for a slightly different camo is not worth all the extra mbs everyone will have to load into their ram, and not an option either since PR is already bordering on BF2's maximum memory usage which if a player goes over, he CTDs.

Re: Alpha Project got it right

Posted: 2013-04-05 02:57
by smgunsftw
[R-DEV]Rhino wrote:No, this is PR, not COD, and as such, adding options for suppressors and other "spec ops stuff" for normal rifles and normal front-line soldiers which we portray in PR isn't realistic.

Under barrel attachments for weapons are already part of kits they should be apart of, with all commonly used weapons in each faction (other than ones we haven't yet made) being used in the appropriate kits.

The max level of customization we can realistically go into is pretty much how much we are looking at doing, although yes, in some cases where a faction dose use two weapons for the same role like the IDF using the Tavor and M4, having different sight options for each weapon would be nice but the work involved in doing that isn't worth it and the way we have it setup is so that the more common weapon in r/l is more favourable over the lesser common weapon due to sight setup so players are mainly using the Tavor with scope which is more common, rather than the M4 with reflex sight which is a less common weapon.

As for "custom skins for weapons", most forces do now allow soldiers to modify their weapons in any way to my knowledge, although from time to time in pretty rear circumstances, they do sometimes get a paint job but this is pretty uncommon. But at the end of the day, ingame wise, loading a whole other set of textures just for a slightly different camo is not worth all the extra mbs everyone will have to load into their ram, and not an option either since PR is already bordering on BF2's maximum memory usage which if a player goes over, he CTDs.
Thanks for your reply Rhino,

So if I'm correct, then according to your reply, we'll be seeing another kit limit restriction system on the total amount of ALT kits available on the battlefield? Also, about that maximum memory usage question, I thought it was solved with the 1.5 patch, largeaddressaware command, and the increaseuserva command.

Re: Alpha Project got it right

Posted: 2013-04-05 03:02
by Rhino
smgunsftw wrote:So if I'm correct, then according to your reply, we'll be seeing another kit limit restriction system on the total amount of ALT kits available on the battlefield?
No I was on about self regulation of players though players wanting to use the more common weapon since a 4x scope is generally more useful than a eotech and as such, players will more commonly pick the weapon with the scope, meaning the Tavor will generally be seen more than the M4 for the IDF ingame.
smgunsftw wrote:Also, about that maximum memory usage question, I thought it was solved with the 1.5 patch, largeaddressaware command, and the increaseuserva command.
We have improved the situation but we can't get around the basic problem. You would have to ask Ancientman for more info however.

Re: Alpha Project got it right

Posted: 2013-04-05 04:45
by Bluedrake42
really want those zoom shaders

Re: Alpha Project got it right

Posted: 2013-04-05 04:51
by Rhino
Bluedrake42 wrote:really want those zoom shaders
Yes I'm sure everyone wants the area inside the scope to be pixely... Even with a tiny amount of zoom inside the scope, you can still see the pixelisation from it let alone any significant amount.

Re: Alpha Project got it right

Posted: 2013-04-05 06:40
by titsmcgee852
I got a pretty heavy FPS drop as well whilst looking through the scope. But then again my computer isn't the greatest. It takes twice as much to render a scope like that doesn't it? Wouldn't that cause instability for both client + server?

Re: Alpha Project got it right

Posted: 2013-04-09 16:07
by Spec
Negative, it doesn't render twice, as far as I know - if the engine could do that (like SWAT 4 can with the helmet cams), we could have real 3D scopes.

Posted: 2013-04-09 16:28
by Mineral
Well, a scope does render other lods of objects at a very fast rate. So I does make fps drops happen. But alphaprojects way is just what we have just with digital zoom from what I can tell out of this thread.

Re: Alpha Project got it right

Posted: 2013-04-09 17:05
by Kevokpo
is it possible to make the scope zoom in like current ones, but the area outside the scope to zoom out? so pixelated part would be outside and will not affect the view

...is it possible?

Re: Alpha Project got it right

Posted: 2013-04-09 18:35
by hobbnob
Kevokpo wrote:is it possible to make the scope zoom in like current ones, but the area outside the scope to zoom out? so pixelated part would be outside and will not affect the view

...is it possible?
I don't know for certain but I believe it would result in black space on the outer borders of the screen, as I don't think the refractor engine supports downsampling in that way.

Posted: 2013-04-09 18:42
by BloodyDeed
That's not possible.