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Dynamic Objects
Posted: 2010-12-12 04:22
by gr770
Alpha Project mod for Battlefield 2 - Mod DB
I was looking at this mod called Alpha project that aims at bringing in ideas that were left out of vbf2 gameplay. The ode thing that really caught my eye was the dynamic obect, especially the crate. Think of the possibilities of ambushes and such.
Now I do see a problem with this as it will take time to code AND time to redo all maps. So do you think this is a no or a go?
Re: Dynamic Objects
Posted: 2010-12-12 04:29
by Redamare
I think we should have more dynamic objects but the issue arises that they cause lag . . . soo i dont know
i love how in the video he says you can do ... what ever you want when ever you want. . . thats why VBF2 is a Fail in the firstplace plust adding useless objects will promote stupid tactics
i think your refering to this page with videos . . . the problem with some of these are they arnt worth having in game . . explosive barrels to an extent it would be possible to create destrucable gas stations that is somthign we can and should aventualy do but . .
Containers droping crushing cars when you look at the video watch the FAIL it creates with the object collisions . . it takes 3 seconds to finaly destroy the vehicle . . . . its not worth having in PR waste of resourses
http://www.moddb.com/mods/alpha-project2/news/ragdoll-objects-and-effects
Bf2 players are finaly figuring out OH . . . VBF2 isnt as good as we thought . . . look at what they left out . . all comes down to EA just wanted to make a game they could make money on didnt think of all the ins and out like PR devs have added to the experience.
Re: Dynamic Objects
Posted: 2010-12-12 04:46
by goguapsy
Yeah, dynamic objects cause server load which can cause lag and server instability.
But those sights look good...
And, 128 layer?????!?!?!?
Re: Dynamic Objects
Posted: 2010-12-12 04:48
by Rhino
BF2's physics engine isn't the best to say the least
For starters, while dynamic objects run ok on local games, on dedi servers any dynamic object lags to **** when its moving and also puts a huge amount of strain on the server, since everything is calculated serverside and then the info fed to all the players on what's happening, leaving a huge delay. Also every dynamic object takes up another networkable, which with only 1024 allowed on the server and when things like vehicles, players, destroyable objects, deployables etc all use them, also putting in dynamic objects would mean we would most likley exceed the limit and the servers would crash
anyways here's a little blog/vid I did on some dynamic object testing, but like I said, BF2's physics are pretty rubbish, epically on dedi and its just not worth the networkables.
https://www.realitymod.com/forum/newrep ... &p=1509792
Re: Dynamic Objects
Posted: 2010-12-12 14:44
by Sex_Cactus
Not worth the lag or the coding trouble. I'd rather have less lag than a slightly more realistic environment that probably won't affect the game-play anyway, if it even enters the equation.
Re: Dynamic Objects
Posted: 2010-12-12 15:14
by goguapsy
What does the 128 layers mean?
Re: Dynamic Objects
Posted: 2010-12-12 15:34
by Lugi
Alpha Project Goal Features - Mod DB
128 player layer
goguapsy wrote:What does the 128 layers mean?
It means that the mod will try to support up to 128 players.
Captain obvious to the rescue!
Re: Dynamic Objects
Posted: 2010-12-12 17:46
by PoisonBill
Pretty imba if they succeed!

Re: Dynamic Objects
Posted: 2010-12-12 19:21
by goguapsy
-,-
IF THEY ARE GONNA DO THAT WHY COULDN'T PR?!?!!!!
CAPTAIN FACEPALM TO THE RESCUE.
I
know it says below that nothing is really definite, but perhaps anyone knows how can we contact the mod leader to see how does he plan on doing that without causing server instability?
Re: Dynamic Objects
Posted: 2010-12-12 19:36
by crazy11
No it does not necessarily mean that. There is a 128 layer like 16, 32, and 64 layers.
Re: Dynamic Objects
Posted: 2010-12-12 20:05
by Lugi
!?
Why would anybody do a 128 players layer when max amount is 64?
Re: Dynamic Objects
Posted: 2010-12-12 20:09
by Kain888
To have more layers available for single map?
Re: Dynamic Objects
Posted: 2010-12-12 20:12
by AfterDune
The original idea for BF2 was to support 128 players if I'm correct. As far as I know, it's partially built-in as well. So yes, the 128 layer exists, but that's about it.
Re: Dynamic Objects
Posted: 2010-12-12 20:28
by Zoddom
what afterdune wanted to say is:
the "128 palyers layer" is just the name of the fourth map layer. nothing more
Re: Dynamic Objects
Posted: 2010-12-12 20:50
by AfterDune
No, I wanted to say what I posted.
Re: Dynamic Objects
Posted: 2010-12-12 21:33
by Zoddom
[R-DEV]AfterDune wrote:No, I wanted to say what I posted.

i think so
Re: Dynamic Objects
Posted: 2010-12-12 23:43
by Rhino
no it really doesn't.. BF2 can't even run a 128 player layer, even if you try to force it to run a 128 layer it will run the 64 layer, let alone getting BF2 to support 128 players

Re: Dynamic Objects
Posted: 2010-12-13 00:03
by DenvH
Did anyone else spotted the weapon sway on the 3D scope??.. Just something that I spotted in the video they uploaded (
Videos & Audio - Alpha Project Mod for Battlefield 2 - Mod DB).
As for the Dynamic objects, what would they add, other than more fps drops and problems? I mean, I totally love shooting buildings/everything in Bad Company 2 but it's something the BF2 engine wasn't designed for, also remember that BF2 came out in June 2005..
Re: Dynamic Objects
Posted: 2010-12-13 00:04
by dunem666
i played 128 player ranked on multiplay from day of bf2 release quite a lot, then the first 1.12 patch screwed it up and it was removed.
if only it could be fixed as most map init's are still setup for 128 layer

Re: Dynamic Objects
Posted: 2010-12-13 00:09
by Rhino
its fake sway, the bullets still come out of the centre of the screen even thou the crosshair is swaying about and not pointing at the centre of the screen, which just makes it much harder to shoot stuff than deviation.