Trade Voices For Different Armies On Maps?

General discussion of the Project Reality: BF2 modification.
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ShockUnitBlack
Posts: 2100
Joined: 2010-01-27 20:59

Trade Voices For Different Armies On Maps?

Post by ShockUnitBlack »

Okay, the devs have said they can't have different armies fighting over the same map. In other words, they can't have different versions of the same map like this:

Burning Sands - USMC vs. Russia
Burning Sands - Brits vs. MEC
Burning Sands IDF vs. MEC

This is, reportedly, because they can't have different language files attached to the same map. That is to say if they Russians and the MEC were made the OPFOR for two different versions of Burning Sands, either the Russians would be speaking Arabic or the MEC would be speaking Russian whenever a player from one of those armies pressed the "Spotted" button or anything else in the commo rose.

What I'm wondering is how many players would be willing to trade those voices entirely - get rid of them - so that some different armies could go to war on maps that would otherwise be constrained to only two different factions.
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xambone
Posts: 548
Joined: 2010-04-20 16:58

Re: Trade Voices For Different Armies On Maps?

Post by xambone »

Well wouldn't they have to change the vehicles too
Rudd
Retired PR Developer
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Re: Trade Voices For Different Armies On Maps?

Post by Rudd »

I'll tell you right now that the DEV team wouldn't accept that particular cost to having new new factions on the same map.

Though I should have mentioned the alternative method to you:

New map folder with same files.

We cannot include that as part of the official installation as it would explode the installer size (which is already huge)

However if a player really wanted to see what would happen with different forces on a map he can do a simple map audit https://www.realitymod.com/forum/f189-m ... audit.html preferably with the requested blessing of the author mapper or PR team (if the mapper is inactive)

changing the default team and asset layout on a map is a simple prospect, its just annoying to create a new folder version for the map as you have to ensure each mapfile is edited to point to the new folder or things won't load/map will crash

So what you'd do is take 'burning_sands' for example and via 1 of 2 methods create a new version of the map called 'burning_sands_event' or whatever.

This then can be played independantly of the original version without any problems as long as ALL THE MAP FILES HAVE BEEN EDITED TO TAKE IN TO ACCOUNT THE NEW FOLDER NAME. I did try messing around with having only an edited server.zip, which would have allowed loads of interesting things since server.zips are small, but it wouldn't stop crashing.

Once the audit is done your favourite server could host the map as an event night - WITH A PASSWORD.

I mentioned multiple methods to this and I'll summarise them now

1 - load the map in the editor and use the terrain editor to 'save as' the map, this usually crashes and can create a load of different problems depending on how the map is setup.

2 - go through each file individually and modify the files, this works much better imo, but you can occasionally miss things, requires alot of personal testing to ensure its working.
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Web_cole
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Joined: 2010-03-07 09:51

Re: Trade Voices For Different Armies On Maps?

Post by Web_cole »

That is an interesting idea, my first reaction was actually yeah I would be willing to trade that in for multi faction maps. Although now I'm not so sure. But I guess its academic anyway, after wot Rudd said :p

Speaking of the quest for more variety I do wish more maps had multiple game modes on them, a la Iron Ridge AAS/INS. If every map in PR was AAS/INS/CnC capable, plus made use of all 3 layers (std, alt and inf) for each of those game modes, that's a hell of a lot of content and replayability right there. (Not to say that PR isn't already one of the most replyable, content rich games out there.)
Last edited by Web_cole on 2011-06-11 14:52, edited 1 time in total.
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