Ask the [DEV]s a (?) - Part 2

General discussion of the Project Reality: BF2 modification.
Post Reply
Mineral
PR:BF2 Lead Developer
Posts: 8532
Joined: 2012-01-02 12:37

Re: Ask the [DEV]s a (?) - Part 2

Post by Mineral »

Kory wrote:I did a bit of searching the forums and couldn't find a place to post this question but this place seems to be the most fitting and I apologize in advance if there is an answer to this already and my searching didn't turn it up.

I have been doing software development for about 20 years, 10 years professionally. I have a MS in Computer Science from Washington University in St. Louis and I'm very good at debugging and optimizing code. I've been able to take our schedule engine at work and rewrite the entire thing to get the time to generate a schedule down from 2 hours to less than 2 minutes. The software generates the schedules for the USGS / NASA LANDSAT program. This is only one of my accomplishments (this year) and I can provide a resume if needed or desired.

I've been playing PR since 2007 but I never thought about trying to help out with development of PR until I heard about PR2. I also took a bit of time off from 2009-2013. Some people may know me on there, "]CIA[ KoryP". Anyhow, how can I help out with development? I am a near-expert in both C++ and Java, but I'm guessing the former is mostly used for PR. Regardless of that, I also do a lot of scripting and like I said above, I'm really good at debugging and optimizing both Windows and Linux. Oh, I don't have much DirectX experience, only a few projects and maybe less than 2 years total but I have quite a bit of OpenGL / OpenGL ES experience perhaps 4 years total.

Let me know how I can start helping out on PR. I can provide any references and whatever anyone would need to verify everything I have said above. I am expecting this to be a volunteer gig because I feel that I need to contribute some of my expertise back to PR. I've taken a lot and haven't given back much...
Thanks,
Kory
Hi man! Nice background you have there :) Pretty much all PR Team members went threw just being a community modder and then later on were invited into the team. So if you want to help out both the community and the team I suggest looking into community modding. Right now this mostly means helping with finishing community factions and etc.

Although your background seems to not really be fitting for that. Perhaps you can look into creating some kind of tool that can help development?(no clue what that could be though :D ). For example we just had a community guy make a android app to check servers and maps and etc. Just saying stuff out loud really :) Your skills mostly lie with what our Lead developer AncientMan has been doing for us I believe. Creating our launcher, server systems,etc... Pretty much all the difficult stuff :D

Most game-coding for PR/BF2 is done in Python btw. And object control is done with bf2's own syntax.

But yeah, this is pretty much where we all started:
PR:BF2 Community Modding - Project Reality Forums
Although for your skills there isn't much there.
Image
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: Ask the [DEV]s a (?) - Part 2

Post by Psyrus »

[quote=""'[R-DEV"]Mineral;2029080']Most game-coding for PR/BF2 is done in Python btw. And object control is done with bf2's own syntax.

But yeah, this is pretty much where we all started:
PR:BF2 Community Modding - Project Reality Forums
Although for your skills there isn't much there.[/quote]I believe his post was talking about PR2 development:[quote="Kory""]I've been playing PR since 2007 but I never thought about trying to help out with development of PR until I heard about PR2. [/quote]I could be wrong though :)

As you said Mineral, code wise there's not that much that needs to be done for PR:BF2
Kory
Posts: 3
Joined: 2014-08-13 23:58

Re: Ask the [DEV]s a (?) - Part 2

Post by Kory »

'[R-DEV wrote:Mineral;2029080']Hi man! Nice background you have there :) Pretty much all PR Team members went threw just being a community modder and then later on were invited into the team. So if you want to help out both the community and the team I suggest looking into community modding. Right now this mostly means helping with finishing community factions and etc.

Although your background seems to not really be fitting for that. Perhaps you can look into creating some kind of tool that can help development?(no clue what that could be though :D ). For example we just had a community guy make a android app to check servers and maps and etc. Just saying stuff out loud really :) Your skills mostly lie with what our Lead developer AncientMan has been doing for us I believe. Creating our launcher, server systems,etc... Pretty much all the difficult stuff :D

Most game-coding for PR/BF2 is done in Python btw. And object control is done with bf2's own syntax.

But yeah, this is pretty much where we all started:
PR:BF2 Community Modding - Project Reality Forums
Although for your skills there isn't much there.
I know this thread is for the BF2 version (the one I mostly play), but what about the PR2 guys? I saw on here they were using the Crytek3 SDK. Any contacts to get in touch with them or is everyone working on it?
Thanks so much for responding, I wasn't sure if anyone would,
Kory
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: Ask the [DEV]s a (?) - Part 2

Post by Brainlaag »

Kory wrote:I know this thread is for the BF2 version (the one I mostly play), but what about the PR2 guys? I saw on here they were using the Crytek3 SDK. Any contacts to get in touch with them or is everyone working on it?
Thanks so much for responding, I wasn't sure if anyone would,
Kory
This gentleman should be able to help you out

Project Reality Forums - View Profile: [R-DEV]Foxhound
Brisk187
Posts: 103
Joined: 2013-09-15 23:07

Re: Ask the [DEV]s a (?) - Part 2

Post by Brisk187 »

They may or may not need coding help with PR:ARMA3. Consider those guys as well.
Kory
Posts: 3
Joined: 2014-08-13 23:58

Re: Ask the [DEV]s a (?) - Part 2

Post by Kory »

Brainlaag wrote:This gentleman should be able to help you out

Project Reality Forums - View Profile: [R-DEV]Foxhound
Thanks so much for the contact info. I sent a PM.

Thanks guys!
greg3000
Posts: 75
Joined: 2011-06-16 19:44

Re: Ask the [DEV]s a (?) - Part 2

Post by greg3000 »

sooo is the PMC faction project is dead or do we still have hopes ?
Souls Of Mischief
Posts: 2391
Joined: 2008-05-04 00:44

Re: Ask the [DEV]s a (?) - Part 2

Post by Souls Of Mischief »

Can we haz Soviet-Afghan war minimod?
[img]http://imageshack.us/a/img585/3971/r0mg.jpg[/img]
SShadowFox
Posts: 1118
Joined: 2012-01-25 21:35

Re: Ask the [DEV]s a (?) - Part 2

Post by SShadowFox »

Souls Of Mischief wrote:Can we haz Soviet-Afghan war minimod?
I second that.
Image
[R-DEV]Spec:The suggestion is not accepted, I merely wanted to comment.

Shame doesn't work on me, Nor on men of my caliber.
Microwaife
Posts: 627
Joined: 2011-03-17 11:46

Post by Microwaife »

Afaik alot of the assets and weapons should be in the game already. Should be a matter of retexturing and mapping stuff.

Image
KaB
Retired PR Developer
Posts: 1016
Joined: 2011-12-12 12:38

Re: Ask the [DEV]s a (?) - Part 2

Post by KaB »

Russia vs Taliban

Why not.
Souls Of Mischief
Posts: 2391
Joined: 2008-05-04 00:44

Re: Ask the [DEV]s a (?) - Part 2

Post by Souls Of Mischief »

Microwaife wrote:Afaik alot of the assets and weapons should be in the game already. Should be a matter of retexturing and mapping stuff.
Current maps based in Afghanistan (Op. Archer, Korengal, Kokan, Sangin when it's released) could be utilized, thus removing the need for new maps to be created. The only necessity would be making a new faction - Soviet Army. All the assets are pretty much there, except for proper skins.
[img]http://imageshack.us/a/img585/3971/r0mg.jpg[/img]
camo
PR:BF2 Developer
Posts: 3156
Joined: 2013-01-26 09:00

Re: Ask the [DEV]s a (?) - Part 2

Post by camo »

I made a suggestion for that ages ago but it never got approved so yes, i definitely 2nd that idea.
A soviet army vs mujaheddin would be awesome on korengal with a bunch of bmp's rolling around.
And as has been said above a lot of the assets are already in the game.
Image
Tim270
PR:BF2 Developer
Posts: 5165
Joined: 2009-02-28 20:05

Re: Ask the [DEV]s a (?) - Part 2

Post by Tim270 »

Its not so much being approved, The Dev's love more mini-mods/factions, as long as they make progress!
Image
X-Alt
Posts: 1073
Joined: 2013-07-02 22:35

Re: Ask the [DEV]s a (?) - Part 2

Post by X-Alt »

Souls Of Mischief wrote:Current maps based in Afghanistan (Op. Archer, Korengal, Kokan, Sangin when it's released) could be utilized, thus removing the need for new maps to be created. The only necessity would be making a new faction - Soviet Army. All the assets are pretty much there, except for proper skins.
Personally, I would blowing the brains off Mujahideen fighters with muh BMP-1, and I always thought archer would be cool if it were Soviet v Afghan.
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Ask the [DEV]s a (?) - Part 2

Post by ComradeHX »

I have been looking into throwing together a minimod with 1980s Soviet Army for testing and I think you still need new maps(even if just clones of old ones) because there can be only one set of voice files.

Taliban voice will be fine; but you will have Soviets shouting in German/English...etc.

Having a tan texture is good enough for the uniform as a placeholder, and weapons are mostly there except AK-74 needs (wood) texture rework.
Equipment for Soviet Army is also pretty much there; swap to one of the "chechen" gear with 6b3 and type 2 bayonet or just change texture of RD-54/ssh68 on current kit geometry would both look mostly acceptable as placeholder.





So, the only problem is to get mapper to allow a cloned map just for minimod, someone make a tan uniform texture(the guy who made digi flora agreed to do it if the mod is getting playable), and all that's left is to just assemble a SA faction.
Also, think up of a name for the minimod.


I actually asked about this a few pages ago; if it's made, there is no problem with including it in PR.

But we need to solidify the concept of 1980s insurgency; should there be more vehicles to counterbalance the much lower amount of scoped kit(thus forcing SA to fight Taliban on more-or-less equal footing except for bodyarmour)? 1-2 BMP-1 and 3-4 BTR-60(pb), maybe; but it could also be too much.
Last edited by ComradeHX on 2014-08-17 14:45, edited 7 times in total.
Mineral
PR:BF2 Lead Developer
Posts: 8532
Joined: 2012-01-02 12:37

Re: Ask the [DEV]s a (?) - Part 2

Post by Mineral »

So what's the purpose then? No new map, no new assets? Seems rather useless. I'd love afghan/soviet part in PR. But at least give it a proper dedicated map, some proper re-textures. Make it worth it :D

Anyway, I suggest to all to start a separate thread so more people can read it and perhaps gather a little team to make it happen! Discussing it in here will bring nothing forward.
Image
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Ask the [DEV]s a (?) - Part 2

Post by ComradeHX »

[R-DEV]Mineral wrote:So what's the purpose then? No new map, no new assets? Seems rather useless. I'd love afghan/soviet part in PR. But at least give it a proper dedicated map, some proper retextures. Make it worth it :D
Can't have everything instantly when all the mappers are preoccupied. And there will be retextures.

I would want a battle of Elevation 3234 like in 9th Company.
Raphavenger
Posts: 637
Joined: 2014-04-05 19:11

Re: Ask the [DEV]s a (?) - Part 2

Post by Raphavenger »

Are the Devs still working on vehicles/weapons/factions or is this now entirely in the hands of the community?
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: Ask the [DEV]s a (?) - Part 2

Post by Spec »

Some things are still being worked on.
Image
--- currently reduced activity ---
Thanks to [R-MOD]IINoddyII for the signature!
_____________________________
Propriety is an adequate basis for behavior towards strangers, honesty is the only respectful way to treat friends.
Post Reply

Return to “PR:BF2 General Discussion”