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

General discussion of the Project Reality: BF2 modification.
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LiamNL
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Re: Ask the [DEV]s a (?) - Part 2

Post by LiamNL »

Devs, are there still a lot of easter eggs and hidden weapons in the game that nobody has ever found?
Mineral
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Post by Mineral »

Given all of our files can be read with notepad no :p we cant hide anything :(
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Strategos
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Re: Ask the [DEV]s a (?) - Part 2

Post by Strategos »

fatalsushi83 wrote:@Strategos

I don't have a problem with the tactic itself. The problem is that you can serpentine without any loss of speed, which is completely unrealistic. You can also do a sudden 180 degree turn while sprinting without any loss of speed. If you think about it, it's very gamey.
I was just being sarcastic ;) . I hate that zigzagging just as much as anyone else.
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Rudd
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Re: Ask the [DEV]s a (?) - Part 2

Post by Rudd »

LiamNL wrote:Devs, are there still a lot of easter eggs and hidden weapons in the game that nobody has ever found?
:wink:




Mwaahahahahaha
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Outlawz7
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Re: Ask the [DEV]s a (?) - Part 2

Post by Outlawz7 »

fatalsushi83 wrote:You can also do a sudden 180 degree turn while sprinting without any loss of speed.
That's down to mouse sensitivity, I can do 180 turns in ArmA3 as well and that game's engine is supposed to be the realistic one (well, more than BF2's :p )
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fatalsushi83
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Re: Ask the [DEV]s a (?) - Part 2

Post by fatalsushi83 »

There's a game that solved this in a really clever way (I think it was Far Cry 2) by allowing you to turn left and right only a little at a time when sprinting. It's as though mouse sensitivity was brought down for the x axis. So basically you could run in a circle but it would be a very large circle - doing a u-turn on a dime was impossible. Would something similar be possible in PR?
LiamNL
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Re: Ask the [DEV]s a (?) - Part 2

Post by LiamNL »

Any idea when the Germans get some new vehicles to fit with their broomsticks? (Luchs or Fennek)
justachap
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Re: Ask the [DEV]s a (?) - Part 2

Post by justachap »

Do you like pie?
solidfire93
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Re: Ask the [DEV]s a (?) - Part 2

Post by solidfire93 »

hey guys its solid again ;)
maybe ppl asked this question alot but i'll ask it again ! :-P
i was wondering why the Russian Breacher dont equiped with shotguns

i mean the MEC got Saiga 12k since its made by Russian !

is it going to be added for Russian's too in the future ?

Regards. :smile:
camo
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Re: Ask the [DEV]s a (?) - Part 2

Post by camo »

Because Russia doesn't use that shotgun. According to our MA's they don't use a shotgun at all.

MEC only gets the saiga 12k because it is a fictional force. It probably shouldn't be in the game at all tbh.
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SANGUE-RUIM
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Re: Ask the [DEV]s a (?) - Part 2

Post by SANGUE-RUIM »

justachap wrote:Do you like pie?
chocolate cake ;-)
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TheMerchantOfMenace
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Re: Ask the [DEV]s a (?) - Part 2

Post by TheMerchantOfMenace »

Hello [DEV]s,

Where might I find the sound for the dropping of a smoke grenade?

I've gone through all the .zip files and haven't found it yet... missing it somehow.


Thanks.
fatalsushi83
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Re: Ask the [DEV]s a (?) - Part 2

Post by fatalsushi83 »

Someone other than a dev can probably answer this but when it say "rally point unavailable" does it mean that there are enemies nearby or that the rally point hasn't reloaded yet? Also, how long is the reload time?
rPoXoTauJIo
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Re: Ask the [DEV]s a (?) - Part 2

Post by rPoXoTauJIo »

TheMerchantOfMenace wrote:Hello [DEV]s,
Where might I find the sound for the dropping of a smoke grenade?

Code: Select all

objects_weapons_client.zip\weapons\handheld\hgr_smoke\sounds
Or you mean collision sounds?
fatalsushi83 wrote:Someone other than a dev can probably answer this but when it say "rally point unavailable" does it mean that there are enemies nearby or that the rally point hasn't reloaded yet? Also, how long is the reload time?
Both.
Nearby radius is 125m for 4km/2km maps, and 50m for 1km.
PR's can be set each 60 seconds, unless your rally point were overruned, then you have to iether reload rally on FOB, or wait 300 seconds.
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
AfterDune
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Re: Ask the [DEV]s a (?) - Part 2

Post by AfterDune »

Collision sound effects afaik are stored in 'common_client.zip', somewhere under 'materials' or 'impacts'.
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fatalsushi83
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Re: Ask the [DEV]s a (?) - Part 2

Post by fatalsushi83 »

Thanks. That clears things up.
LiamNL
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Re: Ask the [DEV]s a (?) - Part 2

Post by LiamNL »

Why aren't there more community made maps actually officially included in the game? Some of them are actually pretty damn good but are doomed to only be used for map pack events and test events.
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TheMerchantOfMenace
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Re: Ask the [DEV]s a (?) - Part 2

Post by TheMerchantOfMenace »

rPoXoTauJIo wrote:

Code: Select all

objects_weapons_client.zip\weapons\handheld\hgr_smoke\sounds
Or you mean collision sounds?

Not certain whether collision or not, found the sounds you led me to above though, thanks.

Going to have to go on a server to try it out now, thought it was a slightly different sound than the smoke drop, though it might be the exact same.

What I'm looking for is this... You're on a TOW, you throw smoke to hide yourself from infantry (or you get someone to smoke you), and before the smoke begins to dissipate, you hear the sound of a smoke grenade, warning you that your smoke is going to run out. You can use this cue to get another smoke thrown on before you lose your cover.

That warning sound, however, warning you that your smoke is about to run out, I thought was slightly different than the initial smoke sound, but I'm not 100% certain.

I wanted to find that sound to provide it for my team on the PR Tournament, in case some of my team-mates don't know about this (which I've noticed some were not aware).

Going to go test.


Thanks again (you too AfterDune).
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TheMerchantOfMenace
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Re: Ask the [DEV]s a (?) - Part 2

Post by TheMerchantOfMenace »

Hmmm... Project "Reality", eh?

Love this game, but... why are Logi truck tires made of ice?
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TheMerchantOfMenace
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Re: Ask the [DEV]s a (?) - Part 2

Post by TheMerchantOfMenace »

TheMerchantOfMenace wrote:Hmmm... Project "Reality", eh?

Love this game, but... why are Logi truck tires made of ice?

Or, if not made of ice, why do they drive on terrain as though they were?

Great job on removing the ice layer off the infantrymen's boots though, climbing or walking along sloped terrain is now very reasonable... but the trucks... sheesh!


Thanks.
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