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

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

Post by Rhino »

CR8Z wrote:Will the ATC make it into 1.4 when Falklands is expected (hopefully) to be released?

I have been excited about this ever since the first update about it. What a great addition to the game and totally new gameplay to an FPS!
The ATC feature will be in v1.3.5 on Operation Soul Rebel but so far it isn't in any other map.

With the Re-Integration of PR:Falklands it will all be on the Falklands too.

For it being included in other maps, at the moment it is with the cost of the UAV for modern maps, not an issues for PR:F since there is no UAVs but more of a problem for modern ones and they are not the simplest things to setup. If there is enough call for it we may look into ways of solving the UAV issue and integrating it into more maps.
greg3000 wrote:Do you think In the future if EA releases a possibility to mod BF3/4/hardline, You would try to mod PR into one of them ?
Not a chance, at least for most of us here at PR, some might. But our experience with BF2 has taught us that EAs support to mods is very limited at best when originally they claimed BF2 would be the best modding platform in the world, only to pull all support for modding soon after BF2 was released.

The future is in making Indie games, where you have so much more flexibility and even far more support than you do in most areas of the modding world, not to mention the potential to make money from it. Although modding is still the best way to start off from for people looking into getting into game development.
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crazygamelover
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Re: Ask the [DEV]s a (?) - Part 2

Post by crazygamelover »

[R-DEV]Rhino wrote:The ATC feature will be in v1.3.5 on Operation Soul Rebel but so far it isn't in any other map.
Mind elaborating what the "ATC feature" is, for those who don't know...like me?
LiamNL
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Re: Ask the [DEV]s a (?) - Part 2

Post by LiamNL »

Adds a air traffic controll function to carriers and airbases, these have a good view of the runways of the airbase, and can also cycle to take controll of the airbase AA weapons.
CR8Z
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Re: Ask the [DEV]s a (?) - Part 2

Post by CR8Z »

Here is a link to the ATC gameplay highlight.

https://www.realitymod.com/forum/f196-p ... l-atc.html
way2cool
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Re: Ask the [DEV]s a (?) - Part 2

Post by way2cool »

CR8Z wrote:Welcome to the forums!!! There are lots of "rules" and quid pro quos that you will no doubt discover, but most people are fairly respectful about it. As was mentioned, this mod is 10 years old, and these forums are even older! Imagine trying to assimilate ALL of that information before your first couple of posts! You couldn't possibly read or digest all of that information in a meaningful way.

To your point about buddy systems; it is sometimes difficult to get in the same server, on the same team, and in the same squad. No joke. However, I think that you'll find if you are more vocal (AND respectful), that you will be able to squad up with your buddies and have the fun time that you've been looking for. Just let your squad leader know what you are trying to do.

Better yet, learn the SL job and pick your squad!

With regards to the ranking system. That's a "no go" for me. You would be surprised by the number of people I have seen do amazing things with kits and roles that they only just picked up. Others may have been doing a role for years, and still have much to learn.

Also, it's just refreshing to play a game where you can do anything you want, use any kit you want, and get humbled in a hurry because you realize that you suck at it. Humility is as good thing in this game.

Anyway, always good to see new faces on the forums.

Since this is a question for the devs thread, I will end this post with this question:

Will the ATC make it into 1.4 when Falklands is expected (hopefully) to be released?

I have been excited about this ever since the first update about it. What a great addition to the game and totally new gameplay to an FPS!
Thank you for you kind words and input! ;) :grin:
solidfire93
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Re: Ask the [DEV]s a (?) - Part 2

Post by solidfire93 »

hey guys
i have a question ?

is it possible that PR maps get Rainy Weather ?

not thunder like Black Gold Infy or Dover (night)

i mean like actual Raining !?
Rudd
Retired PR Developer
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Re: Ask the [DEV]s a (?) - Part 2

Post by Rudd »

solidfire93 wrote:hey guys
i have a question ?

is it possible that PR maps get Rainy Weather ?

not thunder like Black Gold Infy or Dover (night)

i mean like actual Raining !?
yes and no

I've seen 2 versions that worked in BF2

1) a hud effect, you'd see rain on screen. It was ok, but it didn't know when it was inside a building.

2) a map based effect with a radius producing actual rain, advantage works like rain, disadvantage will eat up resources for the game

so really, no, proper rain isn't really doable afaik
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sweedensniiperr
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Re: Ask the [DEV]s a (?) - Part 2

Post by sweedensniiperr »

sweedensniiperr wrote:Any plans on having noscope russians on any other maps than grozny? (kozelsk, iron ridge..)
pls repsondf
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Jacksonez__
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Re: Ask the [DEV]s a (?) - Part 2

Post by Jacksonez__ »

Talking of ATC: I don't really get the point of adding massive amount of AA weapons in main bases since most servers don't even allow using main AA cannons / TOWs or attacking DOD. Attacking landing or taking-off aircraft is against rules on most servers I play on.

Looks cool though.
AfterDune
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Re: Ask the [DEV]s a (?) - Part 2

Post by AfterDune »

[R-DEV]Rudd wrote:2) a map based effect with a radius producing actual rain, advantage works like rain, disadvantage will eat up resources for the game
As long as you don't produce rain everywhere at the same time, it's not too bad. There's this FH2 map that has rain which performs very well.

At all times you have to keep a close eye on performance.
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Rhino
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Re: Ask the [DEV]s a (?) - Part 2

Post by Rhino »

Jacksonez__ wrote:Talking of ATC: I don't really get the point of adding massive amount of AA weapons in main bases since most servers don't even allow using main AA cannons / TOWs or attacking DOD. Attacking landing or taking-off aircraft is against rules on most servers I play on.

Looks cool though.
Well the "Looks cool" is part of the reason tbh. Since WW2 proved how vulnerable airbases where from the air (mainly from the initial part of the Battle of Britain), airbases have always since been heavily defended with the most state of the art anti-aircraft weaponry they can get their hands on. Having all these AA weapons surrounding the airbase not only looks pretty cool, but at the same time adds quite a bit to feel and immersion of the airbase which is a lot of the time, the first thing a player sees when spawning into a map and its pretty important to set the scene to get the player fully immersed before the fighting starts.

But on top of this, not every server has these "no attacking main" rules and for those that do some of the time there are no admins on to enforce them. As such, having the main bases heavily defended will first of all make a pilot think twice about attacking the enemies main and if he dose risk it, gives a way for the players the tools to protect their main themselves. This IMO is a far better solution to artificial rules and can lead to some pretty cool experiences from what we saw in past versions of PR:F (other than the Phalanx cannon lag :p ) and something I feel is probably something we should look at doing for all our maps with jets :)

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

Post by LiamNL »

Would be amazing, but nobody would want to stay behind waiting for an eventual jet to show up to shoot down. I mean just think of how boring it would be to sit there scanning the horizon for aircraft for the entire round waiting for something to fly over and you to get a kill.
Rhino
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Re: Ask the [DEV]s a (?) - Part 2

Post by Rhino »

LiamNL wrote:Would be amazing, but nobody would want to stay behind waiting for an eventual jet to show up to shoot down. I mean just think of how boring it would be to sit there scanning the horizon for aircraft for the entire round waiting for something to fly over and you to get a kill.
That is why its tied into the commander seat, since the commander (IMO at least) should stay behind at main base, commanding and in the event a jet dose come in, he can quickly switch to the weapons though the F keys and shoot it down ;)

This also gives the commander a much needed extra job to do :)
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fatalsushi83
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Re: Ask the [DEV]s a (?) - Part 2

Post by fatalsushi83 »

Rhino, what inspired you to talk with a fake Jamaican accent and make that map?
CR8Z
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Re: Ask the [DEV]s a (?) - Part 2

Post by CR8Z »

[R-DEV]Rhino wrote:The ATC feature will be in v1.3.5 on Operation Soul Rebel but so far it isn't in any other map.
Also, that's fucking awesome.

Totally looking forward to this, and this is by far the best thing I've read on this Ask the DEVs page.

Not sure how it will play, but I love the concept. Can't wait.

Or, I guess I can wait, but how long will I have to wait?
Rhino
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Re: Ask the [DEV]s a (?) - Part 2

Post by Rhino »

fatalsushi83 wrote:Rhino, what inspired you to talk with a fake Jamaican accent and make that map?
All the Devs where making Fake Accounts on April Fools and with Rabbit also doing one with a map I thought I would join in and randomly got inspired to first go with a fake Jamaican account, and then from there, why not make Jamaica for fun, and then as always with me, things just spiralled out of control :p
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LiamNL
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Re: Ask the [DEV]s a (?) - Part 2

Post by LiamNL »

[R-DEV]Rhino wrote:All the Devs where making Fake Accounts on April Fools and with Rabbit also doing one with a map I thought I would join in and randomly got inspired to first go with a fake Jamaican account, and then from there, why not make Jamaica for fun, and then as always with me, things just spiralled out of control :p
And that's why we love you Rhino, you and your silly dedication.
ComedyInK
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Re: Ask the [DEV]s a (?) - Part 2

Post by ComedyInK »

What was the reasoning behind adding the deviation bar? It's silly, and just dumbs down combat, not to mention it gives a huge advantage to defenders
Rabbit
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Re: Ask the [DEV]s a (?) - Part 2

Post by Rabbit »

ComedyInK wrote:What was the reasoning behind adding the deviation bar? It's silly, and just dumbs down combat, not to mention it gives a huge advantage to defenders
For the noobs. A lot of you guys have been slowly introduced to it over the years and is intended to help new players. Also it doesn't really help defenders much as most veterans already now when its settled.
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AfSoccer "I just don't see the natural talent."
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Fir3w411
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Re: Ask the [DEV]s a (?) - Part 2

Post by Fir3w411 »

The player quality is really bad right now and I think this will help a bit.

Can't complain about noobs and not be open for stuff like this.
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