Let me guess, the present will be an rpg frag round to the head[R-DEV]Rhino wrote:That is just Jagira speculation. TBH, I've yet to determine how long v1.4 will take or draw out a solid time line for it either since I don't want to get in the way of a little xmas prezy we are currently wrapping. Although I will say v1.4 wont be coming out in 2015 I can tell you that
Ask the [DEV]s a (?) - Part 2
-
- Posts: 551
- Joined: 2013-12-03 07:49
Re: Ask the [DEV]s a (?) - Part 2
-
- Posts: 585
- Joined: 2013-06-15 08:13
Re: Ask the [DEV]s a (?) - Part 2
Will there be any updates to the Dutch forces faction to supplement assets among other things and give them an actual map again, nobody ever plays the Dutch forces version of Dovre and thus hardly anybody plays the faction which is quite a shame.
-
- Posts: 29
- Joined: 2015-04-22 17:43
Re: Ask the [DEV]s a (?) - Part 2
Artic lion ?LiamNL wrote:Will there be any updates to the Dutch forces faction to supplement assets among other things and give them an actual map again, nobody ever plays the Dutch forces version of Dovre and thus hardly anybody plays the faction which is quite a shame.
-
- Posts: 585
- Joined: 2013-06-15 08:13
Re: Ask the [DEV]s a (?) - Part 2
Not in the game currentlysalutcestbooby wrote:Artic lion ?
-
- Posts: 5
- Joined: 2015-11-03 05:22
Re: Ask the [DEV]s a (?) - Part 2
There are 9 Squads with 8 players each and commander = 73 players x 2 teams = 146 players.
What's the performance with 146 players? Is it possible? Obviously if a server ran it you couldn't lock squads.
What's the performance with 146 players? Is it possible? Obviously if a server ran it you couldn't lock squads.
-
- Posts: 2784
- Joined: 2009-09-18 10:27
-
- Posts: 585
- Joined: 2013-06-15 08:13
Re: Ask the [DEV]s a (?) - Part 2
Wasn't that actually for an event? Cause I can remember there being huge events with 100 or more players for maps like normandy and the stuff.
-
- Posts: 2784
- Joined: 2009-09-18 10:27
Re: Ask the [DEV]s a (?) - Part 2
Nope the public TEST server was up for quite some time, running regular maps
-
- Posts: 585
- Joined: 2013-06-15 08:13
Re: Ask the [DEV]s a (?) - Part 2
Oh never noticed, when was it actually?
-
- Posts: 413
- Joined: 2008-08-30 06:27
Re: Ask the [DEV]s a (?) - Part 2
It was a while ago, but I think there were stability and lag issues.
-
- Posts: 113
- Joined: 2011-12-11 19:11
Re: Ask the [DEV]s a (?) - Part 2
There were also issues with getting enough good Squad Leaders. At a certain point it became a cluster fuck. Unless it's for PR events I believe that public games should be set for 50v50.
-
- Posts: 585
- Joined: 2013-06-15 08:13
Re: Ask the [DEV]s a (?) - Part 2
Why was the slat armour removed from the game? I can remember seeing screenshots with Scimitars and Warriors with slat armour on them.
-
- PR:BF2 Developer
- Posts: 3157
- Joined: 2013-01-26 09:00
Re: Ask the [DEV]s a (?) - Part 2
Probably something to do with thisLiamNL wrote:Why was the slat armour removed from the game? I can remember seeing screenshots with Scimitars and Warriors with slat armour on them.
-
- Posts: 1073
- Joined: 2013-07-02 22:35
Re: Ask the [DEV]s a (?) - Part 2
B-but, it looks cool!!!?!?!'[R-DEV wrote:camo;2112568']Probably something to do with this
pls don't remove from game files like WZ-11 and broken Mi-8
-
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Ask the [DEV]s a (?) - Part 2
Slat/Cage armour had numerous problems with the way it was done, which was exported as a child object that was then slapped on via code to the main vehicle. These where really bad physics (as seen in the video above), really bad and buggy dynamic lighting especially when driving though fields and in some cases, bad performance for players. This was on top of buggy materials which didn't make them work as they where meant to.
Slat/Cage armour could be done properly if they where exported as part of the vehicle but since we don't have the export scenes for most of our vehicles that isn't possible without a massive amount of re-construction and new materials would need to be made etc, not to mention they cost quite a low of polys so where more stressful on player GFX cards so ye, no one has bothered to do them
Slat/Cage armour could be done properly if they where exported as part of the vehicle but since we don't have the export scenes for most of our vehicles that isn't possible without a massive amount of re-construction and new materials would need to be made etc, not to mention they cost quite a low of polys so where more stressful on player GFX cards so ye, no one has bothered to do them
-
- Posts: 585
- Joined: 2013-06-15 08:13
Re: Ask the [DEV]s a (?) - Part 2
Shame, would really like something that would enhance the survivability of vehicles nowadays. Through that video was hilarious, kind of sad that it didn't work out.
-
- Posts: 117
- Joined: 2011-06-25 08:52
Re: Ask the [DEV]s a (?) - Part 2
Is there a chance to get the old Burning Sands back in kind of a additional map. I really liked the old one with crashsite and the complex in B10 area or Village in the south.
-
- Posts: 1382
- Joined: 2009-08-30 04:32
Re: Ask the [DEV]s a (?) - Part 2
Was talking about how much I missed this last weekend. A lot of people agreed about the huge complexes and the random flag in the desert.'atom9[CH wrote:;2112934']Is there a chance to get the old Burning Sands back in kind of a additional map. I really liked the old one with crashsite and the complex in B10 area or Village in the south.
-
- Posts: 491
- Joined: 2015-06-26 14:21
Re: Ask the [DEV]s a (?) - Part 2
why PR:WW2 is not ready for 1.4 ?
does PR:ww2 still WIP ?
btw can we get a beta for PR:Falklands too ?
does PR:ww2 still WIP ?
btw can we get a beta for PR:Falklands too ?
-
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Ask the [DEV]s a (?) - Part 2
Yes, PR:WW2 is still very WIP, and has a lot of work to go.solidfire93 wrote:why PR:WW2 is not ready for 1.4 ?
does PR:ww2 still WIP ?
btw can we get a beta for PR:Falklands too ?
As for a beta for PR:Falklands, sorry but that's not going to happen since it has now been fully integrated into the core files and as such, it can't be released without updating the core files of the entire mod for everyone, so when it is released, it will be part of v1.4