I can provide his co-ordinates and list of enemies. Everyone attack him then he'll rage quit and return to his rightful place.[R-DEV]Rhino wrote:Sorry, v1.4 is on hold while I play Elite Dangerous Horizons
Ask the [DEV]s a (?) - Part 2
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Re: Ask the [DEV]s a (?) - Part 2
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Re: Ask the [DEV]s a (?) - Part 2
I miss my binoculars
Sometimes i grab a crewman for them. But I never share them with regular infantry. that would be a sin!
Any hope of their return?
Sometimes i grab a crewman for them. But I never share them with regular infantry. that would be a sin!
Any hope of their return?
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Re: Ask the [DEV]s a (?) - Part 2
Is the Forward outpost/Hideout programmation calculating the Z factor with the overrunning system?
It was nice ^^
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Re: Ask the [DEV]s a (?) - Part 2
Yes it does, since in BF2, X and Z are the horizontal axis, with Y being the vertical oneW.Darwin wrote:Is the Forward outpost/Hideout programmation calculating the Z factor with the overrunning system?
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Re: Ask the [DEV]s a (?) - Part 2
OH come on!
Ggnnhhh%%?!|?"?$TG
ok..
This is so true.
X= Length
Y= Height
Z= Depth
Always been like that
Although, i'll assume Y factor is taken in consideration.
:kek:
Also rhino, are you going to answer my PM anytime? or ehh.. The rule with me is to keep it minimum
Ggnnhhh%%?!|?"?$TG
ok..
This is so true.
X= Length
Y= Height
Z= Depth
Always been like that
Although, i'll assume Y factor is taken in consideration.
:kek:
Also rhino, are you going to answer my PM anytime? or ehh.. The rule with me is to keep it minimum
Last edited by W.Darwin on 2016-03-27 14:36, edited 1 time in total.
It was nice ^^
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- Mats391
- PR:BF2 Lead Developer
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Re: Ask the [DEV]s a (?) - Part 2
Sadly this is not possible Punkbuster offered a function like that, but it often turned out to just give complete black screenshots. The best way to catch hackers is using the demo analyzer and a lot of players are going after any probable cause to catch them. This is the best we have (still better anti-cheat than ARMA )HIROhd wrote:Hello devs.
Sorry if it's a taboo or controversial subject, but it is currently very difficult to live with the cheaters
Would not be possible to implement a tool that takes screen screen shots of the players directly to the server in order to catch cheaters?
For example, the admin sends a command that takes a player suspected of print and send to the server. This print could only be seen after the end of the match, to prevent anyone take advantage of it.
Or better yet, take screen shots automatically and randomly players during the game and send it to the server. High resolution is not required.
Thx!
(using Google Translate)
[quote=""'[R-DEV"]Mineral;2123710']I have not heard a single discussion on binos in the team since we removed them. I doubt thats going to change [/quote]
Dont lie! We had discussions to remove even more binos
[quote="W.Darwin""]Is the Forward outpost/Hideout programmation calculating the Y factor with the overrunning system?[/quote]
Right now it considers all three dimensions. Will change in future tho to make calculating easier. It will exclude players in flying assets tho, so a check for vertical distance is not really needed.
He has to be good for something[R-DEV]Mineral wrote:Probably not Camo.
Mineral: TIL that Wire-guided missiles actually use wire
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Re: Ask the [DEV]s a (?) - Part 2
Are you going to make optimalization when there are 100 players on serer ?
I mean,I have 40 FPS when there are 30 players,but 70 and higher gives me big drops
I mean,I have 40 FPS when there are 30 players,but 70 and higher gives me big drops
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Re: Ask the [DEV]s a (?) - Part 2
Make sure you are not on Fallujah.ZektorSK wrote:Are you going to make optimalization when there are 100 players on serer ?
I mean,I have 40 FPS when there are 30 players,but 70 and higher gives me big drops
But devs,
Have you guys ever thought about ditching PR and not doing any updates anymore? (Past or present)
DETROIT TIGERS
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Re: Ask the [DEV]s a (?) - Part 2
Have you ever considered ditching your favourite hobby?matty1053 wrote:Make sure you are not on Fallujah.
But devs,
Have you guys ever thought about ditching PR and not doing any updates anymore? (Past or present)
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
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Re: Ask the [DEV]s a (?) - Part 2
[R-CON]Zeno wrote:Have you ever considered ditching your favourite hobby?
DETROIT TIGERS
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Re: Ask the [DEV]s a (?) - Part 2
Devs are grown from community membors. If they won't do updates, someone else will pick work.matty1053 wrote: Have you guys ever thought about ditching PR and not doing any updates anymore? (Past or present)
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.
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Re: Ask the [DEV]s a (?) - Part 2
Happy birthday ctrifle, though march 12 is still official dev birthday.
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Re: Ask the [DEV]s a (?) - Part 2
Quick question for the Devs:
Is it posible to set the viewdistance on a per vehicle basis instead of using the maps default setting?
What about rendering of assets distance on a per vehicle basis?
I am asking because I am evaluating giving CAS vehicles longer viewdistances but lower assets rendering distance so it compensates the performance loss from having a longer viewdistance.
My final objective is to have planes and helis that can see the ground even from high altitude (like in Real LIfe) but rendering less objects (not rendering trees or basically any other asset that is not big vehicles like tanks and APCs or really huge buildings).
PS: What leads me to believe this is posible is the way Night/Heat vision works on vehicles giving them different viewdistances and amount of rendering assets than the regular view/map config has.
Is it posible to set the viewdistance on a per vehicle basis instead of using the maps default setting?
What about rendering of assets distance on a per vehicle basis?
I am asking because I am evaluating giving CAS vehicles longer viewdistances but lower assets rendering distance so it compensates the performance loss from having a longer viewdistance.
My final objective is to have planes and helis that can see the ground even from high altitude (like in Real LIfe) but rendering less objects (not rendering trees or basically any other asset that is not big vehicles like tanks and APCs or really huge buildings).
PS: What leads me to believe this is posible is the way Night/Heat vision works on vehicles giving them different viewdistances and amount of rendering assets than the regular view/map config has.
Last edited by Valmont on 2016-04-01 13:39, edited 1 time in total.
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Re: Ask the [DEV]s a (?) - Part 2
Alright, enough hiding, where's the April Fools' joke? I searched the entire forums.
In-game: Cobra-PR
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Re: Ask the [DEV]s a (?) - Part 2
You are the joke. #rektPatrickLA_CA wrote:Alright, enough hiding, where's the April Fools' joke? I searched the entire forums.
AfSoccer "I just don't see the natural talent."
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Re: Ask the [DEV]s a (?) - Part 2
Have there been any other years without an April Fools joke, or is this the first one?
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Re: Ask the [DEV]s a (?) - Part 2
cant say for sure, but this might be the 1st one... that's sad actuallyCR8Z wrote:Have there been any other years without an April Fools joke, or is this the first one?