Ask the [DEV]s a (?) - Part 2
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Re: Ask the [DEV]s a (?) - Part 2
Is it possible to increase only the FOV of 3d weapon models when aiming but without increasing FOV of the world?
This was done back in Red Orchestra: Ostfront and it gave a much better feel for aiming without giving unrealistic "zoom efect" of the screen. Here's an example (using K98 because RO is a WWII shooter)
Project Reality:
Red Orchestra: Ostfront:
This was done back in Red Orchestra: Ostfront and it gave a much better feel for aiming without giving unrealistic "zoom efect" of the screen. Here's an example (using K98 because RO is a WWII shooter)
Project Reality:
Red Orchestra: Ostfront:
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Re: Ask the [DEV]s a (?) - Part 2
Would it be possible to create a piracy themed map with the ARF in light boats and a larger vessel that is part of NATO or USMC to patrol the area? With either caches on the ships that ARF or Blufor must destroy or just putting flags on ships.
This would need moddeling of a NATO warship of decent size, which in itself is a difficult task as we can learn from Rhino's work on the type 21. A light boat for the ARF to use, and possibly variations of cargo ships with partial or full interiors. Additionally it would need a map (which in itself wouldn't be hard as it would be mostly water based) which contains several cargo ships (or other objects of interest), a stretch of coast, presumably Somalian, for the ARF to start with, and depending on how you want it either a cargo ship or naval ship as base for Blufor to start from.
This would need moddeling of a NATO warship of decent size, which in itself is a difficult task as we can learn from Rhino's work on the type 21. A light boat for the ARF to use, and possibly variations of cargo ships with partial or full interiors. Additionally it would need a map (which in itself wouldn't be hard as it would be mostly water based) which contains several cargo ships (or other objects of interest), a stretch of coast, presumably Somalian, for the ARF to start with, and depending on how you want it either a cargo ship or naval ship as base for Blufor to start from.
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Re: Ask the [DEV]s a (?) - Part 2
Operation Bobcat or what was it?
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Re: Ask the [DEV]s a (?) - Part 2
That would be a good map for it yes, but it's also quite out of place if you consider on which island it's based.
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Re: Ask the [DEV]s a (?) - Part 2
What would 64+ players do? I can see about 8 on each team but no more.
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Re: Ask the [DEV]s a (?) - Part 2
Other than expanding the mainland to also be a place of conflict I wouldn't know, if going with the cache system then you could have a pirate outpost a bit removed from a city in which the USMC would be hunting caches.PLODDITHANLEY wrote:What would 64+ players do? I can see about 8 on each team but no more.
Or you could have multiple cache like objects (in the form of cargo containers I guess) on the ships with the job being to secure those positions, making a fob and MGs on the deck and that type of thing.
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Re: Ask the [DEV]s a (?) - Part 2
Do you guys have permission to use assets from BF: Korea or AIX? Because BF:K had nice model of Type 67 stick grenade that could be used in PR:V as a proper grenade for NVA. Also IMO F-14 from AIX mod could be an interesting addition for MEC.
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Re: Ask the [DEV]s a (?) - Part 2
Is it possible to add adak to the game? Its much better then high quality maps such as qwai or operation archer.
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Re: Ask the [DEV]s a (?) - Part 2
Adak might indeed be a good addition if the amount of armour is limited due to the open fields.
But it has much potential indeed! Especially a new surrounding harbour/industry terrain which cant be found in PR yet (Pavlosk maybe) and the sort of terrain, feels real tundra like.
But it has much potential indeed! Especially a new surrounding harbour/industry terrain which cant be found in PR yet (Pavlosk maybe) and the sort of terrain, feels real tundra like.
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Re: Ask the [DEV]s a (?) - Part 2
Why aren't there more up-armored HMMWVs on insurgency maps?
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Re: Ask the [DEV]s a (?) - Part 2
If you die inside a vehicle you go insta deaddead, how much tickets does it cost? 1 or 2?
Because when wounded (dead) you lose 1 ticket and going deaddead is 1 ticket extra, wondering how this works in vehicles.
For example, a full truck (8 ) and ticketcount for a truck is 2 (IIRC)
If you LAT a truck, is it 10 tickets losing to the enemy team or is it 18? (8x2 + 2).
Because when wounded (dead) you lose 1 ticket and going deaddead is 1 ticket extra, wondering how this works in vehicles.
For example, a full truck (8 ) and ticketcount for a truck is 2 (IIRC)
If you LAT a truck, is it 10 tickets losing to the enemy team or is it 18? (8x2 + 2).
Last edited by mries on 2016-12-28 15:26, edited 1 time in total.
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Re: Ask the [DEV]s a (?) - Part 2
if you go insta dead, it is straight 2 tickets...mries wrote:If you die inside a vehicle you go insta deaddead, how much tickets does it cost? 1 or 2?
Because when wounded (dead) you lose 1 ticket and going deaddead is 1 ticket extra, wondering how this works in vehicles.
For example, a full truck ( and ticketcount for a truck is 2 (IIRC)
If you LAT a truck, is it 10 tickets losing to the enemy team or is it 18? (8x2 + 2).
and being inside the vehicle, you should consider the tickets for that vehicle too...
so, it's 2 tickets per player inside the vehicle + the vehicle tickets
so, that's a lot of waste, be careful
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Re: Ask the [DEV]s a (?) - Part 2
So in Pr:Bf2 the life of a soldier is as valuable as a transport truck. Well done
Forgive my bad English...
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Re: Ask the [DEV]s a (?) - Part 2
It is really silly, but upping the ticket loss would change jack shit, except make rounds shorter by 50%.PlaynCool wrote:So in Pr:Bf2 the life of a soldier is as valuable as a transport truck. Well done
However, this:
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Re: Ask the [DEV]s a (?) - Part 2
Why is the sound of the G3 different from that of G3SG1? Aren't they pretty much the same gun?
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Re: Ask the [DEV]s a (?) - Part 2
no. the sg1 is modified with a recoil buffer .sweedensniiperr wrote:Why is the sound of the G3 different from that of G3SG1? Aren't they pretty much the same gun?
Last edited by gwa1hir on 2017-01-06 04:07, edited 1 time in total.
[img]http://i.imgur.com/MAG8dcg.jpg[/img]
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Re: Ask the [DEV]s a (?) - Part 2
What's next for PR ? Any more "Big" updates you guys planning ?
"ne0 sucks"
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Re: Ask the [DEV]s a (?) - Part 2
Pretty sure the next 'big thing' will be WW2, they're probably saving it up for 1.5 or 1.6.NeoWesT wrote:What's next for PR ? Any more "Big" updates you guys planning ?
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Re: Ask the [DEV]s a (?) - Part 2
I hope the frigate for FalklandsNeoWesT wrote:What's next for PR ? Any more "Big" updates you guys planning ?
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