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

General discussion of the Project Reality: BF2 modification.
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Der_Landser
Posts: 37
Joined: 2011-02-26 10:11

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

Post by Der_Landser »

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:
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Red Orchestra: Ostfront:
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LiamNL
Posts: 585
Joined: 2013-06-15 08:13

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

Post by LiamNL »

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.
Jacksonez__
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Joined: 2013-07-28 13:19

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

Post by Jacksonez__ »

Operation Bobcat or what was it?
LiamNL
Posts: 585
Joined: 2013-06-15 08:13

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

Post by LiamNL »

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.
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

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

Post by PLODDITHANLEY »

What would 64+ players do? I can see about 8 on each team but no more.
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LiamNL
Posts: 585
Joined: 2013-06-15 08:13

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

Post by LiamNL »

PLODDITHANLEY wrote:What would 64+ players do? I can see about 8 on each team but no more.
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.

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.
Kalasznikow47
Posts: 20
Joined: 2012-08-30 13:48

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

Post by Kalasznikow47 »

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.
schakal811
Posts: 86
Joined: 2011-05-22 12:35

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

Post by schakal811 »

Is it possible to add adak to the game? Its much better then high quality maps such as qwai or operation archer.
mries
Posts: 470
Joined: 2013-06-30 16:16

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

Post by mries »

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.
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tankninja1
Posts: 962
Joined: 2011-05-31 22:22

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

Post by tankninja1 »

Why aren't there more up-armored HMMWVs on insurgency maps?
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mries
Posts: 470
Joined: 2013-06-30 16:16

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

Post by mries »

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).
Last edited by mries on 2016-12-28 15:26, edited 1 time in total.
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SANGUE-RUIM
Posts: 1390
Joined: 2009-04-26 12:37

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

Post by SANGUE-RUIM »

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 ( 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).
if you go insta dead, it is straight 2 tickets...

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 :)
PlaynCool
Posts: 711
Joined: 2008-04-06 21:51

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

Post by PlaynCool »

So in Pr:Bf2 the life of a soldier is as valuable as a transport truck. Well done :D :D
Forgive my bad English... :?
Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

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

Post by Heavy Death »

PlaynCool wrote:So in Pr:Bf2 the life of a soldier is as valuable as a transport truck. Well done :D :D
It is really silly, but upping the ticket loss would change jack shit, except make rounds shorter by 50%.

However, this:
sweedensniiperr
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Joined: 2009-09-18 10:27

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

Post by sweedensniiperr »

Why is the sound of the G3 different from that of G3SG1? Aren't they pretty much the same gun?
gwa1hir
Posts: 227
Joined: 2015-04-17 20:12

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

Post by gwa1hir »

sweedensniiperr wrote:Why is the sound of the G3 different from that of G3SG1? Aren't they pretty much the same gun?
no. the sg1 is modified with a recoil buffer .
Last edited by gwa1hir on 2017-01-06 04:07, edited 1 time in total.
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NE0
Posts: 30
Joined: 2013-09-22 09:20

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

Post by NE0 »

What's next for PR ? Any more "Big" updates you guys planning ? :p
"ne0 sucks"
Vista
Posts: 1282
Joined: 2011-04-30 10:36

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

Post by Vista »

NeoWesT wrote:What's next for PR ? Any more "Big" updates you guys planning ? :p
Pretty sure the next 'big thing' will be WW2, they're probably saving it up for 1.5 or 1.6.
Sequadon
Posts: 35
Joined: 2015-11-19 14:15

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

Post by Sequadon »

NeoWesT wrote:What's next for PR ? Any more "Big" updates you guys planning ? :p
I hope the frigate for Falklands
Suchar
PR:BF2 Lead Developer
Posts: 2167
Joined: 2016-10-12 13:25

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

Post by Suchar »

Also Polish Forces in 2017 confirmed.
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