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

General discussion of the Project Reality: BF2 modification.
Post Reply
AfterDune
Retired PR Developer
Posts: 17093
Joined: 2007-02-08 07:19

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

Post by AfterDune »

Sangin is still being worked on, believe it or not :) .

Ranky's a hard worker, but has a fulltime job, wife and kids, so is quite busy (this sounds so familiar to me :lol :) . Anyway, as far as I know he's still working on some compounds. When that's done, he's replaced all compounds on the map. I don't know what else needs work, I'm sure there's still plenty of things to do, details to add, etc.

We're all still very excited about this map and hope to see it in PR at some point :) .
Image
saXoni
Posts: 4177
Joined: 2010-10-17 21:20

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

Post by saXoni »

The flag "Cutoff Platoon" on Ia Drang implies there's a platoon wearing cutoffs, not a cut off platoon. Can you correct it?
DogACTUAL
Posts: 879
Joined: 2016-05-21 01:13

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

Post by DogACTUAL »

LITERALLY UNPLAYABLE
Not only did the DEVs totally throw off the CAS/AA balance and make TOWs useless against tanks, no that was not enough. They also had to introduce their most controversial change yet, a 16 character limit on player names.
------------------
''Mats literally does not give a single fuck what you, me or everybody else thinks the game should be like. He doesn't care if you, me or everybody else plays the game even.'' - Frontliner
Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

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

Post by Dr Rank »

AfterDune wrote:Sangin is still being worked on, believe it or not :) .

Ranky's a hard worker, but has a fulltime job, wife and kids, so is quite busy (this sounds so familiar to me :lol :) . Anyway, as far as I know he's still working on some compounds. When that's done, he's replaced all compounds on the map. I don't know what else needs work, I'm sure there's still plenty of things to do, details to add, etc.

We're all still very excited about this map and hope to see it in PR at some point :) .
Thanks AD :)

All the compounds have been roughed out:

Image

I'm currently in the process of adding detail to them all (and slightly regretting making so many!). The red area below indicates the compounds that have been fully detailed:

Image

Once I've finished those it's just little details like cables, getting replacement fields made and switched in (won't take long to switch in once they're made), gamemodes (I'll need some custom stuff coded for that which I'll be talking to the team about soon) then playtesting, lightmaps and release. Won't be this year I'm afraid. As AD has said, I'm pretty damn busy these days, but hopefully sometime early next year we should begin testing. That's subject so a whole lot of things, but fingers crossed...
Last edited by Dr Rank on 2019-03-23 23:30, edited 6 times in total.
Image
Image
Image
User avatar
Max_
Retired PR Developer
Posts: 636
Joined: 2009-08-13 23:51

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

Post by Max_ »

As for Musa Qala, compounds aren't finished,

Image

Stuff I'd like to do, I doubt the final version will have as many compounds as I'd like, due to performance issues in some areas and would take a way longer. My main goal is to finish the unfinished areas and hide the ISAF base behind some small hills, optimize performance.

Image

Then pretty much the same as Ranky, add cables, roadside ditches, more details.
Early dark morning layer.

Still need to work on the interior statics for those new afghan buildings.
Also need custom stuff coded to automate building template replacement, interior placement and cache placement.

Sangin is better.
Image
Spyker2041: "Just found out that my "9 month" deployment to the Falklands just turned into a 19 month one..."
Mats391: "When admins set LRG instead of STD."
Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

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

Post by Dr Rank »

Max_ wrote:As for Musa Qala, compounds aren't finished,

Image

Stuff I'd like to do, I doubt the final version will have as many compounds as I'd like, due to performance issues in some areas and would take a way longer. My main goal is to finish the unfinished areas and hide the ISAF base behind some small hills, optimize performance.

Image

Then pretty much the same as Ranky, add cables, roadside ditches, more details.
Early dark morning layer.

Still need to work on the interior statics for those new afghan buildings.
Also need custom stuff coded to automate building template replacement, interior placement and cache placement.

Sangin is better.
Mate that looks awesome! I can't wait to have a go on that! The river looks ace! You could probably get away with a few less compounds than you're currently planning, like half the number, then get it into testing and see if it really needs any more/if you want to put any more in? Obviously it's your map so all up to you, I just want to play on it!

It looks very, very cool :thumbsup:
Last edited by Dr Rank on 2018-09-22 07:30, edited 2 times in total.
Image
Image
Image
Raidonrai
Posts: 90
Joined: 2015-01-23 15:17

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

Post by Raidonrai »

Musa Qala #1 dirtbike jump map
AfterDune
Retired PR Developer
Posts: 17093
Joined: 2007-02-08 07:19

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

Post by AfterDune »

Get both maps in the beta program asap! ;)
Image
Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

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

Post by Heavy Death »

You both are pretty sick in the head. Can't wait to play both.

Also pls leave your wives and throw kids in the trash, keep the day job, you have to eat afterall.
solidfire93
Posts: 491
Joined: 2015-06-26 14:21

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

Post by solidfire93 »

AfterDune wrote:Get both maps in the beta program asap! ;)
yes please, i really enjoyed Musa Qala on it's first test.
Brotherscompany
Posts: 167
Joined: 2016-05-29 15:23

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

Post by Brotherscompany »

AfterDune wrote:Get both maps in the beta program asap! ;)
YES WE WANT THESE MAPS IN BETA
LiamNL
Posts: 585
Joined: 2013-06-15 08:13

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

Post by LiamNL »

Any chance someone could update the PR history thread? It seems to have stopped after 0.95
LiamNL
Posts: 585
Joined: 2013-06-15 08:13

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

Post by LiamNL »

So the CV90 for the Dutch forces has been in the works for several years now it seems. Any chance we're finally getting it in the next update? It would really make the Dutch a viable faction against different enemies instead of just having Russia every map. And it would stop them from having just .50 cal apcs against BTRs and the like which allows the other side to also pack heavier assets.
Mineral
PR:BF2 Lead Developer
Posts: 8532
Joined: 2012-01-02 12:37

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

Post by Mineral »

We would like to see if finished. We aren't holding it back deliberately :p However there are still issues with the model, and we currently have nobody in the team who can't correctly export tracked vehicles. It's a specialized skill.

There are likely those who maybe can figure it out to fix it up somewhat, but those people are occupied with something they rather work on such as the upcoming WW2 release.
Image
LiamNL
Posts: 585
Joined: 2013-06-15 08:13

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

Post by LiamNL »

Understandable. Have a nice day. Memes aside, it's just a shame that the Dutch forces aren't a popular faction on maps due to their lack of a heavy asset that isn't CAS or a tank. I'm more than happy to wait for it, but I've also been waiting since the actual introduction of the faction for some good medium armour.

Additionally I would never accuse the dev team of holding something back for no apparent reason.
Coalz101
Posts: 493
Joined: 2017-07-03 11:11

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

Post by Coalz101 »

World War two coming out this week? it's the anniversary of world war one soo it isn't really a bad time to release ww2
yes
Posts: 15
Joined: 2018-04-19 16:34

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

Post by yes »

Coalz101 wrote:World War two coming out this week? it's the anniversary of world war one soo it isn't really a bad time to release ww2
I hope so
LimitJK
Posts: 104
Joined: 2016-02-06 21:25

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

Post by LimitJK »

my mumble is fucked, i have to reinstall the game.
should i go ahead with the old versions .iso or wait for the soon™ to come next full release to save me the updating from version to version? :grin:

also are the devs going to reconsider the ATGM tank balance, now that some of its fiercest defenders start to pick up some of the talking points brought up 2 years ago against it?
Image
Image
LiamNL
Posts: 585
Joined: 2013-06-15 08:13

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

Post by LiamNL »

Wouldn't it be time to get PR a patreon page or something to get a more steady stream of dosh to keep the servers up and running? Or is there the risk that too many people give monthly that there is a huge bonus that just keeps building?

Or is it more with rights and EA possibly cracking down thinking the devs are taking money from their IP?
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

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

Post by Rabbit »

So what happened to these?

http://i.imgur.com/BxfsMb2.jpg
Image

AfSoccer "I just don't see the natural talent."
Image
Post Reply

Return to “PR:BF2 General Discussion”