PR:BF2 v1.6/WW2 Status Update March 2019

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Suchar
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Re: PR:BF2 v1.6/WW2 Status Update March 2019

Post by Suchar »

Not the 'free aim' thingy for GL sights
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PBAsydney
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Re: PR:BF2 v1.6/WW2 Status Update March 2019

Post by PBAsydney »

Are networked tank shells ever going to be a thing? Alon mentioned it a while ago and I've been excited for it ever since.
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ALADE3N
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Re: PR:BF2 v1.6/WW2 Status Update March 2019

Post by ALADE3N »

PBAsydney wrote:Are networked tank shells ever going to be a thing? Alon mentioned it a while ago and I've been excited for it ever since.
would be nice
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Rhino
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Re: PR:BF2 v1.6/WW2 Status Update March 2019

Post by Rhino »

All of those things are actually possible with the BF2 engine, just totally impractical in reality.

The destroyable objects in the first video is possible in BF2, but BF2142 is also limited in how many dest objects it can have just like BF2. The only actual advantage 2142 has over BF2 is you can have destroyable children which means you don't need to place destroyable objects separately from their parent and that has uses more in other areas than statics.

The dynamic sky is totally impractical since it relies totally on dynamic shadows and those in BF2/2142 are rubbish and why you only see them when you're close up to objects.

Sniper bullet drop is again possible in BF2, just the problem is tracer and non-tracer rounds have different drag rates. We could however just do this for sniper rifles but then other rifles would suck. There is also a BF2 Sniper mod that takes full advantage of this bullet drop (I think even before Mosquill did that video): https://www.moddb.com/mods/wookiesnipermod
Working HUD and instruments exceeded the max amount of moving objects on a vehicle when we tried it with the Zhi-9 series and was just totally impractical to implement in any serious way. Dunno about the TrackIR part thou but FreeTrack BF2 has been around for some time but no longer possible with PR iirc.

Free aim for UGLs/leaf sights I believe is possible in BF2 but again, impractical over designated ranges.


While there are some advantages the 2142 engine has, there are some disadvantages too but at the end of the day, they are basically the same engine and the amount of work needed to get just a few extra things is not really worth it, especially if we can't overcome the losses of the grappling hook and other things.
But I will say one of the main advantages I would like from the BF2142 engine would be "automated weapons", wherein 2142 you could throw down some automated sentry gun but this code could be used to have automated base defences that could shoot down enemy jets coming in range of your base and would be a far better solution to the "dome of death", at least for aircraft.
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Scubbo
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Re: PR:BF2 v1.6/WW2 Status Update March 2019

Post by Scubbo »

was the much longer fog/view distance just because of the more basic map? because if not then that in itself would be better ^_^
Arab
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Re: PR:BF2 v1.6/WW2 Status Update March 2019

Post by Arab »

Scubbo wrote:was the much longer fog/view distance just because of the more basic map? because if not then that in itself would be better ^_^
Yep because it doesn't have a lot of objects to draw, the mapper can increase the view distance to the maximum without suffering heavy performance loss.
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mries
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Re: PR:BF2 v1.6/WW2 Status Update March 2019

Post by mries »

Bullet drop for sniper only would be an improvement. Even if other guns still act without drop.
Makes sniper class more hard to play and less prone to be able to be abused by noob players denying a place with one person.

Or isn't it possible to only allow drop on sniper rifles only?
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ALADE3N
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Re: PR:BF2 v1.6/WW2 Status Update March 2019

Post by ALADE3N »

mries wrote:Bullet drop for sniper only would be an improvement. Even if other guns still act without drop.
Makes sniper class more hard to play and less prone to be able to be abused by noob players denying a place with one person.

Or isn't it possible to only allow drop on sniper rifles only?
can be possible
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blayas
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Re: PR:BF2 v1.6/WW2 Status Update March 2019

Post by blayas »

Another point involving the refractor updated in 2142, would not be the mechanics of moving bases, and the stability of objects on them while moving?, In addition to the command system that allowed the commander to move these titans.
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Re: PR:BF2 v1.6/WW2 Status Update March 2019

Post by mebel »

Are there gonna by any significant mechanic adjustments featurd in next version? I mean changes like damage, stamina, physics, ballistics, etc.
AleksUA
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Re: PR:BF2 v1.6/WW2 Status Update March 2019

Post by AleksUA »

Hello when will the Ukrainian army?
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ALADE3N
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Re: PR:BF2 v1.6/WW2 Status Update March 2019

Post by ALADE3N »

AleksUA wrote:Hello when will the Ukrainian army?
when someone makes it
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Niel.br2
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Re: PR:BF2 v1.6/WW2 Status Update March 2019

Post by Niel.br2 »

can't wait to play this new map Kafr Halab, me and my clan love playing these types of maps with lots of building, we love going around and conquering one by one of these building.

it is so amazing that after all those years you guys still making content for this game.
well i'd like to thanks all of you that are involved somehow on this project, this is the most that i can do right now "give you a huge thanks".
Arab
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Re: PR:BF2 v1.6/WW2 Status Update March 2019

Post by Arab »

mebel wrote:Are there gonna by any significant mechanic adjustments featurd in next version? I mean changes like damage, stamina, physics, ballistics, etc.
Not at this stage, but there is a huge mix of bug fixes including physics fixes and features for this version and the patches following :)
Niel.br2 wrote:can't wait to play this new map Kafr Halab, me and my clan love playing these types of maps with lots of building, we love going around and conquering one by one of these building.

it is so amazing that after all those years you guys still making content for this game.
well i'd like to thanks all of you that are involved somehow on this project, this is the most that i can do right now "give you a huge thanks".
You're welcome :) This game and the engine still has tons of potential and plus modding with Battlefield 2 is interesting and pretty rewarding :razz:

Thanks to you, the community for providing us bug reports, donations to cover server cost, feedback, help, suggestions/ideas and testers to help improve this game and keeping this game alive!
Last edited by Arab on 2019-03-21 07:09, edited 5 times in total.
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WeedT0aster1
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Re: PR:BF2 v1.6/WW2 Status Update March 2019

Post by WeedT0aster1 »

How about Refractor 2.2 ( Battlefield Play4free engine ), keep the great work.
Hussam Ramadan
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Re: PR:BF2 v1.6/WW2 Status Update March 2019

Post by Hussam Ramadan »

good work PR team
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Re: PR:BF2 v1.6/WW2 Status Update March 2019

Post by Geronimo »

'[KSK wrote:S1C3;2195233']https://www.youtube.com/watch?time_cont ... 9gjRJgNO-g

PUGEOT, interesting :roll:
Literally unplayable
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Suchar
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Re: PR:BF2 v1.6/WW2 Status Update March 2019

Post by Suchar »

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NlaEid
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Re: PR:BF2 v1.6/WW2 Status Update March 2019

Post by NlaEid »

Can't wait to jump out of the skytrain, with the rest of my squad spread out everywhere as the Germans on the ground were caught unprepared and starts to to organize a defense.
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