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Re: Ask the [DEV]s a (?) - Part 2
Posted: 2013-09-03 21:16
by melonmuncher
Heavy Death wrote:Hey, does anybody (hopefully DEVs) know if the total ammount of tanks on Kashan VW is really 15 per side or do new additional ones spawn in few minutes?
15 tanks a side, only respawning after they get destroyed and 4 logis.
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2013-09-04 13:05
by camo
Antol.PL wrote:Is there any map where we can see this Up-Armored Scimitar version?
If no, why its not in game?
Is that for arma 2 or bf2? I can't tell.
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2013-09-04 13:11
by SShadowFox
camo_jnr_jnr wrote:Is that for arma 2 or bf2? I can't tell.
PR 0.7
It says over there.
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2013-09-04 13:22
by gipakok
If I recall correctly these actually were in PR, but they were removed for balance issues
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2013-09-04 13:23
by camo
SShadowFox wrote:PR 0.7
It says over there.
I see that but it looks too good to go into bf2 i thought it might be a mistake or something. God damn it looks good devs put it in!
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2013-09-04 13:33
by Rhino
The cage isn't currently ingame because of a few reasons. Firstly it had some really odd physics with the way we had done them, making the vehicle fly about etc, although this should be fixable. Secondly the cage didn't actually add any armour onto the vehicle either in the way we had it, it was purely visual. Although again, we know of a decent way of making the cage work so if RPGs hit it, they do little to no damage to the vehicle but again, something we would need to look into another time. Thirdly they had some odd lighting problems, we don't have a fix for that currently. Fourthly they cost quite a few tris and also had another texture sheet to load which made it harder for players to render so on top of all the other issues, they where removed until we could do them properly.
It was also for PR:BF2, was made the same time the Scimitar was, but as I said was removed due to some issues:
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2013-09-04 14:21
by Tim270
^Stop asking Rhino stuff in this thread so he can carry on with the statics
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2013-09-04 14:30
by Rhino
Antol.PL wrote:Is there any works to complete Sangin? If yes, how we can help it?
There should be more community tasks which would affect the progress of this map.
not really without having a good understanding and experience of making BF2 statics.
[R-DEV]Tim270 wrote:^Stop asking Rhino stuff in this thread so he can carry on with the statics
lolz, right now baking an AO so not the case right now but ye, forums are a massive distraction for me
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2013-09-04 14:34
by Doc.Pock
ban yourself haha. and who even let you use the internet?
goto work
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2013-09-04 15:37
by AfterDune
We're more than happy to ban you, Rhino
.
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2013-09-04 15:50
by Doc.Pock
AD, you really should keep your devs in check
look at all of them, just roaming about, not you know, devving
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2013-09-04 16:37
by AfterDune
We have a plan to lock all the lightblue devs in Rhino's basement, that includes Rhino himself. Gonna be quite the party
.
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2013-09-04 18:27
by Doc.Pock
post pictures
and PM me the naughy ones
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2013-09-04 18:32
by Kerryburgerking
What's so special about Sangin?
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2013-09-04 20:11
by Redamare
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2013-09-05 03:49
by Rhino
lol I had forgotten about the A-10 randomly falling out the sky on that map
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2013-09-05 06:22
by camo
This picture says it all really. Such a huge map with so much cover for ambushes.