Ask the (WW2-DEVS) a question ?

General discussion of the Project Reality WWII modification.
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AfterDune
Retired PR Developer
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Joined: 2007-02-08 07:19

Post by AfterDune »

For what it's worth, I may be a lot older than you, father of two sons, work a full-time job, work out twice a week and have other hobbies besides PR.

So... There? ;)
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CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Ask the (WW2-DEVS) a question ?

Post by CaptMiller »

***deleted***
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Ask the (WW2-DEVS) a question ?

Post by CaptMiller »

'[R-DEV wrote:AfterDune;2173073'] :D


This next screenshot doesn't say anything and the numbers change daily, but here's where we're at right now:

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I remember when you shown similar picture(85-88%) for PR we were waiting 1.4 for 6-8 months, but I am really glad to see this picture :D
Valmont
Posts: 159
Joined: 2014-10-21 13:43

Re: Ask the (WW2-DEVS) a question ?

Post by Valmont »

I am just gonna leave these WW2 and WW1 weapons ported to the BF2 engine over here:

https://www.youtube.com/watch?v=iQfCAAfEij0
https://www.youtube.com/watch?v=iQfCAAfEij0[/youtube]

https://www.youtube.com/watch?v=LxhNEjys-UI
https://www.youtube.com/watch?v=LxhNEjys-UI[/youtube]

https://www.youtube.com/watch?v=j5xgVEgE8FM
https://www.youtube.com/watch?v=j5xgVEgE8FM[/youtube]

Devs should hire this guy ;) Might speed up WW2 release :-P
Last edited by Valmont on 2017-09-10 19:47, edited 1 time in total.
mectus11
PR:BF2 Developer
Posts: 805
Joined: 2015-09-05 19:44

Re: Ask the (WW2-DEVS) a question ?

Post by mectus11 »

Can't use models from other games that those companies have licensed for their paid product.
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Frontliner
PR:BF2 Contributor
Posts: 1884
Joined: 2012-10-29 09:33

Re: Ask the (WW2-DEVS) a question ?

Post by Frontliner »

DoD:S is basically abandonware at this point.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy

Just_Dave: i have a list about PR players, and they r categorized by their skill

Para: You sir are an arse and not what the game or our community needs.

AlonTavor: Is that a German trying to make me concentrate?

Heavy Death: join PRTA instead - Teamwork is a must there.
AfterDune
Retired PR Developer
Posts: 17093
Joined: 2007-02-08 07:19

Re: Ask the (WW2-DEVS) a question ?

Post by AfterDune »

We have most of these weapons already, so there's no need ;) .
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WeeGeez
Posts: 842
Joined: 2007-10-08 21:30

Re: Ask the (WW2-DEVS) a question ?

Post by WeeGeez »

[R-DEV]camo wrote:It's mostly about performance, you can't really get a 4km map with large amounts of detail without killing the framerate. The planes will have the full 4km area to play with while the inf and tanks have the more detailed 2km area, which is a pretty good compromise wouldn't you think?
Indeed! :grin:
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Cheap computer build / fast track upgrade for slow computer for PR > Guide
Lugi
Posts: 590
Joined: 2010-10-15 21:36

Re: Ask the (WW2-DEVS) a question ?

Post by Lugi »

What exactly makes this mod uncompatible with the current version of PR, and what stops it from being incorporated into base PR, like PR: Vietnam, and PR: Falklands have been?
Valmont
Posts: 159
Joined: 2014-10-21 13:43

Re: Ask the (WW2-DEVS) a question ?

Post by Valmont »

Devs, is it possible to have a game mode where teams must capture a flag and then destroy an asset (like caches) and after that take another flag etc etc.. like a mix of CNC and Insurgency? Of course flags cannot be retaken and one team takes the role of the attacker and the other the defender.
AfterDune
Retired PR Developer
Posts: 17093
Joined: 2007-02-08 07:19

Re: Ask the (WW2-DEVS) a question ?

Post by AfterDune »

Lugi wrote:What exactly makes this mod uncompatible with the current version of PR, and what stops it from being incorporated into base PR, like PR: Vietnam, and PR: Falklands have been?
The installer that was released back then relied on the base PR (it included all files from PR). Since then a lot has changed. Certain configs/tweaks were removed for example, but the files in the installer still rely on those, which causes crashes. Also, the Python from back then is outdated now.

What we're lacking mostly is simply manpower. It's a heck of a lot of work to implement it all (and update it so things are configured like in present PR). Right now pretty much everything we had in the beta has been placed in a branch of core PR and we're currently bug fixing. These bugs vary from 'weird 3P animations for weapon x' to 'static y doesn't cast shadows' to 'vehicle z causes crashes' to 'faction files don't generate automatically'.

These bugs by themselves aren't all gamebreaking, but when you have a lot of those, everything just feels very unpolished.

Currently we have 69 issues in total, of which 24 are actual bugs. The rest are features (like new Sherman tank for example) and some other tasks.
Valmont wrote:Devs, is it possible to have a game mode where teams must capture a flag and then destroy an asset (like caches) and after that take another flag etc etc.. like a mix of CNC and Insurgency? Of course flags cannot be retaken and one team takes the role of the attacker and the other the defender.
This sounds a lot like objective mode, which we don't have unfortunately (but we all sure would like to have ;) ). It's possible to use Insurgency, where you can capture flags as well as destroy ammocaches (although you'd replace the ammocache with something else obviously).
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Sequadon
Posts: 35
Joined: 2015-11-19 14:15

Re: Ask the (WW2-DEVS) a question ?

Post by Sequadon »

Glad to hear that you guys working on PR:WW2. I appreciate it! I can't help you with manpower but I'll keep donating you and hope to see the WW2 era back in PR.
Lugi
Posts: 590
Joined: 2010-10-15 21:36

Re: Ask the (WW2-DEVS) a question ?

Post by Lugi »

[R-DEV]AfterDune wrote:What we're lacking mostly is simply manpower. It's a heck of a lot of work to implement it all (and update it so things are configured like in present PR). Right now pretty much everything we had in the beta has been placed in a branch of core PR and we're currently bug fixing. These bugs vary from 'weird 3P animations for weapon x' to 'static y doesn't cast shadows' to 'vehicle z causes crashes' to 'faction files don't generate automatically.
Where should I start if I wanted to help you guys. I've done a couple projects in python both at uni and at work, and currently have too much free time on my hands.
FlyingR
Posts: 311
Joined: 2014-08-05 22:42

Re: Ask the (WW2-DEVS) a question ?

Post by FlyingR »

Lugi wrote:Where should I start if I wanted to help you guys. I've done a couple projects in python both at uni and at work, and currently have too much free time on my hands.
We can clearly see as you've posted 1 million posts in 2 days :D Hope you can help them mate, good luck!
Hill
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Joined: 2015-06-28 21:15

Re: Ask the (WW2-DEVS) a question ?

Post by Hill »

Will this minimod get it's own launcher and everything or will it be like falksland implanted into the main game?
AfterDune
Retired PR Developer
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Re: Ask the (WW2-DEVS) a question ?

Post by AfterDune »

It will be implemented like the Falklands.
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CaptMiller
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Re: Ask the (WW2-DEVS) a question ?

Post by CaptMiller »

Will you add some ss forces ?Definantly not or may be in future? I like theirs woodland camo. I think some people would like play only because of it x)
QuickLoad
Posts: 609
Joined: 2014-06-20 20:07

Re: Ask the (WW2-DEVS) a question ?

Post by QuickLoad »

as disgusting as it sounds I have witnessed a very large portion of players in general of WW2 games who love to play as SS divisions, complain about there not being enough swastikas(even though they really limit the market of a game), and love being neo nazis
AfterDune
Retired PR Developer
Posts: 17093
Joined: 2007-02-08 07:19

Re: Ask the (WW2-DEVS) a question ?

Post by AfterDune »

Na, we'll just have "generic" German forces, no specific units or anything. Could be that on a map a (main base) flag is indicated with a unit name, but that would be all.
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