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

General discussion of the Project Reality: BF2 modification.
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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

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

Post by Zeno »

cmdrblade wrote:I just started trying to play the game and yet i just found out i need to enable Mumble to use my mic. However, when i went to launch Mumble (in PR launcher settings) it opened up but never opened to the settings. To make it worse then my mouse started to move around by itself. This is making me think that the PR Mumble is infected with a virus since the mouse seemed to be partly under someone's control.
That was to let the devs know of a new problem.

Last i went and installed Mumble i had 2 weeks worth of viruses and slowness.

How can i use the voice chat in PR without Mumble and without getting my computer infected?
You dont need to instal mumble :lol:
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Steeps
Posts: 1994
Joined: 2011-08-15 15:58

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

Post by Steeps »

cmdrblade wrote:I just started trying to play the game and yet i just found out i need to enable Mumble to use my mic. However, when i went to launch Mumble (in PR launcher settings) it opened up but never opened to the settings. To make it worse then my mouse started to move around by itself. This is making me think that the PR Mumble is infected with a virus since the mouse seemed to be partly under someone's control.

That was to let the devs know of a new problem.



Last i went and installed Mumble i had 2 weeks worth of viruses and slowness.



How can i use the voice chat in PR without Mumble and without getting my computer infected?

You probably downloaded a virus by downloading Mumble. You don't download a separate Mumble for PR.

Plus you should post this in a support thread.
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solidfire93
Posts: 491
Joined: 2015-06-26 14:21

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

Post by solidfire93 »

Hello PR
im new to PR forums so forgive me if this post is not in the right place
i have a question ?
why MEC AR kit use Rheinmetall MG 3 ?
instade of Heckler & Koch HK21 !

since the MEC use G3's and all of thier ammunition is 7.62x51mm NATO :)

Regards.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

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

Post by Rudd »

solidfire93 wrote:Hello PR
im new to PR forums so forgive me if this post is not in the right place
i have a question ?
why MEC AR kit use Rheinmetall MG 3 ?
instade of Heckler & Koch HK21 !

since the MEC use G3's and all of thier ammunition is 7.62x51mm NATO :)

Regards.
We used to have a HK21 model however it was pretty low quality compared to other assets and was replaced with the MG3 because it's pretty sexy looking. If someone were to make a proper HK21 then I'm sure it would be added.
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camo
PR:BF2 Developer
Posts: 3156
Joined: 2013-01-26 09:00

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

Post by camo »

solidfire93 wrote:since the MEC use G3's and all of thier ammunition is 7.62x51mm NATO :)
MG3 uses same ammo.
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solidfire93
Posts: 491
Joined: 2015-06-26 14:21

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

Post by solidfire93 »

[R-CON]camo wrote:MG3 uses same ammo.
yes sir i know,
dont get me wrong im in love with the MG3
but i thought that HK21 looks like the G3 and its more authentic for MEC AR kit
also the HK21 can be fitted with the same scope as the standard rifle 4x scope on the G3s
and its looks cool when you see a team that use the same weapons and attachments
anyway thanks for the fast reply
hope we see more cool stuff in the future :grin:
peace
Last edited by solidfire93 on 2015-09-15 07:35, edited 1 time in total.
MaSSive
Posts: 4502
Joined: 2011-02-19 15:02

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

Post by MaSSive »

Can I please ask to reconsider this?

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SAA - Syrian Arab Army > https://en.wikipedia.org/wiki/Syrian_Army
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CATA4TW!

"People never lie so much as before an election, during a war, or after a hunt."
"God has a special providence for fools, drunks, and the United States of America."
― Otto von Bismarck
Mineral
PR:BF2 Lead Developer
Posts: 8532
Joined: 2012-01-02 12:37

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

Post by Mineral »

yeah I've thought about changing in the past. it's just all files atm are already saf_X so it's a bit of a pain to change atm :D
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MaSSive
Posts: 4502
Joined: 2011-02-19 15:02

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

Post by MaSSive »

Ah screw the files, make it display SAA and Syrian Arab Army where needed and its done. Can change file names later on slowly. If working of a repositories you can propably do all that for files with python script, but if it inside models and materials hardcoded and there are many files, well just leave it be.

Also, instead of using Syrian flag you can use one from the wiki link. I advise this for all factions honestly. So no us vs them and political bs or less of it after.
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CATA4TW!

"People never lie so much as before an election, during a war, or after a hunt."
"God has a special providence for fools, drunks, and the United States of America."
― Otto von Bismarck
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'll be definitively sticking with the country flags as we have done so far with all of our factions. Way more recognizable for our players. And specially for our small flags on minimaps etc works a lot better.
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KillJoy[Fr]
Posts: 838
Joined: 2010-12-28 20:51

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

Post by KillJoy[Fr] »

Yesterday, i was playing on Ramiel,

I was looking to join the CAS squad (locked of course) and i asked the squad leader wich was also piloting one of the bird if i could spot for him and he tell me exactly this :

"No dude, the spotter is going to make the chopper heavier it's not good"

WTF !? In my 5 years of pr that the first time i heard something like this, is it true ?
Au dela du possible ...
SANGUE-RUIM
Posts: 1390
Joined: 2009-04-26 12:37

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

Post by SANGUE-RUIM »

'KillJoy[Fr wrote:;2097800']Yesterday, i was playing on Ramiel,

I was looking to join the CAS squad (locked of course) and i asked the squad leader wich was also piloting one of the bird if i could spot for him and he tell me exactly this :

"No dude, the spotter is going to make the chopper heavier it's not good"

WTF !? In my 5 years of pr that the first time i heard something like this, is it true ?
lol, ofc not :mrgreen:

he probably did not want you in his SQ and said that
Raphavenger
Posts: 637
Joined: 2014-04-05 19:11

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

Post by Raphavenger »

Maybe the guy thought that the super powerful refractor 2 engine was of course capable of complex real time simulation of physics... If in RL 100 kg on a chopper does an enormous difference.

Nope, I'll stick to Sangue - Killjoy, you encountered a guy who hadn't the balls to tell you he doesn't want you in your squad and invented a shitty excuse for it.

Unless a DEV comes now and tells me that this kind of stuff is actually simulated, which I highly doubt!
Raphavenger
Posts: 637
Joined: 2014-04-05 19:11

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

Post by Raphavenger »

Shame on me! Double post. Please Delete me.
SANGUE-RUIM
Posts: 1390
Joined: 2009-04-26 12:37

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

Post by SANGUE-RUIM »

lol, it doesn't matter how many ppl are in your chopper...

but I have to say, it was pretty funny what he said not to tell you the truth :D
KillJoy[Fr]
Posts: 838
Joined: 2010-12-28 20:51

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

Post by KillJoy[Fr] »

No guys, when he told me that he was serious as hell i swear !
Au dela du possible ...
MaSSive
Posts: 4502
Joined: 2011-02-19 15:02

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

Post by MaSSive »

I am no expert, but bf2 engine does not support physics, so weight has no effect. Models need to have weights defined in lods ( I think ) in order for that to simulate in the game. He might sounded serious but he is wrong.
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CATA4TW!

"People never lie so much as before an election, during a war, or after a hunt."
"God has a special providence for fools, drunks, and the United States of America."
― Otto von Bismarck
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

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

Post by Rhino »

MaSSive wrote:I am no expert, but bf2 engine does not support physics, so weight has no effect. Models need to have weights defined in lods ( I think ) in order for that to simulate in the game. He might sounded serious but he is wrong.
BF2 has a basic physics engine and weights are not defined in lods, they are defined in the .tweak file but BF2 doesn't always use them and when it dose, not very well most of the time :p
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gwa1hir
Posts: 227
Joined: 2015-04-17 20:12

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

Post by gwa1hir »

I always wondered if it's possible to create 4km pure city maps.
would it give people just unplayable frame rates or would it simply crash? is there a object limit?
[img]http://i.imgur.com/MAG8dcg.jpg[/img]
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

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

Post by Rhino »

Its possible, the real problem is making a decent 4km city map, not in terms of just performance, that can be done if you where very strict on optimization (would ideally need some new, optimized, closed up statics made) but the hard bit would be to make each area unique. I've only ever really seen one 4km city map that I recall but the guy just cloned block after block of the same buildings, with the same layout, and not even any prop difference between them, over and over throughout with little in the city being unique and it was more like playing a 0.5km by 0.5km map than a 4km by 4km map, with a lot more walking, since every area was the same... To put a good amount of work cover a 16km^2 area, keeping each area unique and having some decent detail to it, can take an extremely long time, even if your an experienced mapper. Takes months for most mappers to make a detailed small town in their maps and I forget how long it took me to do Muttrah, which isn't even a true 2km by 2km city map, which lacks serious detail on the streets (although dose have a bit in the allies) but keeping each area of the map unique was the challenge. Needs someone with a really imaginative mind to re-use the same statics over and over again in many different ways.
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