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

Posted: 2015-12-22 08:32
by fatalsushi83
[R-DEV]Rhino wrote:That is just Jagira speculation. TBH, I've yet to determine how long v1.4 will take or draw out a solid time line for it either since I don't want to get in the way of a little xmas prezy we are currently wrapping. Although I will say v1.4 wont be coming out in 2015 I can tell you that :p
Let me guess, the present will be an rpg frag round to the head

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

Posted: 2015-12-22 13:59
by LiamNL
Will there be any updates to the Dutch forces faction to supplement assets among other things and give them an actual map again, nobody ever plays the Dutch forces version of Dovre and thus hardly anybody plays the faction which is quite a shame.

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

Posted: 2015-12-22 16:28
by salutcestbooby
LiamNL wrote:Will there be any updates to the Dutch forces faction to supplement assets among other things and give them an actual map again, nobody ever plays the Dutch forces version of Dovre and thus hardly anybody plays the faction which is quite a shame.
Artic lion ?

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

Posted: 2015-12-22 17:07
by LiamNL
salutcestbooby wrote:Artic lion ?
Not in the game currently

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

Posted: 2015-12-23 18:21
by UrethralScreaming
There are 9 Squads with 8 players each and commander = 73 players x 2 teams = 146 players.

What's the performance with 146 players? Is it possible? Obviously if a server ran it you couldn't lock squads.

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

Posted: 2015-12-24 09:59
by sweedensniiperr
You missed the.128+player server m8. With 12 player squads.

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

Posted: 2015-12-24 11:57
by LiamNL
Wasn't that actually for an event? Cause I can remember there being huge events with 100 or more players for maps like normandy and the stuff.

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

Posted: 2015-12-24 12:00
by sweedensniiperr
Nope :) the public TEST server was up for quite some time, running regular maps

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

Posted: 2015-12-24 15:52
by LiamNL
Oh never noticed, when was it actually?

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

Posted: 2015-12-25 09:10
by CR8Z
It was a while ago, but I think there were stability and lag issues.

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

Posted: 2015-12-25 11:34
by Mully
There were also issues with getting enough good Squad Leaders. At a certain point it became a cluster fuck. Unless it's for PR events I believe that public games should be set for 50v50.

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

Posted: 2015-12-26 12:54
by LiamNL
Why was the slat armour removed from the game? I can remember seeing screenshots with Scimitars and Warriors with slat armour on them.

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

Posted: 2015-12-26 15:05
by camo
LiamNL wrote:Why was the slat armour removed from the game? I can remember seeing screenshots with Scimitars and Warriors with slat armour on them.
Probably something to do with this :mrgreen:

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

Posted: 2015-12-26 15:49
by X-Alt
'[R-DEV wrote:camo;2112568']Probably something to do with this :mrgreen:
B-but, it looks cool!!!?!?!

pls don't remove from game files like WZ-11 and broken Mi-8

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

Posted: 2015-12-27 08:05
by Rhino
Slat/Cage armour had numerous problems with the way it was done, which was exported as a child object that was then slapped on via code to the main vehicle. These where really bad physics (as seen in the video above), really bad and buggy dynamic lighting especially when driving though fields and in some cases, bad performance for players. This was on top of buggy materials which didn't make them work as they where meant to.

Slat/Cage armour could be done properly if they where exported as part of the vehicle but since we don't have the export scenes for most of our vehicles that isn't possible without a massive amount of re-construction and new materials would need to be made etc, not to mention they cost quite a low of polys so where more stressful on player GFX cards so ye, no one has bothered to do them :p

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

Posted: 2015-12-27 11:29
by LiamNL
Shame, would really like something that would enhance the survivability of vehicles nowadays. Through that video was hilarious, kind of sad that it didn't work out.

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

Posted: 2015-12-29 13:14
by atom9[CH]
Is there a chance to get the old Burning Sands back in kind of a additional map. I really liked the old one with crashsite and the complex in B10 area or Village in the south.

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

Posted: 2015-12-30 00:11
by PricelineNegotiator
'atom9[CH wrote:;2112934']Is there a chance to get the old Burning Sands back in kind of a additional map. I really liked the old one with crashsite and the complex in B10 area or Village in the south.
Was talking about how much I missed this last weekend. A lot of people agreed about the huge complexes and the random flag in the desert.

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

Posted: 2015-12-30 05:48
by solidfire93
why PR:WW2 is not ready for 1.4 ?

does PR:ww2 still WIP ?

btw can we get a beta for PR:Falklands too ?

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

Posted: 2015-12-30 07:56
by Rhino
solidfire93 wrote:why PR:WW2 is not ready for 1.4 ?

does PR:ww2 still WIP ?

btw can we get a beta for PR:Falklands too ?
Yes, PR:WW2 is still very WIP, and has a lot of work to go.

As for a beta for PR:Falklands, sorry but that's not going to happen since it has now been fully integrated into the core files and as such, it can't be released without updating the core files of the entire mod for everyone, so when it is released, it will be part of v1.4 :)