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

Posted: 2016-10-13 23:11
by CTRifle
Sequadon wrote:What do you think of Bluedrake42's project makeing a custom launcher to provide regular updates, new contents (map, faction, weapon) and host community events? Is this going to divide or unite the PR community?

https://youtu.be/Out1KZlctuQ
Honestly, I don't see how it could divide the PR community, any publicity is good publicity (almost) and if it makes it easier to get content out, and gets more players for PR as a whole then I'm for it. I think some people see it as a competition but if you look at most of the DEVs, everyone had a project or something they started to add to it right. We all want the same thing.

If it works, then maybe it will be spread through several servers and communities, who knows. I'm just speculating here, I don't know enough about it, but anything that brings more to the community and the game sounds great to me.

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

Posted: 2016-10-13 23:28
by BattlePants
Will there ever be a .ZIP download for the game? I do not have admin privileges on my computer, and my paternal figures aren't to keen on this kind of game.

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

Posted: 2016-10-14 00:33
by =-=kittykiller
do you think bluedrake 42 has built his own updaterjust so he can play as ninja bear?

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

Posted: 2016-10-14 00:59
by Rhino
Sequadon wrote:What do you think of Bluedrake42's project makeing a custom launcher to provide regular updates, new contents (map, faction, weapon) and host community events? Is this going to divide or unite the PR community?

https://youtu.be/Out1KZlctuQ
[R-DEV]CTRifle wrote:Honestly, I don't see how it could divide the PR community
The problem with it is that people running this launcher, won't be able to play on normal servers, unless they restart and launch the normal launcher, and visa verse. As such, it will divide the community, making it harder to get full servers, unless everyone runs the same launcher.

We even saw this when PR:WW2 was in beta, with the core PR servers taking a huge dip in pop, but that was done because PR:WW2 wasn't ready to be integrated into PR and there was no better option to test it.

So the worry is, this could make the death of PR faster, as once you get less than a full server every night, that is when things fall off rapidly and it's like stabbing a MP game in the heart.
[R-DEV]CTRifle wrote:I think some people see it as a competition but if you look at most of the DEVs, everyone had a project or something they started to add to it right. We all want the same thing.
Indeed, anything that is good and in the spirit of PR and there are no other outside issues, then we integrate any good content into PR. It is also how pretty much all PR DEVs got into PR, by making content while just a community member, including myself.


TBH a much better method of doing this, would just to have an updater, that only adds new maps, and updates these custom ones, being ran by these servers wanting to run them.
This way servers can choose to run extra maps for public play or even custom events, while also letting players still pick between different servers and if they don't have the map, they will see the server as red in the list, and then can look into getting these new maps.

Also something worth noting is that while new maps in the face of it sounds good, not all maps are that good when it comes to integrating them with PR's gameplay, the vBF2 ones for example, which yes can be fun on occasion as something different, but you wouldn't want to play them that often, and then there are many that are just low quality, buggy and have exploits etc.

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

Posted: 2016-10-14 07:32
by Sequadon
As I see his motivation behind this is that he he would like to bring much more new content to the game. This could be refreshing for the PR veterans (like BD42) who are tired of playing the same maps, factions and game modes on and on. But for the rest of the community and especially for new players it could (hope not) means lower quality maps, unbalanced gameplay and bugs. For me the PR Dev team is a guarantee for quality. But on the other side it means lot of work, testing and long waiting for a new release. The biggest question for me is can BD42 and his community make quality content for PR within less time. Don't get me wrong I don't think you should let half/poorly made content make it to public release. I think this new PR CE (Community Edition) will be a sandbox for new ideas and contents for PR.

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

Posted: 2016-10-14 16:34
by KillJoy[Fr]
Sequadon wrote:What do you think of Bluedrake42's project makeing a custom launcher to provide regular updates, new contents (map, faction, weapon) and host community events? Is this going to divide or unite the PR community?

https://youtu.be/Out1KZlctuQ
Oh no, it's going to end like Free Candy Van did to the Pr gameplay.

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

Posted: 2016-10-14 18:12
by Mats391
BattlePants wrote:Will there ever be a .ZIP download for the game? I do not have admin privileges on my computer, and my paternal figures aren't to keen on this kind of game.
I am afraid a .zip wont help you. PR requires admin rights to run properly.

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

Posted: 2016-10-14 19:26
by sweedensniiperr
That really didn't answer my question, nor the others too. Somewhere in those dev forums someone is making a decision. Why did it take so long for Al Basrah to be updated for example? I still would like answers on my previous questions.

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

Posted: 2016-10-14 19:50
by Outlawz7
sweedensniiperr wrote:What are the requirements of a map making it into PR? Why are some maps rejected and some accepted? Why is it that some are removed and some added, and some REintroduced?
Depends on map. In older days most maps simply became too small or designed with different gameplay in mind or too uninteresting to be worth keeping, it's probably nostalgia that brings maps back and you can never have too many I guess.

I can't recall many rejected maps, mostly they get abandoned.
sweedensniiperr wrote: Why did the dev-team decide to work on Falklands? Why not WW2? Or why not focusing on improving regular PR? Or am I missing it, is Falklands just a sidenote?
Because we decided to integrate the Falklands for v1.4.

With regards to improving regular PR I'll point you to the highlights.

sweedensniiperr wrote:That really didn't answer my question, nor the others too. Somewhere in those dev forums someone is making a decision. Why did it take so long for Al Basrah to be updated for example?
No one found interest before I'll guess. No one thought about changing Kashan Desert until potatochan came along, for example.

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

Posted: 2016-10-14 20:03
by Mineral
link me to a map that you think we should have implemented then that we didn't? People often also assume that a nice looking minimap and some nice screenshots make a map ready to be released. It isn't, far from it usually. We usually also only take maps if we know we can get the mapper into the team. This is always the best way to do it so there is somebody to take care of the map and work together on future projects.

Who ever said we aren't improving regular PR?

Who says we aren't working on WW2?

It's not cause this release says falklands on it in big letters that this is all we are doing. Or that we aren't already working and planning further content beyond this next release. I know we aren't the most communicative development team out there (given we rather spend time making the game instead of promoting it xD) but you make tons of assumptions based on nothing.

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

Posted: 2016-10-15 10:31
by sweedensniiperr
[R-DEV]Mineral wrote:link me to a map that you think we should have implemented then that we didn't?
Adak. Although I can't find the thread anymore. Played it not long ago on BASED anniversary.
[R-DEV]Mineral wrote:Who says we aren't working on WW2?
Well, that's great if you are. I kind of just thought that it was a set of community members and a few devs that were working on WW2. It's not easy knowing what's going on between closed walls you know, hence the assumptions. (highlights: "merry christmas from WW2 TEAM")
[R-DEV]Mineral wrote:but you make tons of assumptions based on nothing.
Indeed.
'[R-DEV wrote:Outlawz7']Because we decided to integrate the Falklands for v1.4.
Well, what was the reason for that? The part of about not focusing on PR was just meant instead of Falklands(or WW2 or anything else that I don't know about), sorry if you took it the wrong way. I'm curious is all.

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

Posted: 2016-10-15 11:10
by camo
sweedensniiperr wrote:Adak. Although I can't find the thread anymore. Played it not long ago on BASED anniversary.
There's a reason you can't see the thread :wink:

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

Posted: 2016-10-15 11:38
by Heavy Death
  • Is there a way to disable 2D map icons serverside?
  • Is it possible to remove last flag ticketbleed serverside?
  • While I'm at it, does changing vehicle respawn times serverside-only work?

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

Posted: 2016-10-15 11:42
by Mineral
  • Not without client file editing unless you mean GPO related items like cache markers,flags,etc... then yes possibly but only with altered PR python, which isn't allowed.
  • Not without altering compiled python ATM
  • yes

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

Posted: 2016-10-15 13:16
by Heavy Death
'[R-DEV wrote:Mineral;2146136']
  • Not without client file editing unless you mean GPO related items like cache markers,flags,etc... then yes possibly but only with altered PR python, which isn't allowed.
  • Not without altering compiled python ATM
  • yes
I thought so... maybe you can put it in the server.init or the realityconfig_private as a setting?

For the bleed, I found a workaround - reducing flag values to 0, so they don't reach bleed threshold. ;)

Awesome, thanks!

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

Posted: 2016-10-21 00:21
by atom9[CH]
Any possibility to make Yamalia great again with more assets and less INF based?

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

Posted: 2016-10-21 01:13
by Rabbit
'atom9[CH wrote:;2146679']Any possibility to make Yamalia great again with more assets and less INF based?
CAS MI17

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

Posted: 2016-10-21 01:46
by Mully
Rabbit wrote:CAS MI17
MAKE IT REAL.

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

Posted: 2016-10-21 07:19
by rPoXoTauJIo
Rabbit wrote:CAS MI17
We need MTV version with strela-2 inside.

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

Posted: 2016-10-22 15:29
by X-Alt
Mully wrote:MAKE IT REAL.
that shit is fubar


I hope the devs add a CAS cow though.