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Re: Ask the [DEV]s a (?) - Part 2
Posted: 2018-09-21 14:18
by AfterDune
Sangin is still being worked on, believe it or not
.
Ranky's a hard worker, but has a fulltime job, wife and kids, so is quite busy (this sounds so familiar to me :lol
. Anyway, as far as I know he's still working on some compounds. When that's done, he's replaced all compounds on the map. I don't know what else needs work, I'm sure there's still plenty of things to do, details to add, etc.
We're all still very excited about this map and hope to see it in PR at some point
.
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2018-09-21 16:15
by saXoni
The flag "Cutoff Platoon" on Ia Drang implies there's a platoon wearing cutoffs, not a cut off platoon. Can you correct it?
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2018-09-21 16:54
by DogACTUAL
LITERALLY UNPLAYABLE
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2018-09-21 18:00
by Dr Rank
AfterDune wrote:Sangin is still being worked on, believe it or not
.
Ranky's a hard worker, but has a fulltime job, wife and kids, so is quite busy (this sounds so familiar to me :lol
. Anyway, as far as I know he's still working on some compounds. When that's done, he's replaced all compounds on the map. I don't know what else needs work, I'm sure there's still plenty of things to do, details to add, etc.
We're all still very excited about this map and hope to see it in PR at some point
.
Thanks AD
All the compounds have been roughed out:
I'm currently in the process of adding detail to them all (and slightly regretting making so many!). The red area below indicates the compounds that have been fully detailed:
Once I've finished those it's just little details like cables, getting replacement fields made and switched in (won't take long to switch in once they're made), gamemodes (I'll need some custom stuff coded for that which I'll be talking to the team about soon) then playtesting, lightmaps and release. Won't be this year I'm afraid. As AD has said, I'm pretty damn busy these days, but hopefully sometime early next year we should begin testing. That's subject so a whole lot of things, but fingers crossed...
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2018-09-22 00:52
by Max_
As for Musa Qala, compounds aren't finished,
Stuff I'd like to do, I doubt the final version will have as many compounds as I'd like, due to performance issues in some areas and would take a way longer. My main goal is to finish the unfinished areas and hide the ISAF base behind some small hills, optimize performance.
Then pretty much the same as Ranky, add cables, roadside ditches, more details.
Early dark morning layer.
Still need to work on the interior statics for those new afghan buildings.
Also need custom stuff coded to automate building template replacement, interior placement and cache placement.
Sangin is better.
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2018-09-22 07:23
by Dr Rank
Max_ wrote:As for Musa Qala, compounds aren't finished,
Stuff I'd like to do, I doubt the final version will have as many compounds as I'd like, due to performance issues in some areas and would take a way longer. My main goal is to finish the unfinished areas and hide the ISAF base behind some small hills, optimize performance.
Then pretty much the same as Ranky, add cables, roadside ditches, more details.
Early dark morning layer.
Still need to work on the interior statics for those new afghan buildings.
Also need custom stuff coded to automate building template replacement, interior placement and cache placement.
Sangin is better.
Mate that looks awesome! I can't wait to have a go on that! The river looks ace! You could probably get away with a few less compounds than you're currently planning, like half the number, then get it into testing and see if it really needs any more/if you want to put any more in? Obviously it's your map so all up to you, I just want to play on it!
It looks very, very cool
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2018-09-22 08:50
by Raidonrai
Musa Qala #1 dirtbike jump map
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2018-09-22 11:11
by AfterDune
Get both maps in the beta program asap!
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2018-09-22 11:40
by Heavy Death
You both are pretty sick in the head. Can't wait to play both.
Also pls leave your wives and throw kids in the trash, keep the day job, you have to eat afterall.
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2018-09-23 07:49
by solidfire93
AfterDune wrote:Get both maps in the beta program asap!
yes please, i really enjoyed Musa Qala on it's first test.
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2018-09-23 21:50
by Brotherscompany
AfterDune wrote:Get both maps in the beta program asap!
YES WE WANT THESE MAPS IN BETA
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2018-09-29 11:53
by LiamNL
Any chance someone could update the PR history thread? It seems to have stopped after 0.95
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2018-11-04 12:48
by LiamNL
So the CV90 for the Dutch forces has been in the works for several years now it seems. Any chance we're finally getting it in the next update? It would really make the Dutch a viable faction against different enemies instead of just having Russia every map. And it would stop them from having just .50 cal apcs against BTRs and the like which allows the other side to also pack heavier assets.
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2018-11-04 13:05
by Mineral
We would like to see if finished. We aren't holding it back deliberately
However there are still issues with the model, and we currently have nobody in the team who can't correctly export tracked vehicles. It's a specialized skill.
There are likely those who maybe can figure it out to fix it up somewhat, but those people are occupied with something they rather work on such as the upcoming WW2 release.
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2018-11-04 21:08
by LiamNL
Understandable. Have a nice day. Memes aside, it's just a shame that the Dutch forces aren't a popular faction on maps due to their lack of a heavy asset that isn't CAS or a tank. I'm more than happy to wait for it, but I've also been waiting since the actual introduction of the faction for some good medium armour.
Additionally I would never accuse the dev team of holding something back for no apparent reason.
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2018-11-11 17:38
by Coalz101
World War two coming out this week? it's the anniversary of world war one soo it isn't really a bad time to release ww2
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2018-11-12 19:44
by yes
Coalz101 wrote:World War two coming out this week? it's the anniversary of world war one soo it isn't really a bad time to release ww2
I hope so
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2018-12-26 19:20
by LimitJK
my mumble is fucked, i have to reinstall the game.
should i go ahead with the old versions .iso or wait for the soon™ to come next full release to save me the updating from version to version?
also are the devs going to reconsider the ATGM tank balance, now that some of its fiercest defenders start to pick up some of the talking points brought up 2 years ago against it?
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2019-03-02 13:34
by LiamNL
Wouldn't it be time to get PR a patreon page or something to get a more steady stream of dosh to keep the servers up and running? Or is there the risk that too many people give monthly that there is a huge bonus that just keeps building?
Or is it more with rights and EA possibly cracking down thinking the devs are taking money from their IP?
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2019-03-02 23:07
by Rabbit