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

General discussion of the Project Reality: BF2 modification.
Suchar
PR:BF2 Lead Developer
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Re: Ask the [DEV]s a (?) - Part 2

Post by Suchar »

DanielKarnel wrote:Can you share any screenshots?
Yes

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

Post by PatrickLA_CA »

But one side should have ****** for weapons no?
In-game: Cobra-PR
lao
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Re: Ask the [DEV]s a (?) - Part 2

Post by lao »

Rabbit wrote:I attempted it once but gave up and made sbeneh instead
What prompted you to give up?
I also fancy the idea of making an edge-to-edge urban environment, with more % of enterable buildings than on e.g. Muttrah.
lao
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Re: Ask the [DEV]s a (?) - Part 2

Post by lao »

Max_ wrote:Sangin, Mosul and Talbisah.
mectus11 wrote:Me personally: White Dragon, Road to Perdition, the winter map pack maps, Borovsko Bridge but I mostly cry for Operation Bobcat.
Any chance of seeing those maps in foreseeable future?
Rabbit
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Re: Ask the [DEV]s a (?) - Part 2

Post by Rabbit »

lao wrote:What prompted you to give up?
I also fancy the idea of making an edge-to-edge urban environment, with more % of enterable buildings than on e.g. Muttrah.
cant recall. Probably required too much custom shit.
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AfSoccer "I just don't see the natural talent."
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lao
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Re: Ask the [DEV]s a (?) - Part 2

Post by lao »

Rabbit wrote:cant recall. Probably required too much custom shit.
Custom shit as in?..
Rabbit
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Re: Ask the [DEV]s a (?) - Part 2

Post by Rabbit »

lao wrote:Custom shit as in?..
Buildings and smaller city like objects.
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AfSoccer "I just don't see the natural talent."
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Rabbit
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Re: Ask the [DEV]s a (?) - Part 2

Post by Rabbit »

PR putting out better texture artist than the actual industry. lol

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AfSoccer "I just don't see the natural talent."
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captainfuture
PR:BF2 QA Tester
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Re: Ask the [DEV]s a (?) - Part 2

Post by captainfuture »

Mineral wrote:No we won't. We rather focus on making the PRPSY page more mobile friendly. Something perhaps the community could help us with :)
Could help with that, adaptive CSS-wise, if needed.
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PatrickLA_CA
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Re: Ask the [DEV]s a (?) - Part 2

Post by PatrickLA_CA »

Rabbit wrote:PR putting out better texture artist than the actual industry. lol
All of PR is better than the industry, isn't that why we're playing?
In-game: Cobra-PR
WingWalker
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Re: Ask the [DEV]s a (?) - Part 2

Post by WingWalker »

Is there an object or anything in PR that you can shoot where your bullet holes do not disappear, and are these holes, like in a wall, accurate?

I ask because I was trying out some different rifles for accuracy, and how they shot in different situations, but the bullet holes in a wall or object disappear to quick for much.
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Mats391
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Re: Ask the [DEV]s a (?) - Part 2

Post by Mats391 »

WingWalker wrote:Is there an object or anything in PR that you can shoot where your bullet holes do not disappear, and are these holes, like in a wall, accurate?

I ask because I was trying out some different rifles for accuracy, and how they shot in different situations, but the bullet holes in a wall or object disappear to quick for much.
No. Decal time to live is global. You would have to modify the game to get such a result.
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Mineral: TIL that Wire-guided missiles actually use wire
WingWalker
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Re: Ask the [DEV]s a (?) - Part 2

Post by WingWalker »

Mats391 wrote:No. Decal time to live is global. You would have to modify the game to get such a result.
Would that be a simple thing to do, like changing damage for a weapon projectile, or more more complicated?

I've played around with tweak files and kits before but nothing crazy.
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Mats391
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Re: Ask the [DEV]s a (?) - Part 2

Post by Mats391 »

Should be simple.

Code: Select all

decalManager.timeToLive float -> float
decalManager.fadeDistance float -> float
Keep in mind there is also a maximum amount of decals present at any time. You can find more available commands here

It can also be applied to a .con file (tmp.con recommended) of the levels server.zip files to control the distance and time to live for each map.
Last edited by Arab on 2021-01-20 00:13, edited 1 time in total.
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Mineral: TIL that Wire-guided missiles actually use wire
JamesRyan123
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Re: Ask the [DEV]s a (?) - Part 2

Post by JamesRyan123 »

the future of this game?

Will you keep it open for a few years?
sweedensniiperr
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Re: Ask the [DEV]s a (?) - Part 2

Post by sweedensniiperr »

how's that new marksman rifle coming along for GB?

EDIT: i forgot you created a community task thread. guess the answer to the question is not anytime soon
Last edited by sweedensniiperr on 2021-05-20 14:41, edited 1 time in total.
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Outlawz7
Retired PR Developer
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Re: Ask the [DEV]s a (?) - Part 2

Post by Outlawz7 »

sweedensniiperr wrote:how's that new marksman rifle coming along for GB?
You mean this one?
https://www.realitymod.com/forum/showth ... ost2144624
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Gradeus
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Re: Ask the [DEV]s a (?) - Part 2

Post by Gradeus »

DEVs, what is the option "fly by" (default: F12) for aircrafts?
anantdeathhawk
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Re: Ask the [DEV]s a (?) - Part 2

Post by anantdeathhawk »

Will PR see this bad boy in the future? 8-)
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Coalz101
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Re: Ask the [DEV]s a (?) - Part 2

Post by Coalz101 »

How is the development of fast ropes going? And will the vehicle sling loading feature ever be public? I've seen some videos on Alon's channel and it wasn't a bad idea just requires a balancing feature and visual aesthetics (Ropes and animations)
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