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

Posted: 2020-11-21 12:20
by Suchar
DanielKarnel wrote:Can you share any screenshots?
Yes

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

Posted: 2020-11-21 14:36
by PatrickLA_CA
But one side should have ****** for weapons no?

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

Posted: 2020-11-22 00:51
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.

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

Posted: 2020-11-22 00:57
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?

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

Posted: 2020-11-22 01:20
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.

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

Posted: 2020-11-23 01:32
by lao
Rabbit wrote:cant recall. Probably required too much custom shit.
Custom shit as in?..

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

Posted: 2020-11-23 13:23
by Rabbit
lao wrote:Custom shit as in?..
Buildings and smaller city like objects.

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

Posted: 2020-11-26 23:08
by Rabbit
PR putting out better texture artist than the actual industry. lol

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

Posted: 2020-12-04 19:17
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.

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

Posted: 2020-12-04 21:14
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?

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

Posted: 2021-01-15 00:56
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.

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

Posted: 2021-01-15 07:42
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.

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

Posted: 2021-01-17 03:09
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.

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

Posted: 2021-01-18 09:30
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.

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

Posted: 2021-01-20 18:29
by JamesRyan123
the future of this game?

Will you keep it open for a few years?

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

Posted: 2021-05-19 11:34
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

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

Posted: 2021-05-19 14:06
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

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

Posted: 2021-05-20 18:39
by Gradeus
DEVs, what is the option "fly by" (default: F12) for aircrafts?

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

Posted: 2021-06-16 09:55
by anantdeathhawk
Will PR see this bad boy in the future? 8-)
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Re: Ask the [DEV]s a (?) - Part 2

Posted: 2021-08-17 14:58
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)