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Re: Project Reality 0.95 Features List
Posted: 2010-10-11 20:40
by badmojo420
'[R-DEV wrote:motherdear;1463139']The new game logic was not added because of the player base and possible dumb players, but because it's inherently unrealistic to pick up any enemy weapons. Heavily specialized weapons are just harder to use than an ak though, which is why the change is like it is, and only applies to "heavy kits"
So you're saying this change wasn't affected at all by the thousands of posts about C4 & H-AT kits on insurgency and the problems with careless people taking them into the field?
It's all just a coincidence that this change prevents that problem entirely? Amazing how that all worked out.
![Smile :)](./images/smilies/icon_e_smile.gif)
Re: Project Reality 0.95 Features List
Posted: 2010-10-11 20:44
by Spec
2 or 4 reasons really.
- It's unrealistic for, say, insurgents to handle US equipment as good as they handle their own equipment (same for all faction combinations except milita-rus maybe)
- It's unrealistic for insurgents to be able to rearm US equipment once used
- It's bad for gameplay that, say, Militia were able to hande UK equipment effectively
- It's bad for gameplay that you could refill enemy weapons at friendly supply crates etc
Re: Project Reality 0.95 Features List
Posted: 2010-10-11 20:55
by Lunatic[SM]
God I can't wait for this update, best update yet. PR is getting better every update.
Re: Project Reality 0.95 Features List
Posted: 2010-10-11 21:22
by bsan89
Can you still pick up Enemy MEDIC kit and use it?
Same old dressing, etc right?
Re: Project Reality 0.95 Features List
Posted: 2010-10-11 21:29
by T.Nightingale
[R-DEV]bosco wrote:Wasn't removed for fun, it's to prevent exploits.
SO you're saying its removed permanently from when we are playing? So no compass? And who and how was someone exploiting the compass.
Re: Project Reality 0.95 Features List
Posted: 2010-10-11 21:44
by Myru
T.Nightingale wrote:SO you're saying its removed permanently from when we are playing? So no compass? And who and how was someone exploiting the compass.
you don't really believe they removed the whole HUD, including the compass, mag-counter and vehicle HUDs, do you ?
it's just the option to use the renderer.drawhud 0 command in the console, which was used to remove the hud for recording videos with battlerecorder for example.
Re: Project Reality 0.95 Features List
Posted: 2010-10-11 21:48
by Foxlion
T.Nightingale wrote:SO you're saying its removed permanently from when we are playing? So no compass? And who and how was someone exploiting the compass.
Negative, Bosco is referring to the features list, which states under the 'HUD' section that the ability for players to turn their own HUD/compass off has been removed( as I have no programming expertise I could be mistaken) and that the compass will be an immovable fixture except during a demo.
Re: Project Reality 0.95 Features List
Posted: 2010-10-11 22:22
by Genestealer
Myru wrote:you don't really believe they removed the whole HUD, including the compass, mag-counter and vehicle HUDs, do you ?
it's just the option to use the renderer.drawhud 0 command in the console, which was used to remove the hud for recording videos with battlerecorder for example.
You could also use renderer.drawhud 0 to remove blood when you wounded, or spy/spectate people when you're dead.
Re: Project Reality 0.95 Features List
Posted: 2010-10-12 01:05
by Rissien
When using the pr bot or this mentioned 'camera kit' the compass, etc are disabled so you wont need to disable it anyways.
Re: Project Reality 0.95 Features List
Posted: 2010-10-12 02:14
by T.Nightingale
Myru wrote:you don't really believe they removed the whole HUD, including the compass, mag-counter and vehicle HUDs, do you ?
Not really but i haven't had the time to read the full features list. Busy week.
Myru wrote:it's just the option to use the renderer.drawhud 0 command in the console, which was used to remove the hud for recording videos with battlerecorder for example.
Yeh but other people said it fixed now and now its fixed permanently on where i thought they were saying off.
Genestealer wrote:You could also use renderer.drawhud 0 to remove blood when you wounded, or spy/spectate people when you're dead.
Thats the Hack i was talking about.
Foxlion wrote:Negative, Bosco is referring to the features list, which states under the 'HUD' section that the ability for players to turn their own HUD/compass off has been removed (as I have no programming expertise I could be mistaken) and that the compass will be an immovable fixture except during a demo.
Thank you for that reference. Makes it clear now.
'= wrote:H[=Rissien;1464002']When using the pr bot or this mentioned 'camera kit' the compass, etc are disabled so you wont need to disable it anyways.
Good to know ill get that for my movies.
Re: Project Reality 0.95 Features List
Posted: 2010-10-12 02:36
by Threedroogs
bravo!
the enemy wont be able to take our fallen med kit and revive his whole squad (without major kit juggling that can only lead to death). thank god!
although that makes me realize that i cant grab a medic kit as an insurgent. or an AR. now i'm a bit sad but i will get over it.
NICE WORK!
Re: Project Reality 0.95 Features List
Posted: 2010-10-12 02:50
by Genestealer
Will thermal imaging camera have the same view distance as set in settings or more?
For example when flying in attack heli very high and you don't see ground, will thermal camera see people on ground?
Re: Project Reality 0.95 Features List
Posted: 2010-10-12 04:37
by Bluedrake42
[R-DEV]Jaymz wrote:if kits don't stay, then you wont have them when revived (it will go back to what you spawned with). I dont' think many people will want to cycle a kit every 5mins while they play instead of actually playing the game....
If we leave in the code that allows bombs to find their own target, then all a pilot has to do is release their bomb at high speed towards the general direction of a lase and it will hit. They can even do this at low altitude from almost twice view distance away.....which is absolutely ridiculous...like they're frisbee'ing bombs.
yeah I don't get it, I've never had problems hitting targets from far away with bombs anyways, all you have to do is put a marker on it, then the rest is up to setting it up right, in fact I've hit markers pretty much dead on without even going below the clouds.. so really I have no idea what everyone's talking about, unless we're talking about guided AT missles or something, but for bombs, yeah dude its still easy...
Re: Project Reality 0.95 Features List
Posted: 2010-10-12 05:18
by Ford_Jam
Bluedrake42 wrote:yeah I don't get it, I've never had problems hitting targets from far away with bombs anyways, all you have to do is put a marker on it, then the rest is up to setting it up right, in fact I've hit markers pretty much dead on without even going below the clouds.. so really I have no idea what everyone's talking about, unless we're talking about guided AT missles or something, but for bombs, yeah dude its still easy...
It isn't about whether or not you're hitting the target, I believe it is to reduce instances of this:
the Kashan files on Vimeo (excuse the editing)
Re: Project Reality 0.95 Features List
Posted: 2010-10-12 05:18
by Bluedrake42
I'm gonna play this and see how I feel about it, but right now this is what I think.
Take away the "don't pickup enemy kits" script, and remove HAT and tweak combat engineer for INS.
Don't let pilots have pistols, and allow them to ride with one another again.
Allow 3D markers for Helicopters and Airplanes. If you can't do that, then just put them back period.
(markers are almost required for good air runs)
Give Helicopter Pilots a look through Floor panel View for landing.
Re: Project Reality 0.95 Features List
Posted: 2010-10-12 05:40
by Snazz
Interesting. Reminds me of a bug that happened in the CE mod when someone dropped a bomb on the side of a hill, instead of exploding the bomb flew diagonally up into the sky whilst rocking back and forth. Had a video of it but it would of been lost a long time ago.
Re: Project Reality 0.95 Features List
Posted: 2010-10-12 10:45
by Kilgore.dfa
Which kit has the G3 in German forces?
Re: Project Reality 0.95 Features List
Posted: 2010-10-12 13:16
by ZephyrDark
Kilgore.dfa wrote:Which kit has the G3 in German forces?
I remember a DEV saying that the medic had it when they released that screenshot a while back... but that's all I remember.
Re: Project Reality 0.95 Features List
Posted: 2010-10-12 14:03
by Lt.spidey
AAMAAAAAZING update guys congrats for the hard work can't wait till friday!
![Cool 8)](./images/smilies/imported_icon_cool.gif)
Re: Project Reality 0.95 Features List
Posted: 2010-10-12 15:46
by mat552
Ford_Jam wrote:It isn't about whether or not you're hitting the target, I believe it is to reduce instances of this:
the Kashan files on Vimeo (excuse the editing)
Unfortunately you just posted a perfect example of why forcing pilots to enter visual range to release with a lock is a bad idea. Had he released that weapon at 1000+ like normal, the weapon wouldn't have had to suddenly behave like a missile to hit the target.
Instead, he released the weapon at a perpendicular angle, then locked, forcing the bomb to develop rocket engines and guidance fins to hit the target as expected.
I wonder if we'll see more of these 'magic missiles' now that we have to go back to vBF2 bombing.