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

General discussion of the Project Reality: BF2 modification.
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atom9[CH]
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Re: Ask the [DEV]s a (?) - Part 2

Post by atom9[CH] »

Who (DEV) is responsible for the changes in the Attack Choppers from 0.98 to 1.0?

|atom9[CH]
Kerryburgerking
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Re: Ask the [DEV]s a (?) - Part 2

Post by Kerryburgerking »

Which is the oldest map currently in the game, Al Basrah?
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BroCop
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Re: Ask the [DEV]s a (?) - Part 2

Post by BroCop »

Basrah was 0.5 I think, Kashan and Jabal are 0.4
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Rhino
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Re: Ask the [DEV]s a (?) - Part 2

Post by Rhino »

Jabal was v0.3 (along with Muttrah v1 which doesn't really count), OGT was v0.4
Last edited by Rhino on 2013-12-27 17:00, edited 1 time in total.
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dysin
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Re: Ask the [DEV]s a (?) - Part 2

Post by dysin »

i think of those, ghost train has changed the least. slipping past the fight to hide rally points... slipping past the fights to knife rally points... i think it's the same map unless i'm forgetting something
sharpie
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Re: Ask the [DEV]s a (?) - Part 2

Post by sharpie »

'atom9[CH wrote:;1970525']Who (DEV) is responsible for the changes in the Attack Choppers from 0.98 to 1.0?

|atom9[CH]

Jafar Ironclad?
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IWI-GALIL.556FA
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Re: Ask the [DEV]s a (?) - Part 2

Post by IWI-GALIL.556FA »

Hey guys, just checking status of update..... It's been a grip now and I've got ants in my pants... :)

And now, we wait.....
WarEagle751
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Re: Ask the [DEV]s a (?) - Part 2

Post by WarEagle751 »

IWI-GALIL.556FA wrote:Hey guys, just checking status of update..... It's been a grip now and I've got ants in my pants... :)
You know what this calls for! :p



Ehh, close enough!
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ElshanF
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Post by ElshanF »

Don't have the time to find the thread which I'm sure there probably is but why can't we have maps like street, airport or oasis to come back ? Always playing the same maps again and again it'd be nice to go back to some old maps as well !
Rudd
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Re: Ask the [DEV]s a (?) - Part 2

Post by Rudd »

ElshanF wrote:Don't have the time to find the thread which I'm sure there probably is but why can't we have maps like street, airport or oasis to come back ? Always playing the same maps again and again it'd be nice to go back to some old maps as well !
simple answer, installer size :)

eventually I'm sure that there will be a point where including them will be worth it again, but not quite yet. I'd also like to see the maps from the PRSP mappack return in an optional download too; which is quite doable and something I'm sure we'll do.
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ElshanF
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Post by ElshanF »

As the years past (hate to be annoying) hardware such as hard drives become so much cheaper now surely space shouldn't be an issue for many. I mean now's the time people hopefully have received a new gaming station or just money in general which can be used for upgrades :)
Rudd
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Re: Ask the [DEV]s a (?) - Part 2

Post by Rudd »

hehe, it's also a matter of hosting those files, and distributing them. The current size is why we have to use a .iso as multiple .exes caused alot of trouble. additionally, alot of people have download limits :)
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Mineral
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Re: Ask the [DEV]s a (?) - Part 2

Post by Mineral »

They are almost always too small and weren't designed for 1.0. PR itself changed ALOT over the years and while you might have good memories on those maps, that is cause back then those maps were great for that version of PR. Putting 1.0 on those maps would require a bit of work, and it wouldn't benefit anyone. It wouldn't be the same. Much better to put the teams effort to keep our current maps good and future maps as well. A map needs to be designed specifically for the current state of the game. Otherwise it won't work. Besides, many of those maps are low quality compared to what's out there now.

There are 40 maps in PR 1.0 last I counted, with around 260 map layers. You can't blame the team for not offering variation... Tell me which other game/mod offers that much. Making maps is a slow and incredibly long process for most. Also it would increase the games size by quite a bit. It's not worth the time or the kilobytes.

That said nobody is stopping people from finding old links to those maps, update them a bit for 1.0 and release a small community mappack :D And who knows, the .97 mappack was made with a few old maps included. Maybe it's not the last one.

And rudd is right, I have a download limit. And PR versions, and PR_Test versions for the team are almost impossible for me to download all the time. They are huge for some people like me with limit data.
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ElshanF
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Post by ElshanF »

Theyd be good maps for seeding then :) What was the hardest map to make do you know ?
Rhino
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Re: Ask the [DEV]s a (?) - Part 2

Post by Rhino »

[R-DEV]Rudd wrote:simple answer, installer size :)
Not just that, its also a massive haedake to maintain these maps over updated version with updating assets, spawn settings etc, etc and then across all the maps layers... We already have many maps ingame which don't have anyone dedicated to maintain them currently and its hard enough ensuring they are updated and they are balanced for the next version.

Then many of these mas your mentioned simply don't fit into PR's gameplay anymore and simply wouldn't be very fun or play in a way we want PR to be played. Yes a map like street might be a fun seeder map for 10 players or so but as soon as it went anything above that, it would turn into a massive spam fest which a seeder map, if it works needs to encourage more than 10 ppl into the server.
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Kerryburgerking
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Re: Ask the [DEV]s a (?) - Part 2

Post by Kerryburgerking »

Do Germany actually use te eotech on the MG3? It's annoying as hell and messes up the FOV. Why not just make the iron sights one ALT?
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tankninja1
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Re: Ask the [DEV]s a (?) - Part 2

Post by tankninja1 »

Kerryburgerking wrote:Do Germany actually use te eotech on the MG3? It's annoying as hell and messes up the FOV. Why not just make the iron sights one ALT?
On the same note why is the reticle on the mg3 eotech so large. Eotechs on other guns have a smaller reticle.
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ghostfool84
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Re: Ask the [DEV]s a (?) - Part 2

Post by ghostfool84 »

Dont know if its worth a thread so i asking here:

Is it possible to add an option to the Pr Launcher to deactivate the new Menu click Sounds (the ones that are lpayed if you select a kit ro something) if you dont like them? I personally like them, but there were some players that didnt like them, so i thnik it would be nice if you could simpy add a checkbox, like the mumbel cues.
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KaB
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Re: Ask the [DEV]s a (?) - Part 2

Post by KaB »

I like to think that on earth, there are people who starve to death, and there are other people who don't like the click sound of PR.

I mean... Who cares about this sound ? It's just a notification sound that let you know you've pressed left mouse button and that it's been successfully received by the game. They could make it sound like a fart or like a duck's call, it'd be just fine.
ghostfool84
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Re: Ask the [DEV]s a (?) - Part 2

Post by ghostfool84 »

Some DEV has invested time to add this new feature to the game, so somebody DOES care about it. Maybe even more than on the alternative request reinforcement wav file that you miss so much...
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