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

Posted: 2014-03-18 11:03
by camo
Was Ulyanovsk originally intended to be released with 1.0? It is shown in the 1.0 trailer.

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

Posted: 2014-03-18 14:23
by K4on
Yes it was.

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

Posted: 2014-03-19 22:40
by saXoni
[R-DEV]K4on wrote:Yes it was.
... what happened?

Posted: 2014-03-20 05:10
by BloodyDeed
It didn't get the Go from the Testing Team and we weren't able to fix the bugs in time.

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

Posted: 2014-03-20 14:18
by dhdl96
Armor diffenrence between vehicle was removed after 1.0?
I think Leopard2 and Merkava and M1A2 and T72 don't have same armor and health point when 0.98.
For example, when 0.98, Namer APC can stand when being hit by T72. But 1.0 it blow up by one shot.
Or I have delusion for it?

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

Posted: 2014-03-20 15:52
by Kerryburgerking
Have any DEV/mappers been to war? The ones i know is AFSoccer and Rabbit.

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

Posted: 2014-03-21 14:45
by cribbaaa
Any plans on pitting IDF against SAF when/after the faction is finished?

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

Posted: 2014-03-21 14:50
by Mineral
We would require a map for that :) Which atm we do not have in development.

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

Posted: 2014-03-21 17:05
by Pronck
SAF on Bijar maybe? Or SAF on Beirut or Marlin? I think you could put it on an Alt layer of a few maps.

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

Posted: 2014-03-21 17:19
by Mineral
No need. Syria has enough maps in development. The only thing we don't have is a 4k asset map. which I don't think is that much of a loss :)

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

Posted: 2014-03-21 22:14
by RazoR41
Just an idea, but is there any plans for some maps based around what is happening between Ukraine and Russia at the moment?

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

Posted: 2014-03-21 22:41
by Rhino
[R-CON]Mineral wrote:The only thing we don't have is a 4k asset map. which I don't think is that much of a loss :)
You need one for your jets thou ;)

Posted: 2014-03-22 03:53
by waldov
Hey just curious is It possible to have aircraft spawn in just off map while flying? I know it was done in BF 1942 and it would be a great way to give Blufor some brief airpower without overkilling it but is it even vaguely possible on bf2?


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

Posted: 2014-03-22 04:21
by Rhino
waldov wrote:Hey just curious is It possible to have aircraft spawn in just off map while flying? I know it was done in BF 1942 and it would be a great way to give Blufor some brief airpower without overkilling it but is it even vaguely possible on bf2?
In theory its possible and its something we have thought about a bit and may look into a little in the future. There are a few problems for us doing it this way however.

The first is the pilot kit. You can't spawn straight into a jet with one, without putting that kit on the spawn menu, which for maps with any inf focus, that's not an option.
As such one of the option would be to spawn the player next to the jet, on some invisible platform that he could request the kit on, then jump into the jet and fly off. Problem with this is limiting the spawn to only one player, as well as combat zone issues with the player being killed when there unless you disable all combat zones and DODs which isn't so good...
The other option is to remove the need for the pilot kit for that jet/map but this would mean the pilot could not bail out if shot down and it also means that it could be exploited by getting in it with a sniper kit or some other, landing behind the enemy lines and using it to snipe, or a engineer kit and blowing up assets behind enemy lines or w/e. Unlikely things to ditch a jet for yes but we don't want to really give the option.

Next problem is reloading/repairing the jet, although not such a big issue as we could can reload it vbf2 style in the sky when flying around an object, problem would be making that object's location clear to the pilot. The speed at which he would reload thou is quite a big issue since he wouldn't need to spend time landing, although could put it quite far away but the further it is away, the harder it is to locate. This is also ignoring the very gamey side to reloading like this, although luckily it would only be visible to the pilot doing it.

The last is the code for making it happen is just theoretical, although it should work but just never been tested.

Posted: 2014-03-22 06:05
by waldov
Hmmmmm sounds like a pretty hard case, would it be possible to make the alternative squad leader kit into a pilot on maps with off map CAS? That way you'd have to create a squad to fly CAS which would get rid of most of the people who just want to piss around and allow the server to enforce asset rules as well.

As for reloading in flight maybe there could be a massive repair radius around the area where the jet starts from so all the CAS pilot has to do is return to where they came from ( probably be an arrow on the map indicating where to go aswell). Alternately maybe the CAS just has one payload which would balance it out for INS maps and save the rearming troubles altogether, though that creates the problem of where does the CAS go when its finished.



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

Posted: 2014-03-22 06:08
by Rhino
waldov wrote:Hmmmmm sounds like a pretty hard case, would it be possible to make the alternative squad leader kit into a pilot on maps with off map CAS? That way you'd have to create a squad to fly CAS which would get rid of most of the people who just want to piss around and allow the server to enforce asset rules as well.
Alt Squad kit is in most cases more important.
waldov wrote:As for reloading in flight maybe there could be a massive repair radius around the area where the jet starts from so all the CAS pilot has to do is return to where they came from ( probably be an arrow on the map indicating where to go aswell). Alternately maybe the CAS just has one payload which would balance it out for INS maps and save the rearming troubles altogether, though that creates the problem of where does the CAS go when its finished.
Which is what I said was one solution, but a bit gamey and hard to locate, even with an arrow on the minimap PR:F style :p

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

Posted: 2014-03-22 23:25
by Kerryburgerking
How come almost every canadian soldier in PR is black?

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

Posted: 2014-03-23 01:19
by Wheres_my_chili
And every US soldier is asian?

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

Posted: 2014-03-23 20:30
by atom9[CH]
Whats happened with the Map Ulyanovsk?

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

Posted: 2014-03-23 20:48
by K4on
It has been from PR as it hasn't passed the 1.0 beta testing.
Now it's sleeping somewhere waiting to get finished by the original mapper. Who is quite inactive.