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

Posted: 2015-01-16 00:00
by WhiteRhino
It could be reconsidered if there is insurgent layer on drought when it will be out?

Drought is still develloped by Billoute?

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

Posted: 2015-01-16 00:43
by -SPITFIRE-
[R-DEV]Rudd wrote: 2) having MEC on the map allows the insurgents to be on some of the layers, because they use the same language files.

Wait, so you mean we can have a 'third faction' in the map, depending on the language files?
Can you list which factions use the same language? (besides the one which have their own languages such as german forces or China's PLA)

All I can think of

Russia
Militia


MEC
ARF (atm)
INS
Taliban
HAMAS


USMC
US ARMY
Canadian forces


PS: french/canadian layout is possible?

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

Posted: 2015-01-16 02:52
by tankninja1
I heard a rumor that server admins can CTD players to free up room. That can't possibly be true can it? If it is that is f***ed up.

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

Posted: 2015-01-16 06:41
by Nightingale
How come there are so few kits for the IDF and French Forces that include a restraining device?

Is it intentional to make it more difficult for them to arrest civilians?

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

Posted: 2015-01-16 07:14
by Rhino
tankninja1 wrote:I heard a rumor that server admins can CTD players to free up room. That can't possibly be true can it? If it is that is f***ed up.
Not that I'm aware of and if they do, not though any admin tool we have released...
Nightingale wrote:How come there are so few kits for the IDF and French Forces that include a restraining device?

Is it intentional to make it more difficult for them to arrest civilians?
iirc its because their kits have weapon butt melee weapons that count as an arrest, like shooting a civi with a shotty?

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

Posted: 2015-01-16 07:56
by K4on
WhiteRhino wrote:It could be reconsidered if there is insurgent layer on drought when it will be out?

Drought is still develloped by Billoute?
Yes, We haven't heard from him in a while though

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

Posted: 2015-01-16 11:26
by Jacksonez__
Why can't you devs prevent people from building in fobs or mortar bases in DOD? I have never played on a server that allows building mortar bases in DOD, and it is just stupid in 2 km maps. Like in Kozelsk, you can place a mortar base in DOD and you are basically safe fron enemy infantry.

Sometimes people build in DOD since they do not know the area is DOD, especially in maps that have very large DOD. Just add "You cannot build in DOD." thing..

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

Posted: 2015-01-16 12:24
by Mineral
Jacksonez__;2051564$ wrote: Just add "You cannot build in DOD." thing..
Well ok :-( While I am not sure whether python can do anything about it, combat zones are very BF2. I doubt we can change much about them let alone make some type of prevention for it. Then again, not a python coder. Maybe there is a check 'if(DOD=true)' :D

But generally it's just not that simple as 'just add'...

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

Posted: 2015-01-16 12:51
by Jacksonez__
[R-DEV]Mineral wrote:Well ok :-( While I am not sure whether python can do anything about it, combat zones are very BF2. I doubt we can change much about them let alone make some type of prevention for it. Then again, not a python coder. Maybe there is a check 'if(DOD=true)' :D

But generally it's just not that simple as 'just add'...
If the fob-build can detect "you are too close to main" thing, why it couldn't detect "you are in DOD"? :-o

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

Posted: 2015-01-16 13:04
by Ranzpirat
Jacksonez__ wrote:If the fob-build can detect "you are too close to main" thing, why it couldn't detect "you are in DOD"? :-o
Your question implies that bf2 code/program code in general somehow should make sense. ;)

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

Posted: 2015-01-16 13:10
by Psyrus
Jacksonez__ wrote:If the fob-build can detect "you are too close to main" thing, why it couldn't detect "you are in DOD"? :-o
Because that is a single horizontal-squared-distance check to your team's UAV trailer/command post. Very simple to accomplish.

There are multiple combat zones defined in each map, some for team 1, some for team 2 and some that injure everyone. They are not domes but mapped using points, and can be any number of sides.

It's not impossible nor particularly hard to do, code wise, but it's certainly not the same as the aforementioned command post check.

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

Posted: 2015-01-16 13:25
by -SPITFIRE-
Jacksonez__ wrote:If the fob-build can detect "you are too close to main" thing, why it couldn't detect "you are in DOD"? :-o

What if somehow they make the Main Outpost count as a deployable fire base? You can't build a new firebase close to another

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

Posted: 2015-01-16 13:32
by Amok@ndy
thats how it is atm spitfire

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

Posted: 2015-01-16 17:07
by ctbear1996
What new factions will officially add in the future?

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

Posted: 2015-01-16 17:17
by greg3000
have you guys thought about a "play with devs" night or something so we can talk to you guys ingame and see in combat and stuff ?

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

Posted: 2015-01-16 17:39
by Rabbit
greg3000 wrote:have you guys thought about a "play with devs" night or something so we can talk to you guys ingame and see in combat and stuff ?
No thanks, I'd rather play than talk. :p

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

Posted: 2015-01-16 17:58
by Mineral
ctbear1996 wrote:What new factions will officially add in the future?
There is the PR:WW2 and falklands factions you can expect sooner or later. This means WW2 US army and nazi-german forces and for falklands '82 British and Argentian forces. Other then that I'm personally trying to get still the Syrian Army in-game. You can read some about it here: https://www.realitymod.com/forum/f196-p ... light.html

When it comes to community factions I believe these are active:
-czech
-ukrainian
-finnish
-norwegian
-polish: https://www.realitymod.com/forum/f196-p ... e-1-a.html

more info found here :https://www.realitymod.com/forum/f66-pr ... y-factions
So once they are done and up to quality, and have some maps to go with them, there is not much that stands in their way to get implemented officially :) But it's known from the past experiences, making new factions can take a very long time.

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

Posted: 2015-01-17 15:16
by Tema567
tankninja1 wrote:I heard a rumor that server admins can CTD players to free up room. That can't possibly be true can it? If it is that is f***ed up.
It was only possible in vanilla BF2, where server admins able to invoke commands handled by some python logics. Python raises promotion of the specified player to rank above 21 and up to 99. Values more than 99 will crash everyone, so your server will be flushed in a moment. Personally I've checked only rank 25 - it worked for me.
This is a bug in vBF2 engine, there is no check for missing textures for promoted players and they will crash immediately. People never believed that until they got this on their own body :D

Happily PR:BF2 has no ranks and promotion, so we don't have this bug :-)

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

Posted: 2015-01-17 15:37
by Rudd
greg3000 wrote:have you guys thought about a "play with devs" night or something so we can talk to you guys ingame and see in combat and stuff ?
alot of us play occasionally, lots of the team record their gameplay for YT

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

Posted: 2015-01-17 20:19
by ctbear1996
So sad :sad: no Australian force, but still awesome :D
'[R-DEV wrote:Mineral;2051622']There is the PR:WW2 and falklands factions you can expect sooner or later. This means WW2 US army and nazi-german forces and for falklands '82 British and Argentian forces. Other then that I'm personally trying to get still the Syrian Army in-game. You can read some about it here: https://www.realitymod.com/forum/f196-p ... light.html

When it comes to community factions I believe these are active:
-czech
-ukrainian
-finnish
-norwegian
-polish: https://www.realitymod.com/forum/f196-p ... e-1-a.html

more info found here :PR:BF2 Community Factions - Project Reality Forums
So once they are done and up to quality, and have some maps to go with them, there is not much that stands in their way to get implemented officially :) But it's known from the past experiences, making new factions can take a very long time.