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Old 05-18-2009, 07:12 AM   #1561 (permalink)
 
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Re: PR Dev Journal.

I think theres different deviation for all stances. Atleast, one DEV said something about this.
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Old 05-18-2009, 07:22 AM   #1562 (permalink)
 
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Re: PR Dev Journal.

Luckily the LMG is limited to 1 per squad
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Old 05-18-2009, 07:50 AM   #1563 (permalink)
 
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Re: PR Dev Journal.

You guys must really chew through ammunition then. I've rarely seen myself go below 4 magazines.
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Old 05-18-2009, 10:47 AM   #1564 (permalink)
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Re: PR Dev Journal.

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Originally Posted by Betterdeadthanred View Post
You guys must really chew through ammunition then. I've rarely seen myself go below 4 magazines.
Wow, I guess I am a compulsive reloader, I fire of even 2 rounds and I feel my thumb move to my 4th mouse button to reload, I am always running out and having to steal kits or knife people. Funsies!
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Old 05-18-2009, 01:27 PM   #1565 (permalink)

 
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Re: PR Dev Journal.

Quote:
Originally Posted by Ghost Dog View Post
Not very realistic to see someone shoot accurate at 800m on full auto while standing straight with nothing to support his gun. I guess there is no other way because of engine limitations and the 8 second settle time will compensate for abuse but I 'm not too sure about this change.
have you ever seen jarhead? I mean yes they were shooting into the air. way too much nit-picking, I am glad to see this put into use, and glad that I can now deploy the machine gun on barrels and on window sills etc, in that regard it is very realistic, and remember 8 seconds is a long time.
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Old 05-18-2009, 10:14 PM   #1566 (permalink)
 
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Re: PR Dev Journal.

Citing a movie...?
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Old 05-19-2009, 12:52 AM   #1567 (permalink)

 
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Re: PR Dev Journal.

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Citing a movie...?
movie based on a book............i didn't care for neither to be honest.....However I do know that during the battle of Hamburger hill (I forgot the hill it was called in Vietnam) a group of US soldiers did whatever they could from stopping the VC advance on the rear, and during that engagement the M-60 gunner did shoot from the hip, he said it himself they were being overwhelmed and it was a extreme circumstance to put down as much fire as possible.
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Old 05-19-2009, 11:22 PM   #1568 (permalink)
 
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Re: PR Dev Journal.

Source
Quote:
Originally Posted by CodeRedFox's Blog

[Idea] Changes to Korengal in 0.9


WIP This is about 80% bigger


Before rumors and source fly this is just a idea that I'm currently working in the short time I have during the day. My ancient laptop I have at work can only barely load Korengal into the editor....that and my company isn't paying me to map so the editor stays off the powerful computer here.

As time goes on and more and more images stream out of the real Korengal Afghanistan I have seen a huge problem or lack of gameplay I originally have for the map. Mainly Camp Murphy no longer fits or works and it takes up a valuable real state. So I have started tweaking the map as a small version 2.

*Now before I hear it I'm still working on my new map but cant give it my full attention as small fixes on Korengal are easy and don't require my full attention.

The new plan is to expand the outpost and make IT the new main base. This will include the commander trailer all the humvee's and supply trucks and maybe the little bird if we decide to keep it and allot more firepower for defense. This will be what I wanted the current 32 layer of Korengal to be but this will be the flushed out version and workable.

So if it does end up looking and playing better it will be ready for 0.9 as not allot has to be redone.....at least I hope.

The begining of this film has a view of what I'm going for
Formatted as much as possible to look like his actual post, courtesy of yours truly
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Old 05-20-2009, 12:48 AM   #1569 (permalink)
 
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Re: PR Dev Journal.

What korengal REALLY needs is for the mortars to go, or at least reduced in effectiveness. This is why Fallujah is one of my less hated insurgency maps-no mortars. and sexy bradleys.
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Old 05-20-2009, 03:57 PM   #1570 (permalink)
 
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Re: PR Dev Journal.

That'd be nice. Good high ground advantage against Taliban but then again easy striking distance for Taliban.
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Old 05-20-2009, 04:38 PM   #1571 (permalink)
 
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Re: PR Dev Journal.

I want player controlled mortars. NOW. I hope 0.9 will give us the mortars! PEW PEW
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Old 07-10-2009, 07:32 PM   #1572 (permalink)
 
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Re: PR Dev Journal.

Quote:
Originally Posted by [R-DEV]Nickbond592 View Post
Well hello there!

I thought its about time I let you all know what i'm up to :razz:


Some of you may recognise the name of the map and have possibly seen pics dotted around the forum if you have a keen eye. The Map is part 3 of the militia series alongside Mestia, Fools Road and 'Siege at Ochamachira'

The map was created by Irontaxi, who left it to persue a sucessful mapping and modeling role with Z-trooper in "Offworld: fall of mars", Rhino then asked me to finish of the map. Thankfully both Irontaxi and Z-trooper are activly contributing to PR again and you'll see plenty more of their fine work in the mod

It will feature the Militia ( duh ) and British Forces Fighting over a war torn City, much like the ones pictured in the recent War between Russia and Georgia, Big concrete tower blocks and the like

My aim for the map is to see Tanks and mechanised infantry in a urban environment, with the militia ambushing using spandrels and rpg attacks from the hundreds of windows inside the city ( 90% of the buildings in the city will be enterable )

This -
Obviously this map is still a work in progress, nothing as of yet has been lightmapped or fully completed so take the following pictures with a pinch of salt

Minimap


Screens









So there you have it, Dragonfly

Nick.
yay, more maps!
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Old 07-10-2009, 10:03 PM   #1573 (permalink)
 
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Re: PR Dev Journal.

YAY ! more non-insurgent maps, me like
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Old 07-11-2009, 01:36 AM   #1574 (permalink)
 
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Re: PR Dev Journal.

i still question why if that's part of the whole, Mestia/Fools Road section, why it's still Brit and not Russian.
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Old 07-11-2009, 01:45 AM   #1575 (permalink)
 
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Re: PR Dev Journal.

Quote:
Originally Posted by Serjikal View Post
i still question why if that's part of the whole, Mestia/Fools Road section, why it's still Brit and not Russian.
it's common knowledge that brits and ruskies are BFF's... They're helping a comrade out! DUH!
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