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Old 06-06-2008, 10:49 PM   #286 (permalink)
 
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Re: PR Dev Journal.

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Originally Posted by TheSkudDestroyer View Post
Ugly, like everything was back then. From what I remember all the CO assets and such were so buggy I never thought they'd work out in a real game. the walls got scratched, dunno why. I would assume python is to blame.

BTW, this was during the first public beta.
Yeah, i started in beta .6, but could never stay in a server for more than one round before CTDing so after about a week i uninstalled. I heard it was some of the best times in PR though.
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Old 06-06-2008, 10:58 PM   #287 (permalink)
 
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Re: PR Dev Journal.

.607RC1 had the best TG crowd you could have ever asked for. I really miss those old regulars that used to be on every night...

As for what those walls looked like... I found an old AAR thread by BigGayAl that had those sandbag walls in that round (I was in his squad, first .6 experience, still was wearing my old clan tags HTB), but he didnt have any screenshots of the sandbag walls. just some random stuff.
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Old 06-06-2008, 11:26 PM   #288 (permalink)
 
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Re: PR Dev Journal.

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Originally Posted by oldirti View Post
Yeah that's what i was thinking too...but i liked seeing those. What if they could put up new ones like :

Best suppressors
sticking together the best
using voip the most
sexiest member
You just like seeing my name obviously

But overall I guess it's a good change as much as I liked seeing my name for flag caps and defends among other things. Oh well, the big glory is seeing your squad as number one :P
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Old 06-06-2008, 11:29 PM   #289 (permalink)
 
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Re: PR Dev Journal.

I don't think there should be a point system at all...but that's just me. You should know how well you, your squad, and your team performed. Both by your experiences during the round, and the final outcome of the game.
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Old 06-06-2008, 11:42 PM   #290 (permalink)
 
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Re: PR Dev Journal.

The final outcome of the game is usually directly linked to kdr though so personally I dont take that as any great judge either.



Thats the scoreboard that will be removed alltogether ? I admit its not exactly accurate but I will kinda miss it just for all the random crap it spews out while another map loads

Heal and revive has to be pretty accurate and medic is an under praised job
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Old 06-06-2008, 11:53 PM   #291 (permalink)
 
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Re: PR Dev Journal.

Well, even on the best squad thing...that can be entirely inaccurate. If there is armor on the map...9 times out of 10 they will get it. Just for all of the kills they accumalate. Yeah, they will have the most points...but were they the best squad? Or was it that infantry squad that single handedly held an enemy infantry squad and another mechanized infantry squad at bay while defending the frontlines, since the armor squad was busy elswhere on the map helping the assault that failed? You tell me whether you think it is a bit flawed or not....
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Old 06-07-2008, 11:35 AM   #292 (permalink)
 
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Re: PR Dev Journal.

I've run infantry squads that beat out armor. But that usually means really bad armor or your squad is full of angry Olympian gods.

Either way I think the point scheme motivates people to try their best. Everything needs some type of reward even if we know it's kinda meaningless :P
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Old 06-07-2008, 02:08 PM   #293 (permalink)
 
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Re: PR Dev Journal.

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Originally Posted by Rafterman1987 View Post
I've run infantry squads that beat out armor. But that usually means really bad armor or your squad is full of angry Olympian gods.

Either way I think the point scheme motivates people to try their best. Everything needs some type of reward even if we know it's kinda meaningless :P
Winning the game, knowing you just wiped the enemy off the map in 20 minutes, having a great time, etc.


I think the tab screen should stay and still show in the loading...just so people can see their kills and deaths. This is also a good way to tell if a squad is efficient. When I command, at about mid round, positive KDR is about 20% of what I look at when deciding which squad to have attack vs defend. The other things I look at are...

1. Target importance (~40%)
2. Squad composition...weapons and members (~20%)
3. Current location (~10%)
4. Any other intel recieved (~10%)
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Old 06-07-2008, 02:20 PM   #294 (permalink)
 
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Re: PR Dev Journal.

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it may look like a good model but it really I have to say is a pretty bad game model tbh, if this model was for some animated movie, pure artwork or something like that then it would be good how ever, as a game model for the BF2 engine its pretty poor...

no offense =USOR=Oleg-Russia but PR can not use this model unless it undergoes some really heavy optimization and cleaning up.

I'm not going to point out everything I can see as it would take me hrs to upload and wright up on each screenshot I take but I'll do a few on some of the key points for you.



modled bolts, really really not worth it, how many polys is each one, like 16 polys per each bolt? now how many bolts has this thing got? 50, 100? do the maths. you could probably save 1k polys by removing thous bolts and they can be done easily with a texture...

Also on the image above you also have a bad UV and what are the need for thous indents in the chopper blade brace bits? there is no need for that detail, you could do that with a black patch on your texture and a player wouldn't notice the difference apart from the difference in performance.




What is the need of all this detail on here? its a rotor, no one even goes close to it but you have pipes and everything all over it which most can be done very well and easily with a texture?

Just look at the other chopper rotor blades as an example.







Do players notice they have hardly any detail on the ground? no.. These rotors have like 500, 1000 polys tops to them? yours have like 5k polys min?



Why is this camera a 3d model? a player would not notice the difference between a good 2D texture on a 2poly face then this 500 poly modeled camera which takes up more texture space with all its parts? Also there is no need for the cable running out side it detail wise.



no need for these thin bits, and if you really wanted them you could do them as a triangle instead of a box and save loads of polys that way with keeping its feel.



you have modeled these air vent bits? a good texture could easily do this, no player is ever going to see that...



your 3p model is using a really, really high rez cockpit texture and is also really detailed poly wise, I can see its missing some of the nobs etc but its still very, very detailed... You should use a different, much much small cockpit texture for your 3p cockpit than you do for your 1p cockpit so players who aint flying it dont have to load a huge texture which they cant even see in full detail. Speaking of the texture detail, your texture is way too high rez, i mean, when I put my cam right upto it I can read the text!



Looking though the window outside, and even just sitting in the cockpit seat with the 1p model loaded up I can not see the text as im too far away...



Your texture could be 1/4 of the file size and still look excatly the same to the player unless they are in freecam mode like me in the editor, which ingame they are not.



There are hatches, door handles, unseen faces behind the pilot chair, under the rotor blade, under the tail phin and many other places, and genral use of too much detail which all adds upto 30,000 polys for a 1p model is really, really bad... I mean your last and final lod is still the 6,000 polys which is the same poly count as the highest 3p lod on the cobra.

It dose look really good, but its not a BF2 game model...
http://www.realitymod.com/forum/f66-...tml#post694217
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Old 06-07-2008, 03:02 PM   #295 (permalink)
 
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Re: PR Dev Journal.

....wow. Talk about detail...
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Old 06-07-2008, 03:14 PM   #296 (permalink)

 
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Re: PR Dev Journal.

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what if we replaced barbed wire with sand bag walls?
NO! Don't get rid of my beloved razorwire.
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Old 06-07-2008, 03:23 PM   #297 (permalink)
 
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Re: PR Dev Journal.

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Originally Posted by imnotacanadian View Post
Well, even on the best squad thing...that can be entirely inaccurate. If there is armor on the map...9 times out of 10 they will get it. Just for all of the kills they accumalate. Yeah, they will have the most points...but were they the best squad? Or was it that infantry squad that single handedly held an enemy infantry squad and another mechanized infantry squad at bay while defending the frontlines, since the armor squad was busy elswhere on the map helping the assault that failed? You tell me whether you think it is a bit flawed or not....
Thats why when I'm CO I tell all the SLs at the end of the round who I thought was best squad. Sometimes I do not say anything because all the squads are the same, but when one stands out I'll say something.
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Old 06-07-2008, 07:20 PM   #298 (permalink)
 
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Re: PR Dev Journal.

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....wow. Talk about detail...
Yea too much unfortunately. I reckon my machine could handle 30000 polygons or whatever but maybe not on a map like fools road, somethings got to give
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Old 06-11-2008, 07:08 AM   #299 (permalink)
 
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Map - Khara [WIP]

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Allot of civilians died to bring you this WIP...

Thought I would post this little before ( 04-11-08 ) and after ( 6-11-08 ). Show what a few months brings:











Allot of civilians died to bring you this WIP...

Thought I would post this little before ( 04-11-08 ) and after ( 6-11-08 ). Show what a few months brings:

I wont be taking any questions...:mrgreen:
Looks like an awesome map to me! I love the lighting.
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Old 06-11-2008, 07:11 AM   #300 (permalink)
 
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Re: PR Dev Journal.

the first an 3rd screenshot on the right amazed me, i thought they were real life photos...
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