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07-12-2008, 12:49 PM
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#361 (permalink)
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Join Date: Dec 2007
Location: /home/minnesota
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Re: PR Dev Journal.
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|TG-XV| Waldo_II
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07-12-2008, 03:45 PM
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#362 (permalink)
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Join Date: Dec 2007
Location: Germany
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Re: PR Dev Journal.
Chuc is da man, and he only started animating like 2 months ago.
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07-12-2008, 07:07 PM
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#363 (permalink)
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Join Date: Jul 2007
Location: Southern California
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Re: PR Dev Journal.
Quote:
Originally Posted by [R-PUB]bosco
Chuc is da man, and he only started animating like 2 months ago.
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He is freaking awesome.
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PR NA Test Team: Breaking the DEV's Hard Work, One Build at a Time.
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07-12-2008, 07:55 PM
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#364 (permalink)
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Join Date: Aug 2007
Location: Missoula, Montana
Age: 23
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Re: PR Dev Journal.
Is the "leaf sight" reticule actually ranged at 50m increments or is it just eye candy?
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|TG-6th|Charity Case
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07-12-2008, 08:40 PM
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#365 (permalink)
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Join Date: Jan 2008
Location: Connecticut.
Age: 15
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Re: PR Dev Journal.
What program does he use to animate?
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07-12-2008, 08:57 PM
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#366 (permalink)
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Join Date: Dec 2007
Location: Germany
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Re: PR Dev Journal.
3ds Max, I think.
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07-12-2008, 09:02 PM
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#367 (permalink)
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Join Date: Feb 2008
Location: Southern California
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Re: PR Dev Journal.
Quote:
Originally Posted by Charity Case
Is the "leaf sight" reticule actually ranged at 50m increments or is it just eye candy?
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I'm pretty sure it's actually 50m increments.
Big improvement on being user-friendly and realism over the current grenade launchers im my opinion.
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07-13-2008, 12:32 AM
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#368 (permalink)
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Join Date: Mar 2007
Location: freaking out!
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Re: PR Dev Journal.
The present hud overlay is accurate enough to be of some help so hopefully this one will improve on that
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07-13-2008, 12:54 AM
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#369 (permalink)
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Join Date: Dec 2007
Location: /home/minnesota
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Re: PR Dev Journal.
Quote:
Originally Posted by MarineSeaknight
I'm pretty sure it's actually 50m increments.
Big improvement on being user-friendly and realism over the current grenade launchers im my opinion.
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Edit: Nevermind, I forgot that gravity has a linear effect in BF2. Grr...
But yeah, the new UGL HUD looks awesome.
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|TG-XV| Waldo_II
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07-13-2008, 03:01 AM
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#370 (permalink)
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Join Date: Jun 2007
Location: Seattle
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Re: PR Dev Journal.
.8 really does look like it will be a huge patch... Any new sounds for the guns/explosions?
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07-13-2008, 03:26 AM
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#371 (permalink)
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Join Date: Mar 2007
Location: freaking out!
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Re: PR Dev Journal.
Im hoping they will put in the bf2 muscle car with a general lee horn
http://www.youtube.com/watch?v=ZcZhrNGIh9U
For reasons of extreme realism it needs to be put in
http://www.youtube.com/watch?v=FO83sBPTNes
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If you find yourself in a fair fight, then you have obviously failed to plan properly.
Last edited by Sabre_Tooth_Tigger; 07-13-2008 at 04:09 AM.
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07-13-2008, 07:30 AM
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#372 (permalink)
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Join Date: Jul 2007
Location: Southern California
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Re: PR Dev Journal.
Quote:
Originally Posted by Fenian420
.8 really does look like it will be a huge patch... Any new sounds for the guns/explosions?
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Hopefully, if the PR team decides to use Chammy, the sound effects dude who made several ARMA sound mods.
http://www.realitymod.com/forum/f18-...uggestion.html
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PR NA Test Team: Breaking the DEV's Hard Work, One Build at a Time.
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07-13-2008, 08:21 AM
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#373 (permalink)
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Join Date: Dec 2007
Location: Germany
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Re: PR Dev Journal.
Quote:
Originally Posted by ReaperMAC
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I think we have to poke Jaymz with sticks, just to make sure.
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07-13-2008, 11:08 AM
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#374 (permalink)
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Join Date: Oct 2007
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Re: PR Dev Journal.
The new update about the Grenade launchers is so awesome.
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07-13-2008, 12:47 PM
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#375 (permalink)
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Join Date: Apr 2007
Location: On your six
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Re: PR Dev Journal.
Chummy's arma sounds suck. Sorry, I have to say it.
** Chammy. Whatever
Coming into PR forums saying that his work is better is weak... I personally find his sound design to be amateur - the volumes are way off...
Jaymz for president 08
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|TG-6th|Skud
Last edited by TheSkudDestroyer; 07-13-2008 at 02:35 PM.
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