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12-11-2008, 11:25 PM
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#991 (permalink)
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Join Date: Dec 2007
Location: Bethesda MD
Posts: 1,143
Tournaments Joined: 0 Tournaments Won: 0
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Re: PR Dev Journal.
Quote:
Originally Posted by oldirti
Of course man, i was/am just trying to concentrate on school, and I've finally accumulated enough money to get a good rig so it's time to get back to my roots. I Don't think i'll be able to wait for the Deneb processors which are set to release on January 8th so i'll purchase all my parts last day of exams (dec 21).
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hmmm, deneb, i'll buy one of those.. i7 is for rich snubs
and teh new Archer is a pain in the bottom to mesh for SP, again..
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12-12-2008, 12:27 AM
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#992 (permalink)
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Join Date: Oct 2007
Posts: 1,140
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Re: PR Dev Journal.
Quad core wouldn't affect PR either way, i mean. Bf2 only truely supports single core processors, but tolerates dual cores sometimes.
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12-12-2008, 06:36 PM
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#993 (permalink)
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Join Date: Dec 2007
Location: Bethesda MD
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Re: PR Dev Journal.
quad cores, one for pr, one for windows, one for s***, and the other for pr0n on the second monitor.
Btw, a friend of mine got himself an i7 rig, came with far cry 2, when he bought it in store he demanded to get FarCry 2 on the spot, although the pc wasn't ready, so he got it, today the pc arrived via fedex. +another copy of farcry 2 lol!
Sry for beeing offtopic but i just had to share that.
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12-13-2008, 08:51 AM
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#994 (permalink)
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Join Date: Dec 2007
Location: Germany
Posts: 214
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Re: PR Dev Journal.
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12-13-2008, 09:00 AM
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#995 (permalink)
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Join Date: Jan 2008
Location: leicester, england
Age: 19
Posts: 1,963
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Re: PR Dev Journal.
OMG!!!!!
thats is awesome. finally dome insurgent anti personel traps 
can't wait
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12-13-2008, 09:43 AM
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#996 (permalink)
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Join Date: Dec 2007
Location: Germany
Posts: 214
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Re: PR Dev Journal.
Quote:
Originally Posted by [r-dev]rhino
now before i start, i promised [r-dev]duckhunt that i wouldn't take all the credit for this map so i'll do my best
[r-dev]duckhunt who is now serving in afghanistan with the royal marines started this map over a year ago and has been working on and off it though his royal marine training when ever he got the chance and before he got shipped off to afghanistan he asked me if i would finish the map off for him for v0.85
so over the past few months, mostly in the last few weeks i've been adding the finishing touches to the maps, mainly fixing bugs, making one or 2 custom statics but most of my time, the last week and a bit i have spent lightmapping the map. The rest of the map has all been done by duckhunt thou :d
info:
map size: 1km˛ (512x2)
teams: Usmc vs insurgents
game modes: Insurgency & skirmish
credits:
overall design & development: [r-dev]duckhunt
lightmapping: [r-dev]rhino
new overgrowth fields: [r-dev]rhino
game play objects: [r-dev]fuzzhead
so anyways, hope i've credited duckhunt enough there (  ) so i'll get onto the interesting stuff that you guys really want to see 
enjoy, comments and feedback welcome as always
insurgency 64 layout:
usmc
2 x hmmwv
2 x m2a2 (us army support)
2 x logistic trucks
insurgents
1 x car bomb
15 x civilian cars
9 x dirt bikes
insurgency 16 layout:
usmc
2 x hmmwv
2 x logistic trucks
insurgents
14 x civilian cars
9 x dirt bikes
skirmish 16 layout:
minimap:
(click to enlarge)
screenshots:
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:d
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12-13-2008, 09:56 AM
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#997 (permalink)
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Join Date: Dec 2007
Location: New Jersey
Posts: 1,085
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Re: PR Dev Journal.
Quote:
Originally Posted by [R-PUB]bosco
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This honestly makes me sad. There was a reason BFV claymores were removed from PR...
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12-13-2008, 10:01 AM
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#998 (permalink)
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Join Date: Dec 2007
Location: Germany
Posts: 214
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Re: PR Dev Journal.
You couldn't evade claymores because they were proximity detonated.
Grenade traps, on the other hand, can be seen if you keep an eye on the ground and be avoided by crawling past them.
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12-13-2008, 10:44 AM
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#999 (permalink)
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Join Date: Jun 2007
Location: Suburban Chicago
Age: 43
Posts: 3,543
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Re: PR Dev Journal.
Quote:
Originally Posted by [R-PUB]bosco
You couldn't evade claymores because they were proximity detonated.
Grenade traps, on the other hand, can be seen if you keep an eye on the ground and be avoided by crawling past them.
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How many can be set at one time by a player?
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12-13-2008, 10:50 AM
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#1000 (permalink)
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Join Date: Dec 2007
Location: Germany
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Re: PR Dev Journal.
It is "mag linked" to the F1 Hand Grenade in the kit, so the Sapper needs to decide, if he wants to throw the nade at the enemy or set it up on the ground as a trap. He carries two nades.
Not sure how refilling the ammo influences the number of traps that can be set.
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12-13-2008, 11:13 AM
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#1001 (permalink)
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Join Date: Oct 2007
Posts: 1,140
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Re: PR Dev Journal.
I wish it had a fuse on it, at least 1 second, from the 1st person view Rhino posted, it looked invisible to me(the wire).
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12-13-2008, 11:16 AM
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#1002 (permalink)
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Join Date: Mar 2007
Location: freaking out!
Posts: 3,329
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Re: PR Dev Journal.
Looks similar to the tripwire flare engineers get, it is visible if checked for
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12-13-2008, 11:19 AM
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#1003 (permalink)
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Join Date: Oct 2007
Posts: 1,140
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Re: PR Dev Journal.
I'm thinking people who have lower graphics settings will have an advantage over those with 8xAA.
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12-13-2008, 11:20 AM
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#1004 (permalink)
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Join Date: Nov 2007
Location: Oklahoma City, Ok
Age: 38
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Re: PR Dev Journal.
Awesome... Insurgents can set booby traps now..
Now will the players actually set up the ambush??
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12-13-2008, 11:36 AM
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#1005 (permalink)
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Join Date: Jun 2007
Location: Suburban Chicago
Age: 43
Posts: 3,543
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Re: PR Dev Journal.
Does anyone notice anything different in this screenshot?????
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