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Old 01-22-2009, 09:07 PM   #1276 (permalink)
 
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Re: PR Dev Journal.

Quote:
VEHICLES: Set tow hmmwv to use a different weapon template with less damage (now 2 to take out a tank, 1 for an apc) (jaymz)
Jaymz you are now OFFICIALLY my least favorite dev.
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Old 01-22-2009, 09:23 PM   #1277 (permalink)

 
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Re: PR Dev Journal.

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Jaymz you are now OFFICIALLY my MOST favorite dev.
Fixed.
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Old 01-22-2009, 09:30 PM   #1278 (permalink)
 
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Re: PR Dev Journal.

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Originally Posted by MarineSeaknight View Post
Fixed.
You of all people like the tows how they are going to be in .085???
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Old 01-22-2009, 09:33 PM   #1279 (permalink)
 
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Re: PR Dev Journal.

This was recently posted over in the PR forums......


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Originally Posted by DeePsix View Post

Current Project Reality Forum Alert Level
WE ARE CURRENTLY AT OMG

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Old 01-22-2009, 09:35 PM   #1280 (permalink)

 
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Re: PR Dev Journal.

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You of all people like the tows how they are going to be in .085???
Sure, bringing it back to the .75 levels will provide a better challenge than the current "who sees who first" game. The current .8 damage levels encourage head-on "tard" rushes too much by rewarding the TOWer a 1-shot kill. With the re-introduction of the .75 damages, maneuvering, driving, and teamwork via scouting will be brought back as essential skills to have when TOWing.

Not to mention there'll be a few more maps where "Marine TOW" will be applicable...
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Old 01-22-2009, 09:53 PM   #1281 (permalink)
 
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Re: PR Dev Journal.

just a note from me.


If some of you folks have PRSP 0.8 and wanna keep playing that until we got SP 0.85 figured then rename your folder pr to something like pr_08 until further instructions follow.

kaythxbai
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Old 01-22-2009, 09:55 PM   #1282 (permalink)
 
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Re: PR Dev Journal.

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Originally Posted by MarineSeaknight View Post
Sure, bringing it back to the .75 levels will provide a better challenge than the current "who sees who first" game. The current .8 damage levels encourage head-on "tard" rushes too much by rewarding the TOWer a 1-shot kill. With the re-introduction of the .75 damages, maneuvering, driving, and teamwork via scouting will be brought back as essential skills to have when TOWing.

Not to mention there'll be a few more maps where "Marine TOW" will be applicable...
Hmmmm... (raises eyebrow at last sentence)
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Old 01-26-2009, 05:22 AM   #1283 (permalink)
 
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[Weapon] M252 81mm Mortar

I would love to see this make it in someday .

Quote:
Originally Posted by [R-DEV]Matrox View Post
Model - [R-Dev]Wybl (retired)
Texture - [R-Dev]Matrox
Further texture advice - the IRC crew :razz:


Originally modelled by [R-Dev] Wybl, this is my going away present before I leave for a 3 month stint in Shanghai, China.

We have been investigating methods of utilising this model into PR's gameplay. one idea is to have it simply as a commander deployable asset, as a mortar pit. Players then have a choice of marker rounds and mortar rounds. A spotter will have to "walk on" the mortar team by seeing where the marker rounds fall in relation to the target. To say it would require good squad communication and a large element of teamwork would be putting it mildly!

Due the complexity of the system though, it is more than likely that this will be a v0.9+ asset, possibly even v1.0 if it comes in at all.

So this could be goodbye for a few months people, (depending on internet connectivity in Shanghai etc etc.) If any of our community are in Shanghai, feel free to hit me up whilst im out there!

Also remember guys, it does pay to sometimes be in the Project Reality IRC channel, you never know what your going to find out!

Thanks for playing 0.85!

Matrox.
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Old 01-26-2009, 12:36 PM   #1284 (permalink)
 
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Re: [Weapon] M252 81mm Mortar

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Originally Posted by Ghost Dog View Post
I would love to see this make it in someday .
I was just searching through the PR forums last night looking for this and didn't see it. Good post!

I miss these from BFV. I think it would be cool to have two or three man mortar squad running around the outskirts of the map raining hell on the bad guys before the cavalry rolls in. It would have to be limited to one or two kits per team because obviously it could get messy with the pubs.
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Old 01-31-2009, 09:38 PM   #1285 (permalink)
 
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Re: PR Dev Journal.

a little insight from my little dev corner:




the navmesher totally removed 8 messy triangles. TOTALLY DEWD!


thats how making a map SP compatible looks like. (well, most of it anyways).
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Old 03-01-2009, 09:26 AM   #1286 (permalink)
 
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Wz551a & qjc-88.

It 's been a while but here we go:

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Originally Posted by [R-DEV]Rhino View Post
Hey all, today I present to you the WZ551A (note, not the WZ551) and the QJC-88 12.7mm MG which many of our team members have been working on over the past few months.





WZ551A

The WZ551A will act as the new "Light APC" for the PLA, much like the Stryker dose for the US Army, the difference being between them is that the WZ551A has a small turret / shield around the gunner and the Stryker has a RWS on its HMG but both offer more or less the same protection to the gunner, apart from of course the RWS offers slightly more.

Please note, that the "WZ551" which is currently ingame with the Cannon turret will still be present ingame, just that the new WZ551A will also be along side it.




The WZ551A was made off the vbf2 WZ551 by simply removing the current turret via code and adding on a new custom made turret also via code. This means that no model edits where made to the WZ551 and it still uses the same mesh and textures for the WZ551A just the new custom turret has been added ontop.

Credits:
Turret Model: [R-DEV]PRC_Heavy_Z
Turret UV: [R-DEV]ohnomelon
Turret Texture: [R-DEV]Pride
Turret Export: [R-DEV]Rhino
Coding: [R-DEV]Rhino





QJC-88 12.7mm MG

The QJC-88 is a 12.7mm Machine Gun (MG) that is fitted onto many Chinese Military Vehicles including the WZ551A which is designed to engine both ground and air targets. With it being able to aim 85degs up into the air, helicopters should be very wary of this threat. For now this MG is only fitted to the WZ551A but in the future we plan to fit this MG onto many more Chinese Vehicles.

Modelled and Skinned by two of our newest Contributors, [R-CON]in3d and [R-CON]Alina_Gal who also both did the 30mm rounds that are on the vehicle depo, the QJC-88 is easily one of our highest quality MGs in the mod. [R-CON]in3d is a professional Game Artist who has worked on titles such as the Unreal Tournament series. [R-CON]I.N is also helping out [R-CON]Alina_Gal with putting together a portfolio to get into the Games Industry. We hope they will both be doing much more work towards Project Reality in the future.

Credits:
Model: [R-CON]in3d
UV: [R-CON]in3d
Texture: [R-CON]Alina_Gal
Export: [R-DEV]Rhino
Coding: [R-DEV]Rhino


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Old 03-01-2009, 02:41 PM   #1287 (permalink)
 
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Re: PR Dev Journal.

That good sir is a very sexy weapon!
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Old 03-01-2009, 04:42 PM   #1288 (permalink)
 
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Re: Wz551a & qjc-88.

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[porn]
Porns against the rules on this forum dude.
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Old 03-01-2009, 06:21 PM   #1289 (permalink)

 
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Re: PR Dev Journal.

I will have to post in the realitymod forums as well, but i wonder if there will be any upgrades to the strykers, i.e., how they are used currently, with a sort of piping barrier that extends around the stryker that supposedly helps against RPG's.

And wondering if the Mark 19 grenade launch system has been talked about....I could see this being helpful on certain strykers, and humvees....almost making the Mark 19 humvees used as TOW's would.......
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Old 03-01-2009, 09:13 PM   #1290 (permalink)
 
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Re: PR Dev Journal.

That is a sexy gun on that APC!

And yeah Randy i hope to see the Mark19 ingame aswell. That would be so wicked!
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