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03-01-2010, 01:54 PM #2041
- Join Date
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Re: PR Dev Journal.
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03-01-2010, 02:29 PM #2042
Re: PR Dev Journal.
For those of you who don't visit the PR forums, you should know that the above video isn't part of the dev journal (the guy who coded it isn't a dev) and the features shown in it haven't been announced for PR.
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03-01-2010, 02:33 PM #2043
- Join Date
- Jan 2009
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- Posts
- 982
Re: PR Dev Journal.
Yeah, Mosquill did all that. Maybe I should've said that in my post. At any rate, DB's said that Mosquill's stuff might be included in future releases.
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03-02-2010, 09:51 AM #2044
Re: PR Dev Journal.
http://www.realitymod.com/forum/blog...-snapshot.html
Dev blog about Sangin.
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03-04-2010, 01:03 AM #2045
Re: PR Dev Journal.
with regard to the 3d optics... I like the idea, but the area outside the viewfinder should not zoom, it should stay at 1.0. Your other eye doesn't magically magnify because the one is pressed to optics... it just looses focus. SO the area outside the optics should be blurred to the point only shapes and movement are visible, while the area inside the optics is focused .

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03-04-2010, 05:20 AM #2046
Re: PR Dev Journal.
in the BF2 engine you zoom the whole screen that is why we have the black perimeter on optics with a zoom today. I don't think that there is a way around this
If people are becoming so bored when playing that they have to resort to this immature behaviour I will give them something to do, call it a project. The project is "appeal a ban". - Wicks









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03-04-2010, 09:47 AM #2047
Re: PR Dev Journal.
No, there is no way to have a dynamic zoom in BF2. Whole screen zooms, or no zoom.
It's not going to be very noticeable in the heat of things, and it will still give you a peripheral heads up as to what's around outside the scope (the zoom on the outside will make scopes less effective than with dynamic zoom in CQB, because you've now got a restricted FOV, making aimpoints/ironsights a good alternative).
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03-05-2010, 07:08 AM #2048
Re: PR Dev Journal.
http://www.realitymod.com/forum/blog...po-update.html
Blog about changes made in Muttrah.
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03-05-2010, 05:53 PM #2049
Re: PR Dev Journal.
Not a Dev Journal Entry
Posting here so that it gets more recognition:
Having trouble with CTDs during game or loading a new map? You might want to try out this tool that [R-DEV]AfterDune found, which optimizes your memory while playing. He's just testing it out as of now, but it might help solve some memory issues causing you to CTD when PR takes up more memory than your computer can handle.
http://www.realitymod.com/forum/f10-...laying-pr.html
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03-11-2010, 03:20 AM #2050
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03-11-2010, 11:01 AM #2051
Re: PR Dev Journal.
Can't wait not to be stuck with scopes as the CF even when fighting in close quarters.
|TG-69th|chrisweb89









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03-14-2010, 03:28 PM #2052
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03-14-2010, 03:38 PM #2053
Re: PR Dev Journal.
The projectile is moving at a forward speed equal to that of the tank.
If the tank is driving forward at 40mph, the shell is also moving forward (along with towards the target) 40mph when it leaves the gun.
I'm not sure if it would be that pronounced IRL, or whether anything negates that, but that would be my best guess. (I'm also not that great at physics sometimes, so forgive me if I'm an idiot and am spewing nonsense.)
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03-14-2010, 03:49 PM #2054
Re: PR Dev Journal.
yes as celest said, the reason it curves is because the engine is no longer acting a force on the round, as it was when the round was in the chamber. This is why the gunner aims behind the target, to compensate for that.

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03-14-2010, 04:20 PM #2055
Re: PR Dev Journal.
Right...
If I'm in a car, and I throw a ball out the window, the ball will curve right due to coriolis force. Always.
Tank shells at that range would not curve at all, at least to the human eye.
I think the BF2 physics are just whacked, that is all.
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