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Thread: PR Dev Journal.

  1. #2281

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    Re: PR Dev Journal.

    So after 11 hours on a train, I got back home from the PR Dev Meeting 2010 in Lulworth Camp. An epic time was had, TG was there to represent, and I will be blogging my impressions/pictures etc on the official blog later on today.

    http://prdevmeet.blogspot.com/

    Lets just say PR has an awesome future ahead, and it is in very safe hands..............

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  3. #2282
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    Re: PR Dev Journal.

    Awesome news, I really am looking forward to .95 and the fact that with each new version update an entirely new modified mod is introduced.
    Randy = Ace ! - Warlab
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  5. #2283
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    Re: PR Dev Journal.

    Quote Originally Posted by [R-DEV]dbzao View Post
    About the cache locations thing, here's what happens:

    1. At round start the game gets all the cache locations possible.
    2. Shuffles them to make it random.
    3. Selects a cache and check if it's more than X meters away from all the previous selected ones (X varies by map size like mentioned in the changelog).
    4. If it reaches the end of the possible list of cache locations and it still didn't select all 8 cache locations needed for the game mode, it will lower X by 50m and try again.


    This means, hopefully, that caches will be far apart from each other, but it may not be exactly 400m/800m/1200m every time, it may be little less because of that issue I mentioned above, but the probability is very small.

    Here are some screenshots showing what it will be like. Notice that I'm showing all cache locations just so you can see them, but the game mode still has only 2 active at a time. Also this is using the old grid system as the screenshots were taken months ago.

    http://i.imgur.com/wefrD.jpg
    http://i.imgur.com/XwOux.jpg
    http://i.imgur.com/cgPi2.jpg
    On of the best changes so far, no more of that both caches in the same building bs.




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  7. #2284

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    Re: PR Dev Journal.

    Wait... New grids?
    [SIGPIC][/SIGPIC]

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  9. #2285
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    Re: PR Dev Journal.

    More detailed grid system, like here.





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    Re: PR Dev Journal.

    One word...

    Stoked!
    [SIGPIC][/SIGPIC]

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  13. #2287
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    Re: PR Dev Journal.

    And if you are wondering as i was, it's india, juliet, kilo, lima, mike




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    Re: PR Dev Journal.

    I really like that they are scaled, this means that for those times you don't know the range, you can check your map and geusstimate it much better.

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  17. #2289

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    Re: PR Dev Journal.

    Lets just hope for all those caches, not everyone is placed on the sides of the map. Meaning we will have none in the city/centre of the map.

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    Re: PR Dev Journal.

    Quote Originally Posted by chrisweb89 View Post
    I really like that they are scaled, this means that for those times you don't know the range, you can check your map and geusstimate it much better.
    I guess this will be necessary with the 3D markers no longer showing up past 150m. I 've always missed scaling on the minimap, great change.
    Xfire: Iaintyourm8 | Ingame: GhostDog | Steam: Zuigmijnballen


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  21. #2291
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    Re: PR Dev Journal.

    Updated Gary with a 2nd seat for lols. - I like this addition, the devs despite being under extreme pressure etc, keep their humor intact.
    Last edited by Delta*RandyShugart*; 10-11-2010 at 03:33 PM.
    Randy = Ace ! - Warlab
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    Tactical Gamer is not mainstream.
    We are not trying to attract mainstream gamers."


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  23. #2292

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    Re: PR Dev Journal.

    Quote Originally Posted by chrisweb89 View Post
    I really like that they are scaled, this means that for those times you don't know the range, you can check your map and geusstimate it much better.
    Like... most of the time now.
    Quote Originally Posted by Ghost Dog View Post
    I guess this will be necessary with the 3D markers no longer showing up past 150m. I 've always missed scaling on the minimap, great change.
    125m*
    And also, SLs (and something else... just not the grunts) can see a distance indicator in increments of 50m on the map marker.
    Quote Originally Posted by Canada2005 View Post
    Lets just hope for all those caches, not everyone is placed on the sides of the map. Meaning we will have none in the city/centre of the map.
    The new method shouldn't affect the cache's being on the edges of the map. It result in them being evenly dispersed on the map.
    Quote Originally Posted by Delta*RandyShugart* View Post
    Updated Gary with a 2nd seat for lols. - I like this addition, the devs despite being under extreme pressure etc, keep their humor intact.
    When you love what you're doing, pressure means nothing.

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  25. #2293

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    Re: PR Dev Journal.


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    Re: PR Dev Journal.

    I love it when I get a good manual. Thanks for that!


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    Re: PR Dev Journal.

    I assume crouch toggle will not be implemented?
    [SIGPIC][/SIGPIC]

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