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Discussion: Project Reality / PR:BF2 - PR Dev Journal. - So thats why that tow hummer survived my tank AP round on Qwai this afternoon.
  1. #1201


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    Re: PR Dev Journal.

    So thats why that tow hummer survived my tank AP round on Qwai this afternoon. Yes, I was chinese on Qwai River. Oh noes its the end of the world!

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  3. #1202

    Waldo_II's Avatar

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    Re: PR Dev Journal.

    Quote Originally Posted by Fighter View Post
    So thats why that tow hummer survived my tank AP round on Qwai this afternoon. Yes, I was chinese on Qwai River. Oh noes its the end of the world!


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  5. #1203

    Berlancic's Avatar

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    Re: PR Dev Journal.

    Quote Originally Posted by Waldo_II View Post
    Now wouldn't that be cool!
    Sometimes I call Humvees Humbees by mistake.
    |TG-69th|Berlancic2
    "Speed. Aggression. Surprise."



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  7. #1204

    Eavy Gunner's Avatar

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    Re: PR Dev Journal.

    The Tow Humvee's advantage is suprise, if you know its coming, then its screwed

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  9. #1205


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    Re: PR Dev Journal.

    Quote Originally Posted by Waldo_II View Post
    Now thats just cool. Nice photoshop Waldo.

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  11. #1206

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    Re: PR Dev Journal.

    I have an questid.
    *CANNOT FIND QUESTID_ *
    QUESTID IS EMPTY OR INCORRECT, TRY AGIAN?

    Whoops! i had a little blip in my system there. I have a question.
    If it were possible to get leet code insights via EA into Bf-2 engine would it be possible to do the following.

    1. Create a commander map tool wherein the commander can "shade in" areas of the map different colors, say red and blue. This way we could shade in some region and assign a squad to it. In effect, the commander is reduced to referencing squads via 1 point only, it only appears to be a line when in truth the commander cannot set lines for the squad, only points. This is absurd, commander should be able to designate both lines and areas.

    2. Change the number of possible members in a squad

    3. Slightly increase the numbers of players on a server.

    4. increase the distance which fog appears by double, fro example cant see past 300 meters would change to cant see past 600 (from what i remember there is an option when you are making a map to set the fog distance, from what i tested it is possible to completely remove it.

    5. Have bot squads which the commander could control (omg this would be leet i dun care what u say)
    listen close
    to the rat-tat-tat-
    as the metal flies,
    we should know as fact:
    that unearthly demons
    are part of our pack,
    and as we engage you
    in battle we pass.

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  13. #1207

    Portable.Cougar's Avatar

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    Re: PR Dev Journal.

    Quote Originally Posted by Fighter View Post
    So thats why that tow hummer survived my tank AP round on Qwai this afternoon. Yes, I was chinese on Qwai River. Oh noes its the end of the world!
    Actually that Sabot round missed

    I was driving


    Somethng for Everyone
    BRRRRAAAAPPP! & Brum, burm, bum
    10th Guard - We put the sensual in non-consensual

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  15. #1208


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    Re: PR Dev Journal.

    lolz, who was your gunner. They missed us by a long shot.

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  17. #1209

    MarineSeaknight's Avatar

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    Re: PR Dev Journal.

    Quote Originally Posted by Fighter View Post
    So thats why that tow hummer survived my tank AP round on Qwai this afternoon. Yes, I was chinese on Qwai River. Oh noes its the end of the world!
    Quote Originally Posted by Fighter View Post
    lolz, who was your gunner. They missed us by a long shot.
    So you uhh... thought you survived and then you know it missed? What?

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  19. #1210

    TurkishDelight's Avatar

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    Re: PR Dev Journal.

    Quote Originally Posted by marineseaknight View Post
    so you uhh... Thought you survived and then you know it missed? What?
    wtfberrybbqpwn+ranch
    |TG-X|Turkish


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  21. #1211

    Portable.Cougar's Avatar

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    Re: PR Dev Journal.

    Dispo was, although we killed both tanks about 2 min later. soooo.....

    [/off topic]


    Somethng for Everyone
    BRRRRAAAAPPP! & Brum, burm, bum
    10th Guard - We put the sensual in non-consensual

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  23. #1212


    d1sp0sabl3H3r0's Avatar

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    Re: PR Dev Journal.

    Yes, I missed the shot because I only had a bit of the tank visible and we were moving. I didn't miss the next one though.

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  25. #1213

    Belhade's Avatar

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    Re: PR Dev Journal.

    Quote Originally Posted by Fighter View Post
    Now thats just cool. Nice photoshop Waldo.
    Hell, an H3 wouldn't survive mp5 fire, much less tank rounds.
    |TG-6th|Belhade
    "I am actually looking forward to watching Jon and Kate plus 8." - Dirtboy





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  27. #1214

    Berlancic's Avatar

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    Re: PR Dev Journal.

    Quote Originally Posted by Fighter View Post
    lolz, who was your gunner. They missed us by a long shot.
    What!? I'm confused now, miss, survive... what!?
    |TG-69th|Berlancic2
    "Speed. Aggression. Surprise."



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  29. #1215

    Waldo_II's Avatar

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    Re: PR Dev Journal.

    Get ready.............



    Quote Originally Posted by [R-DEV]Deer View Post
    Asad Khal

    Finally got this map completed, its been long time since I started it. Whole village was supposed to be destroyable first but that become impossible when I realised that there is hard limit of 1024 destroyable objects per map.. so I had to reduce destroyable from 3000 to 1000 destroyable objects. Right after that was done, I realised new issue, server machine should be really powerful in order to run map with 1000 destroyable objects... To fix that, with [R-DEV]Rhino's help I had to make non destroyable versions of all houses and convert all buildings into those new versions. At those 2 points it was really close that map would have been abandoned because of these technical issues but problems were solved and now the map is done, i just hope you players likes it =)

    Info:
    -Visually fictional middle eastern village
    -Designed for 16-32 players
    -Size: 512x2 (1km)
    -Mainly tight infantry combat, village together with river and cliffs is bottleneck between both factions

    Credits:
    -Map Design: [R-DEV]Deer
    -Gameplayobjects: [R-DEV]fuzzhead
    -Solving of big technical issues: [R-DEV]Rhino
    -Afghan House Statics: matt.b



    Gamemodes:

    AAS 16

    Brittish:
    - 2x Support Truck
    - 2x Logistic Truck
    - 1x Land Rover

    MEC
    - 2x Support Truck
    - 2x Logistic Truck
    - 1x BRDM-2

    Skirmish 16



    Screenshots:







    There is no AAS64 for the above map.

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