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Discussion: Project Reality / PR:BF2 - The [DEV] Dump - Another Dev Blog EDIT: link to blog: http://www.realitymod.com/forum/blog...d-bridges.html Originally Posted by [R-DEV]Rhino Here is a
  1. #16

    Googol's Avatar

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    Re: The [DEV] Dump

    Another Dev Blog EDIT: link to blog: http://www.realitymod.com/forum/blog...d-bridges.html
    Quote Originally Posted by [R-DEV]Rhino View Post
    Here is a new range of static bridges I made for [R-DEV]Dr Rank's Map, "Sangin" based off real life references. These bridges are made from logs and sticks with dirt packed ontop and are very common in Southern Afghanistan. You will most likely see these bridges mainly crossing small ditches outside of compounds in the green zone. The set includes a 4m, 8m, 12m and 16m long bridges with also a breeze block support.
    Pics:



    Refs:

    Last edited by Googol; 05-02-2009 at 01:20 PM.
    Googol


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  3. #17

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    Re: The [DEV] Dump

    Quote Originally Posted by [R-DEV]Jaymz View Post
    Glad you like the beastly BMP-3. It's sort of Falkun and mine's "baby" ever since the last update. We took on the task of giving it the typical loadout it would have in real life. Thankfully, detailed technical information for every single weapon on the BMP-3 can be found on it's manufacturers website (KBP Industries). They also have bunch of promotional videos floating around the web just in case little Timmy decides to ask his mother for a BMP-3.

    note: Incendiary grenades damaging armoured vehicles was not intended. This will be fixed in the next update.

    note2: The BMP-3's passenger operated bow mg's will be fixed as well.
    http://www.realitymod.com/forum/f10-...tml#post966172

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  5. #18

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    Re: The [DEV] Dump

    Regarding Mumble.. Posted on our Forums

    http://www.tacticalgamer.com/newrepl...eply&p=1264928

    Quote Originally Posted by dbzao View Post
    I will translate a post I wrote on the brazilian's PR community about the main misconceptions people have about Mumble as I see this is the reason a lot of people "don't get it". After this post, a lot were convinced to try it again and now it's one of the communities using it the most latetly.

    If you don't want to use it, fine, but making certain affirmations without the right info it's just sad. It's like new players playing PR for the first time, and how we suggest them to give it time and try a few more times before they make their mind about the mod.

    Here are the most common issues I've seen people have with Mumble:

    1. Player doesn't want to play with more people than his friends/clan. So Mumble isn't interesting for him since TS or just BF2 voip are enough. To me it's a shame he doesn't want to do it, since having 2, 3, 4 squads working together is just great.

    2. Player joins the Mumble server before joining the game and hears 4 or 5 people talking at the same time and thinks this is just insane. How can people understand anything like that? He needs to remember that he needs to join the game and spawn in for the positional audio to kick in, and then you will hear only people close to you and the audio will be very natural.

    3. Player didn't set it up right (or maybe some conflict with the sound card, which is rare). So he joins the game and still hears everybody talking at full volume, not positionally. We posted the step-by-step guides helping getting it right and we are working on a pre-configured Mumble PR client to help in that situation.

    4. Squad Leaders are not in the SLs channel, or everybody is in it. The way our mumble server is setup is for SLs only to be in that channel so they can use the Force Center Position (FCP) shortcut to talk when far away, like you would do in TS/Ventrillo. The intention is just for the SLs to use it as they are really the ones responsible for getting things done.

    5. Player doesn't want to use Mumble since the enemy can hear him. It happens since we configured the mumble channels to have only one channel for both teams. It's a little annoying consequence even though realistic to some degree. Setting two separated channels is possible, but then you have the annoyance of moving to the right channel and everything. We are checking if we can setup a script that does that automatically. Also it's the same issue with TS, as people can just join the wrong channel the same way and hear the enemy plans.

    6. Player on Mumble doens't shut up, plays music, spams, etc. We gave channel admin powers to serveral admins in the different communities that use Mumble so they can move, kick, mute and deafen people in their channels. This can happen on any public communication tool, so it's up to the admins to get it controlled.

    7. Player outside the SLs channel is using FCP, or he's outside of the game talking, so everybody can hear him. This is something we couldn't get around to fix in Mumble, we even talked to the Mumble devs about it. We will see, but for now the admins and the community needs to remember these guys to not talk that way. Maybe it's the time of day I play, but lately it has been very few cases like this and when it happens we can quickly set it straight.

    8. Too many keys to talk to different people. Well, it's true, but somewhat realistic if you think about it. I have no real life experience, but I can only assume it's something like that for real soldiers, specially squad leaders. You have your normal voice, squad radio, commander/SL radio. If you are using just PR and Mumble and want to work with more squads, you will have all of those and you need to manage it. Maybe you don't want that experience, so be it.


    So when all of these are sorted out, you use Mumble and have other SLs and players working together and having a richer experience like the rounds starstriker posted about.

    Again, you can do whatever you want, but for me we have a good game 99% of the time unlike what Ghost Dog posted, and I'm sure a lot others would agree.

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  7. #19

    ParanoidSFguy's Avatar

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    Re: The [DEV] Dump

    Didn't know where to put this, but still...

    [media]http://www.youtube.com/watch?v=LGSE106FUPg[/media]

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  9. #20

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    Re: The [DEV] Dump

    From Fuzzhead
    Mumble Installation Guide for PR Mumble
    *****WIP******

    S.O.P



    PR Mumble Beta Download: Coming Soon!

    Download, Install and run mumble.

    Always remember to run Mumble before starting BF2 to avoid any Positional Audio Glitches!

    Important Note: As soon as you join a server and you are NOT in-game, you will hear everything, absolutely every player transmission. It will sound very spammy if you join a public Mumble server. Rest assured, it isn't. You need to get into game and spawned into the map and on the ground, for positional audio to start working correctly. This also works the other way, if you transmit locally and you are not in-game, everyone who is in-game will hear you as a global transmission. Don't speak until spawned in. This awkward scenario of mumble is being worked to be more polished and more intuitive for future versions.

    Setup:

    Load up Mumble. On the first load, it will ask you to do the audio wizard. Run the wizard and go through each part.

    # Now go Configure -> Settings.

    # Go back to the Audio Input tab, and change the Interface -> Device to your microphone. Transmission -> Transmit should be on Push To talk. Compression -> Quality should be at 10. If you have bandwidth limitations or are getting lag ingame, you can lower the Quality and the Audio per packet as you please. Press Apply.



    # Go to the Audio Output tab. change Interface -> Device to your speakers, and tick Positional Audio. Change the Audio Output -> Volume to 60-100% (can edit this later if your not happy with it), and personally, I find it best to have Other Applications at 100% (this is similar to BF2 VOIP where it lowers the volume when talking, but it doesn't work perfectly, best to couple with BF2 effects volume at ~50%). In the Positional Audio section, tick Headphones if your using headphones, and change the 4 sliders to be like this.

    Minimum Distance to 5m
    Bloom to 125%
    Maximum Distance to 40m
    Minimum Volume to 0%. Press Apply.



    # Now go to the Shortcuts tab. The 2 keys we want to change are the Push-to-Talk key, and the Force Center Position key. You want these keys to be different to your VOIP keys (and your TS keys if you plan to use that as well). Push-to-Talk is your 3D voice, when if your ingame, it will be proximity based. Force Center Position is your global voice, where it will send your voice to everyone in the same channel as you. However, DO NOT OVERUSE Force Center Position, since it can get VERY annoying if it is overused. Click Add at the bottom to get started on Push-to-Talk and Force Center Position.



    # Now you don't need to change anything in Network, ASIO or Messages, so we'll skip ahead to Plugins. Tick Options -> Link to Game and Transmit Position. Press apply, you don't need to do anything in plugins or with Battlefield 2 v1.41.



    # Go to Overlay. Check Enable, change the drop-down to 'Show Only Talking'. Move the 2 slider bars to where you want the overlay on the screen. Now check how you want the voices to appear in the overlay (NOTE: Screenshot incorrect, it should 'Grow Up' since the overlay is setup to appear in the bottom left corner)



    # Go Audio -> and untick Text-To-Speech. It starts to get a bit annoying if you keep it on. But you can keep it on, and unselect messages in Configure -> Settings -> Messages, but that's up to you.

    # Now you want to exit out of Mumble, and restart it.

    # When it comes back, the connect screen comes back up again. You want to go to the Custom Servers tab.

    Label: PR Official Mumble Server
    Server Address: 69.12.76.37
    Server Port: 64738 (default)
    Username: yournamehere (no spaces)
    Password: none

    # Press Add. Press Connect.

    # It will pop up a warning with something about a certificate, just press Yes, it won't come up again.

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  11. #21

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    Re: The [DEV] Dump

    Bumping this thread will not make the devs post any faster.
    But sending us hookers and blow definitely will


    To stay on topic, heres a long winded quote from myself lol

    There is 2 things being discussed here, both tie into each other. One topic is about v0.85 medics and the potential exploitability or arcade like environment that can happen, and the second thing is players fixation and obsessiveness with the FPS "headshot" mentality, this mentality I suspect is why everyone has their backs up over new changes.

    Lets make some things clear so we dont have to talk in circles:
    - Reviving someone in real life on the battlefield is not realistic. If you have a gunshot wound (critically wounded) you are no longer combat effective, your priority is safe removal off the battlefield, it might take months or years to recover from this wound, or you might die from the many complications like organ damage, internal bleeding, collapsed lung etc etc. The effect a gunshot wound has on a human is extremely brutal and immediate, most go into immediate shock immediately. Yes of course there is rare times where targets are hit multiple times and keep going, but were talking about common occurrences here, which is severe trauma usually followed by shock and sometimes unconciousness. I wont go into any further detail but Ill let you read about it on your own time. The point is, what is NOT up for debate here is whether a gunshot wound to the head or body IN REALITY would be crippling to an individual, as yes in most instances it would, and would be making him completely combat ineffective.

    On-site battlefield revives and "healing" are in Project Reality as they are an incredibly powerful tool to help bring squads together, reinforce squad cohesion and reward squads that use superior teamwork and tactics. There is nothing realistic about them, and the dev team has acknowledged this since the start of the project. If Project Reality was about TOTAL realism (which it definitely is not and has no plans to), then getting shot in the foot would mean exactly the same as getting shot in the head - you are KILLED. This would be the most "total" realism way of going about it: join a server, hop in the squad, once you are shot ANYWHERE on your body, you are immediately rendered unconcious/immobile. You cannot respawn until the mission is over. This is seen in other games such as Armed Assault, and we can see how it affects players there. Player behaviour in that game is very different than PR, there is (in most public servers) much less cooperation and teamwork, in part because of not having any methods to reinforce positive player behaviour.

    PR is about a compromise between "total" realism and behavioural realism, meaning there is compromises that need to be made in order to get players behaving in a more sensible and realistic manner. Of course no system is perfect for this, and PR is continually changing as its playerbase also changes in mentality. Take a snapshot of PR 2 years ago and I think youll see that the PR playerbase has evolved quite a bit, and because of that we are able to introduce more realism elements and use less arcade like elements. All this is possible because of changes that force a players behavior to change, as the "default" behavior of your average FPS player (if you couldn't tell) is just not suited for approaching a virtual environment in a realistic manner.

    Now lets talk about what everyone is mainly complaining about, and that is the "Headshot Syndrome" as I call it. This to me is really solely a "Videogame Topic" and has absolutely nothing to do with actual combat realism. Ever since the early days of PC Gaming the almighty "headshot" has been seen by many as the best and usually ONLY place to aim on a target, its viewed by FPS veterans as the easiest way to take down an enemy - always aim for the head, BOOM HEADSHOT! This is further reinforced through alot of hollywood movies, that always seem to place great emphasis on headshots as well.

    This mentality I think is based completely on fantasy and ingrained into players minds so thoroughly that they cant seem to think about it much. IRL aiming at a target, you will always aim for center of mass, and most military train their troops with this from early on. Aiming at a head is only really a valid tactic in tight CQB situations and when there is risk that the target may have some kind of remote detonated explosive device.

    So my argument here is simply, if you are always complaining about headshots, why are you even aiming at the head in the first place and focusing on it to that degree? "Because its an easy one shot kill, duh!". And thats exactly my argument AGAINST having one-shot "insta kills" for a headshot. Why should we be forcing players to play in an arcade like fashion, where the only and best strategy when firing at targets is to aim for their melon, even though this goes against most common military practice. Why is the headshot so important for you? And dont say because its realistic, as we JUST established that getting a gunshot wound ANYWHERE (enough to critically wound you) is no different than a headshot, in getting incapacitated (combat ineffective) in reality.

    Now as for the medics, theres already a huge discussion on this elsewhere but tbh, I dont see a big deal in the current v0.85 with medics. Yes, it can be spammy and annoying at times when a medic keeps reviving the same guy, but is this really to the advantage of the squad getting revived? Most of the time that squad gets wiped out anyways because they are in the **** and have lost fire superiority. Moving on an enemy squad that is all bleeding out and healing each other is simple for even the most green of players. Medics are mainly a hassle on the smaller, more spammy 1km maps. But these maps will always tend to be alot more spammy, regardless of medics, mainly because you are cramming tons of players in a tiny space with respawn points often <100m from each other.... prety much making it team deathmatch and basically the spammiest tactic wins in most circumstances. I've always considered the 1km maps as "seeder" maps and not as the "main course", but many players thrive on this type of action, however PR is focused on COMBINED ARMS mainly, these seeder maps are not the main focus.

    There is a few changes already announced for v0.9 to help reinforce the current medic system proper use:
    - Limiting medics, 1 per squad.
    - Limiting the frequency of revives. If you are shot within 60 seconds of being revived, you will be KILLED.
    - Fixing the bleed out screen, so that it once again blocks your vision and limits your sprint (this is a huge factor and was broken due to newer video card drivers).

    . . .


    So anyways, you asked why dont the headshot kill, I've given you a somewhat descriptive answer but I want to ask YOU a question: why are headshots so important for you? Why are you noticing whether it was a headshot on the target or just a body shot, does not the only thing that matters is that THE TARGET IS DOWN and you are moving on to the next target? Why does everyone have such a sick fascination with popping peoples heads off?

    If the only reason you play PR is to get a headshot off on some guy 200m away, then theres many other games out there that does a much better job, try soldier of fortune 2, you will love it. If you think that tactics = BOOM HEADSHOT, then I think your missing the point of PR entirely...

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  13. #22

    Charity Case's Avatar

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    Re: The [DEV] Dump

    Quote Originally Posted by Charity Case View Post
    Please post only direct quotes from PR developers
    This is not a spam thread, this is not a discussion thread, the purpose of this thread is to give people up-to-date news on what the PR devs are saying. If you can't post a dev quote, don't post at all. I'm going to start asking the mods to delete useless posts.

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  15. #23

    ParanoidSFguy's Avatar

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    Re: The [DEV] Dump

    http://www.realitymod.com/forum/f10-...tml#post943635

    Posted a link. Because you can't quote a quote which has a quote in it.

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  17. #24

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  19. #25

    Charity Case's Avatar

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    Re: The [DEV] Dump

    http://www.realitymod.com/forum/f10-...ml#post1020315
    Quote Originally Posted by [R-DEV]fuzzhead View Post
    A bunch of you have been asking about the status on this patch.

    A full blown news update is close at hand, but just wanted to inform everyone on the forums here whatsup.

    Basically its very near completion, we had a whole host of problems getting some of the stuff we wanted in, without causing more bugs as the whole point of the patch was to fix bugs not create them :P

    But overall I think we are very pleased with this new patch, its bringing some missing elements as well as alot needed polish onto the build.

    At this time we are still a bit up in the air about the foreboding 1.5 BF2 patch release. So far tests have been good and nothing seems like catastrophic conflicts between PR and 1.5 compatibility, but we are unsure when they will be releasing the final.

    PR will not move to 1.5 BF2 until the final public patch is released. If v0.86 is released before 1.5 BF2, than we will be creating another small hotfix to fix any compatibility needed for 1.5. (bolded for those who cant see :P )

    v0.86 will come as a patch downloader (~300mb) for those with v0.85 installed.

    The full core and levels will also be avaliable.

    Ask any questions about v0.86 here but be aware an official news release with all info will be avaliable shortly. I made this thread as there has been numerous questions asking about v0.86 and didnt want to leave you guys entirely in the dark while we sorted the issues.
    http://www.realitymod.com/forum/f10-...ml#post1020303
    Quote Originally Posted by [R-DEV]fuzzhead View Post
    http://www.realitymod.com/forum/f10-...t-reality.html

    new version of PR mumble, no real big changes, just good for the new guys just getting into it.

    Some progress has been made towards forcing the PR mumble client to be in sync with the murmur server, meaning that in the not too distant future the PR mumble beta will be REQUIRED to join the PR mumble server.. ie: everyone will be forced to use the same settings so you cannot gain unfair advantage by setting your sound ranges differently.

    we could use some testers to figure out what exactly "Bloom" does and how much it affects things, and if its worth locking down this setting as well.

    Still the biggest concerns of mumble atm are:

    - Removing ability for players that are out of game the ability to transmit on "push-to-talk" or hear transmissions unless they are transmitting an in game location. This would single handedly cut down the majority of user complaints about the program.

    - Figure out whats causing the mumble server to become unresponsive at times, sometimes the Force Center Position does not work, and sometimes no transmissions can be heard at all, this seemingly occurs randomly, might be related to the server or the traffic that the server gets.

    - Only allow "Force Center Position" to be used in the squad leader channels, to prevent needless spam in the main channels.
    Last edited by Charity Case; 05-13-2009 at 07:02 PM.

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  21. #26


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    Re: The [DEV] Dump

    .867 patch or whatever the last digit will be out soon it looks like:

    http://www.realitymod.com/forum/f10-...us-update.html




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  23. #27


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    Re: The [DEV] Dump

    Front-page update.
    We are currently putting the finishing touches on a Project Reality v0.86 patch. You may have seen some of the changes in the weekly Dev Journal and Dev Blogs, and now it's time to show you everything that will be released for this patch.

    We planned to release this patch earlier, but have had some complications that needed addressing. The release date will be posted as soon as things are finalized, but you can expect it to be released before the end of May 2009.


    PR and BF2 1.5 patch

    The v0.86 patch is meant to be run on BF 1.41. PR v0.86 will not officially be supporting BF 1.5, since the final date of the public release of the 1.5 patch is still up in the air. Once 1.5 final is released, we will release a small v0.87 hotfix to fix any compatibility issues that arise. Until then, we would advise the community to hold fire on installing the new patch if you wish to play PR during the test period.


    Project Reality v0.86 Teaser

    Since we didn't have too much "eye candy" to show off, here's a promo video with lots of text effects


    [media]http://www.youtube.com/watch?v=FQjPqc9NRa0[/media]


    Project Reality v0.86 Features

    The main focus of this patch is bug and stability fixes, though there is some new content. Here are some new things being added:

    WZ551A and QJC-88 HMG


    M249 with Elcan


    Various Main Menu Updates and a New Splash Screen

    For a comprehensive list of changes, check the blog entry


    Special Thanks
    A special thanks to the =TCC= TCombat.com Community, who have been supplying servers and testers for Project Reality for a long time. They have been working behind the scenes and without their support we would not have been able to test and release this build in a timely manner. Much appreciated guys!


    Project Reality v0.86 Server Release Information

    All server administrators with current licenses will be sent the Project Reality v0.86 server files as soon as they are available. Those of you hoping to run new Project Reality servers must complete a Project Reality server license application.

    Apply for Project Reality Server License Here


    Project Reality v0.86 Manual

    To see a list of all important changes made in the Project Reality v0.86 patch and for a comprehensive guide, check out the updated Official Project Reality Manual:

    Download the Project Reality v0.86 Manual Here

    The Project Reality Wiki Guide is still offline receiving a much needed face lift, a news post will follow its eventual release.


    Project Reality IRC

    In the few days until the release, we invite everyone to the official PR IRC channel to have some fun and talk about the upcoming release.


    - The Project Reality Team
    This is the WZ551A apparently:
    http://www.project-reality.cz/images/pla/WZ551A.jpg

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  25. #28

    ParanoidSFguy's Avatar

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    Re: The [DEV] Dump

    Quote Originally Posted by [R-DEV]fuzzhead View Post
    Well its not exactly a "trend". PR never had many jet maps to begin with.

    The problem with large assets is all about maps. When you make the systems in large assets more realistic, they require a more realistic range in which to fit in. IE: sticking a bunch of large assets in 1km maps is not allowing for realistic use of the vehicle.

    Anyways, I agree with you there is currently not many good armor maps. But adding armor to maps with low view distance / bad terrain for tanks is not a good answer.

    Thankfully we have over 10 (!!) 4km maps in developement, and these are the maps you will likely see large assets present.


    So lets look at the current maps and what they offer:

    1km Maps (unreasonable to put heavy assets due to extremely small fighting area)
    7 Gates
    Asad Khal
    Assault on Mestia
    Bi Ming
    Fallujah West
    Korengal Valley
    Operation Ghost Train
    Road to Kyongan Ni
    Tad Sae

    2km Maps
    Al Kufrah Oilfield - yes could be converted back to tanks, but this map is prety "bowl" like and although has a good view distance, is relatively small map. This one I agree could be put back with tanks but it is the only map that features IFV vs IFV combat (for better or worse).

    Al Basrah - has armor, recon and apcs supported by light vehicles.

    EJOD Desert - has an asymmetrical loadout with armor vs TOW. map has a good view distance but most of the combat area is unused, making the map very small for large assets.

    Fools Road - asymmetrical loadout with armor vs ATGM. armor most time has to use the roads as per the maps original design (for better or worse).

    Jabal - asymmetrical loadout with apc/transport heli (and now CAS and AAV). I think the map is good but small view distance and alot of the combat area is underused.

    Karbala - light vehicles with CAS. mediocre insurgency map, view distance is decent but really cant see heavy assets working here

    Kozelsk - asymmetrical loadout with armor vs ATGM. Decent view distance and many opportunities for combined arms.

    Muttrah City 2 - asymmetrical loadout with APCs/trans heli/CAS. Dont see adding any more assets here would help.

    Operation Barracuda - asymmetrical loadout with CAS/trans heli vs light vehicles. The terrain of the island would not work too well with APCs, and the island is prety small to warrant their use on here, dont see adding assets here would help.

    Operation Archer - trans heli/light vehicles. Insurgency map, think the assets here working great, dont see any reason to add heavy assets considering its going to Canadian faction that use light vehicles primarily in Afghanistan.

    Qwai River - the map that sparks all this controversy :P New setup still has armor (light and medium APCs) versus light strykers and humvees and a TOW. Wait and see how it plays before judging what the loss of the tanks and little birds does to the map.

    Ramiel - light APC/light vehicles/trans heli. Dont see adding any more assets here would help.

    Sunset City - light vehicles. Very small combat area, more than 75% of the map is never used. Vanilla feeling map, sure you could add some heavy assets but they would be used simular to vanilla.

    4km Maps

    Battle for Qinling - full assortment of vehicles.

    Kashan Desert - full assortment of vehicles.

    Code:
    Current maps in development for v0.9+
    
    1. Map Name: Arrow Beach / Ras Al Hadd Map Creator(s): [R-DEV]Rhino Map Description: largescale amphibuous assault on airfield Map Size: 4KM Map Factions: UK vs MEC
    2. Map Name: Arzan Kar Region (Ambush) Map Creator(s): [R-CON]marcoelnk Map Description: Afghanistan open country Map Size: 1KM Map Factions: GERMANY vs TALIBAN
    3. Map Name: Codename Silent Eagle (Airborne) Map Creator(s): [R-CON]marcoelnk Map Description: Eastern European forested countryside with central town and airbases Map Size: 4KM Map Factions: GERMANY vs RUSSIA
    4. Map Name: Devils Tower Map Creator(s): [R-DEV]Paramedic Map Description: Mid east open country Map Size: 4KM Map Factions: CF vs TALIBAN
    5. Map Name: Dili - Timor Map Creator(s): [R-DEV]CodeRedFox Map Description: Dili Timor, Indonesia with City, Forest, Hills/Mountains. Map Size: 4KM Map Factions: BLUFOR vs. Insurgents
    6. Map Name: Dragonfly Map Creator(s): [R-DEV]Irontaxi & [R-DEV]nickbond Map Description: Russian urban / rural Map Size: 2KM Map Factions: RUSSIA vs CHECHEN
    7. Map Name: Feyzabad Map Creator(s): [R-DEV]coderedfox Map Description: Afghanistan river valley Map Size: 4KM Map Factions: US ARMY vs TALIBAN
    8. Map Name: Gaza Beach Map Creator(s): [R-CON]Hfett Map Description: Tight urban combat Map Size: 2KM Map Factions: IDF vs HAMAS
    9. Map Name: Hell's Cavalry Map Creator(s): [R-DEV]Rhino Map Description: Rural Armour Battle Map Size: 4KM Map Factions: BLUFOR vs PLA
    10. Map Name: Iron Ridge Map Creator(s): [R-DEV]~KILL~Pirate Map Description: rural Map Size: 4KM Map Factions: ??? vs ???
    11. Map Name: Kandahar Region Map Creator(s): [R-DEV]Hans Martin Slayer Map Description: Afghanistan rural/urban Map Size: 4KM Map Factions: ??? vs TALIBAN
    12. Map Name: Lashkar Valley Map Creator(s): [R-DEV]Hans Martin Slayer Map Description: Afghanistan rural in river valley Map Size: 2KM Map Factions: GERMANY vs TALIBAN
    13. Map Name: Marsh (WIP Name) Map Creator(s): [R-DEV]Deer Map Description: rural swamp Map Size: 4KM Map Factions: RUSSIA vs ???
    14. Map Name: Monchegorsk Map Creator(s): [R-CON]space Map Description: rural forest with military complexes Map Size: 4KM Map Factions: USA vs PLA
    15. Map Name: Sangin Map Creator(s): [R-DEV]Dr Rank Map Description: Afghanistan rural combat Map Size: 4KM Map Factions: UK vs TALIBAN
    16. Map Name: Siege at Ochamachira Map Creator(s): [R-DEV]IronTaxi Map Description: industrial defense Map Size: 2KM Map Factions: RUSSIA vs CHECHEN
    17. Map Name: Sosnovyy Bor Map Creator(s): [R-CON]9cookie_monster Map Description: industrial and woodland Map Size: 2KM Map Factions: ??? vs ???
    Total Maps in Development: 17 Map Sizes in Development: 1KM - 1 2KM - 5 4KM - 11


    Conclusion:

    Other than Al Kufrah, Qwai River and Sunset City, what exactly are you asking for here? Be more specific?

    As you can see from the above map development, a HUGE amount of resources is going to put combined arms maps in the highlight of PR. 4km maps will be great to showcase large assets, but sticking them on smaller maps so players can use them like they did in vanilla, I dont see that working, especially as we increase their deadliness and align them with their real life attributes, putting them on small maps is kind of a waste.

    **NOTE: just because I listed some maps here, does not mean they will be in v0.9 or will in fact ever be released, just showing you that we got a "Plan" when it comes to assets in PR.
    http://www.realitymod.com/forum/f10-...ml#post1025000

  26.  
  27. #29

    Charity Case's Avatar

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    Re: The [DEV] Dump

    PR2 info:

    http://www.realitymod.com/forum/f18-...ml#post1025367
    Quote Originally Posted by [R-DEV]eggman View Post
    With C4 we currently have a purple human shaped blob that can run, crouch and lean We have a couple of ginourmous test maps, but they keep crashing on my machine hehe. And a crude ballistics simulation. And one guy sorta associated with PR2 is working on a T34 Tank simulation that we hopefully can share some stuff with him and learn about how to do tracked vechiles. And we've integrated some 3rd party tools into the C4 engine, just as a learning process. We're in the process of getting our SVN repository, project management tools and Wiki and such set up amongst the PR2 crew. There are guys working on specific aspects of the design, as well as collecting some reference data and several broad design topic discussion with the entire PR1 team.

    We'd hope to have some sort of proof that we're actually doing something (a playable alpha) before the PR1 community dissipates. That's about the only "schedule imperative" we're working against. I think that is 12 to 36 months before PR1 starts to decline (it's still growing). And in 4 years if people hear of a PR2 game and they remember liking PR1, they might be compelled to buy it / try it (we're still not sure of the business model, but it will have a commercial aspect to it).

    Someone mentioned the C4 billboard system. Hehe that's not referring to "advertising" billboards. That's in reference to the 3D engine's capability to turn 3D objects that are far away into 2D "billboards" to be more efficient (this is good for us because it is an aspect of enablingling long view distances and high numbers of rendered objects).

    If we decided to do some sort of in game product placement / advertising (and we might) we'd need to integrate the tools from an in game advertising provider. But we're gamers too heh and some of that stuf is real ****e.

    The C4 engine may not be the best choice. But I sincerely believe it is the best choice of Indie priced engines. And Eric Lengyel, the sole coder of the C4 egine, is an extremely bright guy who offers tremendous support. I like supporting guys like that.

    The engine isn't even complete yet, but people are shipping product on it. And some people are attempting some incredibly ambitous projects on it. The next release will add a physics engine and some terrain engine optomisations for large terrain rendering. His goal is to allow for unlimited terrain without loading screens. There are some pretty major chunks missing from the engine, but the core foundation is there and the roadmap is pretty solid in terms of rounding out the engine's feature sets. I expect it's mid 2010 before C4 could be considered truly "complete". Hopefully sometime shortly thereafter we can have some basic elements of PR2 in place and toss out a playable alpha to get some community feedback involved.

    egg

  28.  
  29. #30

    Mnam's Avatar

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    Re: The [DEV] Dump

    some changes to the vehicle layout on Muttrah

    link: http://www.realitymod.com/forum/f253...ml#post1032161

    Quote Originally Posted by [R-DEV]Rhino View Post
    Vehicle layout and spawns have been adjusted slightly to conpensate.

    For example, MEC has 1 more APC.

    USMC APCs upped to 10min respawn (same as MEC ones)

    Littlebirds do not respawn.

    Only 2 Transport Hueys respawn

    Not soo many boats.


    Just to name a few off the top of my head

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