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| PR:BF2 General Discussion General discussion of the Project Reality BF2 modification. |
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#1 | |
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PR Mapper Team
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Hey all.
Many of you seem to think that the choppers where removed from Qwai, Al Basrah etc just for a change of gameplay or w/e. This is not true, the main reason for them being removed was in fact because of the annoying "Sound Bug" problems experienced in previous releases. [R-DEV]Jaymz did lots of work on finding the cause of the sound bug and eventually found out that it was caused by the maps view distance (VD) being lower than the vehicles engine sound distance. As such, when the vehicle hit the edge of the players VD at the time, the sound would simply stick on the edge of that VD until that aircraft came back into the players view or the vehicle was destroyed. As such, the choices we had where to either increase the maps VD (which for most maps is not an option due to performance reasons) or to remove the vehicle off the map, or to lower the vehicles sound distance. For Qwai and Al Basrah, the VD could not be increased without huge performance impact, as such, the vehicles where removed off of them. On Qwai the VD was soo low that even the Type 98 (Chinese Tank) was even triggering the sound bug thou it was a rare occurrence compared to the choppers, and as such that also went. Here is the detailed info on this for any mappers that need to keep this in mind etc. Quote:
I hope that clears some things up for thous of you with questions as to why the Choppers where removed from Al Basrah and Qwai etc. Cheers. | |
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#2 |
![]() Join Date: Dec 2007
Posts: 1,329
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Thanks for clearing this up.
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'creak'
WHAT WAS THAT NOISE?? RWARR!! OMNOMNOMNOMNOMNOMNOMNOMNOMNOMNOMNOMNOM - [R-DEV]Hitperson |
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#3 |
![]() Join Date: May 2007
Posts: 1,219
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Ty for the heads up mate
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#4 |
![]() Join Date: Oct 2007
Location: Great Britain
Posts: 221
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In my opinion, the sound bug was never that game-breaking to justify this, but I'm not a developer
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#5 |
![]() Join Date: Sep 2007
Location: Kent
Posts: 1,134
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Glad to hear you found the cause for the bug.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. In-Game Name: SmukeUK Wild_Bill:Smuke, you are a true ninja!. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#6 |
![]() Join Date: Jun 2008
Location: Illinois
Posts: 1,041
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I haven't heard the sound bug since .75 tho...
I'd rather have a Strategic asset that can change the game and put up with a Small Annoyance then Have no Slight Irritation and No Exciting Assets... |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [RT]Fighter139 Jesus fuckin christ, Dunehunter will feel my wrath [R-DEV]Dunehunter Nope, sorry, didn't really feel it. |
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#7 |
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Interesting.
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#8 |
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Deputy Lead Beta Tester - EU
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Is it possible to optimise Qwai and Basrah for the according VD?
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. 'If the day does not require an AK, it is good.' |
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#9 |
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PR Mapper Team
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its possible yes, Qwai has the potential to have a lot of optimization work done to it as there are loads of settings that are off but fixing these would take a huge amount of rework of the map etc.
Al Basrah, dunno how much more you can get out of that tbh, the LMs are already on medium settings and I spent ages in the past getting it to the point it is now from the extra laggy v0.5 version if any of you remember that. |
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#10 |
![]() Join Date: Jul 2007
Location: Sea of Tranquillity
Posts: 581
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Don't do any more work on the old maps. they seem fine really. Just get to work on the 12KM maps I read about somewhere. Then we can have all the toys we could ever want. Right now we are limited to Kashen and Battle for Q. The Ground pounders have got there maps. Time for the Whores to get some love
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| assets, maps, offical, official, removed, statement |
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