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| PR:BF2 General Discussion General discussion of the Project Reality: BF2 modification. |
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#1 |
![]() Join Date: Oct 2007
Posts: 47
Location: The Nevada wasteland
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What ever happened to Bi Ming night? When I first started playing PR v0.6 Bi Ming was one of the first maps I ever played.
I absolutely loved not being able to see without night vision! Why are there no night maps in 0.9? |
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Last edited by BlackFallout; 02-12-2010 at 05:20 PM..
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#2 |
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That was my first map too.
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Sergeant First Class Guardian
Assistent Squad Leader 1st Squad, 1st Plt, A Company, 1st Bat 508th Parachute Infantry Regiment US Army 1-1PLT/A/1B/508 To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#3 |
![]() Join Date: Jun 2009
Posts: 3,673
Location: Sao Paulo
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Problems with lightmaps I believe, some weird stuff happened.
Also, I don't wanna piss you off at all, as in, I would ALSO be mad if someone said the following thing... "This has been asked/discussed several times before... pl0x use the Search Function" -Quote by ... almost everyone XD Lack of creativity = win ! |
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Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple!
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [/CENTER] |
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#4 | |
![]() Join Date: Oct 2007
Posts: 47
Location: The Nevada wasteland
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Quote:
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#5 |
![]() Join Date: Apr 2009
Posts: 1,544
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Why not just have a very bright moon for illumination?
Gives a little light so that you can see the statics, but with areas with artificial lights. So you can still hide in areas with moon light, so that only people with night vision and sharp eyes can see you, but it shouldn't make for any bugs? |
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#6 |
![]() Join Date: Oct 2007
Posts: 47
Location: The Nevada wasteland
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I guess its complicated with the battle field engine.
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#7 |
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too many people complaind that they couldint see anything and it got taken out for that.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#8 |
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Omnicide BF2 Zombie Mod did it on Karkand. It could be due to other problems then the fact of an engine. Maybe it's not that realistic that 9 squads go on night op missions agains 9 other squads. Just doesn't seem that real. maybe if it was a night patrol between 2 - 3 squads and a entire village of insurgents.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "Hell, these are Marines. Men like them held Guadalcanal and took Iwo Jima. Bagdad ain't shit." -Marine Major General John F. Kelly |
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#9 |
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Retired PR Developer
![]() Join Date: Nov 2005
Posts: 5,899
Location: ZZ9 Plural Z Alpha
Blog Entries: 9
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Its the PR shaders that dont jive with night maps.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "apcs, like dogs can't look up" - Dr2B Rudd |
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#10 |
![]() Join Date: Nov 2009
Posts: 13
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I would love to see the return of night maps. Especially on city maps on INS mode. Gaza beach would be amazing! The conventional forces could take advantage of their superior technology up to a point, but INS might have improved luck with IED's and ambushes. I have zero knowledge of the way the intelligence points are coded but if it was possible to make changes on a map to map basis, night maps might have increased IP requirements in order to reveal a cashe to simulate the decreased "intelligence" the conventional forces would gain in a low visibility environment. This would go a ways towards balancing the INS technological inferiority while maintaining asymmetry.
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Last edited by jimbobjim; 02-12-2010 at 05:46 PM..
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