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| Project Reality News : Project Reality news releases and announcements. |
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#21 | |
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Retired PR Developer
![]() Join Date: Sep 2004
Location: The Netherlands
Posts: 4,911
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And I gotta say, I completely agree with the quote. | |
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Fact of life: A Conscience is what hurts when all your other parts feel so good.
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#22 | |
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Retired PR Developer
![]() Join Date: Sep 2004
Location: Sweden
Posts: 3,420
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I've been out of the ring for over a month and don't know if there are any other reasons for doing a QT version only. @ Wolfmaster; Yeah, ain't it the truth? | |
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#23 |
![]() Join Date: Oct 2005
Location: Norway
Posts: 6
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Oh please say you guys have added mounting\dismounting animations to vehicales!!! This would help the gameplay heaps in achieving realism. |
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#24 |
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Retired PR Developer
![]() Join Date: Jul 2005
Posts: 29
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On the issue of using the WMV format, it's more a matter of achieving quality results. In this case the QT codecs are a professional standard, hence the reason you find major motion pictures using QT for their trailers.
Given Microsoft's allready tainted track record, the nature of the WMV format is that for one it can be unstable, and second when it comes to compression very poor in size vs quality ratio. Simply put I can do a lot more with QT codecs than I can WMV. And considering the original Reality trailer file was 1.9GB and squeezed into 18.9MB while maintaining the quality that you see now, thats just beyond outstanding. If your having issues with the QT player than yes as said by a few others, I can also recomend using VLC for playback. I will look at what I can do with other file formats, but only if I can do it right. |
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#25 |
![]() Join Date: Jun 2005
Posts: 124
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Zowie! Nice Stuff! But does is the trailer actually depicting a realistic approach to HUD design? Or, is the PRM Team just teasing?
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#26 | |
![]() Join Date: Oct 2005
Posts: 120
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'If I join your squad in any BF2 game, just call me Ty (Tie), or Tychus. (Tie-cuss)'. Full pronounciation: Tie-can-dur-us
-Tychandrus
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#27 | |
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Project Founder
![]() ![]() Join Date: Jul 2004
Location: your six.
Posts: 3,135
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#28 | |
![]() Join Date: Oct 2005
Location: Norway
Posts: 6
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I remeber my favorite feature in halo were that you actualy had to take time to mount the vehicles and to change the posisons. And for a while i thought EA would actualy bother to implement it to bf2, but when i finaly played the game it had the same tedious flaw of bf1942\bfv were you would near the flag and sudenly some tanker guy that just had died would respawn, see you and start bunny jumping to were the tank would respawn in about 5 secs later and magicaly 5 metres from the tank manage to be inside and from there on you just knew you were dead... I just realy wish it would be posible in this engine to add mount\dismonunt animations and some one would take the time to do it... | |
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#29 |
![]() Join Date: Jan 2006
Posts: 145
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I believe it is possible to put the "dismount point" inside the back of the hummer. So instead of being in the back and all of a sudden popping up next to the hummer, you'd pop up in the back and walk out. A lot better IMO.
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![]() Free your mind, and your ass will follow. F.N.G. |
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#30 | |
![]() Join Date: Jun 2005
Posts: 124
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No hard feelings but no plans for altering the fantasy/arcade HUD is nothing to be "cheery" about on a mod where the Developers keep emphasizing their intentions of "realism", where the arcade game the mod is built on has literally the most unrealistic and histrionic HUD in FPS action/realism gaming bar none. Even worse; the concomitant and ridiculous effects the BF2's fantasy HUD has in emphasizing and reinforcing arcade game-play makes the news even more disappointing -- especially after a nearly unanimous positive respons from PRM Fans in the Realism HUD Design thread. Too bad... | |
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