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#11 |
![]() Join Date: Jul 2007
Location: Sadr city, Baghdad
Posts: 445
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Sure thing
Code:
Lightmanager.init Lightmanager.skycolor 0.588235/0.647059/0.694118 Lightmanager.ambientcolor 0.670588/0.745098/0.945098 Lightmanager.sunColor 0.913726/0.862745/0.662745 Lightmanager.sunSpecColor 0.952941/0.956863/0.890196 if v_arg1 == BF2Editor LightSettings.TerrainSunColor 0.75/0.75/0.75 LightSettings.TerrainSkyColor 1.00/1.00/1.00 LightmapSettings.waterSunIntensity 0.8 else terrain.sunColor 0.75/0.75/0.75 terrain.GIColor 1.00/1.00/1.00 terrain.waterSunIntensity 0.8 endIf Lightmanager.staticSunColor 0.68/0.62/0.55 Lightmanager.staticSpecularColor 0.96/0.96/0.89 Lightmanager.staticSkyColor 0.79/0.79/0.79 Lightmanager.singlePointColor 0.92/0.91/0.89 Lightmanager.sunDirection -0.458512/-0.817348/-0.348868 Lightmanager.enableSun 1 Lightmanager.effectSunColor 0.94/0.93/0.89 Lightmanager.effectShadowColor 0.63/0.62/0.58 Lightmanager.defaultEffectLightAffectionFactor 1 Lightmanager.hemilerpbias 0 hemiMapManager.setBaseHemiMap Levels/operation_full_clip/groundhemi 0.000000/0.000000/0.000000 2048.000000 500.000000 Lightmanager.treeAmbientColor 0.85/0.87/0.88 Lightmanager.treeSunColor 0.48/0.64/0.38 Lightmanager.treeSkyColor 0.78/0.66/0.54 if v_arg1 == BF2Editor else run /Common/Sky/SkyDome/skydome.con run /Common/Sky/Flare/flaresprite.con endIf Skydome.skyTemplate skydome Skydome.cloudTemplate cloudlayer Skydome.hasCloudLayer 1 Skydome.hasCloudLayer2 1 Skydome.scrolldirection 0.02/0.01 Skydome.scrolldirection2 0.015/0.015 Skydome.cloudTexture common\textures\cloud\Cloud06 Skydome.cloudTexture2 common\textures\cloud\Cloud02 Skydome.skyTexture common\textures\sky\skycloudy01 Skydome.domeRotation 180 Skydome.fadeCloudsDistances 500/800 Skydome.cloudLerpFactors 0.65/0.48 Skydome.flareTexture common\textures\sunflare\lens_corona01 Skydome.flareDirection -0.46/-0.82/-0.35 Renderer.fogColor 209.00/194.00/163.00 Renderer.fogStartEndAndBase 0.00/340.00/2.00/0.60 At least reconsider the other suggestions about those destroyable fences and stuff. I really want to make sure this map doesn't crash in the future releases. Looking forward to 0.8 |
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#12 |
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Assets Manager
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Thanks for the post jayceon515.
Indeed, basrah and op archer crashes because of the hard limit of networkable objects in BF2. Its funny you post this, as I only just a few days ago completed an audit on Al Basrah. Well, the networkable count is basically cut 2/3's by my audit so we are hoping it is playable once again : Ill respond to your list: 1) Done. 2) Done. 3) Keeping them. 4) Done. 5) All road signs removed (like you said, anything for stability, esp. stuff that does not affect gameplay whatsoever) 6) thanks I will look into why this is happening 7) will look into 9) will look into sky.con... good idea, im no art guy, i know some prefer 0.5 some prefer 0.6..... i would like to see a whole new sky anyways, liek you said, spice it up, so it feels new! in addition to the changes above, we have gone QUITE a bit further to reduce the amount of networkables. - removed the random insurgent rallypoint system. insurgents will use a new spawning system that does not rely so heavily on networkable objects (there was over 100 rallypoints created with the old system). more info be posted up when this new system is finalizied. - all helmand buildings replaced with non-destroyable ones. this was 300 networkable objects in itself. this will cause alot of bitching, but we feel its necesary for server stability. the afghan (kashan) single destroyables and wall pieces will still be kept the same. The main problem with the helmand buildings was that each building consisted anywhere from 6-20 destroyables, which quickly add up.. - theres a bunch of other destroyables that were removed. basically anywhere that we could cut networkables out, we did. stuff that is good for gameplay we kept, like blocking doorways and stuff like that. Thanks for this thread, its both insightful (for new guys) helpful to devs, and overall a pleasant read. I wish there were more threads that were like this, instead of filled with spam most the time :P any other questions just ask away jayceon. |
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#13 | ||
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PR Mapper Team
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Quote:
Quote:
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Last edited by [R-DEV]Rhino; 07-19-2008 at 11:06 AM..
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#14 |
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Registered User
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Swweeet! DEVs rule!
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. PR Tester - Tournament Admin - NINJA |
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#15 | ||
![]() Join Date: Jun 2007
Posts: 1,799
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Quote:
I'd like insurgents to keep their boat, I've read they do use them and maybe allied forces get one also. Its shame the boat will not pass under all the bridges so it could be used to cross the map in an alternative way since the riverbanks create a natural cover to movement Quote:
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Last edited by Sabre_tooth_tigger; 07-19-2008 at 11:29 AM..
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#16 |
![]() Join Date: Apr 2007
Location: Cambridge
Posts: 3,313
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blow the bridges up (the little ones) and you can just go right over the remains...
EDIT: You can go right under the little bridge on qinling, replacing a few with those could save a few objects for ya. |
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XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like? Best post ever made! EG: PPSh is made of win and quite possibly stamped sheet metal |
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Last edited by Jonny; 07-19-2008 at 11:39 AM..
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#17 |
![]() Join Date: Jul 2007
Location: Sadr city, Baghdad
Posts: 445
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I'm really glad you lead DEVs agree with me on this crucial point I was trying to make and the map is most likely going to work as it should in the future
I guess everything that had to be said here is done and this thread can be locked so you can avoid unnecessary spam that mostly comes into this kind of threads. 0.8 is IMO going to be the best PR release ever. Really looking forward to it |
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#18 |
![]() Join Date: Oct 2007
Location: San Antonio, TX
Posts: 1,038
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New spawn system for the 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. 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. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Yay PR! |
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#19 | |
![]() Join Date: Jul 2008
Posts: 181
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Quote:
Is there ANY chance of them being left in? in a modefied state and so on? | |
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#20 | |
![]() Join Date: Apr 2008
Posts: 157
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Quote:
Making these buildings indestructible might also change the balance slightly: I've found that destroying the village/slum with heavy guns makes it a lot easier for infantry to go in. With indestructible huts, insurgents would have a bit of a leg up | |
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Last edited by combatwombat; 07-19-2008 at 10:38 PM..
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| basrah, fix, online, play |
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