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Old 04-27-2008, 02:42 PM   #41
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Quote:
Originally Posted by Expendable Grunt View Post
Not destructable? Awwww...
imho, destructible buildings are incredibly limiting as you can only use so many per map. With these nondestructible variants, maps will be able to have more buildings, more villages, and will just look more realistic.

I honestly dont see whats so great about destructible buildings.. sure they're neat if youre in a helo or tank... but during the majority of your infantry combat you wont notice it. All Id really care for is destructible entrances to compounds and houses because that would actually add more to gameplay than the destructibles do now. :P




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Old 04-27-2008, 03:09 PM   #42

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Quote:
Originally Posted by [R-CON]OkitaMakoto View Post
imho, destructible buildings are incredibly limiting as you can only use so many per map. With these nondestructible variants, maps will be able to have more buildings, more villages, and will just look more realistic.

I honestly dont see whats so great about destructible buildings.. sure they're neat if youre in a helo or tank... but during the majority of your infantry combat you wont notice it. All Id really care for is destructible entrances to compounds and houses because that would actually add more to gameplay than the destructibles do now. :P
I allways thought destructibles are so cool..


but you are quite freaking right..


You should have a door which is locked.. and the building just enterable.. maybe some weak points.. and than the gameplay is way different than it is..

WHY?! WHY DO WE HAVE DESTRUCTIBLES?!?! :')

[SH] JantjevanLeiden / / Niet volgen maar Leiden.

marcoelnk;
youre one a crazy detail-obsessed guy

[R-PUB]Hfett;
"youre one a crazy detail-obsessed guy" So true
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Old 04-27-2008, 08:07 PM   #43

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Isn't it amazing that we've surpassed any of the work done by DICE (in terms of models, statics, etc., the engine is different) without salaries or grueling hours under the chain whip of Electronic Arts?

"If you're wounded and left on Afghanistan's plains..."
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Old 04-27-2008, 08:15 PM   #44

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Nice!

Can't wait to make them crumble,lol.

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Old 04-27-2008, 08:15 PM   #45

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Wow, if it was any realer, I'd touch the monitor. Lovely!

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Old 04-27-2008, 08:16 PM   #46

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srry,I just read not destructable,lol...

Well,they're still awesome!

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Old 04-27-2008, 08:25 PM   #47

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looking good as usaul. Great job.
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Old 04-27-2008, 09:01 PM   #48

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Quote:
Originally Posted by gclark03 View Post
Isn't it amazing that we've surpassed any of the work done by DICE (in terms of models, statics, etc., the engine is different) without salaries or grueling hours under the chain whip of Electronic Arts?
Really though the only thing that a salary and grueling hours change is the pace of production. Not that I'm complaining but pro developers usually produce things much faster. But then they aren't constantly relaying with the community and seriously questioning what they're making. Pro developers are forced into a somewaht restrictive creative envelope and are also pressured by the producers to diminish their work for the sake of market appeal.

Its somewhat inverse isn't it. Game makers lower themselves down a few levels often to draw in an audience while most mod makers elevate themselves into niches to attract the discerning gamers who are put off by the majority pleasing crap of mainstream production.

All in all I must say that these devs have done a great job with the tools available. I mean how many really shitty and half assed mods are there for HL2 where they have complete source code availability and tools to mod it? I am very much reminded of Silent Hunter 3, a WW2 U-boat sim game, where the mod makers are hemmed in by Ubi's fascist need to guard their source code against what would be ostensibly a way to achieve greater after market appeal to a 3 year old game, a game which appeals to a niche market that already by default would NEED to mod the game since realism whores are always unhappy with vanilla. Much like PR they have achieved so much with the hardcoded product.

If I ever say anything critical or voice concerns about this mod it is not out of an arrogant disdain for the devs here. I think that working with hardcoded game engines is the most impressive medium for mod makers. Cheers to you all.

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Old 04-28-2008, 02:25 AM   #49

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Quote:
Originally Posted by PFunk View Post
Really though the only thing that a salary and grueling hours change is the pace of production. Not that I'm complaining but pro developers usually produce things much faster. But then they aren't constantly relaying with the community and seriously questioning what they're making. Pro developers are forced into a somewaht restrictive creative envelope and are also pressured by the producers to diminish their work for the sake of market appeal.

Its somewhat inverse isn't it. Game makers lower themselves down a few levels often to draw in an audience while most mod makers elevate themselves into niches to attract the discerning gamers who are put off by the majority pleasing crap of mainstream production.

All in all I must say that these devs have done a great job with the tools available. I mean how many really shitty and half assed mods are there for HL2 where they have complete source code availability and tools to mod it? I am very much reminded of Silent Hunter 3, a WW2 U-boat sim game, where the mod makers are hemmed in by Ubi's fascist need to guard their source code against what would be ostensibly a way to achieve greater after market appeal to a 3 year old game, a game which appeals to a niche market that already by default would NEED to mod the game since realism whores are always unhappy with vanilla. Much like PR they have achieved so much with the hardcoded product.

If I ever say anything critical or voice concerns about this mod it is not out of an arrogant disdain for the devs here. I think that working with hardcoded game engines is the most impressive medium for mod makers. Cheers to you all.
So true.

Rhino, looking very good, my compliments to the chef and i allmost cant wait to call in a JDAM for it

With kind regards,

Glimmerman
Il Capo of Dutch Armed Forces faction for PR.
Qua Patet Penis

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Old 04-28-2008, 06:27 AM   #50

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Quote:
Originally Posted by gclark03 View Post
Isn't it amazing that we've surpassed any of the work done by DICE (in terms of models, statics, etc., the engine is different) without salaries or grueling hours under the chain whip of Electronic Arts?
Whos "we"??


As for EA i or any other company i show them no sympathy. There is absolutely nothing stopping them from making a realistic model of a gun or building. If then dont want to make a sim, fine but they just did a piss poor job in making the guns/statics/maps/soldier models look/sound real. If they had done that the masses wouldnt have given a crap(not to say they would enjoy the "cool" visuals more) and still played for the vanilla game play and people like us would have been happy in seeing that the game at least looks or feels real.

But w/e, making a game is not easy and god knows they put a lot of work into it.




"Exactly how long does it take to get to the center of a tootsie pop?"
-Me
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LinkBack to this Thread: http://www.realitymod.com/forum/f236-april-2008/38748-statics-new-afghanistan-themed-compound-statics.html
Posted By For Type Date
BF2¬(Battlefield 2 Mod¬) This thread Refback 05-03-2008 01:00 AM
Quartier Gnral de la [301] - PR 0.8 This thread Refback 05-01-2008 05:48 AM
Quartier Gnral de la [301] - PR 0.8 This thread Refback 04-29-2008 12:35 PM
BF2¬(Battlefield 2 Mod¬) This thread Refback 04-28-2008 07:26 AM
BF2¬(Battlefield 2 Mod¬) This thread Refback 04-28-2008 06:16 AM
BF2¬(Battlefield 2 Mod¬) This thread Refback 04-28-2008 06:14 AM
Battlefield 2, Battlefield 2142, Battlefield 3 This thread Refback 04-27-2008 07:41 AM
[Statics] New Afghanistan themed compound statics - Tactics & Teamwork Forums This thread Refback 04-27-2008 05:09 AM


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