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PR 1.0 Spawn menu modification
Posted in: Coding
Posted 2013-01-06 at 19:08 by [R-DEV]BloodyDeed

Since it?s been awhile I decided to write up a new Developer Blog. This blog will be an overview of one of many new features of PR:BF2 1.0, the Kit Selection Spawn Screen. Taking you from an idea to a full on feature of Project Reality. It?s going to be a hefty read and if you?re not interested in reading a wall of text then I advise you to watch the PR:BF2 [URL=""]Devcast #2[/URL].

The whole process from the first idea to finally being able to use it properly took about 6 months with days of constant coding and some weeks off.

It started with me getting bumped to R-DEV after I assisted the team in several tasks over the years beginning with server tutorials, tester, Tech Team Lead and finally being a Lead Developer with focus on the PR Testing Team.
I wanted to get deeper involved in modding in general and was looking for a coding project besides my other daily tasks.

So I stumbled upon this public thread [url][/url] and decided to look for a similar solution for PR. Gladly [B]Hjid[/B] from [URL=""]Alpha Project[/URL] offered me his help and gave me some things to start with.
As you can see the first try was actually pretty similar to what we have now but remember this was a single button for one of 16 factions in game.
Also nothing of the back end was done yet, sure you could click the button but nothing happened.

I started a discussion in the DEV forums and we all agreed it would be a useful feature that people already had in mind but never thought of implementing it due to the large amount of work to create and maintain such a system.
The Military Advisors also strongly supported the idea mainly due to the fact it would give us 2 additional kit slots on the spawn screen.
I presented the team my first video so we were able to see it in action:
It wasn't actually working but the team liking the idea kept me motivated.
The next video gave me the impression it works even though on this state it had a few of very annoying bugs, which later exposed to be quite hard to fix:
A few weeks later, after discussions about kit type and order and some graphical suggestions by AncientMan it looked like this:
Because I couldn't imagine making this effort for every single faction I also started to program a small tool which should help me create the necessary files for each one:
and another video, if you look closely you can still spot some errors:
On this point I saw the chance to include that into 1.0 and did some stresstesting with a few selected testers. I stumbled upon a few unforseen problems which kept me busy for another couple of weeks until I came up with a proper solution.
Also kept working on the tool, I'll let the pictures do the talking :P
In the end it does everything pretty much automatically, reads out the correct weapons and creates the necessary files.

Finally a more or less finished version of a presentation video which I thought about releasing before we came up with the idea of the [URL=""]devcasts[/URL].
[SIZE="1"]Disclaimer: the videos are quite old and details might have changed in the meantime.[/SIZE]

I hope you enjoyed this blog and I gave you a small insight how things are getting developed.

Updated 2013-08-04 at 13:13 by [R-DEV]BloodyDeed
Views: 21718 | Comments: 23

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Total Comments: 23
  1. Old Comment
    Doc.Pock's Avatar
    Epic work BD
    Posted 2013-01-06 at 21:13 by Doc.Pock Doc.Pock is offline
  2. Old Comment
    Heavy Death's Avatar
    I like it how you made a tool to make your life easier. Thats what coding knowledge is for, great job!
    Posted 2013-01-06 at 21:35 by Heavy Death Heavy Death is offline
  3. Old Comment
    Kothra's Avatar
    Originally Posted by Bakimaster91 View Comment
    Fantastic work, as usual I`ve noticed something.... If we`re gonna have BUIS system in 1.0, what is the standard (scoped) and alternative(red dot) version of G36 for ? I am talking about german rifleman kit for example No offence, just my thought Maybe I don`t know something....
    It just means that the German rifleman will not have an actual weapon choice if the devs do not give the alternate kit a different weapon.

    Originally Posted by hobbnob View Comment
    Woooo G3 selectable for germans, that should certainly mix things up a bit.
    G3 has always been selectable for certain kits.
    Posted 2013-01-06 at 21:38 by Kothra Kothra is offline
  4. Old Comment
    hobbnob's Avatar
    Yes kothra but the player hasn't been able to choose what rifle he wants in his kit. Will be interesting to see what people choose.
    Posted 2013-01-06 at 23:16 by hobbnob hobbnob is offline
  5. Old Comment
    Very very nice!!! :D :D
    Posted 2013-01-06 at 23:36 by Daniel Daniel is offline
  6. Old Comment
    spawncaptain's Avatar
    Together with the changes to the kit system (spawnable LAT and grenadier, medium machine gun kit) something I have always wanted to see in PR. Nice work.
    Posted 2013-01-07 at 07:48 by spawncaptain spawncaptain is offline
  7. Old Comment
    Gore's Avatar
    Good job BD
    Posted 2013-01-07 at 08:28 by Gore Gore is offline
  8. Old Comment
    Smiddey723's Avatar
    Great attention to detail, well done
    Posted 2013-01-07 at 10:33 by Smiddey723 Smiddey723 is offline
  9. Old Comment
    ExeTick's Avatar
    on the officer kit for US on muttrah it says M16A4 but the picture of the ALT version is an M4A1 not an M16A4.
    Posted 2013-01-07 at 10:59 by ExeTick ExeTick is offline
  10. Old Comment
    Awsome piece of work. Thank you so much for your efforts. Patient bear will be patient
    Posted 2013-01-09 at 18:19 by Magn1fico Magn1fico is offline

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