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PR:BF2 General Discussion General discussion of the Project Reality: BF2 modification.

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Old 2009-05-14, 16:28   #1
killer_01000

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Default To the Devs and Community about source code of bf2

I have a curious question to ask. In light of all the beta news, what would you add to pr (assuming you have the know how to do it) if you had full access to the source code of bf2?

Now i would like to keep this a somewhat serious discussion. An example, fastropes are ok just nothing like LaSeRs pEw Pew PEw lol. A general rule i guess could be if its in service with any military.

My suggestion would be ground deformation. Example, if a arty shell (not limited to arty) hits the ground it would create a crater. inf and vehicles would all react to it (making cover and hull down a very very standard tactic but also somewhat easier since you not limited to hills only).
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Old 2009-05-14, 16:35   #2
Jonny
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Many more networkable objects.

Mumble, heavily edited.

Arbitrary heightmap sizes.

Better collision/damage system.

Others would add more complex features...
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Old 2009-05-14, 20:44   #3
503
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Default Re: To the Devs and Community about source code of bf2

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Many more networkable objects.

Mumble, heavily edited.

Arbitrary heightmap sizes.

Better collision/damage system.
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Originally Posted by GoreZiad View Post
128 players
More view distance but also optimized to reduce lag frame.
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Old 2009-05-14, 16:36   #4
Jaymz
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Default Re: To the Devs and Community about source code of bf2

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Originally Posted by killer_01000 View Post
Example, if a arty shell (not limited to arty) hits the ground it would create a crater. inf and vehicles would all react to it (making cover and hull down a very very standard tactic but also somewhat easier since you not limited to hills only).
Even with the Refractor 2 source code that couldn't be done. It would require all the terrain to be networkable which would cause severe lag unless the net code was completely overhauled. BF2 already goes haywire with too many networkable objects.

But what I'd like to see done, if we had the source code, would be to make the weapon handling as realistic as possible. Taking features from OFP, Infiltration and RO into consideration.

"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
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Old 2009-05-14, 16:45   #5
killer_01000

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Default Re: To the Devs and Community about source code of bf2

i think in the poe mod they had some sorta of crater that was created on the ground from the rockets, albeit it looked like crap and wasnt that deep would that be a possible fix (remembering having full source code access lol)
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Old 2009-05-14, 16:47   #6
gazzthompson

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Default Re: To the Devs and Community about source code of bf2

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i think in the poe mod they had some sorta of crater that was created on the ground from the rockets, albeit it looked like crap and wasnt that deep would that be a possible fix (remembering having full source code access lol)
it was like our fox holes now, not in the terrain but above it.

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Old 2009-05-14, 19:48   #7
Jonny
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Even with the Refractor 2 source code that couldn't be done. It would require all the terrain to be networkable which would cause severe lag unless the net code was completely overhauled. BF2 already goes haywire with too many networkable objects.
Well it is a very special case of networkables, its a regular array of unsigned short integers. So that removes most of the positional data. Using pre-defined 'masks' to change the height will remove almost all of the height data. That leaves you with needing to send one position, and one mask identifier per crater. That doesn't sound like too much trouble considering that once its applied client side then there is no further network traffic for that crater.

In fact thats actually starting to sound quite good, performance-wise. Using an equation to define the mask, which would take a single unsigned short integer (the explosion force?) and the centre of the crater (where the projectile died?) would really make this quite possible to add, if we had the source code.

Would that actually take any more networkables than we currently use for an arty shell?
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Old 2009-05-14, 19:50   #8
UncleSmek

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Thank you BF2 engine
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Old 2009-05-14, 19:24   #9
Zrix
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Default Re: To the Devs and Community about source code of bf2

Fastropez.




Nah, but proper weapon stabilization in vehicles would be a sweet addition.



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Old 2009-05-14, 20:19   #10
Alex6714

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Fastropez.




Nah, but proper weapon stabilization in vehicles would be a sweet addition.
I have PMed the dice guy about putting in the 2142 code for it "ignoreparentrotation".

Apparently it will be looked into, not sure if anything will happen with it, but I hope so.

"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"

"oh, they're fire and forget all right...they're fired then they forget where the target is"
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