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

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Old 2018-09-21, 14:18   #2401
[R-DEV]​AfterDune
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Default Re: Ask the [DEV]s a (?) - Part 2

Sangin is still being worked on, believe it or not .

Ranky's a hard worker, but has a fulltime job, wife and kids, so is quite busy (this sounds so familiar to me ). Anyway, as far as I know he's still working on some compounds. When that's done, he's replaced all compounds on the map. I don't know what else needs work, I'm sure there's still plenty of things to do, details to add, etc.

We're all still very excited about this map and hope to see it in PR at some point .

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Old 2018-09-21, 16:15   #2402
saXoni
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Default Re: Ask the [DEV]s a (?) - Part 2

The flag "Cutoff Platoon" on Ia Drang implies there's a platoon wearing cutoffs, not a cut off platoon. Can you correct it?
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Old 2018-09-21, 16:54   #2403
DogACTUAL

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Default Re: Ask the [DEV]s a (?) - Part 2

LITERALLY UNPLAYABLE

Not only did the DEVs totally throw off the CAS/AA balance and make TOWs useless against tanks, no that was not enough. They also had to introduce their most controversial change yet, a 16 character limit on player names.
------------------
''Mats literally does not give a single fuck what you, me or everybody else thinks the game should be like. He doesn't care if you, me or everybody else plays the game even.'' - Frontliner
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Old 2018-09-21, 18:00   #2404
[R-DEV]​Dr Rank
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Default Re: Ask the [DEV]s a (?) - Part 2

Quote:
Originally Posted by AfterDune View Post
Sangin is still being worked on, believe it or not .

Ranky's a hard worker, but has a fulltime job, wife and kids, so is quite busy (this sounds so familiar to me ). Anyway, as far as I know he's still working on some compounds. When that's done, he's replaced all compounds on the map. I don't know what else needs work, I'm sure there's still plenty of things to do, details to add, etc.

We're all still very excited about this map and hope to see it in PR at some point .
Thanks AD

All the compounds have been roughed out:



I'm currently in the process of adding detail to them all (and slightly regretting making so many!). The red area below indicates the compounds that have been fully detailed:



Once I've finished those it's just little details like cables, getting replacement fields made and switched in (won't take long to switch in once they're made), gamemodes (I'll need some custom stuff coded for that which I'll be talking to the team about soon) then playtesting, lightmaps and release. Won't be this year I'm afraid. As AD has said, I'm pretty damn busy these days, but hopefully sometime early next year we should begin testing. That's subject so a whole lot of things, but fingers crossed...



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Last edited by Dr Rank; 2019-03-23 at 23:30..
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Old 2018-09-22, 00:52   #2405
[R-DEV]Max_
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Default Re: Ask the [DEV]s a (?) - Part 2

As for Musa Qala, compounds aren't finished,



Stuff I'd like to do, I doubt the final version will have as many compounds as I'd like, due to performance issues in some areas and would take a way longer. My main goal is to finish the unfinished areas and hide the ISAF base behind some small hills, optimize performance.



Then pretty much the same as Ranky, add cables, roadside ditches, more details.
Early dark morning layer.

Still need to work on the interior statics for those new afghan buildings.
Also need custom stuff coded to automate building template replacement, interior placement and cache placement.

Sangin is better.


Spyker2041: "Just found out that my "9 month" deployment to the Falklands just turned into a 19 month one..."
Mats391: "When admins set LRG instead of STD."
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Old 2018-09-22, 07:23   #2406
[R-DEV]​Dr Rank
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Default Re: Ask the [DEV]s a (?) - Part 2

Quote:
Originally Posted by Max_ View Post
As for Musa Qala, compounds aren't finished,



Stuff I'd like to do, I doubt the final version will have as many compounds as I'd like, due to performance issues in some areas and would take a way longer. My main goal is to finish the unfinished areas and hide the ISAF base behind some small hills, optimize performance.



Then pretty much the same as Ranky, add cables, roadside ditches, more details.
Early dark morning layer.

Still need to work on the interior statics for those new afghan buildings.
Also need custom stuff coded to automate building template replacement, interior placement and cache placement.

Sangin is better.
Mate that looks awesome! I can't wait to have a go on that! The river looks ace! You could probably get away with a few less compounds than you're currently planning, like half the number, then get it into testing and see if it really needs any more/if you want to put any more in? Obviously it's your map so all up to you, I just want to play on it!

It looks very, very cool



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Last edited by Dr Rank; 2018-09-22 at 07:30..
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Old 2018-09-22, 08:50   #2407
Raidonrai
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Default Re: Ask the [DEV]s a (?) - Part 2

Musa Qala #1 dirtbike jump map
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Old 2018-09-22, 11:11   #2408
[R-DEV]​AfterDune
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Default Re: Ask the [DEV]s a (?) - Part 2

Get both maps in the beta program asap!

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Old 2018-09-22, 11:40   #2409
Heavy Death

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Default Re: Ask the [DEV]s a (?) - Part 2

You both are pretty sick in the head. Can't wait to play both.

Also pls leave your wives and throw kids in the trash, keep the day job, you have to eat afterall.

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Old 2018-09-23, 07:49   #2410
solidfire93

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Default Re: Ask the [DEV]s a (?) - Part 2

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Originally Posted by AfterDune View Post
Get both maps in the beta program asap!
yes please, i really enjoyed Musa Qala on it's first test.
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