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21 Nov 2018, 00:00:00 (PRT)
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PR:WWII General Discussion General discussion of the Project Reality WWII modification.

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Old 2018-10-21, 23:45   #1261
Raklodder
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Default Re: Ask the (WW2-DEVS) a question ?

How are you guys doing over at PR headquarters?


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Old 2018-10-23, 16:05   #1262
[R-DEV]​Mr.VdHeide
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Default Re: Ask the (WW2-DEVS) a question ?

We are working on giving all our ww2 vehicles the right properties. So the right optics, munition types, etc



D.J.

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Old 2018-10-23, 16:13   #1263
HeneraLuna

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I wanna contribute to the progress of PR:WW2. Who can I talk to?

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Old 2018-10-23, 18:14   #1264
[R-DEV]Mineral
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This used to be easier when WW2 was mostly developed by the community still. Right now in it's final stages it's all internal with our tools and online version and revision systems. Making it harder to invite community members to help out with that. Primarily at this point it would be signing up to be a tester (although atm not much testing happening tbh, we are waiting on those vehicles Heide talks about) or making a map/model/sound/static/code and showing it on the community modding section. That way we can provide feedback and work towards seeing your work implemented.

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Old 2018-11-01, 21:59   #1265
Anthony817
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Also our team over at Battlefield 1944 is still busy working on stuff we hope to share sooner than later with the PR team. In fact we are trying to get multiple tanks set up for them and then pass them over for them to further tweak and polish. My team has just had a lot of setbacks lately. Also our main vehicle exporter is also in charge of running the IDF mod which has priority over everything else, so when he gets the final things finished up for their next update he will have much more time to dedicate to 1944 and PR:WW2 vehicles.

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Old 2018-11-04, 11:15   #1266
solidfire93

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back in June 2018 during PR:WW2 Update, the progress was like this :



any update on this ??
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Old 2018-11-04, 12:46   #1267
[R-DEV]Mineral
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Numbers don't mean everything though. Sometimes we split up a feature, into small sub tasks and features for easier management. But the actual work hasn't changed. But since June, we mostly added quite a few new vehicles that increased our feature set.

Currently development, as every year around this time of year is relatively slow. Start of new school year for many, lower energy during winter months, etc...

But our dedication to finish 1.6 hasn't slowed down All content (models, maps, etc) is in, it's now all about finalizing the coding and balance of vehicles and weapons, filming a trailer, making screenshots, improving small details and rigorous testing. And further small improvements here and there. Not to mention 1.6 will also come with some none-WW2 related updates, additions and bug fixes.

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Last edited by Mineral; 2018-11-04 at 13:08..
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Old 2018-11-07, 13:32   #1268
sweedensniiperr
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Not sure if this has been answered but how do you plan on implementing 88s (and other big guns)? Just like did a couple of years back? It being a basically in one position the entire match?

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Old 2018-11-08, 08:10   #1269
[R-DEV]​camo
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Same as we did last play test, purely as mapper placed guns.

We discussed having them as emplacements at fobs but decided against it with the rational being that tank vs infantry combat was actually pretty well balanced last play test. Forcing a tank crew to deal with tanks, infantry popping out of bushes with lat/hat kits AND adding anti-tank gun emplacements on top of that seemed like it would tip the balance a bit too much.

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Old 2018-11-08, 08:52   #1270
DogACTUAL
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How fast are the planes going to be?
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