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

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Old 2013-09-03, 22:16   #101
[R-DEV]​melonmuncher
PR:BF2 Developer
Default Re: Ask the [DEV]s a (?) - Part 2

Quote:
Originally Posted by Heavy Death View Post
Hey, does anybody (hopefully DEVs) know if the total ammount of tanks on Kashan VW is really 15 per side or do new additional ones spawn in few minutes?
15 tanks a side, only respawning after they get destroyed and 4 logis.
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Old 2013-09-04, 14:02   #102
Antol
Default Re: Ask the [DEV]s a (?) - Part 2

Is there any map where we can see this Up-Armored Scimitar version?


If no, why its not in game?
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Old 2013-09-04, 14:05   #103
[R-DEV]​camo
PR:BF2 Developer
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Default Re: Ask the [DEV]s a (?) - Part 2

Quote:
Originally Posted by Antol.PL View Post
Is there any map where we can see this Up-Armored Scimitar version?


If no, why its not in game?
Is that for arma 2 or bf2? I can't tell.

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Old 2013-09-04, 14:11   #104
SShadowFox

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

Quote:
Originally Posted by camo_jnr_jnr View Post
Is that for arma 2 or bf2? I can't tell.
PR 0.7

It says over there.


[R-DEV]Spec:The suggestion is not accepted, I merely wanted to comment.
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Old 2013-09-04, 14:22   #105
gipakok
Default Re: Ask the [DEV]s a (?) - Part 2

If I recall correctly these actually were in PR, but they were removed for balance issues
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Old 2013-09-04, 14:23   #106
[R-DEV]​camo
PR:BF2 Developer
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Default Re: Ask the [DEV]s a (?) - Part 2

Quote:
Originally Posted by SShadowFox View Post
PR 0.7

It says over there.
I see that but it looks too good to go into bf2 i thought it might be a mistake or something. God damn it looks good devs put it in!

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Old 2013-09-04, 14:33   #107
[R-DEV]​Rhino
PR:BF2 Developer
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Default Re: Ask the [DEV]s a (?) - Part 2

Quote:
Originally Posted by Antol.PL View Post
Is there any map where we can see this Up-Armored Scimitar version?
https://media.realitymod.com/news/pr0...update/S_3.jpg

If no, why its not in game?
The cage isn't currently ingame because of a few reasons. Firstly it had some really odd physics with the way we had done them, making the vehicle fly about etc, although this should be fixable. Secondly the cage didn't actually add any armour onto the vehicle either in the way we had it, it was purely visual. Although again, we know of a decent way of making the cage work so if RPGs hit it, they do little to no damage to the vehicle but again, something we would need to look into another time. Thirdly they had some odd lighting problems, we don't have a fix for that currently. Fourthly they cost quite a few tris and also had another texture sheet to load which made it harder for players to render so on top of all the other issues, they where removed until we could do them properly.

It was also for PR:BF2, was made the same time the Scimitar was, but as I said was removed due to some issues:

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Old 2013-09-04, 15:10   #108
Antol
Default Re: Ask the [DEV]s a (?) - Part 2

Is there any works to complete Sangin? If yes, how we can help it?
There should be more community tasks which would affect the progress of this map.
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Old 2013-09-04, 15:21   #109
Tim270
Retired PR Developer

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

^Stop asking Rhino stuff in this thread so he can carry on with the statics

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Old 2013-09-04, 15:30   #110
[R-DEV]​Rhino
PR:BF2 Developer
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Default Re: Ask the [DEV]s a (?) - Part 2

Quote:
Originally Posted by Antol.PL View Post
Is there any works to complete Sangin? If yes, how we can help it?
There should be more community tasks which would affect the progress of this map.
not really without having a good understanding and experience of making BF2 statics.

Quote:
Originally Posted by [R-DEV]Tim270 View Post
^Stop asking Rhino stuff in this thread so he can carry on with the statics
lolz, right now baking an AO so not the case right now but ye, forums are a massive distraction for me

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