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[01:11] <The room title is now "Central Command">

[01:11] IrOnTaXi: [Xfire] Klaak: Ron: What barriers have you encountered while making the mod and how did the team come to be?

personally, the biggest barrier for me has been continuing to develop the skills that I need to work in a team with limited assets..I started doing maps, then moved into static modelling.. and have started developing texturing skills etc... I think, the more you know...about anything related to your engine the better.. :)


[01:11] [R-DEV]Rhino: ~)BH(~blip2: are we going to see some new/more inventive commander assets?

in time we hope to build more ontop of what we have done, lots of ideas are floating around the dev forums (probaly too many :p) and we will see what we can and cant do :)

[01:12] [R-Dev]Jaymz: AsT_Marky_: THIS.....is a question for any DEV or for everyone to answer....As a former infantry soldier with the british forces , what i want to know is...How did you get the weapons to sound so real and how did you go about getting the sound for the distance weapons sounds ? very impressed i was

Integrating distant sounds into the BF2 engine was a real challenge. Bf2 doesn't support multiple sounds for weapons. So we had to get really creative. What we did was attach all of our distant sounds to the muzzle flash effects that happen with every shot fired. That sound can be audible for a long distanct and is the only sound heard after about 300m or so =).

[01:12] [R-DEV]2Slick4U: Ron: What barriers have you encountered while making the mod and how did the team come to be?

Too many to list. BF2 is everything BUT a friendly game to mod. That ontop of recieving little to no support from EA, we have had to come up with multiple work-arounds to get things to work. [01:12] Katarn: Wraith: will we ever see fastroping integrated into pr

http://i230.photobucket.com/albums/ee67/rdevjaymz/lulz.jpg

[01:13] fuzzhead: Will PR have a merchandise shop?

Most definitely, its in the process of being created.

[01:14] <[PR]CATA|О¶e_DamneТ‘ (danerkebab) (Peon (Mute)) has entered the room> [01:14] Katarn: Riobux: How do you think EA feels about you modding a game they published?

We're extending the life of their game franchise, I suppose they would love what we are doing. Hell, we're doing their work for them! [01:14] <������! RaVeN.rcft (ravenrcft) (Peon (Mute)) has entered the room> [01:14] <|BEAв„ў|Maj. Farion (exo911) (Peon (Mute)) has entered the room> [01:15] [R-DEV]e-Gor: :: McGucks ::: Will Project Reality ever move on to having its own game engine, or maybe even in improving its graphics? Or will it ever be seen having to be purchased from stores?

This is something we're often asked - and it's unlikely to ever happen. The cost for commercial engines is far too great for a volunteer development team like ourselves, and free engines on the whole don't offer us as much as BF2. The programming side of things would also be a lot more complicated and involved - not something we have the capacity for with the current team. [01:15] [R-DEV]Spearhead: [LP] RKO: As a gamer, not as a developer or moderator, what do you guys yourselves most wish to include in the future versions of PR?

I personally would like another game mode or two. The upcoming scenario mode looks promising to me. I also like extraction when we still supported it. (It may come back as part of scenario) I really enjoy our insurgency game mode and look forward to more variety. [01:16] <=WFC=Rct.Sky | Amber (vampirehunter07) (Peon (Mute)) has entered the room> [01:16] <[Xfire] Matthew (emmbeegee) (Moderator) has entered the room> [01:17] dbzao: naosednax: What fetures from other games has PR tryed to emulate, to better BF2

Well, there are definitely features found in other games that are not supported in the BF2 engine and we had to work around to make it happen. For example the vehicle damage system added a new level of gameplay to the game where sometimes your vehicles break tracks, turrets and engines. This is something not supported by the engine and the reason why it's not that stable. We get some weird visual effects sometimes because the engine wasn't built to have that stuff happening. But we are always trying to push the engine forward and try to come up with innovative gameplay changes. [01:17] [R-DEV]2Slick4U: naosednax: (taken from suggestions forum) Will the insurgents get a battle van with mounted guns on the sides?


Currently is not planned. But, you never know...we might throw that along with MR. T in the game to give thje Insurgents the A-TEAM. :) [01:17] Katarn: PR]NATO|LekyIRL: Have the PR Dev's ever considered creating their own game/engine?

It's a dream but one we really have few ambitions to bring to fruition. We are actively looking for new gaming engines that have been made by retail game developers that we can use and appeal to the gameplay style that we would like to see. [01:17] [R-DEV]Rhino: RKO: How many people work on PR?

We have alot of devs and community contributers who help out PR, but due to r/l stuff etc alot are not always able to work, so most of the time we have a core team of around 10 to 20 active developers / cons who work on each release :) [01:18] Katarn: =WFC=Rct.Sky | Amber: Can we expect parachutes on choppers supplys?

No, it is not currently planned and probably will not happen. [01:18] [R-DEV]e-Gor: SwVoip Killa (Spaz): What do you think about all the community factions? And will the once being worked on right now ever be ingame?

We fully support them - everyone always wants to see their own country in a game, and on top of that it gives a lot more variation from the standard US v. PLA/MEC. Whether they'll be included is very much up to the teams developing them - if they're of high enough quality and really add something to PR then it'd be foolish to leave them out. [01:19] <[R-DEV]M.J.Patterson (mjpatterson) (Power User) has entered the room> [01:19] [R-DEV]M.J.Patterson: deepsix501: Project reality has come along way, adding commander assets and completly new weapons and skins since i've been apart of it. Now that you have gotten rid of the Mini-map and added deviation, what do you think the next steps will be for PR

There were a lot of changes in 0.7. Most of them affected gameplay dramatically and are still in the process of being tweaked further. With as many dramatic changes as there were at the foundation of PR with 0.7 we are now looking towards providing new content as well as getting new innovative systems integrated into armor. [01:19] fuzzhead: While the maps are already quite large, the maps in another game, ArmA are larger. Is there a possibility of increasing the maps to accomodate more players for a larger multiplayer experience? Also, with the possiblity of giving the full real war experience of air, land and sea?

Project Reality maps will continue to increase in their size and complexity, and we will continue to push the envelope in terms of object count, view distance and realistic level design. As far as full war experience, maps will continue to keep a balance, as we really need more than 64 players to integrate all battlefield assets on one map. [01:20] [R-Dev]Jaymz: Klaak: heidrick: What made you guys want to make BF2 as real as it could get, and not like the other mods out there?


I believe that Requiem started the mod with the intention of reaching a small portion of players dedicated to teamwork based around relative realism. I don't think it was ever thought that PR would be as succesful as it is. Realism makes things complicated and generally people just want mindless fun. [01:20] [R-DEV]Spearhead: While the maps are already quite large, the maps in another game, ArmA are larger. Is there a possibility of increasing the maps to accomodate more players for a larger multiplayer experience? Also, with the possiblity of giving the full real war experience of air, land and sea?

Sadly we were unable to increase the amount of players on one server above 64. [01:20] <[R-DEV]M.J.Patterson (mjpatterson) (Power User) has entered the room> [01:22] [R-DEV]2Slick4U: =RH= Redlazer: Do you make any money off of PR, or do you toil over modding the whole game for free?

We do not make any profits. All donations we recieve pay for our webserver , etc. That and of course the hookers and blow for the Dev Team. [01:22] Katarn: MoW|Death6: Will More Nato or Non Nato Armies Be Added To Pr??

It's certainly possible, we don't know what the future could hold. [01:22] fuzzhead: What made this mod so popular?

I think its the combination of a dedicated team focused on a niche genre and the strong community of like minded, mature gamers that has contributed to the popularity of PR. [01:23] [R-DEV]Rhino: deepsix501: This is more of a question aimed at the Mappers. Where do you get your insperation? Where do you start when wanting to create a map for Project Reality - design wise, not code wise?

well really insperation can come from anywhere, for muttrah when I first made it, first I had the idea of doing a Amphibouse, Air Assault map, had the genral map concept for it, then when searching around google for a good map for this concept to fit in, I very, very luckly stumbed across some pics of muttrah, and after that, it has given me soo much insperation to not only make the first version, but also to make a much larger 2nd version which if you guys have seen the WIP pics is very close to the real muttrah layout wise :) [01:24] [R-DEV]2Slick4U: RKO: Do you think servers such as IGI and Tactical gamer have played a part in PRs success, there are alot of good mods out there but no dedicated servers for them?

[01:24] dbzao: deepsix501: Project reality has come along way, adding commander assets and completly new weapons and skins since i've been apart of it. Now that you have gotten rid of the Mini-map and added deviation, what do you think the next steps will be for PR?

Who knows... we are always trying to improve our "old" changes but always pushing the engine to its limit and trying to come up with some solutions for problems and features that we want. One for example is player only messages. We don't like all the spam at the top of the screen, and we would really like to come up with a solution for that. We have some new ideas so hopefully in the next releases ;) [01:24] [R-DEV]e-Gor: :: McGucks ::: In future versions of Project Reality, will you ever consider adding a 'real-life' ranking structure to the game...same as BF2142?

We feel that statistics, ranking and unlocks have really harmed the gameplay in Battlefield 2 and BF2142. So a full ranking structure is unlikely to ever appear. Having said that, we have been considering adding limited elements of such a system, but specifically designed around enhancing gameplay rather than tracking points and kills. Just a possibility, you'll have to wait and see in future releases ;) [01:25] IrOnTaXi: deepsix501: This is more of a question aimed at the Mappers. Where do you get your insperation? Where do you start when wanting to create a map for Project Reality - design wise, not code wise?

Design wise, I usually start with a general story line in mind and then do a paper sketch of the map..usually on grid paper..The inspiration usually comes from movies,experiences, real places Ive been etc.. I spend quite a bit of time looking at refrence photos from the internet as well.

The militia faction has been really fun for me as I preplanned a series of three maps which are all going to be integrated into a 3 map story line..we have Fools road and Mestia,...One more to complete the series :)

[01:25] fuzzhead: When 0.8 rolls arround will there be more open aeria combat or urban city combat?

v0.8 will have a large focus on maps, and yes there will be plenty more urban city combat [01:26] [R-Dev]Jaymz: [R-MOD]Dunehunter: How do you plan to deal with the technological divide between the US and British factions and the PLA and MEC ones? Would you focus on realism or balance, or try to balance it out with map design?


PR (and BF2 for that matter) is based on large scale conventional conflicts. We wouldn't have a game if it was just AC130 gunships blowing up China and the ME. That said, we do look for realism when incoroporatin the same asset for all factions. Like the JDAM, China is actually developing their own equivalent. So giving it to the Chinese and the MEC wasn't too unrealistic (this is also why we called it "area attack" and not just "JDAM" [01:27] Katarn: <TFO>- ߺ±S/Lìnk§âhañrí™: how can you be sure that your guns in PR are realistic to the guns that are already out there

We have miltary advisers whose jobs are to make sure that all the sounds, visuals, ballistics, and performance is all as close to reality as possible in the Battlefield 2 engine. Personally, as a weapon modeler, I strive to do my best to make things as realistic as possible. [01:27] <[SAS]_Cdt_Chester (chester1993t) (Peon (Mute)) has entered the room> [01:27] [R-DEV]2Slick4U: RKO: Do you think servers such as IGI and Tactical gamer have played a part in PRs success, there are alot of good mods out there but no dedicated servers for them?

Of course they have. We wouldn't be here if we didn't have such a dedicated community backing us. [01:28] [R-DEV]e-Gor: 628sam: how can a simple mod have alot a giga bytes?

Simply put: there's a lot of content there. With 18 maps and countless new vehicles and weapons, it's hard to keep the file size down. [01:28] [R-DEV]Rhino: naosednax: how far along is the traning map in development, besides the kashan mod? will we see it in 0.71?

at this time we are not working on any training maps as such for the offical PR releases. Problem is with making a map like this is it takes just as much, if not more work to make a map like this as a normal map where for the mod, a MP map is much more benifical to the mod at this time. We are looking at some ideas at the mo of making some basic training scenarios we can give out to ppl with the release thou not sure as of yet if we will go though with it. [01:28] [R-Dev]Jaymz: heidrick: Do you take opionions and ideas from the public on your site? Such as what weapons and vehicles should be added?


Most definitely. Especially when it comes to tweaking weapons that we already have. [01:28] [R-DEV]Dr Rank: deepsix501: This is more of a question aimed at the Mappers. Where do you get your insperation? Where do you start when wanting to create a map for Project Reality - design wise, not code wise?

For Bi Ming I looked for what the MOD didn't already have, and started from there. I then did some brief reseach and found some areas of pine forests in China and went from there. For Operation Barracuda, I took what Duckhunt had started and expanded, taking some inspiration from a Bristish run military/scientific base on a tropical island, forget exactly where it was but through certain contacts I was able to get some interesting photos. For Sangin, my next 4km Afghanistan Map, I began by looking at lots of Youtube/liveleak videos, did a lot of reseach in places like wikipedia and put together a proposal that I asked UKForce to provide feedback etc on. [01:29] [R-DEV]Dr Rank: I've used videos and google maps to build it up from there. [01:30] [R-DEV]Dr Rank: For Al Haditha I've use the technique of putting the google map directly on the map and using it as a direct ref, building up the map in a similar way duckhunt has done for Fallujah [01:30] [R-Dev]Jaymz: deepsix501: This is more of a question regarding the organization of the DEV team. Being from all over the world, how did and do you manage to organize and create such a cohesive game?


The internet, it's faaaantastic [01:30] [R-DEV]e-Gor: heidrick: Why have you developed maps in older Project Reality releases, and then cut them out?

Many have just not fitted in as gameplay has changed through the releases. Muttrah City is a good example on this: Since the changes to the spawn mechanics, it became horribly one sided, and just not fun to play. In this case though, we're developing an all new version of it which you should be seeing in 0.8, [01:30] [R-DEV]2Slick4U: LoneMedic: Will you all stick together after PR is finished or make a new mod? Or is PR an ongoing mod in whatever game it takes you?

We aren't goging anywhere. [01:30] Katarn: heidrick: What made you guys decide to give the insurgent/militia faction the older Mosin Nagant and PPSH weapons?

Because we thought they were cool as well as being realistic. It's just something that we added to bring in some diversity as well as having something that is used on the real battlefield. [01:31] [R-Dev]Jaymz: Irichanu: Have you founded solution for M14 unaccuracy?


Yes, all DM/Sniper rifles have had their accuracy/deviation fixed [01:31] [R-DEV]M.J.Patterson: deepsix501: Patterson, can you go into more detail about those armor systems

In November, before the release of 0.7, I was experimenting with creating a turret stabilization for armor. While I was making some progress on the experiments I decided that there were higher priority tasks to be done. Now that 0.7 has been released I have had more time to play and find out what aspects need to be changed. Aside from bug fixes and small easy to fix tweaks I have taken up the task of making the turret stabilization work again. AAVs have been tweaked to near perfect while tanks and apcs are still in the works. I hope to have this done as soon as possible to make the patch for 0.7. [01:31] Katarn: LoneMedic: Will you ever make a mod in 2142?

It is not planned. [01:32] [R-DEV]Rhino: L-SGT Chris[EEF]: Since release after release will be the maps fixed too? You guys keep them always updated (on new version) or will they just be replaced by new maps in future updates?

each release we are always making new maps. We are always looking to fix our current map bugs w/e they may be providing its worth the time and effort being put into them, thou most of the time its best to just scrap out the map, even if some players will get upset and replace the map will something fresh and new, which will easily take its place :) [01:32] [R-DEV]2Slick4U: : McGucks ::: When Battlefield 3 eventually gets launched with its new Frostbite engine. Will you plan on moving Project Reality to running on that game instead of Battlefield 2? As it would upgrade graphics and gameplay. [01:33] IrOnTaXi: [Xfire] Jubjub: naosednax: Are you planning on makeing more buildings where players can garrison troops? are you planning on making more destructible buildings?

As far as enterable buildings...I have it from a good source (me) that their will be alot alot alot of enterable buildings in the next release.. One map in particular will have nearly 100percent eneterable buildings.. players should be able to hide anywhere their little hearts desire..

As for destructibles. we have a fixed limit of 1024 object which can contain network information per each level in bf2. So that is our fixed limit.

Cheers [01:33] dbzao: [PR]NATO|LekyIRL: What are the plans for the extraction mode? Is it correct that we will have it as part of scenario?

We definitely want extraction back and yes, it will be part of the new Scenario game mode. I call the new Scenario the "father of all game modes" as it can handle all different kinds of scenarios. Right now we have it coded to handle fixed objectives, moving objectives, specific kits, specific roles (commander, squad leaders), pickup kits objectives (like the old VIP rescue mode), control point capture and check points (requiring different types of vehicles, kits or roles in the radius). These can all be divided in different phases, priorities (primary, secondary) and all random like in Insurgency to have a different experience each time you play. This means we can make a combination of all these objectives in a single map if necessary and as a result get Extraction, VI [01:33] [R-DEV]Dr Rank: [PR]CATA|BloodBane611: Are there any more nightmaps planned, or have the possible exploits on Bi Ming basically finished night maps in PR?

none planned atm, although its not possible to gamma hack on bi ming because of fog/nvg fog settings, the main reason its so dark, not sure what you mean about exploits unless you're refering to the flashbangs? [01:33] Katarn: [SAS]_Cdt_Chester: Is there bullet drop in play when firing sniper rifles?

It's less of a factor than shorter assault rifles, but yes. [01:36] <[R-Dev]sofad (so7ad) (Peon (Mute)) has entered the room> [01:36] [R-DEV]Rhino: =WFC=Rct.Sky | Amber: Can we expect a rifleman kit, which when you choose it, you can choose between 2, or 3 rifles of your army?

Most conventional armys these days only really use one main Assault Rifle as there main weapon, for exsample the British Army use the L85A2, and the USMC use the M16A4, the US Army use the M4 etc, would be pretty unrealistic to give a choice of 3 rifles so I dont see it ever happening. [01:36] [R-Dev]Jaymz: 628sam: how can a sniper miss when directly aimed?


The deviation changes on DM/Sniper rifles got messed up just before release. This has been fixed for the patch. [01:36] <so7ad ([R-Dev]sofad) is now a member of group Power User> [01:36] [R-DEV]2Slick4U: 628sam: how can a sniper miss when directly aimed?

Have you ever shot a sniper rifle? Its not as simple as point...aim....shoot. [01:37] [R-DEV]e-Gor: deepsix501: This is more of a question regarding the organization of the DEV team. Being from all over the world, how did and do you manage to organize and create such a cohesive game?

Much of the organisation is done through the forums - we have a fairly extensive network of developer only forums hiding above the public ones. Then we keep in contact through instant messengers and teamspeak too. [01:38] fuzzhead: What made you decide to use a quartermastering system to limit those specialized kit?

The quartermaster system we have in place has a number of advantages over the spawn screen kit selection. Through the quartermaster we are able to limit the specilized kits and your able to change out your kit to adapt to the changing situation on the battlefield. [01:39] [R-DEV]Spearhead: L-SGT Chris[EEF]: Everyday we see new gamers which complain about the hard gameplay inside PR... Will you guys ever support them like giving back APC or SL spawn? Would you guys put out some part of reality because they crying arround?

We usually try to listen to feedback from the community but we wouldn't react on it if it wouldn't convince us. The removal of the spawns on squad leader and APCs has caused a very split opinion in the community. Many are very happy with this while a significant number has trouble to cope with it. We don't have any current plans to reimplement any of those spawns. As for the steep learning curve in PR. We tried to counter this as far as possible with our new documentation that we started to improve greatly in the recent 6 months [01:39] IrOnTaXi: [SAS]_Cdt_Chester: Do you find it unrealistic that Crewman can't drive supply trucks?

Yes...its very odd.....whats wrong with those guys? [01:39] [R-DEV]Rhino: naosednax: Who write and create your battle scenarios for the maps? or do you just use real life scenarios?

really its upto the mappers to think up what they want to do, if its the mappers own idea etc then they are more willing to do it under there own motervation where if it was a pre thought task as such, there is less motervation to complete such a map thou we do give out all the insperation we can to each other in the map team of new ideas for maps etc and go over many ideas and see how we can make them work for PR :) [01:40] Katarn: :: McGucks ::: What new weapons and vehicles do you plan in bring out to Project Reality in future version releases?

We're constantly trying to improve and make our battlefield as realistic as possible, so whatever is in widespread use will probably make an appearance in PR if it's feasible to our style of gameplay. U.S. Army vehicles and weapons will definitely make an appearance soon, and the community mods look promising in terms of assets. [01:40] [R-Dev]Jaymz: TroyMcClure_ITA: what's next step to improve sound in PR?


We'll just keep pushing the limits more and more. We thought that distant sounds wouldn't be possible and we proved ourselves wrong. In terms of realism, supersonic bullet cracks should be heard at longer distances but we're having a hard time increasing the range. [01:41] [R-DEV]M.J.Patterson: RKO: Do you consider PR to be away from other modifications? BF2 Mods focus on changing the weapons and enviroment, but PR goes that extra mile to be different from BF2 and other mods.

PR is miles away from BF2 modifications and modifications as a whole as it focuses a lot more on strategy and teamwork as a whole. Not to mention it has a level of detail that surpasses most of the fragfest gaming that is provided today. Most modifications focus on providing kill-oriented gameplay while PR it is possible to win based on the strategies that you as the gamer emplore. The kill is still important but making sure that you have your team working together in specific tactical movements with the proper kit allocations is the most important aspect of winning. We try to make it so that not one single strategy will work everytime. [01:41] <nXg // Viper (nosvip3r) (Peon (Mute)) has entered the room> [01:41] IrOnTaXi: [SAS]_Cdt_Chester: Do you find it unrealistic that Crewman can't drive supply trucks?

They are over specialized..and have few marketable skills and have decided that rather than retrain and retool they would prefer to deny the existence of other vehicles altogether...:) [01:41] [R-DEV]2Slick4U: Riobux: Has the PR ever thought of any ideas that never reached the final game?


Too many to count. Katarn wanted to include David Hasselhoff in the game......obviously we didn't let him. [01:41] dbzao: [SAS]_Cdt_Chester: What is the difference between the laser guided and laser targeted missiles in attack choppers?

This was a terminology we came up with just to differentiate who is "guiding" the missile. The "laser guided" one is guided by the gunner so he fires and keep the aim at the target, guiding the missile to it. The "laser targeted" one is guided by a target lased by someone else on the ground. Those green squares that can be marked with the GLTD. The first one, the gunner is more independent but it needs to stay hovering while aiming and it's more vulnerable because of that. The second one is safer for the helicopter because he can just lock, shoot and go away as it's fire and forget. But it requires teamwork with the ground troops and that balance was something we liked very much. For more questions like this, the Manual has most of the answers. [01:41] Katarn: [PR]CATA|BloodBane611: Why do you guys rock so hard?

Because we do. http://content.ytmnd.com/content/0/c/a/0ca329b33560ebb94f41a9799f4a7418.gif [01:42] [R-DEV]Rhino: L-SGT Chris[EEF]: After so much releases you guys dont feel tired by developing PR? You guys still love to do these things like on the first day? You ever had this feeling like: I never want to do it again?

It is very easy to get burnt out by working for PR, espically when working to deadlines for release dates. It is common for devs to want to take a few week brakes, even upto a month in some cases as the amount of work that is required is alot. [01:42] [R-DEV]Dr Rank: L-SGT Chris[EEF]: You ever had this feeling like: I never want to do it again?

Yup :P its can be VERY hard when you put 6-8months of work into something only to have it continiously slammed and slated. Its can be a VERY steep learning curve when you first get started. [01:42] <LoneMedic (lonemedic) (Peon (Mute)) has entered the room> [01:42] [R-Dev]sofad: [Xfire] Jubjub: TroyMcClure_ITA: what's next step to improve sound in PR?

we pushed the BF2 soundengine almost to its limits. many things like the sound could be improved arnt really possible with the BF2 soundengine, but on the other hand we also thought that distant sounds arnt possible, like jaymz said.. ;)

[01:43] Katarn: =WFC=Rct.Sky | Amber: Can we expect a rifleman kit, which when you choose it, you can choose between 2, or 3 rifles of your army?

It's possible, but don't hold your breath. I'll put in a special word, just for you. [01:44] [R-DEV]M.J.Patterson: L-SGT Chris[EEF]: After so much releases you guys dont feel tired by developing PR? You guys still love to do these things like on the first day? You ever had this feeling like: I never want to do it again?

Absolutely. You get burned out.. You never want to touch another line of code.... And then you load up and play the product of your work that you just created.... And fall in love all over again. [01:44] <((Fatal))((M)) (darwazeh91) (Peon (Mute)) has entered the room> [01:44] Katarn: Riobux: Do you drink? If so, have you ever gotten blind drunk at a bar? If so, did you wake up next to someone? If so, did she have a pair of balls?

All of the above is an affirmative. [01:44] <nXg // Viper (nosvip3r) (Peon (Mute)) has entered the room> [01:45] [R-DEV]Spearhead: SAS]_Cdt_Chester: Are real chopper really that sensitive to slight movements like in PR?

As far as I know helicopter physics they are much harder to hold still than it is the case in PR or Battlefield 2. For untrained people it will look very fidgety when they try to compensate wind forces. Some helicopter have stabilization help but they are also very agile in real life. [01:45] <BC4W-Freedomf63 (freedomf63) (Peon (Mute)) has entered the room> [01:46] [R-DEV]Rhino: [PR]NATO|LekyIRL: From the first thought to the time it makes it ingame,how long would it take to get a map/gun/new mode into the game?

depending on the amount of time the dev has avalible to him to be able to work on it can ary. In my exspeance for a map, it normally takes between 6 to 8 months to make a large detailed map. [01:46] [R-DEV]M.J.Patterson: ((Fatal))((M)): what im lookin for is there any possibilty for communication between squad leaders ?

Unfortunately, we are very sure this is hardcoded and can not be changed from our side. But fortunately for our gamers there are plenty of third party solutions such as Xfire, Teamspeak, and Ventrilo that will help counter this problem while gaming with your buddies. [01:46] dbzao: RustyBandSaw: Have the weapon accuracies/deviations (specifically Assault Rifles) been changed from 0.6 to 0.7? Patient, well aimed shots don't seem to hit their mark as they once did.

Yes, the hole handheld weapons deviation and recoil system was changed. Aimed, patient shots should get to their mark, but not every rifleman is a sniper anymore. We are still tweaking it as we currently have precision problems with the marksmans and snipers that will be fixed in the patch. More tweaks are done as well and we will improve them if we think it's necessary. [01:46] [R-Dev]Jaymz: :: McGucks ::: Why, in patch 0.7, did you decide to remove the facility of having the mini-map? But still leave it available for use whilst in a vehicle?

To simulate GPS systems intergrated into most combat vehicles [01:46] Katarn: =WFC=Rct.Sky | Amber: Can we expect some rifles to be customized by the player? Such as SOP-MOD M4? I mean adding flashlights, for night maps, some custom sights as EOtech, acog, trijiflex and some things like vert-grip, ris, LAM (laser aiming module), folding stocks, solid stocks, i mean fully customizing. Can we expect that?

Expect nothing, hope for everything. [01:47] IrOnTaXi: [PR]NATO|LekyIRL: From the first thought to the time it makes it ingame,how long would it take to get a map/gun/new mode into the game?

For maps it takes about 3-8 months, vehicles im guessing about 4months and weapons could be 2weeks to several months... [01:47] <doctortylerjr (Peon (Mute)) has entered the room> [01:47] [R-Dev]sofad: Xfire] Jubjub: [PR]CATA|BloodBane611: What are the plans for helicopter physics? Should we be expected to need a joystick to fly in PR? [Xfire] Jubjub: [SAS]_Cdt_Chester: Are real chopper really that sensitive to slight movements like in PR?

the options to make real RL like flightphysics are very limited in the BF2 physic engine. you know, BF2 is a arcade game.. ;) but were in contact with some RL pilots to improve the flight physics further, but we cant say at this time if, and how far this will possible.. [01:47] fuzzhead: [PR]NATO|LekyIRL: Where you ever worried in the first realeases that this mod would not be a sucess?

The mod started with an extremely small userbase in the beginning, and it grew from there. So the developement team grew with the userbase into a niche community. [01:48] [R-DEV]Spearhead: deepsix501: PR has one of the tightest knit communities because of the way the game demands them (us) to be? Do you find this to ever hinder the mod as a whole? Can we as a community change anything to add to the way PR is?

I think the best way to help the community is to try your best to keep your patience with new players and help them to learn the game. [01:48] [R-DEV]Rhino: Syber_Sid: Do you think you could simulate weapon jams/misfires?

this question is asked alot, not really possible to do it realisticly in BF2. [01:48] [R-DEV]2Slick4U: deepsix501: This is a question for the Forum admin, is there any way we can get KATARN's avatar bigger? Possibly full screen?


Ask katarn...that is his mother in the avatar. [01:49] <AfterDune (afterdune) (Peon (Mute)) has entered the room> [01:49] Katarn: In response to 2Slick4U, that is an affirmative deepsix. You see it when you die. [01:50] dbzao: :: McGucks ::: When will the commander building bugs be likely to be fixed? In patch 0.71? Or will we have to wait a while longer before they get fully fixed?

Yes, it will be fixed in the patch, but we just released today a small update to all server admins that will fix this and more issues and gameplay changes until the full patch comes. Check out the servers as they get updated, and this annoying bug wont be a problem anymore. [01:50] <=WFC=Rct.Sky | Amber (vampirehunter07) (Peon (Mute)) has entered the room> [01:50] [R-DEV]e-Gor: [PR]CATA|BloodBane611: Is the DEV team focused on balance of assets, or 100% realism?

Although realism is the main aim of the mod, we also try to make a mod that is fun to play. Obviously this means the armies must be balanced. This doesn't mean every team is the same though. Different teams have the realistic advantages over the others, implemented in a way that keeps the maps balanced. [01:50] [R-DEV]Spearhead: naosednax: For team work, will snipers ever get a spotter class to help with designating and spotting targets? i know a marksmans kit is availble but a spotter with better optics would help alot.

Currently the SpecOps fills this role excellently. He has the SOFLAM with high power magnification and can also help the Sniper by providing defense against close enemies [01:51] [R-Dev]Jaymz: [SAS]_Cdt_Chester: Will there every be a nuclear bomb similer to the JDAM but with more range and perhaps radiation left behind?


There will be one in version 1.0. It will delete your installation when it goes off. [01:51] [R-DEV]Rhino: AsT_Marky_: Is it possible do do some political maps like " the fall of saddam " "preventing nuclear tests by rouge states " " Liberating North Korea "  ? or something along those lines ??

Missions with objectives is something we are looking for in a upcoming gamemode we are working on, thou dont exspect anything along the lines of "the fall of saddam", but maybe something along the lines of "preventing nukes :p" [01:51] <Psym0nkey (buddh444) (Peon (Mute)) has entered the room> [01:52] <О»ОјО№ПѓПЊ-О¶П‰О®2О» (coke) (dietpepsitm) (Peon (Mute)) has entered the room> [01:52] <[D] Dimitrov/Dim-Dot (singolo) (Peon (Mute)) has entered the room> [01:52] <thepositive () is now a member of group Normal> [01:52] [R-DEV]Rhino: heidrick: Is the Militia faction still the same Faction in SF, or did you take it and turn it into a completely different faction?

I've never played SF but I am pretty sure the only thing that is really the same is the play models, apart from that the militia are very diffrent from what they where in SF [01:53] <thepositive () is now a member of group Peon (Mute)> [01:53] <ОЈв„“ ДћО№РјПЃПѓ (gimpychaos) (Peon (Mute)) has entered the room> [01:53] <thepositive () is now a member of group Normal> [01:53] <thepositive () is now a member of group Peon (Mute)> [01:53] [R-Dev]Jaymz: MoZo1: Are you planning to put Mao Valley back in the near future?


No plans [01:53] [R-DEV]M.J.Patterson: deepsix501: What is the best way for the community to add to Project reality? Get involved in mapping? Test features? Offer feedback? Research?

There are plenty of ways to get involved. Mapping, modeling, coding, animating, testing, if you can think of it and are capable of doing it we definitely need it.. Just don't get burned out while you are doing it. [01:54] [R-Dev]sofad: L-SGT Chris[EEF]: How long you guys will stay with the BF2:PR community... How long will you still develope this great mod for us?

as long as we can find at least one full server, with decent pnig, to have some fun on it.. ;) [01:56] <Sabre (sabretoothtigger) (Peon (Mute)) has entered the room> [01:56] [R-Dev]Jaymz: RustyBandSaw: 1) Will the US Army be a whole new faction, or will they be roled into the USMC to make a general USA faction?


Completely new faction [01:56] [R-Dev]sofad: [SAS]_Cdt_Chester: The height you must be off the ground to parachute safely is very high, any plans on lowering it?

no, at least not that i know of.. [01:56] [R-DEV]Rhino: heidrick: In your Faction guide, you say that the MEC is usually defending, you you ever make a map where the MEC is attacking the americans?

maybe we will have the MEC attacking the brits in a future map ;) [01:57] fuzzhead: AsT_Marky_: as i guess you all do it...but myself,i sit at the PC playing PR most of the day and i would like to know how you go about being a tester for your games ??

v0.8 testing is coming up in the near future, there will be an announcement made on the PR forums for tester applications, so stay tuned to the forums, we can always use experienced players to test new releases! [01:58] [R-DEV]Spearhead: ((Fatal))((M)): well the pilot kit lacks of a wrecnh so any plans for adding that up ?

The pilot does not need a wrench. The helicopters and aircraft are repaired automatically at their base. [01:58] [R-DEV]M.J.Patterson: LoneMedic: Do you devs have time for your own PR clan?

I have been the leader of a group of players for a long time and when I became involved with both playing and coding it was very difficult to do both. However, now that the release has been completed I've been allocating 95% of my time to play instead of code. When we get closer to releasing another full release I'll have to scale back playing to 5% again. [01:58] Katarn: L-SGT Chris[EEF]: My last question: There will be ever something like a AutoUpdater? Which checks for updates at every BF2 start... Like patching some little bugs etc...? Wouldnt it be a nice new feature for the mod? And what about a Launcher which popups with the latest news etc...?

We hope to be able to use the message of the day system set up by EA to notify players of updates when they happen, but no auto-updater will be designed. [01:59] [R-DEV]Rhino: =WFC=Rct.Sky | Amber: Can we expect more weapons from Europe, I know the L85A1 has been made, which is British, well can we expect weapons from France? Like Famas?

we only make weapons that are realistic for that faction, soo a Famas for the brits would be pretty unrealistic, if we ever have a new faction that dose use that weapon, or anouther we dont have, then we will crate that weapon for that faction if we ever make it :) [01:59] fuzzhead: [SAS]_Cdt_Chester: The height you must be off the ground to parachute safely is very high, any plans on lowering it?

This change was to make the parachutes behave much more realistically. Pulling a parachute just meters before you hit the ground in reality would kill you, and the way PR handles it now helps to simulate that. [01:59] [R-Dev]Jaymz: naosednax: The map with the airport brits vs MEC (i forgot its name) will that make a comeback later on?


No plans. It never played too well. That said, more Brits vs MEC maps are planned [01:59] <[Xfire-TTHS] Paddy (ragdollsuk) (Peon (Mute)) has entered the room> [02:00] [R-DEV]Spearhead: Irichanu: Is there going to be insurgency map with US Army/Marines

There are two maps in the works with this setup. Al Falujah will return and Operation Archer will feature US vs Insurgents [02:00] [R-DEV]e-Gor: :: McGucks ::: Would you guys say that Project Reality hasn't turned out as well as you had originally planned, or more of a success than originally thought?

I can't speak for the other developers, but it's become a lot more successful than I anticipated when I joined the team. I've always seen it as a 'niche' mod, and never expected it to become one of the most popular mods for Battlefield 2. Our success has just continued to rise, and I'm looking forward to what's coming in the future. [02:02] [R-DEV]Dr Rank: [R-MOD]Dunehunter: Are there any plans for maps situated outside the usual conflict zones, such as a conflict in a Western city, etc.?

Not atm, and its unlikely because of the fact that we would have to create a whole new set of statics to make it work, that coupled with the fact that there is no major conflict going on in those condtions atm mean its unlikely to appear. Expect more Iraq and Afghanistan maps though! [02:03] fuzzhead: Is the "message of the day" going to be updated everytime there is something new on the news page?

The message will be updated whenever we have important news to address all players (new patches or releases) [02:03] [R-DEV]M.J.Patterson: AsT_Marky_: Is there going to be a full release of PR in its own rights...i.e available in the shops ?

For right now.. We can only dream. :) [02:03] [R-Dev]Jaymz: heidrick: Would you develop more Specialized factions? Such as Navy SEALS, British SAS, etc?


No intentions since PR is about combined arms [02:05] [R-Dev]sofad: ~)BH(~blip2: Are weather effects (snow/rain/sandstorms) planned/possible?


not really posssible doe to the engine limitations, sorry.. [02:05] dbzao: L-SGT Chris[EEF]: i still got one questions... There will be any great new features for tanks like the Abram or Challenger 2? And what about this Smoke-System bug during driving will it ever be fixed?

Don't think we will add new weapons systems or stuff like that, but the smoke launcher definitely needs to be updated. Also another thing that always come up is turret stabilization. If you follow the official forums you will see the community coming up with ideas and hopeful solutions for them and we appreciate all their work. That's how you become part of the team. ;) [02:05] [R-DEV]Spearhead: Ok that should be the last answer in this Chat. Thank you for your participation. If your question has not been answered here you are welcome to post it up on our fourms at http://www.realitymod.com [02:06] [Xfire] Chatteox: That concludes the chat with the Project Reality mod team! Thank you very much to our special guests for joining us on Xfire, and thank you everyone for participating. Again, if you have any more questions for the Project Reality devs, feel free to head over to their forums and ask away!

Hope to see you at Indie Games Days tomorrow and Friday for more chats with independent game developers!

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