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Breaking the seat limit
That is just fantastic! It is gonna change quite a few things, and no leaving people behind.
If it wouldn't be too weird I would for gameplay sake up the +7 man apcs to 8 just to avoid the old chopper issue.Posted 2020-09-26 at 19:56 by Filamu -
Breaking the seat limit
Amazing work! very nice to hear this kind of achievement!
Can't wait to see how it plays out in gameplayPosted 2020-09-26 at 19:38 by CmndrFello -
Kamov Ka-52K Katran helicopter
When is it coming to the game? Because there was LOT of small patches.Posted 2020-09-12 at 21:21 by Niki-Tret -
Sangin - nearly ready for testing...
This is awesome Rank! Always checking back to see how this map is going, so if you need any help testing let me know.Posted 2020-07-25 at 16:17 by Rico -
Login server rework
thank you guys game working againPosted 2020-07-21 at 00:20 by [NRNS]Killer-5A -
Sangin - nearly ready for testing...
I duplicated the overgrowth objects I was using, say for example the grassfield_100m, renamed the duplicate and every file in it to something else, in this case grassfield_100st. I then opened every .con file in the folder and changed every reference to the file name, updating them all by adding st at the end of grassfield_100m. I then deleted the lod .staticmesh file, created a copy of the main .staticmesh file, and renamed it as the lod one. The engine then treats the copy of the main mesh as a LOD and is fine with it being in the surrounding terrain.
The main downside to this method is that most of the overgrowth you add will not then switch to the normal, tri saving LODs at any range, so you have to be pretty sparing with it. I just use it to roughly the point in the distance where, if you're stood at the edge or the map, you'd be able see it's main model before it would switch to the LOD anyway. Beyond that point I've just used LOD overgrowth as you normally would.
However, the grassfields have been coded differently and still switch to a LOD, even after you replace the lod staticmesh. Not sure how it works, but I presume the same method could be used for other overgrowth in the future. I've put the grassfields far enough back into the surrounding terrain to mean that, unless you actively go looking for them to end, you're not going to see to the point where they stop.
I've not noticed any impact on performance.
I also had to increase the draw distance of the tree LODs, again using duplicate files (otherwise they only drew to about 400m) just using the cull radius line in the lod.con file i.e.
Code:GeometryTemplate.create StaticMesh tree_deciduous_3astlod_lod ObjectTemplate.create SimpleObject tree_deciduous_3astlod_lod ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.cullRadiusScale 15 ObjectTemplate.creator MB03:mb ObjectTemplate.geometry tree_deciduous_3astlod_lod
Posted 2020-05-17 at 01:52 by Dr Rank
Updated 2020-05-17 at 10:00 by Dr Rank (It was like 3am when I post it originally, just made it make more sense) -
Sangin - nearly ready for testing...
How did you manage the non crap lod stuff.Posted 2020-05-16 at 14:41 by Rabbit -
Login server rework
I can't log in for some reason and by that i mean after i selected my profile pressed "Play" the launcher closed by itself and a new window opened and says "PR:BF2 has closed, cleaning up resources" , i've already done the following:
-redownload the game
-reinstalled the game
-steam login (new account)
-changed my steam account privacy
-calculating my account levelPosted 2020-05-14 at 09:47 by FudgeHead -
Login server rework
Steam does not have to be installed. We do it through the webbrowser OpenID login.Posted 2020-05-02 at 12:50 by Mineral -
Login server rework
"If you are new to Project Reality or are on a very old version, visit the downloads page to download the standalone v1.6 installer. Project Reality is completely free and no additional software is required to play. "Posted 2020-05-02 at 10:55 by X0R
Updated 2020-05-02 at 11:29 by X0R