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I wasn't referring to lag issues. I meant that there is too much content for a small modding team. I know that the engine can handle even more content if optimized properly.
ps. Something that causes an error on the debugger will not necessarily have any effect on the retail version. Your example is one of those. It is better to have no geom1 than have an exact copy of geom0 as geom1 because bf2 doesn't optimize out the duplicate mesh. Instead when loading the meshes it will load the same information twice thus taking twice the vram.
I think this mod has become too bloated with content. With a small modding team finding and fixing bugs becomes almost impossible for this much content. There is also a lot of hackish python/HUD code which has not been tested in large scale and variety of hardware and software configurations.
COD style ammo pool system would be very unrealistic. The way i would do it (if it were possible) is that you would recycle the mags instead of throwing them away like in vBF2. That way it would be realistic but you still wouldn't lose any bullets when reloading.
IIRC, the reticle is a 3d mesh not a texture. You would have to edit the bundled mesh file for each weapon that uses the acog.
Why is it unrealistic to have driveable cars? Fyi in real life all cars are made to be driveable.
now it is just up to jones if he wants to use it;)
Making the 3d sight animations is only a five minute job. But making them work like in PR where you can zero on different ranges would take some time to figure out the right angles, positions and stuff.
You sound like a teenager whose knowledge of guns comes from call of duty.
That would still need to be rigged as a skinnedmesh which IMO is one of the hardest things to do in BF2 modding.
Nah... only 10 bullets are visible so it will have no affect on performance. I used only 20 to make the video shorter ;) It would take a while to shoot all 200 to show the effect.
Adjust "objecttemplate.floatermod" to make objects sink to the water.
Youtube.com This system is quite complicated and requires a lot of work but the same piece of coding could also be used to hide the bullets while doing the dry mag reload.
Not "replace the whole BF2" but just copy the .exe and change a few things in it to make it look for a different user folder instead of "Documents/Battlefield 2"
Post processing effects like blur, bloom and thermal imaging are still doable without any special tricks. But if you want to edit some of the shaders that are compiled to the shader cache you need to have a shader swapper program like in FH2 or hacked BF2.exe which uses different directory for the shader cache. When Special Forcess xpack was released DICE removed the possibility for each mod to have their own shader cache.
Bloom is doable in BF2 without any 3rd party apps and it is actually quite simple but it will brake nightvision.
The Remington 11-87 in BF2 is 870 irl or atleast it looks and functions like it. The real 11-87 is semi auto.
Increasing the value of "renderer.tweaknearplane1p 0.04" might help a bit but making it too high will cause near culling. In editor there is not as much flicker because this value is a lot higher something like "0.1", i think. Also it should be safe to dicrease "renderer.tweakfarplane1p 15" to something like "5" because i dont think anything in 1p needs to be rendered after 5 meters from the camera.
that is known as z-fighting happens with not closed/unclean 3d models and when two faces/objects are too close to each other
I believe that is done with the "dpallunlocks.exe" which doesn't work on dedi nor in 1.5. Might be possible with some assembly hacks but it would be illegal.
Possible but will not work very well on dedi because the server will only see you in 3p and the bullets would be fired from the 3p barrel.
Thanks to SOPA megaulpoad is closed.
We do have 7 kits per team :)
Lighting is illumination and lightning are the flashes during a thunder storm.
Why to fix something that is not broken? The game play in Vanilla BF2 is the best of all games ever made. Just my opinion.
If you have 3dsmax editing the col1 mesh or just copying col2 as col1 is no biggie will take only a few minutes.
Yes i meant MP of cource.
There is two big problems:
-Shadows, Dynamic shadows dont work with alpha tested materials=leaves. Alpha tested shadow maps is possible but the ammount of work it requires is just too much :)
-The maximum ammount of networkables is 1024 and this limit is quickly exceeded in large maps with destroyable trees and a lot of vehicles, dynamic objects etc.