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Bad_santa12345
Bad_santa12345 Dec 29 2014, 6:02am replied:

@Devilman
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.

+2 votes   mod: Alpha Project
Bad_santa12345
Bad_santa12345 Dec 27 2014, 4:52am says:

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.

+3 votes   mod: Alpha Project
Bad_santa12345
Bad_santa12345 Nov 2 2014, 2:29pm replied:

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.

+2 votes   mod: Alpha Project
Bad_santa12345
Bad_santa12345 May 21 2013, 8:17am replied:

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.

+1 vote   mod: Alpha Project
Bad_santa12345
Bad_santa12345 Feb 3 2013, 5:05am replied:

Why is it unrealistic to have driveable cars? Fyi in real life all cars are made to be driveable.

+3 votes   mod: Alpha Project
Bad_santa12345
Bad_santa12345 Dec 31 2012, 11:12am replied:

Dl.dropbox.com

now it is just up to jones if he wants to use it;)

+2 votes   mod: Alpha Project
Bad_santa12345
Bad_santa12345 Dec 30 2012, 2:28pm replied:

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.

+1 vote   mod: Alpha Project
Bad_santa12345
Bad_santa12345 Jul 28 2012, 9:55am replied:

You sound like a teenager whose knowledge of guns comes from call of duty.

+5 votes   media: VSSK Vychlop W.I.P. Render
Bad_santa12345
Bad_santa12345 Jul 21 2012, 3:36pm replied: +3 votes   mod: Alpha Project
Bad_santa12345
Bad_santa12345 Jul 15 2012, 6:22pm says: +3 votes   member: Bad_santa12345
Bad_santa12345
Bad_santa12345 Jul 15 2012, 1:45pm replied:

That would still need to be rigged as a skinnedmesh which IMO is one of the hardest things to do in BF2 modding.

+1 vote   mod: Alpha Project
Bad_santa12345
Bad_santa12345 Jun 24 2012, 10:01am replied:

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.

+1 vote   media: BF2 realistic ammo belt test
Bad_santa12345
Bad_santa12345 Jun 23 2012, 4:40pm replied:

Adding a col3(AI collision) mesh to the plants would do the trick. And I think that by navmeshing the map before adding the plants or removing them for navmeshing would also allow the bots to walk throught the foliage.

+4 votes   media: Jungle Status Update
Bad_santa12345
Bad_santa12345 May 5 2012, 3:43am replied:

Adjust "objecttemplate.floatermod" to make objects sink to the water.

+2 votes   mod: Alpha Project
Bad_santa12345
Bad_santa12345 Apr 29 2012, 7:45am replied:

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.

+1 vote   mod: Alpha Project
Bad_santa12345
Bad_santa12345 Apr 14 2012, 6:53am replied:

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"

+2 votes   mod: Alpha Project
Bad_santa12345
Bad_santa12345 Apr 10 2012, 10:38am replied:

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.

+1 vote   mod: Alpha Project
Bad_santa12345
Bad_santa12345 Mar 31 2012, 8:54am replied:

Bloom is doable in BF2 without any 3rd party apps and it is actually quite simple but it will brake nightvision.

+2 votes   mod: Alpha Project
Bad_santa12345
Bad_santa12345 Mar 21 2012, 4:49pm replied:

The Remington 11-87 in BF2 is 870 irl or atleast it looks and functions like it. The real 11-87 is semi auto.

+1 vote   mod: Alpha Project
Bad_santa12345
Bad_santa12345 Mar 20 2012, 11:49am replied:

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.

+1 vote   mod: Alpha Project
Bad_santa12345
Bad_santa12345 Mar 17 2012, 4:37pm replied:

that is known as z-fighting happens with not closed/unclean 3d models and when two faces/objects are too close to each other

+1 vote   mod: Alpha Project
Bad_santa12345
Bad_santa12345 Mar 16 2012, 11:19am replied:

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.

+1 vote   mod: Alpha Project
Bad_santa12345
Bad_santa12345 Mar 6 2012, 4:24am replied:

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.

+2 votes   mod: Alpha Project
Bad_santa12345
Bad_santa12345 Feb 26 2012, 11:04am replied:

Thanks to SOPA megaulpoad is closed.

+4 votes   mod: Alpha Project
Bad_santa12345
Bad_santa12345 Feb 13 2012, 12:49am replied:

We do have 7 kits per team :)

+1 vote   mod: Alpha Project
Bad_santa12345
Bad_santa12345 Feb 9 2012, 2:02am replied:

Lighting is illumination and lightning are the flashes during a thunder storm.

+3 votes   media: Gulf Of Oman Conversion
Bad_santa12345
Bad_santa12345 Feb 3 2012, 6:55am replied:

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.

+1 vote   mod: Alpha Project
Bad_santa12345
Bad_santa12345 Jan 30 2012, 6:49am replied:

If you have 3dsmax editing the col1 mesh or just copying col2 as col1 is no biggie will take only a few minutes.

+1 vote   mod: Alpha Project
Bad_santa12345
Bad_santa12345 Jan 25 2012, 7:28am replied:

Yes i meant MP of cource.

+2 votes   mod: Alpha Project
Bad_santa12345
Bad_santa12345 Jan 24 2012, 7:42am replied:

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.

+2 votes   mod: Alpha Project
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