This member has provided no bio about themself...
Lol I haven't tested this ingame, just in bfeditor... looks awesome! :D
Thanks for your feedback, its important for remembering stuff!!! :)
- Simrad is meant to be locked on by AA
- No 1p hands on vodnik because it doesn't need it
- No 1p hands on M249, KORD or PKM because you can't see the hands (behind camera)
- The minigun on the blackhawk is weird online, for some reason it goes up by itself
- Cars are meant to be destroyable, and used for cover
- Currently, the mags on a gun are using the vehicle col mesh, i'll have to edit that cause if you kill someone on a stair case you'll notice the helmet is offset too
It seems certain graphics cards cannot accept non-square images, we'll make the Atlas files and fix this ASAP
Not even I'm doing that :P
Besides, it's a drop kit weapon, so don't think the bots will be using this against you
Kinda applies to this mod,
Yes, you'll find that almost every mod requires 1.5 patch...
Awesome video Jones! It's a really cool showcase of all our features, I especially like those 2d scopes ;)
Yes I think if you include like 20 maps, the mod gets boring quick. So for first release, we're just going to include these base 3 maps because they work well with the mod ;)
I'm back, hello! :D
You'll find the varient versions at the main bases, eg M4 eotech, M4 Acog but on the main menu it will just be M4 red dot.
Lets just hope it will work as good as the M16A4 ;)
Awesome, but make sure you don't apply the material to the eotech and silencer :| Use material ID's
No need to guess guys, you can find out for yourselves soon ;)
I'd say typically BF2 requirements, but more because of the higher resolution textures, effects and lack of ugly 3p gun meshes, it will require some more processing power.
We have our ways *muhahaha*
New collision meshes by moi :)
Approximately 300MBs, maps are usually what makes a mod big though.
It got him fooled, so i'm glad ;)
Hmmmm, depends if JONES likes it :)
Well, "Alpha Project is a battlefield 2 modification which goals are to recreate all features that were left out of the retail game, beside that the mod is about innovation and new ideas that add to the sandbox experience!" So I guess this could be classed as "innovation and new ideas" haha.
The majority of computers these days can take these car models without lag, even I was using a pretty old laptop to begin modding. The majority of the lag, apparently, is from the collisions, so keeping them at a low level works to be great.
I should ask Spartan about that, obviously i can't confirm anything, but it sounds like a cool idea!
Hmmm I can't give much details, cause i don't know for sure. But we may try and mount it onto something given the chance, at the moment it's just the standard knife.