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Up for a Final Push for Yarr 2.5?
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[R-DEV]Rhino
Deckswabber


Joined: 21 Sep 2007
Posts: 43
Location: UK

PostPosted: Fri Aug 26, 2011 6:40 am    Post subject: Up for a Final Push for Yarr 2.5? Reply with quote

Hey guys,

We over at Project Reality are planning on having a big LAN party next month and we have confirmed one of the games/mods we will be playing in it will be Battlefield Pirates 2. With it I'm also planning on releasing my map, Dead Man's Reef which was meant to be released with yarr 2.5 but currently it feels that yarr 2.5 isn't ever going to be released.

What I would really like to see thou is Yarr 2.5 being released in time for the PR Convention 2011 (Before Friday 16th of September) so we can play it, and DMR as one there Very Happy

I know this dosen't give us much time (3 weeks) but if you guys where up for it I know [R-DEV]AfterDune, myself and possibly a few other people would be willing to help you get it out there Very Happy

So are you guys up for it? Last thing I heard there wasn't that much left to do (excluding the Royal Navy which tbh unless its something that can get finished realistically, might be best just scrapping) and it would be a real shame to have all that work you guys put in going to waste!

Let us know! Smile
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PiratePlunder
BFP Developer


Joined: 17 Aug 2006
Posts: 815
Location: Wales, UK

PostPosted: Fri Aug 26, 2011 10:02 am    Post subject: Reply with quote

Hey rhino

As far as I can remember, the only thing needed doing was the localisation
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[R-DEV]Rhino
Deckswabber


Joined: 21 Sep 2007
Posts: 43
Location: UK

PostPosted: Fri Aug 26, 2011 10:31 am    Post subject: Reply with quote

That it? What are we waiting for then! Very Happy
There are many PR players dieing to play this mod again Smile
http://www.realitymod.com/forum/f11-off-topic-discussion/99937-battlefield-pirates-2-bf2-mod.html

BTW done a small update to DMR, and speaking of localisation I've also done its localisation Smile

(not sure if the code will work on here)

Code:
LOADINGSCREEN_MAPDESCRIPTION_dead_mans_reef     After a string of rich plunders on the high seas, Capitan Rank was caught up in a fierce storm that ran his ship aground on a treacherous corral reef costing him and most of his crew there lives. According to one survivor, The plunder was lost in the wreckage and still lies somewhere in the reef in a locked chest, full of gold coins, preciouses stones and other treasurers.
After hearing about Captain Rank's lost plunder the peglegs raced to recover the lost booty. However, when they arrived they find that they are not the only ones looking for the rich takings! 

CP_DMR_64_PeglegBay             Pegleg Bay
CP_DMR_64_UndeadBay             Undead Bay
CP_DMR_64_Reef                Coral Reef
CP_DMR_64_DeepPassNorth             Deep Pass North
CP_DMR_64_DeepPassSouth             Deep Pass South



Also as a side note, I dunno if you guys know this, you probaly do but for some reason the current shortcut dosen't work with Windows 7, not 100% sure why but I had to make a new one.
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AfterDune
Bilge Rat


Joined: 06 Dec 2010
Posts: 14

PostPosted: Fri Aug 26, 2011 12:02 pm    Post subject: Reply with quote

PiratePlunder wrote:
As far as I can remember, the only thing needed doing was the localisation

Noooooo Shocked

What are we waiting for, darn it :p.

The "beta" of BFP 2.5 didn't have a lot of maps in it, only the new ones. I take it the complete package will feature everything, right?


Btw, Rhino, here are the files to the Galleon: http://thirdforces.internationalconspiracy.org/~afterdune/files/galleon.zip

I hope it fits in your map, would be very nice. I haven't made a "galleon2" yet, as I wanted this one to be fully ready first.

From the top of my head, what needs to be done:

  • Think you need to check the armorlevels
  • I believe the bowspray is too low (under water now)
  • And there are now two "wakes" (correct word?), but the Galleon only needs one, just would need to be bigger - but that's a minor detail
  • Oh right, and the entry/exit points need to be looked at


Well, only if you want to and have the time. Otherwise, there's no need for it.





Wish I could do more right now, but I'm packing stuff for my holiday :p.
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PiratePlunder
BFP Developer


Joined: 17 Aug 2006
Posts: 815
Location: Wales, UK

PostPosted: Fri Aug 26, 2011 2:42 pm    Post subject: Reply with quote

Think so anyway - unfortunately I don't have bf2 at work and am then away all next week. I'll see if I can hunt everything down and then I'm sure we can make this happen.
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PiratePlunder
BFP Developer


Joined: 17 Aug 2006
Posts: 815
Location: Wales, UK

PostPosted: Fri Aug 26, 2011 2:45 pm    Post subject: Reply with quote

I've got a full BF2.5 Client (including all the maps) which comes in at almost 1.5 GB. Any idea where I could upload this to? Can't access any of the bfpirates ftp etc.

Full server files are just 70MB
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[R-DEV]Rhino
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Joined: 21 Sep 2007
Posts: 43
Location: UK

PostPosted: Fri Aug 26, 2011 2:57 pm    Post subject: Reply with quote

nice, http://www.4shared.com/ says it has 10gbs of space, but I dunno what the limit of indervdual files is.

I think you can also use http://www.dropbox.com/ but dunno about its limits or if it can be used for such large files as I don't use it myself, got repo and FTP for that kinda stuff, but some of the other PR devs use it and seem to like it :p

EDIT: says 2gb limit on drop box, it might be the best bet to put everything on it as it sounds like a simplifed free revision software which is kinda what we need for this Smile
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PiratePlunder
BFP Developer


Joined: 17 Aug 2006
Posts: 815
Location: Wales, UK

PostPosted: Fri Aug 26, 2011 3:04 pm    Post subject: Reply with quote

Rhino, i've pm'd you (BFEDITOR) the ftp details. Everything is uploaded there for the time being.
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AfterDune
Bilge Rat


Joined: 06 Dec 2010
Posts: 14

PostPosted: Fri Aug 26, 2011 3:11 pm    Post subject: Reply with quote

Niiiice. Make it happen, Rhino ;).

(besides, it's not like you got anything else to do, right? Razz)

People will love this!
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[R-DEV]Rhino
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Joined: 21 Sep 2007
Posts: 43
Location: UK

PostPosted: Sat Aug 27, 2011 4:34 am    Post subject: Reply with quote

Cool cheers, downloading now and will see what I can do Smile

I also made a quick change the the dinghy by adding two passengers to it which I think makes it more useful (especially with the deployable boats from frigates) and I'll implement and test if you guys think its a good idea Sailor



AfterDune wrote:
(besides, it's not like you got anything else to do, right? Razz)


lolz, hopefully this wont take up too much time :p
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[R-DEV]Rhino
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Joined: 21 Sep 2007
Posts: 43
Location: UK

PostPosted: Sun Aug 28, 2011 1:47 pm    Post subject: Reply with quote

Right I've done quite a few changes so far.

First of all I've finished off AD's PCO Galleon, added two extra guns to it, giving it a total of 20 guns now, 6 large guns on each side controlled by the captain, 2 large guns on each side which can each be operated by a individual players and 1 small gun on each side which can be operated by an individual player, + a crows nest at the top of the highest mast with 360degs view. I also slowed the galleon down to be a little bit slower than the Frigate, with slower acceleration too, and reduced its turning circle a bit too. Also added the deployable boats too each side, with 3 boats in each, with a 60sec reload time. I also made both pegleg and undead versions (with different colours and flags), a new wider wake effect for the galleon (and another for the frigate) as well as making a dest effect, which is basically the body and the masts falling into the water and fixed exit/entry points and slightly reduced the amount of ammo AD set to 6*15 for each side and made it sit much lower in the water than what AD had it to. I also added a Galleon to both teams on DMR (only map that has the PCO one on it, dunno if its really worth putting it on any other maps?) and edited the undead dock slightly to allow it to fit in.









Other than the Galleon I've done:

  • Set the runabout as a sea vehicle so it uses sea controls and reloads from sea reloading points.
  • Added DMR localization
  • Cloned the English 2.5 localization to German and Polish folders, not sure if its being loaded or not by just doing that and needs translating, just there as a place holder.
  • Added the Dinghys with 3 seats above in, SP versions need testing.
  • Improved 3p views for the Dinghys.
  • Fixed the Crows nest exit point on the frigate and gave it a 360deg view.
  • Gave the frigate 2 deployable boats on each side with 60sec reload time.
  • Made the dolphin vehicle be damaged if staying under water for more than 8 to 9 seconds as otherwise it would have been too powerful in CTF mode staying under water the entire time with nothing being able to kill it. A version is unchanged but not sure where its used...
  • fixed flags on undead and pegleg boats being the incorrect flags.



Think that's about all I've done so far, might have missed a few things. If you don't like any changes let me know because at the end of the day its your mod and I don't want to stamp on your hard work you have put into it by mistake.


Will do some quick testing on all the maps to make sure there are no obvious CTDs etc but other than that, think that's pretty much my end done.

Cheers! Smooth Sailing
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AfterDune
Bilge Rat


Joined: 06 Dec 2010
Posts: 14

PostPosted: Sun Aug 28, 2011 2:09 pm    Post subject: Reply with quote

That's amazing! Great work, Rhino!!

The "sinking effect", I wanted that in too, but didn't really know how to do it. This looks perfect!

Thanks a LOT, all the changes you made really are an improvement to the game Smile.

Pirates 2.5 needs attention, once it's released Smile.
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PiratePlunder
BFP Developer


Joined: 17 Aug 2006
Posts: 815
Location: Wales, UK

PostPosted: Sun Aug 28, 2011 6:45 pm    Post subject: Reply with quote

All the changes sound great - no problem with any from my end.

I'll try to get in touch with detrux so I can sort out the website a little - no forum admin rights, i'm even banned at my home account so have to use a proxy to come here!
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[R-DEV]Rhino
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Joined: 21 Sep 2007
Posts: 43
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PostPosted: Mon Aug 29, 2011 7:33 pm    Post subject: Reply with quote

gdgd, although sucks about you guys not being able to access the forums etc :(

Anyways I'm pretty much finished on my end, just need to do some final testing. Do you guys want me just to upload the modified files from the old 2.5 version (call it 2.5a and new one 2.5b?) or do you want me to upload everything to the ftp? I also take it you guys will sort out an installer ye?

I've also updated my map topic with the new changes: http://bfpirates.com/phpBB2/viewtopic.php?p=33147#33147
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PiratePlunder
BFP Developer


Joined: 17 Aug 2006
Posts: 815
Location: Wales, UK

PostPosted: Tue Aug 30, 2011 7:34 am    Post subject: Reply with quote

If you could upload the new version, call oit 2.5b as an archive or just the files to the ftp that would be great!
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