Pb2.5/3 important questions and mid-important

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Pb2.5/3 important questions and mid-important

Postby Nozzle » 17 May 2022, 15:19

1. The no violence will look like same as pb2? in single player.

2. How pb2.5/3's no violence will actually work, in both, sp and mp.

3. What about body, in mp, if u fall for example for like 40 meters, then u must be exploded or something, will it destroy, just same as pb2?

4. Can pb2.5/3 have more battle musics?

5. How batte music system will work in pb2.5/3?

6. Can battle music, be a little different? example: a bit calmed music part, smoothly fasts goes to full battle music.

7. Is chat actually improved? in twitter i mean't to say, the chat improvements, copy&paste, scrolling, history.

8. Does pb2.5/3 have glass? ( i didn't look for patreon tbh, so don't be mad at me )

9. Will grenades be infinite and limited, just like ammos? ( if it reaches for example 6, or 8, it couldn't be spawned then ) tell me if u didn't got it or smth, my grammar might be bad sometimes.

10. Can maps be reviewed, but not copied? ( example if my friend or random ppl wants to help me with some problem in the map, he can't copy but, he can review it at least )

sorry if it's annoying to answer my questions, but i need to know to share the information with my friends, etc.
We do a little waiting for pb2.5/3.

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Re: Pb2.5/3 important questions and mid-important

Postby alj99 » 18 May 2022, 02:22

Not Eric nor speaking for him but
1 and 2 in mp (probably sp too), you can still destroy bodies it just doesn't show in no violence (which is one of the reason why heal sign is added).
I don't think changing how no violence works is necessary or if there's anything to add in that. Since it's just there for censorship purposes it shouldn't change the game mechanically.

9 In custom map at least map makers still have the option to turn on the pb2 style ammo system and the new limited ammo system. Could have both infinite or finite nades (technically we alr do, in coop it won't apply properly for late joiners) I don't see why not (handy in port saw), shield nade better not to be f*cking spammed tho.

10 Team editing is a thing, Eric can tweak it so you can make people view it but not edit (and/or copy).
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Re: Pb2.5/3 important questions and mid-important

Postby Eric Gurt » 18 May 2022, 08:22

1. No violence part is not ready currently. So far thinking about something like forcing metal particles on everything as a non-violent version. Will try to make it look pretty rather than non-demanding in terms of performance (performance seems to be just find in any case).

2. Probably just no blood. Bodies probably still could be broken.

3. Similarly, yes.

4. Maybe, depends. I had in plans more than 2 songs for sure.

5. Can't tell.

6. Can't tell. Whatever will suit gameplay most.

7. Holding tab fills whole left part of a screen with chat history, no scrolling so far. Copy and paste is implemented but max symbol frequency will probably be capped, if not more.

8. Just tested applying custom as well as built-in sounds for breakable movables, which can receive transparent materials. Need to allow mis-grid size and positions, then automatic spawn of glass debris on break for glass to be fully possible. PB2.5/3 does have quite a library of sound effects now, including variations of movable starting movement, travel loops and ability to customize movement-end sounds (haven't made these so far, though it is possible to use custom sounds). Probably custom sounds will require pre-moderation. This is basically what I post about on Patreon.

9. Interface currently shows 6 grenades at max, if there is more - it shows all 6 and a "+" sign. If there is too many kinds of grenades it will show like 1 grenade icon and plus sign. How it will be in campaign - it is about balancing stuff and making it interesting, so that is later.

10. There are more restrictions on who can and who can't access each of your specific map, image (surface textures and decorations) and audio (sound effects and songs) files. If you, for example, will make map as very private and will start multiplayer match on it - then connected players will only ever receive static parts of a map (no movables, no dynamic lights, no placements of any entity, no triggers, timers, regions, dynamic decorations) - just walls, static decorations, surface descriptions, environment, skins, images and audio files that are pre-loaded. There is also old open/closed source property of each map, but that mostly should prevent other users from seeing Level Editor objects - it does not mean that they can not be recreated though. Simply because if your game can see it - others can potentially see it too.
Option for showing Level Editor objects only for view but not for editing probably won't be too effective, thought that could be made too.
There is cooperative map editing, but once you shown Level Editor objects like this - other map designers can copy it pretty much. Not as easy, but with some tricks.
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Re: Pb2.5/3 important questions and mid-important

Postby Nozzle » 18 May 2022, 11:11

Eric Gurt wrote:1. No violence part is not ready currently. So far thinking about something like forcing metal particles on everything as a non-violent version. Will try to make it look pretty rather than non-demanding in terms of performance (performance seems to be just find in any case).


Oh.

Eric Gurt wrote:2. Probably just no blood. Bodies probably still could be broken.


Okay.

Eric Gurt wrote:3. Similarly, yes.


Okay x2.

Eric Gurt wrote:4. Maybe, depends. I had in plans more than 2 songs for sure.


Okay x3, that's interesting.

Eric Gurt wrote:5. Can't tell.


...

Eric Gurt wrote:6. Can't tell. Whatever will suit gameplay most.


Okay x4

Eric Gurt wrote:7. Holding tab fills whole left part of a screen with chat history, no scrolling so far. Copy and paste is implemented but max symbol frequency will probably be capped, if not more.


So, the scrolling thing is still in progress.

Eric Gurt wrote:8. Just tested applying custom as well as built-in sounds for breakable movables, which can receive transparent materials. Need to allow mis-grid size and positions, then automatic spawn of glass debris on break for glass to be fully possible. PB2.5/3 does have quite a library of sound effects now, including variations of movable starting movement, travel loops and ability to customize movement-end sounds (haven't made these so far, though it is possible to use custom sounds). Probably custom sounds will require pre-moderation. This is basically what I post about on Patreon.


So, same as custom decorations, got it.

Eric Gurt wrote:9. Interface currently shows 6 grenades at max, if there is more - it shows all 6 and a "+" sign. If there is too many kinds of grenades it will show like 1 grenade icon and plus sign. How it will be in campaign - it is about balancing stuff and making it interesting, so that is later.


That's a great idea! also it may also have a limit, that will be specified in the players, or characters, in level editor.

Eric Gurt wrote:10. There are more restrictions on who can and who can't access each of your specific map, image (surface textures and decorations) and audio (sound effects and songs) files. If you, for example, will make map as very private and will start multiplayer match on it - then connected players will only ever receive static parts of a map (no movables, no dynamic lights, no placements of any entity, no triggers, timers, regions, dynamic decorations) - just walls, static decorations, surface descriptions, environment, skins, images and audio files that are pre-loaded. There is also old open/closed source property of each map, but that mostly should prevent other users from seeing Level Editor objects - it does not mean that they can not be recreated though. Simply because if your game can see it - others can potentially see it too.
Option for showing Level Editor objects only for view but not for editing probably won't be too effective, thought that could be made too.
There is cooperative map editing, but once you shown Level Editor objects like this - other map designers can copy it pretty much. Not as easy, but with some tricks.


I don't know about this, but at least some people can suggest you what to do with it.

Good Luck eric! hopefully it will be well made, also thanks for replying!
We do a little waiting for pb2.5/3.

Nozzle
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Re: Pb2.5/3 important questions and mid-important

Postby Nozzle » 21 May 2022, 11:41

alj99 wrote:Not Eric nor speaking for him but
1 and 2 in mp (probably sp too), you can still destroy bodies it just doesn't show in no violence (which is one of the reason why heal sign is added).
I don't think changing how no violence works is necessary or if there's anything to add in that. Since it's just there for censorship purposes it shouldn't change the game mechanically.

9 In custom map at least map makers still have the option to turn on the pb2 style ammo system and the new limited ammo system. Could have both infinite or finite nades (technically we alr do, in coop it won't apply properly for late joiners) I don't see why not (handy in port saw), shield nade better not to be f*cking spammed tho.

10 Team editing is a thing, Eric can tweak it so you can make people view it but not edit (and/or copy).

Thanks for replying, and sharing with your minds.
We do a little waiting for pb2.5/3.

Nozzle
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Posts: 144
Joined: 7 May 2022, 15:49


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