PRMM 0.311 Patch ReadMe

General discussion of the Project Reality: BF2 modification.
F.N.G.
Posts: 145
Joined: 2006-01-03 02:15

Post by F.N.G. »

Is it possible to tone down the distance that you hear all that chatter. Like, who cares if there is an enemy infantryman on the other side of the map. I just want to hear whats near me. I'm tired of hearing nothing but my team chatter from accross the map as if it were right in my ear. I can't hear what's around me.
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Free your mind, and your *** will follow.

F.N.G.
rstratton
Posts: 24
Joined: 2006-03-24 06:06

pr 0.311 patch

Post by rstratton »

you guys still working on that patch or what? seems dead in this thread here
JuniperM40
Posts: 257
Joined: 2006-05-20 00:58

Post by JuniperM40 »

It's not dead. It's just resting... and Pining for the Fijords of Norway!
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eggman
Retired PR Developer
Posts: 11721
Joined: 2005-12-27 04:52

Post by eggman »

Yeah sorry Gents for the lack of updates .. been a really busy week at work for me.

We have a few minor bugs in the 0.311 build that we have already fixed.

Got one last thing to complete ... we're adding a United Nations skin for the Little Bird as an admin vehicle for the tournaments :)

Should wrap up all the changes tonight, release a 0.312 build to test tomorrow, then release to public on Saturday.

egg
[COLOR=#007700][COLOR=DarkGreen]C[COLOR=Olive]heers!
egg[/COLOR][/COLOR][/COLOR]

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Braddock096
Posts: 370
Joined: 2006-02-06 20:04

Post by Braddock096 »

Lmao. Nice news on the LB front. That white paint job is *really* going to stop me shooting at it. Muahahahaha.
1SFG-BigJoe62
Posts: 189
Joined: 2006-05-21 20:49

Post by 1SFG-BigJoe62 »

Awesome news Eggman. Thanks for the hard work.
Garack
Posts: 624
Joined: 2006-05-04 07:20

Post by Garack »

Thanks from me too!
Crotch-Rot
Posts: 86
Joined: 2006-05-29 03:28

Post by Crotch-Rot »

kick ***! Thanks!!!
Garack
Posts: 624
Joined: 2006-05-04 07:20

Post by Garack »

Is today the day of release ?
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

Garack wrote:Is today the day of release ?
depends if you are a good boy :p
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eddie
Posts: 5495
Joined: 2005-05-09 20:42

Post by eddie »

I have been a very good boy :)
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Garack
Posts: 624
Joined: 2006-05-04 07:20

Post by Garack »

I am NOT a good Boy ! :-?

But a aint a bad guy.. :-?

Now i will go to work, but when i am back at 22 GMT i am a VERY GOOD Guy!! :mrgreen:
eddie
Posts: 5495
Joined: 2005-05-09 20:42

Post by eddie »

Are you a pimp Garrack? :p

Seems a late time to get home on a saturday...
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Evilhomer
Retired PR Developer
Posts: 2193
Joined: 2004-08-03 12:00

Post by Evilhomer »

'[R-DEV wrote:eggman']Yeah sorry Gents for the lack of updates .. been a really busy week at work for me.

We have a few minor bugs in the 0.311 build that we have already fixed.

Got one last thing to complete ... we're adding a United Nations skin for the Little Bird as an admin vehicle for the tournaments :)

Should wrap up all the changes tonight, release a 0.312 build to test tomorrow, then release to public on Saturday.

egg
Wow, is it just me, or did that quote have "upper managment" written all over it? Guess who cracks the whip behind the scenes in this mod...
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eddie
Posts: 5495
Joined: 2005-05-09 20:42

Post by eddie »

Is it you?
Oh I see, the Dev team is into bondage! :p
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Evilhomer
Retired PR Developer
Posts: 2193
Joined: 2004-08-03 12:00

Post by Evilhomer »

eddie wrote:Is it you?
Oh I see, the Dev team is into bondage! :p
Nah its egg thats for sure! Hes the unsung hero of the installers!

Did you know?

That in the 0.3 installer, if you press a certain number of keys, in a certain order, then you get a video of eggman, dancing with an ommlete on his head! Im surprised no-one has seen this yet!
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MrD
Posts: 3399
Joined: 2006-05-13 16:21

Post by MrD »

no, but i assume anyone who tries this and creates a thread in the forum wanting to know which keys does it is going to be left with egg on their face!
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[R-MOD]Mongolian Dude:
AH man, sarcasm is so hard to get across the web, even if we are both british :(
[R-DEV]Jaymz: That has to be...the most epic response to a welcome thread I have ever seen. [R-CON]Mr.D ladies and gentlemen!
Dark Ewok
Posts: 193
Joined: 2006-04-29 19:54

Post by Dark Ewok »

'[R-DEV wrote:Evilhomer']Nah its egg thats for sure! Hes the unsung hero of the installers!

Did you know?

That in the 0.3 installer, if you press a certain number of keys, in a certain order, then you get a video of eggman, dancing with an ommlete on his head! Im surprised no-one has seen this yet!
I did, but I was too afraid to post the screenies I captured and without proof there was not realy any point in making such absurd claims on these forums.

I have since been blackmailing Eggman into sending me every internal release of PRMM. If he didn't I would post the pictures here for everyone to behold! :lol:
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Sonic Boyster
Posts: 16
Joined: 2006-02-07 07:49

Post by Sonic Boyster »

Malik wrote:Here's my opinions on prone diving from the other thread, just incase nobody decides to read that again. Hope these ideas are implemented. This is my ideal fix:
  • When you press Z from running or from standing or walking, you will hit the deck. It won't be any slower than it is now. In real life, if you're being shot you want to get down fast and you can. Time penalties won't solve the problem, they'll just frustrate.
  • When you've started your descent, you'll notice your weapon goes out of your field of vision, simulating the soldier in question breaking their fall with their weapon or their hands. Basically, you can't see your gun.
  • When you hit the ground, the draw animation is played. This is what you normally see when you change weapons. Draw animations vary in length from just over 1 second for pistols and the knife upto about 2 seconds for guns like the SAW. Generally, the bigger the weapon the longer the draw animation. This simulates the player needing to adjust their weapon after landing prone.
  • After the draw animation is played, there's the usual deviation spike. This could be increased if necessary, but the tiny time penalty for redrawing your weapon is probably going to be enough to stop players from diving and getting the upper hand on an enemy.
  • Once the player is completely on the floor, they will lose 50 stamina, more or the less the same as jumping drains. If the player sprints and prones, when he gets up he'll most likely not have enough energy to continue running for a while.


So can it be done?

If it isn't possible, to super simplify it, is there some way to code it in so that the 'prone' command (whatever the bind is) also immediately switches to weapon 1 or 2 (knife or pistol)? Hit the deck and have to manually switch back to your weapon. That would solve the issue although it would be confusing initially.
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