project reality future.

General discussion of the Project Reality: BF2 modification.
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: project reality future.

Post by Tim270 »

Think I can safely say I will be sticking with anything that comes out in the battlefield franchise for a while yet. And I would hope pr does the same.
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Michael_Denmark
Posts: 2196
Joined: 2006-07-10 09:07

Re: project reality future.

Post by Michael_Denmark »

do you guys think/feel project reality getting dated now? or do you think it a classic and will hold its ground vs such games like flashpoit and ARMA2.
I think PR will keep gaining ground for anything between 4-8 years. I think it will be able to hold ground for at least the same amount of time too, although maybe with a slight decrease in its user base.
Define irony. A bunch of guys playing PR year after year. A game teaching initiative as the prime mover.
However, in regard to EA, these guys never took the initiative.

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We who play these kinds of games are the first generation of war robot pilots.Today we pilot a camera in 3D heaven,Tomorrow... http://gametactic.org/pr
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: project reality furture.

Post by goguapsy »

gazzthompson wrote:Arma2 is already out, and i just checked on game monitor and PR has more players....
thats bcz the game aint optimized for s*** and the multiplayer, simply, sucks.
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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TheLean
Posts: 483
Joined: 2009-03-15 20:26

Re: project reality future.

Post by TheLean »

Michael_Denmark wrote:I think PR will keep gaining ground for anything between 4-8 years. I think it will be able to hold ground for at least the same amount of time too, although maybe with a slight decrease in its user base.
Did you just contradict yourself? I think so. No you didnt.
chuckMFd
Posts: 130
Joined: 2007-11-24 18:17

Re: project reality future.

Post by chuckMFd »

I thought about ArmA2 but after a little research on the multiplayer so far PR has it beat. The next game I will be interested in is Battlefield Bad Company2 which comes out next year and looks pretty cool because of all the destructable environments. Plus lots of weopons and vehicles. But it's all about the multiplayer so we'll see if it pans out.
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PR KICKS ***
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AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: project reality furture.

Post by AfterDune »

[quote=""'[R-DEV"]fuzzhead;1152295']I dont think any engine yet is as capable as the BF2 engine in terms of PVP.[/quote]
Yep. As crappy as it may be sometimes, there's NOTHING out there that can really compete with the BF2 engine on the PVP field.

[quote="Roguehellhound""]How does a game/mod with a 5plus year old engine still compete with brand new releases?[/quote]
Word!! They all focus on nice graphics in which they are very succesful, but PVP and overall performance..... that doesn't seem to matter these days :D .
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Saarna
Posts: 68
Joined: 2008-10-29 20:10

Re: project reality future.

Post by Saarna »

What about Unreal engines? Granted, I don't know too much about the actual capabilities and boundaries of either of the engines, but from a player's perspective there have been quite a few premiere PVP titles released on all versions of UE. Most notable in regard to PR is of course Red Orchestra, sharing many of its goals and features, and even surpassing PR in many fields - ballistics, vehicles, wounding model, natural support and deployment of weapons to name a few, and capable of running maps several kilometers in size in either direction.
RHYS4190
Posts: 959
Joined: 2007-08-30 10:27

Re: project reality future.

Post by RHYS4190 »

PR needs to get away from EA and the BF2 franchise.
Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

Re: project reality future.

Post by Jedimushroom »

I am still confused as to why no multiplayer combined arms FPS has been made that supports more than 64 players per server. Machines nowadays can handle it and there is definitely a demand, so why is it not happening?
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: project reality future.

Post by DankE_SPB »

some of the devs stated that lots of players\destructible environment\security do not mix well at the same time, you have to choose and find balance
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[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: project reality future.

Post by gazzthompson »

Jedimushroom wrote:I am still confused as to why no multiplayer combined arms FPS has been made that supports more than 64 players per server. Machines nowadays can handle it and there is definitely a demand, so why is it not happening?
because awesome graphics and destructible environments sell games, both of which effect player size IIRC.
thebeanie
Posts: 119
Joined: 2009-01-18 05:39

Re: project reality future.

Post by thebeanie »

adding FH2 style scopes would greatly improve realism lols.. i dont know why they arnt doing it :/
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: project reality future.

Post by ChiefRyza »

It's not the PC's that are the problem, it's typical networking. The more fancy explosive stuff you have in game, the less players you can have. So the player limit game is actually dependent on the average network connection, which is pretty low quality when you consider the vast majority of people on the internet.

For every single destructible object you add, for every bullet, missile, explosion, vehicle, moving part etc etc etc. a network/server has to account for each and every one of these to transfer the data to the rest of the clients. That is a LOT of traffic. Thus the reason why Battlefield Bad Company 2 only has a 48 player limit, same as OFP2 etc.


Current project: Operation Tempest
Mad-Mike
Posts: 3137
Joined: 2008-01-25 13:21

Re: project reality future.

Post by Mad-Mike »

PR never gets boring! as rhino said them games will not effect pr. the future of pr is awsome all the new updates etc..
when 0.9 is release i can see PR being another MOD of the year tbh.

The Future Is Bright The Future Is PR. :-)




PR4Life ;-)
RHYS4190
Posts: 959
Joined: 2007-08-30 10:27

Re: project reality future.

Post by RHYS4190 »

Mad-Mike wrote:PR never gets boring! as rhino said them games will not effect pr. the future of pr is awsome all the new updates etc..
when 0.9 is release i can see PR being another MOD of the year tbh.

The Future Is Bright The Future Is PR. :-)




PR4Life ;-)
And PR is in most way's better then there's.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: project reality future.

Post by Rhino »

Mad-Mike wrote:when 0.9 is release i can see PR being another MOD of the year tbh.
We can't win MOTY 2 years running, unless they have changed there rules :p
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Gosu-Rizzle
Posts: 610
Joined: 2009-06-06 13:23

Re: project reality future.

Post by Gosu-Rizzle »

As to the more players than 64 per map, its deffinetly possible. The multiplayer mod for GTA San Andreas is right now capable of 200 players per server. And in fact they are releasing a new patch in the following weeks, which will supposedly support 500 players and 2000 vehicles pr server! :o
This is a mod team doing this on an rather old engine. Along with what you guys have done with PR, just imagine what could be done if only the big players on the marked (Like EA) actually cared about making great games... And not just $$$. Too bad we dont have a Blizzard in the FPS genre :roll:

SA-MP San Andreas Multiplayer mod for Grand Theft Auto (GTA SA)
Sniperdog
Retired PR Developer
Posts: 1177
Joined: 2009-02-27 00:06

Re: project reality future.

Post by Sniperdog »

Why doesn't EA just up the darn player count limit... From what I've heard (take it as is) it wouldn't be incredibly hard for them to do. When they were originally developed the game they designed it to be functional for higher player counts so they would be able to release it at 64+ if it was stable. At the time they decided to stick to 64 but now with better PC's and better high speed internet infrastructure it really doesn't seem unreasonable for them to release a max player limit increase patch or unlock it for modders. Stupid EA >.>
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Will Stahl aka "Merlin" in the Squad community
Saobh
Retired PR Developer
Posts: 8124
Joined: 2006-01-21 11:55

Re: project reality future.

Post by Saobh »

[R-DEV]Rhino wrote:We can't win MOTY 2 years running, unless they have changed there rules :p
Change the name just oh so slightly, they won't notice ;)
The only acceptable 'Lone Wolf' you'll be allowed to play : http://www.projectaon.org/en/Main/Home

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=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: project reality future.

Post by =Romagnolo= »

[R-DEV]Rhino wrote:We can't win MOTY 2 years running, unless they have changed there rules :p

# No mod / indie game can win in the same category twice.
Eg. a mod cannot win "best unreleased" two years in a
row, only a honorable mention will be given in this situation.

# Exceptions to the above rule maybe granted on request by
the Mod DB. Eg. if your mod moves from v1 to v2 and it is a
total overhaul, we reserve the right to make it eligible again.



on the boton (or botton or botom or bottom) of this page you can find the rules:

2008 Mod of the Year Awards event - Mod DB


PR has won the MOTY with the 0.85 version. 0.9 will be the BIGGEST release according to this link: https://www.realitymod.com/forum/f196-p ... easer.html


So, maybe yeah, we can try again, right ?
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
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