PR:ARMA 2 - Highlights Reel #1

Project Reality announcements and development highlights.
Gaz
Posts: 9032
Joined: 2004-09-23 10:19

Re: PR:ArmA2 - Highlights Reel #1

Post by Gaz »

Zi8 wrote:I just simply love the way BF2 mod PR makes "the ultimate hardcore military sim" Arma2 more realistic and better, like PR is owning vbf2 now :D

And I assume the current Server License entitles the owner to get arma2 server aswell?

Good work with the mod and with the news
We've still to even assess the ins and outs of this, never mind go firm on anything at the minute. Unfortunately some in the wider community have hit the panic button already and think we are going to come round and visit them personally to check their server setups :D I know from speaking to UK_Force and Epoch, that there will be lengthy discussion on this, as well as heavy input from establised ARMA2 server admins before we come to a final conclusion.
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"By profession I am a soldier, and take pride in that fact. But I am prouder, infinitely prouder, to be a father". - Gen Douglas MacAurthur.
-Proud wearer of motorcycle helmets since 1998.
DudeofDeath
Posts: 68
Joined: 2008-06-08 22:53

Re: PR:ArmA2 - Highlights Reel #1

Post by DudeofDeath »

Looks totally awesome!! So stoked for the release... ;)
Rezza
Posts: 2309
Joined: 2008-04-06 20:53

Re: PR:ArmA2 - Highlights Reel #1

Post by Rezza »

PR is reaching success in all kinds of ways its great to be a member of this family!
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DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: PR:ArmA2 - Highlights Reel #1

Post by DeltaFart »

Wait, is the panther only for ARMA? or are the BF2 players going to get that kitty love?
Donner
Posts: 5
Joined: 2010-03-21 19:06

Re: PR:ArmA2 - Highlights Reel #1

Post by Donner »

ANDROMEDA wrote:Map 25x25 km??? Oh, my poor computer! Will he survive?
That _is_ huge. :D
I thought the maximum would be 20x20km with that engine...
Freedom
Posts: 34
Joined: 2010-02-25 22:35

Re: PR:ArmA2 - Highlights Reel #1

Post by Freedom »

!!! The Panther WOO!!!
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I'll be waiting, while you'll be looking
SnR
Posts: 195
Joined: 2010-03-12 15:23

Re: PR:ArmA2 - Highlights Reel #1

Post by SnR »

All coming together looking good :-D
Gaz
Posts: 9032
Joined: 2004-09-23 10:19

Re: PR:ArmA2 - Highlights Reel #1

Post by Gaz »

DeltaFart wrote:Wait, is the panther only for ARMA? or are the BF2 players going to get that kitty love?
Being developed for both engines. From now on you will see this a lot. However, the ARMA2 varient will look better as an end product due to the better rendering system ingame, as it is far more recent. Models like those already ingame for ARMA2 are very high quality. Unforunatley the older BF2 engine cannot do them as much justice visually. The guys are still getting 110% from the BF2 rendering engine though.
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"By profession I am a soldier, and take pride in that fact. But I am prouder, infinitely prouder, to be a father". - Gen Douglas MacAurthur.
-Proud wearer of motorcycle helmets since 1998.
Freddy Chickenbatter
Posts: 20
Joined: 2010-02-15 20:02

Re: PR:ArmA2 - Highlights Reel #1

Post by Freddy Chickenbatter »

DudeofDeath wrote:Looks totally awesome!! So stoked for the release... ;)
It is awesome we should all be stoked
UK_Force
Retired PR Developer
Posts: 10823
Joined: 2005-04-07 12:00

Re: PR:ArmA2 - Highlights Reel #1

Post by UK_Force »

Amok@ndy wrote:no i didnt mean the mod else i would say A.C.E. :P


Twas a Joke my friend :wink:
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: PR:ArmA2 - Highlights Reel #1

Post by gazzthompson »

Donner wrote: I thought the maximum would be 20x20km with that engine...
Considering the default ArmA map is like 225 km²....

Great update, really excited to be part of the testing team.. bring it on!
Hulabi
Posts: 2277
Joined: 2009-08-08 22:15

Re: PR:ArmA2 - Highlights Reel #1

Post by Hulabi »

HOLY SCHEISSE! That Panther is freaking awesome!
MadTommy
Posts: 2220
Joined: 2006-05-23 11:34

Re: PR:ArmA2 - Highlights Reel #1

Post by MadTommy »

Very cool, that's quite some scope for v0.1! Great update.

It is also refreshing to see the dev team sharing its plans with the community in an open manner, bravo.
KeksTerror
Posts: 144
Joined: 2009-12-26 12:51

Re: PR:ArmA2 - Highlights Reel #1

Post by KeksTerror »

Supporting Teamspeak3 :bur2: - NO!!! All other changes are great :p
MadTommy
Posts: 2220
Joined: 2006-05-23 11:34

Re: PR:ArmA2 - Highlights Reel #1

Post by MadTommy »

KeksTerror wrote:Supporting Teamspeak3 :bur2: - NO!!
Can you elaborate please?

Or are you just TS3ist :wink:
K4on
Retired PR Developer
Posts: 5055
Joined: 2009-05-08 19:48

Re: PR:ArmA2 - Highlights Reel #1

Post by K4on »

why aren t u supportin mumble ? - "because someone did the work for us with the ts3 plugin already ..."

mumble ftw
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bad_nade
Support Technician
Posts: 1497
Joined: 2008-04-06 18:26
Location: Finland

Re: PR:ArmA2 - Highlights Reel #1

Post by bad_nade »

[R-DEV]UK_Force wrote: it is now looking more likely that we will not be releasing v0.1 until at least June / July.
Started nine months ago and release is still three months away. That's good 12 months of development with ~20 people just for the 0.1 version. Definitely not an average Sunday modding project :o
Zimmer
Posts: 2069
Joined: 2008-01-12 00:21

Re: PR:ArmA2 - Highlights Reel #1

Post by Zimmer »

gazzthompson wrote:Considering the default ArmA map is like 225 km²....

Great update, really excited to be part of the testing team.. bring it on!
The default map is 15x15 so 25x25 will be over 600km^2 :D

But it must be a typo?
People don't realize that autism doesn't mean they're "stupid". Just socially inept. Like rhino... > > or in a worst case scenario... Wicca. =)- Lithium fox
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I found this sentence quite funny and since this is a war game forum I will put it here. No offense to the french just a good laugh.
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Lanthan
Posts: 162
Joined: 2010-03-13 09:18

Re: PR:ArmA2 - Highlights Reel #1

Post by Lanthan »

Sorry mate... I think that´s not a typo :mrgreen:
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