Better then to have butt ugly pics and a good mod...Pence wrote:They better be more artistic than USI or NAW, i hate them mods but they make it it look good with nice pictures.
Project Reality 0.40 Status Update
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BlakeJr
- Retired PR Developer
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Rifleman
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0mikr0n
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I have to stop and laugh at this one. I hate EA and DICE with a passion for their ability to screw up any game at any given time with a forced change, and it's humorous how everyone instantly thinks, "damn, update coming out... I'm probably not going to update for a few weeks til I find out if it broke anything."'[R-DEV wrote: JS.Fortnight.A']We'll have to play it a bit by ear. The 040 release date will depend on:
- When the BF2 patch releases and what it breaks / adds / fixes
Because with their history, it's guaranteed they're going to break something. That's why I love PR, because everything done is tested... I'd be surprised if anything that EA and DICE did for 1.31 (1.4) has been / ever will be tested.
The Airborne Clan is recruiting! We're looking forward to having you!
Lieutenant Colonel 0mikr0n
Airborne BF2 Battalion CO
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MrD
- Posts: 3399
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BlakeJr wrote:Better then to have butt ugly pics and a good mod...![]()
or was that :
Better then to have ugly butt pics and a good mod....

[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!
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e-Gor
- Retired PR Developer
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I'm not going to get into a rant, but this is exactly the sort of attitude I can't stand. I'll just make one point though:0mikr0n wrote:I have to stop and laugh at this one. I hate EA and DICE with a passion for their ability to screw up any game at any given time with a forced change, and it's humorous how everyone instantly thinks, "damn, update coming out... I'm probably not going to update for a few weeks til I find out if it broke anything."
Because with their history, it's guaranteed they're going to break something. That's why I love PR, because everything done is tested... I'd be surprised if anything that EA and DICE did for 1.31 (1.4) has been / ever will be tested.
If you think a game developer should make an active effort not to break any mods with any of it's patches, you're wrong. To do that, they would hardly be able to change anything at all, since they'd be completely unable to change anything that's not hardcoded. Sure, there are some things that get broken without much need for it, but Dice simply CANNOT put mods first when it comes to patches for issues in the main game.
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BlakeJr
- Retired PR Developer
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Just noticed this part in your post.0mikr0n wrote:I have to stop and laugh at this one. I hate EA and DICE with a passion for their ability to screw up any game at any given time with a forced change, and it's humorous how everyone instantly thinks, "damn, update coming out... I'm probably not going to update for a few weeks til I find out if it broke anything."
Because with their history, it's guaranteed they're going to break something. That's why I love PR, because everything done is tested... I'd be surprised if anything that EA and DICE did for 1.31 (1.4) has been / ever will be tested.
How long have you been a member of this community? We've had some pretty buggy releases of PRMM too you know. Take the LittleBird for example. When it was first released it was damn near impossible to get of the ground due to a collision mesh bug. That's just one example.
But ok, you are right, each release candidate IS tested, but bugs still find their way through.
Also, rather than bash EA and DICE you should be grateful that they brought BF1942 and now BF2 to us at all. I don't know about you but Infiltration for Unreal Tournament was beginning to get old!
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Malik
- Posts: 1676
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We're not on version 1.0 yet. PRMM is all one big beta test. When we get to 1.0, you can be damn sure that everything will be perfect because nothing new will have been added that we wouldn't have already laid our hands on and sorted out. While we're building up our appetites for new builds, the DEVs are building up their knowledge of modding so by the time we get to 1.0 it will all be perfect.
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666{The Reaper}
- Posts: 49
- Joined: 2006-07-03 13:13
with the unlock type stuff, i think i've got it correct me if i'm wrong, but if you add another kit into the system but that kit is a weapon from vanilla that you only getonce unlocked then only those who have that weapon unlocked can be that class, for instance if there is a new class like "super sniper" then only people who havethe new gun unlocked will be able to play with that class. is that it ?? or have i got it wrong
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fuzzhead
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trogdor1289
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Dang they are talking about the EFX sound pack.
http://www.efx-sound.com/site/us/frames0.htm
from there.
http://www.efx-sound.com/site/us/frames0.htm
from there.
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Malik
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duckhunt
- Retired PR Developer
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Michael_Denmark
- Posts: 2196
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Download link?
Where do i download 0.40 version?
Oh...just edited, dident see i was on page 6 ...Thanks for the update guys!!!
Cant wait
Oh...just edited, dident see i was on page 6 ...Thanks for the update guys!!!
Cant wait
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bigbossmatt
- Posts: 290
- Joined: 2006-05-21 12:05
Sorry, but what exactly is kit limiting?'[R-DEV wrote: JS.Fortnight.A']
Kit Limiting Proof of Concept
Right now we have a bunch of stuff that we're wrapping up into the first 0401 test build. Some of this stuff is "roughed in" for proof concept, cuz we're gonna try some interesting stuff around kit limiting. We're gonna take a different approach from before and uh... this one might actually work. If it does work, it will be fairly intuitive and will enable us to change the class system quite substantially. We still haven't released the first test build, so we don't even know if our approach is going to work. But it is a focus for this build.
We are NOT planning to use the EA "unlock" feature in the upcoming BF2 patch for our kit limiting system. Our own system will give us more flexibility (again if it works). We came up with the idea when trying to work around the "no unlocks" scenario and actually think... IF IT WORKS... we have a system that will be fairly intuitive to use and is purely our own to make up the "rules" for kit supply.
Until someone mentioned it today as limiting the number of snipers per army in a round at a time, or the number of support troops etc, I had no idea what it is. Sorry if I can't see what you are saying. To me, the concept is not explained by the title of it itself.
Thanks
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eggman
- Retired PR Developer
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Sorry for the lack of clarity there... by kit limiting what we mean is that, for example, only 2 sniper kits are available if there are 16 players on a TEAM, 3 if there are 24 and 4 if there are 32.
That kinda thing.
And the way we are doing it, we've freed up the base 7 classes to make for a more realistic composition of base infantry classes .. and move the limited / specialised stuff out of the base 7 classes.
We are leaving Medic unlimited for gameplay reasons, but will monitor how that unfolds. Realistically Medics should be uh .. a lil different thatn they are in BF2, but the Medic class is very good for game play.
Hope that helps make it more clear.
egg
That kinda thing.
And the way we are doing it, we've freed up the base 7 classes to make for a more realistic composition of base infantry classes .. and move the limited / specialised stuff out of the base 7 classes.
We are leaving Medic unlimited for gameplay reasons, but will monitor how that unfolds. Realistically Medics should be uh .. a lil different thatn they are in BF2, but the Medic class is very good for game play.
Hope that helps make it more clear.
egg
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SFA/**]V[E**/L
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eggman
- Retired PR Developer
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we'll let y'all know more about specific limits once we finalise the class structure. it's pretty much baked, but needs play testing.
I'm a lil jaded of reading bajillions of posts about kits and class loadouts .. peeps need to keep in mind:
- we have to make changes to 4 factions
- workload to implement
- class balance
- faction balance
- BF2's inventory slot system
- realism
- fun factor
So I'd rather not discuss the most uber / realsitic USMC loadout (again and for the 9000th time) until we're pretty much done and the testers have helped us tweak it.
Support will be limited kit.
egg
I'm a lil jaded of reading bajillions of posts about kits and class loadouts .. peeps need to keep in mind:
- we have to make changes to 4 factions
- workload to implement
- class balance
- faction balance
- BF2's inventory slot system
- realism
- fun factor
So I'd rather not discuss the most uber / realsitic USMC loadout (again and for the 9000th time) until we're pretty much done and the testers have helped us tweak it.
Support will be limited kit.
egg







