Project Reality v0.95 Manual

Project Reality announcements and development highlights.
Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: Project Reality v0.95 Manual

Post by Zoddom »

pls overhaul it, i noticed some mistakes, where you just forgot the changes in 0.95.
(ie. the laser guided firemode is compared with the TOW systems.) etc
nater
Posts: 489
Joined: 2009-01-07 19:35

Re: Project Reality v0.95 Manual

Post by nater »

Zoddom wrote:pls overhaul it, i noticed some mistakes, where you just forgot the changes in 0.95.
(ie. the laser guided firemode is compared with the TOW systems.) etc
Overhauling a manual would take alot of time...Plus, you obviously already know about most of the changes, so why complain? Sure for newer players, but sadly alot of newer players don't read the manual.
dbzao
Retired PR Developer
Posts: 9381
Joined: 2006-06-08 19:13

Re: Project Reality v0.95 Manual

Post by dbzao »

Post any thing you think is wrong and it will be fixed in due time.

"There's always one more bug." - Lubarsky's Law of Cybernetic Entomology
Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: Project Reality v0.95 Manual

Post by Rissien »

[R-DEV]dbzao wrote:Post any thing you think is wrong and it will be fixed in due time.
The unarmed pilots part is wrong in the manual
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Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: Project Reality v0.95 Manual

Post by Zoddom »

- it says you need at least 2 people in AAS for capture (isnt it 3?)
-it says you ahve to wait 2 minutes after reviving before being wounded again (didnt find this in the cahngelog)
-it says you can drop crates already from 15m before they explode. in the changelog its 5.


and i dont understand that part:
Respawn time:
Squad built forward outpost: -10s
does it mean when you died 3 times you have a spawntime of 39s (when? ever or at your next spawn?) and if you build a fob you ahve 30 s again?

and.... as i read the manual it seems to me that you are no longer able to set markers from your 1st person view as a sql in a heavy vehicle, because you activate the thermal sight with T (and in the trailer you acn see taht theres only the option to activate the infrared on T)
MaxBooZe
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Joined: 2008-03-16 09:46

Re: Project Reality v0.95 Manual

Post by MaxBooZe »

12 AA positions?
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dbzao
Retired PR Developer
Posts: 9381
Joined: 2006-06-08 19:13

Re: Project Reality v0.95 Manual

Post by dbzao »

Zoddom wrote:1. it says you need at least 2 people in AAS for capture (isnt it 3?)
It's 2.
Zoddom wrote:2. it says you ahve to wait 2 minutes after reviving before being wounded again (didnt find this in the cahngelog)
That's correct.
Zoddom wrote:3. it says you can drop crates already from 15m before they explode. in the changelog its 5.
Needs to be fixed in manual.

Zoddom wrote:and i dont understand that part:

does it mean when you died 3 times you have a spawntime of 39s (when? ever or at your next spawn?) and if you build a fob you ahve 30 s again?
Death and some other things give you permanent spawn time penalties, so yea, you will have that time penalty until you do something that lowers it, like your squad building Forward Outposts, defending CPs or FOs, your team capturing CPs or destroying caches. That wasn't changed in a long time so I don't think it's wrong in the manual.
Zoddom wrote: and.... as i read the manual it seems to me that you are no longer able to set markers from your 1st person view as a sql in a heavy vehicle, because you activate the thermal sight with T (and in the trailer you acn see taht theres only the option to activate the infrared on T)
That's incorrect, you can set markers in 1p or in the map like always. In the trailer it was a squad member activating the thermals, that's why he didn't have any other comm rose options.

"There's always one more bug." - Lubarsky's Law of Cybernetic Entomology
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: Project Reality v0.95 Manual

Post by lucky.BOY »

On top of page 22, there is said:
Kits: officer, cell leader, civilian collaborator, irregular forces unarmed
*its about radios and cell phones

1st thing is that sniper gets his own radio in .95, and 2nd (not sure here) that unarmed has lost his phone while w8ing for .95 to come out :)

Happy, to find them for you,

-lucky
Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: Project Reality v0.95 Manual

Post by Zoddom »

'[R-DEV wrote:
Death and some other things give you permanent spawn time penalties, so yea, you will have that time penalty until you do something that lowers it, like your squad building Forward Outposts, defending CPs or FOs, your team capturing CPs or destroying caches. That wasn't changed in a long time so I don't think it's wrong in the manual.
didnt want to say that its wrong, just totally forgot about that a long time ago. thought i had been changed, but good to know again :D

'[R-DEV wrote: That's incorrect, you can set markers in 1p or in the map like always. In the trailer it was a squad member activating the thermals, that's why he didn't have any other comm rose options.
ah oh, didnt think about that ... :>
awesome
tim8002
Posts: 102
Joined: 2009-09-01 19:45

Re: Project Reality v0.95 Manual

Post by tim8002 »

Nice work on the manual.. now just to get all the vanilla bf2'ers to read it, BEFORE,,,, joining a server :D
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Poi_Medic
Posts: 222
Joined: 2006-03-12 01:56

Re: Project Reality v0.95 Manual

Post by Poi_Medic »

Ctrl + P
:)
Thanks will be reading it before i sleep.
Playing Since PR.3
Zulnex
Posts: 622
Joined: 2009-03-23 22:12

Re: Project Reality v0.95 Manual

Post by Zulnex »

Very nice manual Spearhead. I'll be reading it thoroughly.
Salute Chuc. Thank you so much for all your awesome work.
Last edited by Zulnex on 2010-10-14 03:43, edited 2 times in total.
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ghostfool84
Posts: 503
Joined: 2009-10-17 11:38

Re: Project Reality v0.95 Manual

Post by ghostfool84 »

A question about that ticket loss when getting wounded. How many tickets do i lose when i'am wounded, than revived by someone and healed and get 2.00 minuters later again wounded. Do we lose 2 tickets?
MrTomRobs
Posts: 258
Joined: 2010-08-30 15:39

Re: Project Reality v0.95 Manual

Post by MrTomRobs »

Another thing i noticed in the manual, it tells the user to delete all of the existing PR directories in the Mods folder in the BF2 directory, whereas i've seen plenty of posts in the forums saying that the 3-part installer does it for you.

Which is correct?

Overall though, very useful! Shall be having a very thorough read later before i run the passwords in prep for tomorrow! if i ever get the internet installed at my house... bloody technicians...
'There are 3 types of people in this world, those that can count, and those who can't.'

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Spearhead
Retired PR Developer
Posts: 1785
Joined: 2007-06-01 00:53

Re: Project Reality v0.95 Manual

Post by Spearhead »

Thanks for the appreciation, guys.
Fighter wrote:I noticed a few mistakes in the Credits section.

Missed some forum mods.

Events/Tech Team no longer exist to my knowledge.

Hitperson should be listed as retired PRT Lead.
I always use the same credits that are in our game. So if there are mistakes they were just carried over. I only reported when my name went AWOL from the list ;)
theflidgeface wrote:very nice work, bet it took you a loooong time to make :)
It is usually 1-2 weeks fulltime when a release closes in. Much time is used to figure out which changelog entries are relevant for the manual and checking out how things work exactly and if they work at all (i.e. finding and reporting some bugs)
Foxlion wrote:There are several minor inconsistencies between the features list and the manual. I am assuming that no matter what the holy changelog takes precedence as to what the game will be, and because the features list contained some of those very same changes that despite whatever inconsistencies there may be the C log and F list are true.
In fact usually the manual is right in such cases. But most of these cases are just misinterpretations of the changelog entries. If you list any of those inconsitencies I can try to shed some light on the topic.

[quote=""'="]H[=Rissien;1464824']The unarmed pilots part is wrong in the manual[/quote]

Must have slipped by me. I will check it out for the first revision. Since the manual is stored online I can do updates in between releases. No reason to make too many mistakes, though.

[quote="Zoddom""]-it says you can drop crates already from 15m before they explode. in the changelog its 5.[/quote]

When I tested this change I forgot that the aircraft display altitude in feet. I guess I will stick to 15 but correct the unit (this should help pilots more then converting it to metric)


Once more: Thanks for all the feedback. I will be updating this manual once I have collected most of the errata.
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Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: Project Reality v0.95 Manual

Post by Psyko »

can you imagine all those net handles streaming down as black and white movie trailer credits having cleared the game...if such as thing is possible with PR. would look mental. you guys would ACTUALLY be remembered unlike most game and animation developers!
Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: Project Reality v0.95 Manual

Post by Zoddom »

The manual says, that you can only build a single fob in CnC.
In the mode description it says you have to build 4 and destroy 4 fobs (in the german version) .... whats right, whats wrong?
i love this game mode though never played a whole round, casue other palyers leave casue they dont know how it works....

pls report the wrong description in the bugs forum
Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: Project Reality v0.95 Manual

Post by Kain888 »

Zoddom wrote:The manual says, that you can only build a single fob in CnC.
In the mode description it says you have to build 4 and destroy 4 fobs (in the german version) .... whats right, whats wrong?
i love this game mode though never played a whole round, casue other palyers leave casue they dont know how it works....
It's only one FOB at the time. Manual is right.

About CnC - it's so far the best gamemode in PR, but need coordinated teams. Mumble assures that so if you're hungry for this kind of action and high end teamwork you should check server events. For example I'm quite sure that PRTA will come with something like that soon enough. :)
Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: Project Reality v0.95 Manual

Post by Zoddom »

Kain888 wrote:It's only one FOB at the time. Manual is right.

About CnC - it's so far the best gamemode in PR, but need coordinated teams. Mumble assures that so if you're hungry for this kind of action and high end teamwork you should check server events. For example I'm quite sure that PRTA will come with something like that soon enough. :)
okay. though i played it on a mumble servers, pretty much plaerys left ebcause they didnt know how it works. (then i left, cause they lost our tornado and apache before we got a fob....)
too bad i got 100ms on PRTA, but as long as im not lagging, ill try ;)
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