PR:ARMA 2 Highlights Reel #4

Project Reality announcements and development highlights.
UK_Force
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PR:ARMA 2 Highlights Reel #4

Post by UK_Force »

Welcome to the first edition of the PR: ArmA2 Highlights Reel for 2011!
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The last few months within PR:ArmA2 have been a little slow going in terms of having something physical to show the community. For one, we have stumbled upon a few problems, and have also started shifting the team's efforts towards the intricate coding and gameplay work. The updates may have slowed down, but you can be assured the work has not!


- British Mastiff 2

The PR Mastiff has had some work done over the last month and is now very close to importing into Project Reality. It's still to be decided what the initial load out will be, but either way it will be a great sight on the battlefield, and a realistic addition for the British Faction.
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- British Jackal MWMIK

The SupaCat Jackal 2 is now finished, and like the Panther, is at the import stage. The Jackal will be a regular on the PR battlefield and will no doubt prove its worth for the British. We even have a woodland version should we require it in the future.
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- British Army Base Soldier

One of our main problems recently, but we are now starting to get there. The initial model we had was causing the test server to lag badly, and had some serious LOD and Topology issues. We therefore took the decision to work on the Sample ArmA MLOD, and start from scratch.

A new helmet, daysacks, body armour and webbing have been modeled, and we are also working on different uniform variants to add realistic differences to the soldiers. This decision has set us back a bit, but it is something we have to get right. We still have variants of this model to create, however the end result will be worthwhile. We'll be providing some media in due course.


- Main Menu

The main goal of Project Reality is to deliver the best gaming experience possible. We realise your experience is not just about the gameplay itself; it starts before that. That's why you can look forward to a brand new main menu, designed to fit the Project Reality theme and to look modern, and of course to be as easy and pleasant to use. With that in mind, here's what we have so far.
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- PR Sounds

The next vehicle to get the PR Team's sound overhaul is the mighty Challenger 2. The video speaks 'volumes', and shows how this beast sounds ingame:

- Other Ongoing work

Of course there are a lot of other things going on, including:

Wardak Map - Work continues on our Wardak map as always, and we now have an environmental designer on the team who has produced some great work already. In total, we now have 3 developers working on the map. This will also assist in the PR Objects Pack we are putting together.

UK C130 Hercules - We're currently working on a retexture, ready to resupply the British Forces.

Bandages - Will be applied to soldiers when they are healed, giving a visual representation that they are injured and have been attended to.

Remote Video Camera's / CCTV - Something we are looking into a little further now will be the ability to place remote cameras and have live video feeds. These will come in 3 versions and at present this is a proof of concept. We are also looking at a version being available for the Taliban, to counter the sheer power of the British Faction. More to follow on this in future updates as we develop this further.

Bridgelayer - This is probably around 50% complete, and will become a fully player controlled deployable and working bridgelayer. Again very WIP at present, and still a proof of concept at this stage.

Caves and Tunnel Systems - These will be used by the Taliban on some of our maps in the future, especially for the Counter Insurgencey mode. Tunnels and caves will not make the first release, but they are being worked on and will prove invaluable in the future.

British Panther - We have now imported our Panther into the ArmA2 engine, and need to code a few more areas so its ready to go. So far so good and we expect it to be released for testing soon.


- Project Reality - Social Networking

Project Reality takes great pride in keeping in touch with our large community, so whether you are on the move, have limited PC access or just want to find out that little bit more then feel free to join us on our Facebook page or follow us on Twitter.


- Become a PR Developer or Contributor

The Project Reality Team are still recruiting talent, even more so than ever ! If you would like to be a part of an established development team, with some experienced developers and many more contributors, or you have a skillset within ArmA2 and would like to help out, please don't hesitate to contact any of the team, or email [R-DEV]UK_Force. Whatever your skill, let us know. We are always recruiting. Our main area at present is for Importers to assist in the backlog of PR Models we need to bring into the game.


So thats it for now. We still have a lot of work to do, and a lot of this is coding. In our next update we hope to be able to provide a detailed changelog of what you can expect in PR:ArmA2 V0.1, as a lot of things in the updates will clearly not make the initial release. Thanks once again for showing interest in our Highlights Reel and supporting Project Reality as a community. Until the next time.....


- The Project Reality Team
Last edited by 2Slick4U on 2011-07-14 04:03, edited 3 times in total.
Amok@ndy
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Re: PR: ArmA2 Highlights Reel #4

Post by Amok@ndy »

n1 :) im waiting for the release :D
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Levesly
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Re: PR: ArmA2 Highlights Reel #4

Post by Levesly »

Lol part of me wanted the Challenger to drift to a stop.

Really good update. I can't wait to play, so for now I'll have to settle with playing ACE
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Wicca
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Re: PR: ArmA2 Highlights Reel #4

Post by Wicca »

Well done DEV Team! Keep up the massive awesome work!
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dunadan
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Re: PR: ArmA2 Highlights Reel #4

Post by dunadan »

looks sweet. Can't wait. :)
Bluedrake42
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Re: PR: ArmA2 Highlights Reel #4

Post by Bluedrake42 »

so players will still be able to set their visibility for the mod? won't that effect gameplay?
epoch
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Re: PR: ArmA2 Highlights Reel #4

Post by epoch »

Bluedrake42 wrote:so players will still be able to set their visibility for the mod? won't that effect gameplay?
I don't see mention of that in the news post :confused:


[R-MOD]Cp: epoch if I wasn't dancing right now I'd shoot you.
dtacs
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Re: PR: ArmA2 Highlights Reel #4

Post by dtacs »

Looking schmick.

Does the challenger really stop that suddenly? I'd be afraid that if it stopped like that on a hill, it'd flip over. Going to be a ***** to take out for the Taliban.
[R-DEV]epoch wrote:I don't see mention of that in the news post :confused:
http://media.realitymod.com/news/arma/p ... o_menu.jpg

Visibility is an editable option in the graphics menu.
AfterDune
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Re: PR: ArmA2 Highlights Reel #4

Post by AfterDune »

[R-DEV]epoch wrote:I don't see mention of that in the news post :confused:
It's in one of the screenshots of the new menu.

Personally, I don't really mind. People will always have different graphics settings.
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Tim270
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Re: PR: ArmA2 Highlights Reel #4

Post by Tim270 »

Its the same in BF2. And to be honest, unless you set it under 1k Its not really going to make much of a difference.
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Nitneuc
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Re: PR: ArmA2 Highlights Reel #4

Post by Nitneuc »

so players will still be able to set their visibility for the mod? won't that effect gameplay?
In Arma2 vanilla/ace2 that doesn't matter that much as long as you set at least 2500 meters and don't fly attack jets/choopers.

Great stuff, really looking forward this one.
Many thanks to everyone involved in the making of the best videogaming experience ever !
epoch
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Re: PR: ArmA2 Highlights Reel #4

Post by epoch »

[R-DEV]AfterDune wrote:It's in one of the screenshots of the new menu.
Lol I don't know how many times I've looked at that picture and never noticed that! :roll:


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UK_Force
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Re: PR: ArmA2 Highlights Reel #4

Post by UK_Force »

The community pick up on all the detail in here ....lol.



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Amok@ndy
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Re: PR: ArmA2 Highlights Reel #4

Post by Amok@ndy »

[R-DEV]AfterDune wrote:Personally, I don't really mind. People will always have different graphics settings.
it can be forced to a special setting by the Mission you are playing on the server
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KingLorre
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Re: PR: ArmA2 Highlights Reel #4

Post by KingLorre »

Im happy this time cause i finaly have a computer able to play Operation Arrowhead on All high with no lag :D

So when PR ARMA2 comes out i will finaly be able to play it the way its ment to be played, and not with a framerate of 2.
ryan d ale
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Re: PR: ArmA2 Highlights Reel #4

Post by ryan d ale »

Looks promising.

Did the army actually deploy tanks?

I can't find any confirmation.

I could only find speculation and sensationalisticly titled news articles. The speculation was 16 of them but the MOD hadn't decided yet?
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bigsam656
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Re: PR: ArmA2 Highlights Reel #4

Post by bigsam656 »

In ArmA 2 missions the visibility (view distance) and terrain detail (grass) settings only applies to single player mode and are defined by the mission in multi player.
UK_Force
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Re: PR: ArmA2 Highlights Reel #4

Post by UK_Force »

ryan d ale wrote:Looks promising.

Did the army actually deploy tanks?

I can't find any confirmation.

I could only find speculation and sensationalisticly titled news articles. The speculation was 16 of them but the MOD hadn't decided yet?
No they have not, however we have not stated either it will be used in "Afghanistan" ingame, its just a sound update.


As for the View distance etc, all these settings will be handled by server configs & PR Mission settings, on the Official PR: ArmA2 Servers.
ryan d ale
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Re: PR: ArmA2 Highlights Reel #4

Post by ryan d ale »

[R-DEV]UK_Force wrote:No they have not, however we have not stated either it will be used in "Afghanistan" ingame, its just a sound update.


As for the View distance etc, all these settings will be handled by server configs & PR Mission settings, on the Official PR: ArmA2 Servers.
Ahh ok.

Thank you for keeping us informed :)
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