Project Normandy - General Discussion

General discussion of the Project Reality WWII modification.
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Would you like to see a WW2-addon for PR?

Yes, I would like that.
223
68%
Yes, and I have modding experience, so I can help (post your name and experience in this thread)
15
5%
No, thanks.
88
27%
 
Total votes: 326

Zyco187
Posts: 381
Joined: 2010-03-11 19:46

Re: Project Normandy - General Discussion

Post by Zyco187 »

will this mod be available on the PR maplist so we can play them on current servers like the =]H[= server for example
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Project Normandy - General Discussion

Post by AfterDune »

162eRI wrote:Very nice work and dediction for this project! You don't have all the WW2 equipment and you don't have high quality stuff like FH2 or even PR, but guys, this is awesome! Wish you good luck for this project ;-)

PS: how is PR gameplay affected and was affected by/for this WW2 mod? I mean, I saw in the video the German soldier with smoke grenade etc... also, it's not modernwarfare, not everybody had binoculars or smoke grenades in that time. So, how did you do to keep the "fun" and main ideas of PR gameplay and still adapt it to WW2 gameplay and historical reality?
Well, the kits are very much like PR right now. People have binocs and smoke, etc. Not historically accurate, I know, but the addon is aiming for fun, WW2-style, PR gameplay.

Games such as FH2 do a much better job at being historically accurate. This addon is to give people an idea of what WW2 with PR gameplay could be like and above all to have a lot of fun :p .
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ATC-DpMp
Posts: 1
Joined: 2011-09-26 15:52

Re: Project Normandy - General Discussion

Post by ATC-DpMp »

just 1 thing : Thank you Mr [R-DEV]AfterDune !!!!
and now let's work for this project !!!! :wink:
Last edited by ATC-DpMp on 2011-10-05 18:09, edited 1 time in total.
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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Project Normandy - General Discussion

Post by Pvt.LHeureux »

I would really like this to go further, like more maps, more content, etc. I tried French Hope maps and I think they would fit perfectly with Project Normandy gameplay style. If they don't get picked up by the FH2 devs I think those maps would shine here. (they use FH2 stuff so they would have to be redone all the way around with new statics but the layout is really PRish and would fit with PN).

I love the PR effect of staying hiden because a small vehicle like a BDRM (little BTR) is giving you a hard time that never happens in FH2 where you just have a guy spawn with a panzerfaust and it's over. I think that for exemple Operation Dynamo would fit with PR gameplay because of it's long view distance and the fact that it's quite huge.

What I would like to see is a Puma with a 20mm cannon in a field shelling a barn with HE shells and the Frenchies in the barn could not do anything but hide. Something that is quite comon in PR, but I would like to see this with WW2 content.

Damn, this need to go further. Project Normandy map got lands behind the beach where something like I described would be comon to happen, americans hiding in a barn from a Puma 20mm passing by while they flank to get one of the objective.

I tried mapping with my Grozny map but I was missing time but my concept was quite good and this would have been a quality map if I had the time to do it, I would really like to do something for this Project Normandy, I think I'm going to get some tutorials for 3D modelling. Maybe this could reach PR:V status one day :)
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
KiloJules
Posts: 792
Joined: 2011-03-17 18:03

Re: Project Normandy - General Discussion

Post by KiloJules »

Didn't know the Wehrmacht used KM2000 as their knife but okay! ;)

Looks very promising. Lately playing FH sometimes and I always think this needs to be PRized so badly. Like one earlier said, the new french maps seem to have potential.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Project Normandy - General Discussion

Post by AfterDune »

KiloJules wrote:Didn't know the Wehrmacht used KM2000 as their knife but okay! ;)
Get me the authentic knife and I'll put it in, thanks ;) .
KiloJules wrote:Looks very promising. Lately playing FH sometimes and I always think this needs to be PRized so badly. Like one earlier said, the new french maps seem to have potential.
French Hope is a mod for FH2 and uses a lot of FH2 statics (and weapons maybe). The maps are designed with FH2 gameplay and models in mind.

If they want to do this, fine by me, but to be honest... I don't see this happening. It would be much better to get their assets up to par and release for FH2 than port it over to a much less authentic minimod that does not have the required statics.

The only way to port maps over rather quickly, is when they don't have many statics or have statics that can easily be replaced. Otherwise, most probably a no-go.
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ZonexNL
Posts: 122
Joined: 2011-10-13 08:12

Re: Project Normandy - General Discussion

Post by ZonexNL »

There's already an awesome project called Project Reality, which is good enough for me imo. Other projects are nice, but they wont get off the ground, I guess. Soon we'll have project normandy, BF2 WW2, BF2WW3, BF2cold war, BF2 project hillbilly, BF2 project etc...

I think it's a hell a lot of fun to work on this together, but still... it wont be as much as the real ones currently are. With the real ones I'm talking about BF2 PR mod and the ARMAII PR. Just saying. ;)
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: Project Normandy - General Discussion

Post by BroCop »

Bro...this is PR...its a map in PR...
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KaizerSosa81
Posts: 207
Joined: 2011-06-23 03:13

Re: Project Normandy - General Discussion

Post by KaizerSosa81 »

ZonexNL wrote:There's already an awesome project called Project Reality, which is good enough for me imo. Other projects are nice, but they wont get off the ground, I guess. Soon we'll have project normandy, BF2 WW2, BF2WW3, BF2cold war, BF2 project hillbilly, BF2 project etc...

I think it's a hell a lot of fun to work on this together, but still... it wont be as much as the real ones currently are. With the real ones I'm talking about BF2 PR mod and the ARMAII PR. Just saying. ;)
Well, this is pretty much a useless addition to the conversation. If you would have perhaps read prior posts you would have clearly seen the determined direction for this project.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Project Normandy - General Discussion

Post by AfterDune »

A little status update:

Fixed a lot of bugs.
Made some changes to the map.
Reduced view distance a bit.
Added fog on the sea side.
Less PAKs on the coastline
Reduced amount of coastline flags, but increased capping range
Increased ticket count for both sides (US has a bit more tickets)
Added several vehicle icons, made a new one for the LCVP even
Replaced all weapon selection icons with new ones (using the PR template)
Did way more stuff, can't remember.

This version needs to be tested a bit first, before I organize another beta session. The second beta will be closed again, but I will invite clans and communities to participate as well as people from the forums that seem to can't wait any longer ;) .

The next closed beta will most probably be held on a 64p server to make sure the version is stable (would be a waste if we have 128p with lots of bugs). It won't be held on the same server as the first beta, as that one proved to be a bit unstable, resulting in unfortunate CTD's. It'll be held on a powerful enough server to handle the level of awesomeness.

More info soon. Not "Project Reality soon", but seriously soon (unless unfortunate events occur..).

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K4on
Retired PR Developer
Posts: 5055
Joined: 2009-05-08 19:48

Re: Project Normandy - General Discussion

Post by K4on »

hi,
great that the work is still in progress.
nice to see those changes.

second:
[R-DEV]AfterDune wrote:A little status update:
...
Reduced amount of coastline flags, but increased capping range
....
i like the idea of reducing the flags... but why increasing the capranges?
in my opinion, it wont help the gameplay.
:arrow: allies have to seek for hidden krauts due to the larger radius.
wouldnt a flag on a bunkers with 50m radius be better?

but i have to admit that i havent played the new layout yet
maybe you're right. ;)

keep it up

cheers
k4
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Project Normandy - General Discussion

Post by AfterDune »

Attack in big blobs. Once a frontline flag is capped, it cannot be recapped. The capsizes are not that ridiculously large, just a bit larger than before. We'll have to see ;) .
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Alek-say
Posts: 349
Joined: 2010-11-27 20:17

Re: Project Normandy - General Discussion

Post by Alek-say »

That's nice! And what about gun sounds?
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AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Project Normandy - General Discussion

Post by AfterDune »

What about them?
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Trooper909
Posts: 2529
Joined: 2009-02-26 03:02

Re: Project Normandy - General Discussion

Post by Trooper909 »

When this becomes live will it just be added to map rotations like a normal PR map?or is it purely stand alone?
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Project Normandy - General Discussion

Post by AfterDune »

I don't think servers will run both this and normal PR. I wouldn't advise that anyway, as people will get disconnected if they don't have the map.
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Trooper909
Posts: 2529
Joined: 2009-02-26 03:02

Re: Project Normandy - General Discussion

Post by Trooper909 »

I smell a Normandy 24/7 server on the cards ;)
KaizerSosa81
Posts: 207
Joined: 2011-06-23 03:13

Re: Project Normandy - General Discussion

Post by KaizerSosa81 »

'[R-DEV wrote:AfterDune;1684636']

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Nice lol. Looking forward to testing this out.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Project Normandy - General Discussion

Post by Pvt.LHeureux »

'[R-DEV wrote:AfterDune;1684636']A little status update:

Fixed a lot of bugs.
Made some changes to the map.
Reduced view distance a bit.
Added fog on the sea side.
Less PAKs on the coastline
Reduced amount of coastline flags, but increased capping range
Increased ticket count for both sides (US has a bit more tickets)
Added several vehicle icons, made a new one for the LCVP even
Replaced all weapon selection icons with new ones (using the PR template)
Did way more stuff, can't remember.

This version needs to be tested a bit first, before I organize another beta session. The second beta will be closed again, but I will invite clans and communities to participate as well as people from the forums that seem to can't wait any longer ;) .

The next closed beta will most probably be held on a 64p server to make sure the version is stable (would be a waste if we have 128p with lots of bugs). It won't be held on the same server as the first beta, as that one proved to be a bit unstable, resulting in unfortunate CTD's. It'll be held on a powerful enough server to handle the level of awesomeness.

More info soon. Not "Project Reality soon", but seriously soon (unless unfortunate events occur..).

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Re-installing PR, we never know... 8)
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: Project Normandy - General Discussion

Post by Arc_Shielder »

All the changes look spot on. Looking forward.
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