Release: Project Normandy

General discussion of the Project Reality WWII modification.
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illidur
Posts: 521
Joined: 2009-05-13 12:36

Re: Release: Project Normandy

Post by illidur »

nice, was playing for a while.

the waves at usa main are too loud :/
doggreen
Posts: 109
Joined: 2007-12-20 03:25

Re: Release: Project Normandy

Post by doggreen »

Even with my ping between 180 and 220, to be here in Brazil, today I played for over an hour, the server did not crash, I have not seen any kind of bug, which should be reported, we put three fire bases that worked perfectly. And the game even with a few players total teamwork was excellent. :smile:

Outstanding guys :smile:
This is not the end. It is not even the beginning of the end. But it is, perhaps, the end of the beginning

Winston Churchill
=HCM= Shwedor
Posts: 432
Joined: 2009-09-04 22:17

Re: Release: Project Normandy

Post by =HCM= Shwedor »

[R-COM]BloodyDeed wrote:Yes. As long as you run custom maps you need to protect your server with a password.
Yes yes, what I'm wondering is if this is considered part of PR. Like say, Kashan. If it is part of PR, why is it considered a "custom map?"
shwedor
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Release: Project Normandy

Post by Pvt.LHeureux »

=HCM= Shwedor wrote:Yes yes, what I'm wondering is if this is considered part of PR. Like say, Kashan. If it is part of PR, why is it considered a "custom map?"
Because the quality of the content is not up to PR standards, at all. It's still heavy WIP stuff.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
superdj
Posts: 2259
Joined: 2006-05-12 02:53

Re: Release: Project Normandy

Post by superdj »

Wow this mod has progressed so much since I last remember playing! I really miss the teamwork and camaraderie.
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: Release: Project Normandy

Post by 40mmrain »

I hate playing as germans. Using the k98 vs. garands, or m1a1s is frustrating as hell.

The geweher is great, but man is hard to use the mauser.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Release: Project Normandy

Post by AfterDune »

Gewehr is available at all times. And guys, don't forget to request kits. The alt-grenadier has an SMG for example ;) .
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40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: Release: Project Normandy

Post by 40mmrain »

I was playing mostly medic, so that is why I suppose.

I tried AT and grenadier, and both had K98s as well. Ill try the alt kit next time.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Release: Project Normandy

Post by AfterDune »

Not many kits have alt kits atm, so far it's...... officer, rifleman and grenadier (from the top of my head). Guess we'll create more later.
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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Release: Project Normandy

Post by Pvt.LHeureux »

For US got the M3 grease gun. I think it's the alt grenadier kit.

Also, AD, the rate of fire of the Grease gun (M3) needs to be reduced, it shoot waaay too fast.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Release: Project Normandy

Post by AfterDune »

Thanks, noted.
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lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: Release: Project Normandy

Post by lucky.BOY »

Yeah, the waves at US main ar too loud, really annoying if you do mortars...

And the deployed sight in animation on US BAR machine gun is too quick compared to normal PR, but that would need new animation i suppose.

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Also, the german jeep has some LOD issues, namely gem_1 LOD_1 - LOD_2 transition. someone could look into that, as its code tweaking.

great work guys, really love it! :)

-lucky
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Release: Project Normandy

Post by Pvt.LHeureux »

What do you mean Lucky? (Can't see Xfire videos)

Do you mean that you can move the aim too quick? I think it's perfect, because the BAR has only 20 bullets, it balance with the MG42

EDIT: I agree that the waves sound is pretty loud at US main. Also I've seen jeeps and kubels disapearing, out of draw distance at like 120 - 150 meters.
Last edited by Pvt.LHeureux on 2011-12-01 08:06, edited 3 times in total.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Release: Project Normandy

Post by AfterDune »

Project Normandy is also available on Moddb now.
(will be linked to PR later)
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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Release: Project Normandy

Post by Pvt.LHeureux »

Just wanted to say that I love what you did with the dieing sound AD. Good move to put dieing sound instead of "medic!". You knew that an old reflex of BF2 and PR players is to click like crazy when they die, so instead of hearing "Medic! Medic! when somebody die you hear "Arrghh" :)
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Release: Project Normandy

Post by AfterDune »

I've always hated the "medic!" scream when you get shot - as if that's the first thing you'll scream :D . Only counts for the US soldiers though, as I gave them new voices.

But, when a soldier dies (US or German), they scream, instead of giving out a little "ouch". Unfortunately I wasn't able to override the wounded "ouch" sounds (the sounds are still in the files I believe).
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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Release: Project Normandy

Post by Pvt.LHeureux »

Well, anyway most people that die always spam left mouse button, if they don't you'll have the normal "ouch" sound, add a bit of variety.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: Release: Project Normandy

Post by lucky.BOY »

I mean in nilla PR, when you sight in with a deployed weapon, you sort of rest it to your shoulder and slowly look down the sights, and the animation takes like a second or two. In PN the BAR sights in really quickly...

-lucky
Yosik
PR:BF2 Developer
Posts: 90
Joined: 2011-08-12 16:41

Re: Release: Project Normandy

Post by Yosik »

The 64p round at new era today was absolutely incredible, the fights were amazing and the teamwork between the squads was great(Although it needed mumble at some situations :/). Love this mod :D
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A.Finest
Posts: 776
Joined: 2011-06-07 12:27

Re: Release: Project Normandy

Post by A.Finest »

Yosik wrote:The 64p round at new era today was absolutely incredible, the fights were amazing and the teamwork between the squads was great(Although it needed mumble at some situations :/). Love this mod :D
as soon as the devs allow us to request mumble channels it will have its own mumble channel ;)
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