Forgotten Hope 2: Project Reality Mini-Mod

General discussion of the Project Reality WWII modification.
Arc_Shielder
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Re: Forgotten Hope 2: Project Reality Mini-Mod

Post by Arc_Shielder »

Ts4EVER wrote:I find the attitude here slightly weird. What is the point of "taking" stuff from other mods? The joy of modding is in creating your own content. That's the whole point, really. Sometimes when I read the forums here I get the idea it's really about organising stuff someone else left lying around ;)
I agree. Although in PN's case we do need some of the stuff "left lying around" to fill in what would take years of work. That's something we can't afford taking the BF2 lifespan. If we have the permission and it's a quality addition then we would be stupid not to use it.
K4on
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Re: Forgotten Hope 2: Project Reality Mini-Mod

Post by K4on »

Also, weapon coding is not really the problem there.
I would take some workdays.
Mongolian_dude
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Re: Forgotten Hope 2: Project Reality Mini-Mod

Post by Mongolian_dude »

The question that niggles me is... does anyone play any of these mods anymore? If I was a developer for a mod that no one played anyone, I'd want to pass on my material to active mods so my work lives on!


...mongol...
Military lawyers engaged in fierce legal action.

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titsmcgee852
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Re: Forgotten Hope 2: Project Reality Mini-Mod

Post by titsmcgee852 »

People still play FH2, at peak the servers have about 100 people on them. Not heaps but enough to call it 'alive'. Most players are just waiting for a new release. As for other, dead, BF2 mods, a great deal of them have donated content to PR, FH2, etc.
Rabbit
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Re: Forgotten Hope 2: Project Reality Mini-Mod

Post by Rabbit »

Grober wrote:Make it happend get all those lovldy assets from FH2 i love FH2 and i would love to see PR with all those beautiful tanks and soldiers from FH2
As would I, though they wont give them up, a few of the members also hate PR players.
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AfSoccer "I just don't see the natural talent."
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ubermensche
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Post by ubermensche »

gx wrote:As would I, though they wont give them up, a few of the members also hate PR players.
Why would they hate us? Rivalry?
AfterDune
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Re: Forgotten Hope 2: Project Reality Mini-Mod

Post by AfterDune »

I don't think they hate PR, some just don't like its gameplay. And that's fine. But let's not bash anything or anyone here, this is not the place.

Back on topic, a "FH2-PR" can and will only exist if both parties join forces. But since our views are somewhat different, I don't think we'll see this happening.

Would still be kinda cool though :) .
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Spush
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Re: Forgotten Hope 2: Project Reality Mini-Mod

Post by Spush »

Heh it would be pretty cool, FH2 has a very talented team and I admire their work. It's just that FH2 and PR has very different goals and very different visions.
Rabbit
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Re: Forgotten Hope 2: Project Reality Mini-Mod

Post by Rabbit »

ubermensche wrote:Why would they hate us? Rivalry?
No, well Lobo does, but the feeling tends to be PR players are smug, PR claimes to be realistic but all it is, is restrictive and they allow revives and AAS is based off PUSH.

http://fhpubforum.warumdarum.de/index.php?topic=486.0

Have fun reading it, I love FH2, but lost a lot of respect for their team because of this.
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AfSoccer "I just don't see the natural talent."
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Arc_Shielder
Retired PR Developer
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Re: Forgotten Hope 2: Project Reality Mini-Mod

Post by Arc_Shielder »

Gathering forces is very unlikely as we want PR gameplay. For that to happen they would have to accept to work as a minimod team which I am sure would be seen by all of them as a downgrade.

It's not going to happen. Let it go. I understand how this would be beneficial for a lot of players but this idea would be a great loss for FH2. They want their independence after all.
rodrigoma
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Re: Forgotten Hope 2: Project Reality Mini-Mod

Post by rodrigoma »

I'm sorry to drag this topic further , its just an actually quite interesting topic.
I find funny that for FH2 have a bit more teamwork I don't think it would need game changes by the dev's part, just with the devs actively supporting teamwork and making the mod about playing together and having fun together in accomplishing team goals it would probably make the people use what tehy ahve and have a different mindframe when playing it online. Just my possible interpretation.

Unfortunately right now they seem only to support a lovely asset and incredible historical detail attention with a bf2 gameplay. On that front they do an outstanding quality job.
titsmcgee852
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Re: Forgotten Hope 2: Project Reality Mini-Mod

Post by titsmcgee852 »

gx wrote:No, well Lobo does, but the feeling tends to be PR players are smug, PR claimes to be realistic but all it is, is restrictive and they allow revives and AAS is based off PUSH.

An Error Has Occurred!

Have fun reading it, I love FH2, but lost a lot of respect for their team because of this.
It's just one person, it's hardly anything to base the whole team by.
Heavy Death
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Re: Forgotten Hope 2: Project Reality Mini-Mod

Post by Heavy Death »

Just needs Push mode on all maps and no spawn on SL... an realistic damage values on handheld weapons. That is all.
Spush
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Re: Forgotten Hope 2: Project Reality Mini-Mod

Post by Spush »

gx wrote:No, well Lobo does, but the feeling tends to be PR players are smug, PR claimes to be realistic but all it is, is restrictive and they allow revives and AAS is based off PUSH.
You know it may be the opinion of some devs maybe all, I don't care. I respect their opinion of our game. I'm not going to get all butt hurt because some don't like our game. Personally I don't really think PR is the most realistic game there is because it isn't due to limitation of the BF2 engine. Anyways doesn't change what I think about FH2 I still believe they have a talented team and it shows in their game FH2.
Ts4EVER
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Re: Forgotten Hope 2: Project Reality Mini-Mod

Post by Ts4EVER »

Lobo is known for his strong opinions. :D
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Rhino
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Re: Forgotten Hope 2: Project Reality Mini-Mod

Post by Rhino »

gx wrote:No, well Lobo does, but the feeling tends to be PR players are smug, PR claimes to be realistic but all it is, is restrictive and they allow revives and AAS is based off PUSH.

An Error Has Occurred!

Have fun reading it, I love FH2, but lost a lot of respect for their team because of this.
Well tbh Lobo dose make a few good points but most of them are mainly down to the BF2 engine's limitations more than what we want to do, like the medic system. What anyone enjoys is really up to them so isn't something I'm going to get worked up about myself if FH2 devs don't enjoy PR, in the same way I don't enjoy FH2 that much either.

But as for "AAS is based off PUSH", more like the other way round unless push was made in FH1 or something which I doubt, since AAS was something that was actually first developed for vBF2 as a custom game mode for servers by someone I forget their name, but failed at that due to it only being usable on unranked servers, which no one played vbf2 on and was then later integrated into PR v0.25 (although iirc, was being used on some servers in v0.2 before it was integrated into v0.25) as we saw some potential in it: https://www.realitymod.com/forum/f380-p ... lease.html
JS.Fortnight.A wrote:Hello PR Community and fans worldwide!

Here it is, the 4th and final build of PRMM .25; due to a few setbacks we are having to release the patch as a full clean install of the mod (290MB). However we feel that it addresses all of the major issues that were brought about concerning compatibility issues with the 1.2 patch. It also includes several relatively minor tweaks to weapons, new visuals, infantry load out adjustments, and 3 new maps (Oasis, Steel Thunder, and Strike at Karkand 2) all of which come with AAS support. As always we want to thank our community and all the newcomers in recent weeks for their continued support and patience while we worked on getting this fix to you.

PRMM .25 (Courtesy of totalbf2.com): Filecloud - Project Reality Mini-Mod v0.25

PRMM .25 (Torrent): http://www.gloryhoundz.com/bt/prmm_0254 ... xe.torrent

**Note: 'Full clean install' means that you should remove all previous versions of PRMM before installing this new version.**

Thank you!

-The Project Reality Team
Although AAS has come a long way since then (we call the first version AAS v1, AAS v2 was totally re-written by dbzao, think we are on v4 now which was developed off v3, which in turn was developed off v2).

As such, PR v0.25 was released on February 26, 2006, first version of FH2 which I don't think has Push mode in it, was December 12, 2007, so unless there is something I'm missing, I really can't see how FH2 can even start to claim AAS was made off push mode, that is even if they are...
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smgunsftw
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Re: Forgotten Hope 2: Project Reality Mini-Mod

Post by smgunsftw »

[R-CON]rodrigoma wrote:I'm sorry to drag this topic further , its just an actually quite interesting topic.
I find funny that for FH2 have a bit more teamwork I don't think it would need game changes by the dev's part, just with the devs actively supporting teamwork and making the mod about playing together and having fun together in accomplishing team goals it would probably make the people use what tehy ahve and have a different mindframe when playing it online. Just my possible interpretation.

Unfortunately right now they seem only to support a lovely asset and incredible historical detail attention with a bf2 gameplay. On that front they do an outstanding quality job.
Call me frank, but I think FH2 might have more enjoyable gameplay and teamplay-focused versus PR. Let's just take a look at the FH2 push maps for example, they allow direct spawning on already captured flags, instead of having to build a FOB or set a rally that only allows you to spawn if there are no enemies close. The FH2 gameplay gives people the opportunity to return to the battle faster and stay more focused on the objective. On the other hand, PR tends to have very long and unnecessary matches at times, simply because soldiers have to walk to the next flag from the nearest FOB, or wait for a form of transportation that is not provided (e.g. No Trans Squad, Armor is all down).

In my opinion, if more developer changes focused on bringing soldiers to the frontline and objectives faster and increasing the speed of gameplay, then we would have even more teamwork and adhesiveness between squads. No more infantry squads complaining about the lack of armor support, no more players rage-quiting after their armor has been destroyed, and no more squads wandering off from the objective to ninja FOBs. In order to cater to today's new generation of gamer mindsets, PR's gameplay must adapt. Currently, there's a lack of teamwork on most public servers simply because people don't attack/defend the objectives on the map because of the long distance and time of getting to the objective, the large risk of being slaughtered and having to respawn miles away, and the lack of reward for capturing the objective compared with destroying FOB's, armor, or racking up a bunch of kills. Instead, squads prefer to go off on their own mini-missions or complete their own personal goals (high K/D) instead of helping the team, simply because helping the team by defending objectives, building FOB's, and using mortars is a boring task no one wants to do. The mindset is always "Attack! Attack! Attack!", I mean how many times have you neutralized a objective only to see the last flag you were defending neutralized by the enemy?

Take a look at most other hybrid realistic/arcade simulators out there (Red Orchestra & FH2) , they don't force people to spawn back at main or FOBs, instead, they bring soldiers right back into the battle, giving people a chance to defend their last captured objective after a failed assault instead of having to start over again. In PR, the general mindframe usually after a failed attack is "Screw defending, we'll spawn at main and take a heli and fly back to the attack objective". After a few more failed attacks on the objective, players become tired and frustrated, refusing to think, eventually leading to asshatting or mindlessly attacking. By this time, a semi-organized enemy team would have captured 2 or more flags from your team. Too often in public games, team are unbalanced and lack teamwork, the option of allowing people to spawn on previously owned flags would at least give them a fighting chance to hold their ground.

TL: DR Teamwork should not be forced, but encouraged through more efficient systems for teamwork.
AfterDune
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Re: Forgotten Hope 2: Project Reality Mini-Mod

Post by AfterDune »

This thread is NOT a versus thread. Stay on topic or this gets locked.
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Ts4EVER
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Re: Forgotten Hope 2: Project Reality Mini-Mod

Post by Ts4EVER »

Just for the record, I have never heard anyone on the FH2 team claiming that push was stolen from them. Nobody ever complained about PRs use of suppression shader either, because really, what would be the point? There was push in FH1 (and Desert Combat for that matter) and also in the first version of FH2.
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