Project Reality v0.4 and BF2 1.41, Project Reality v0.41 Patch Status

Project Reality announcements and development highlights.
eggman
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Project Reality v0.4 and BF2 1.41, Project Reality v0.41 Patch Status

Post by eggman »

Hey Folks,

Project Reality v0.4 and BF2 1.41
Project Reality appears to be 100% compatible with BF2 1.41. Feel free to upgrade your clients and servers to BF2 1.41.

In fact we encourage folks to upgrade to BF2 1.41 as testing for the upcoming Project Reality v0.41 patch will be done on BF2 1.41.



Project Reality v0.41 Patch Status
We are releasing a v0.41 patch to test today. While an unofficial change log has circulated, there's a lot more changes in this release than what was noted in the leaked change log.

One significant area of change in v0.41 has been around vehicular weapon systems. We realized that with the release of v0.40 we had modelled the Infantry weapons at a level of realism fidelity that was mismatched to the level of realism fidelity in the vehicles. As a result you get things like RPGs taking out an M1A2 Abrams in v0.4. That just doesn't happen in reality.

So we spent a chunk of time working on that. It sill needs more tuning and I think will take 2 releases to get it all polished up, but v0.41 is a major step forward in that area.

Also as previously noted, Project Reality releases up to v0.4 had been very focussed on Infantry dynamics. While we will still be doing some work on Infantry play .. it's the bread and butter of the mod .. the v0.4 release represents some shift in focus onto the vehicular weapons systems and combat dynamics.

The v0.41 release has seen a focus on overhauling the Attack Helicopters in Project Reality. By this I am referring to the AH1, Havok and WZ11 helicopters.

Here are the changes to attack helicopters going into testing in v0.41 (and hopefully all of them will make the release) :

- added MFD operated chain gun; still rotates about 200 degrees, but the view is through a multi function display like the missiles; hellfire camera is still fixed and still uses TV guided targeting system (may revisit this at a later date)
- added zoom to chain gun and Hellfire class missiles, about 3.5x zoom; use the "C" key to toggle camera zoom levels
- positioned hellfire camera to be slaved to the sensor bubble, same as the chain gun camera
- set ammo for chain gun to realistic round counts, single mag
- prevented medic healing ability automatically working in pilot or gunner positions
- added 2 x AIM-9m class AA missiles to Pilot control
- added new Pilot HUD to show Sidewinders
- set Attack Helo rockets to real world velocities and damage equivalents
- set hellfire type missiles to real world velocities
- set FFAR rocket loadouts to real world count
- set proper damage attributes for 20mm and 30mm chain guns
- slight increase to armour on attack Helos

As a result a 2 man attack helicopter should be *very* powerful when employed properly. It should be possible to sit on the edge of the battlefield and pick off targets using the zoom functions available to the gunner. This is in opposition to the kamikaze rocket bomber tactics most often employed with BF2 attack helicopters :D

There are a bunch of other changes in v0.41, but a focus for this release had been on the attack helicopters to move them more into a realistic dimension along with the other weapons systems.

Tanks got some love too.. tanks now use an MFD style camera for the main gun. The main gun HUDs are reworked to use an "electro optical" display instead of the uh.. whatever you would call the main gun display in v0.4. The tank MFD also has 2 levels of zoom accessed with the "C" key. In addition tanks are now pretty much immune to all but the heaviest Anti Tank weapons systems.

I am gonna go out on a limb and say we hope to release v0.41 sometime soon :D
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Guerra norte
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Post by Guerra norte »

SWEET! But PLEASE do not change the nametag view distance!
Hfett
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Post by Hfett »

Sweet, just updated to 1.41(i had downloaded it before)
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Rhino
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Post by Rhino »

Guerra norte wrote:SWEET! But PLEASE do not change the nametag view distance!
allready have :p
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$kelet0r
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Post by $kelet0r »

sounds awesome
Mongolian_dude
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Post by Mongolian_dude »

Sounds great but....you forgot the AH6!!!!
Thx guys.

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

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DkMick
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Post by DkMick »

'[R-DEV wrote:Rhino']allready have :p
Amen.

*puts flame retardent suit on*
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Xizor
Posts: 135
Joined: 2006-11-10 21:28

Post by Xizor »

40m sounds alright. Means men in the streets around you can be identified, snipers and riflemen in the mountains can't.

Are all riflemen classes going to get scopes any time soon? I really can't wait until I can use an M16 with a scope. :P
Uncle_Darth
Posts: 16
Joined: 2006-10-15 13:10

Post by Uncle_Darth »

This may be a stupid question but this patch will make it compatible with BF2 1.41 client files but what about the 1.41 patch for Linux servers. As far as i can tell they havent been released.

Or am i missing something??
Rhino
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Post by Rhino »

Uncle_Darth wrote:This may be a stupid question but this patch will make it compatible with BF2 1.41 client files but what about the 1.41 patch for Linux servers. As far as i can tell they havent been released.

Or am i missing something??
PR v0.4 looks to have no probs with the new BF2 v1.41 patch and EA reelased the lunix server files afew days ago if im not wrong. Have a look around they are somewhere cos our server admin who runs the test server has it on some and they are lunix hehe
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madstudfarm
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Post by madstudfarm »

Nice work Fellas.
Thanks again for making BF2 so much damn fun.

Great work on the mod.
=|Azeitona|=
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Post by =|Azeitona|= »

Thanks for the info about the 1.41

Just tell us something, can we wait for the patch for this week or not ?
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About 0.4 release
eggman
Retired PR Developer
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Post by eggman »

Xizor wrote:40m sounds alright. Means men in the streets around you can be identified, snipers and riflemen in the mountains can't.

Are all riflemen classes going to get scopes any time soon? I really can't wait until I can use an M16 with a scope. :P
The other changelog was wrong. Friendly Tags are set to 30m in 0.41, not 40m.

It's not about "IFF" (identify friend or foe) capabilities by boosting it to 30m, it's about the fact that lousy computer graphics and audio systems can't replicate the situational awareness you would have in the real world.

The 30m distance will simply help stay oriented to where your squad mates and team mates are when they are in close proximity.

For just about every "hostile" encounter in PR you will still need to think / id the target before shooting, we just want to make staying oriented to your squad and team mates a little easier.

Oh and maybe cut down a bit on the TK'ing hehe.

Still working on new weapons, not in this release.
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[-=IDSF=-]SykloAG
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Joined: 2006-11-25 12:56

The suspense is killin me - let it out already :-)

Post by [-=IDSF=-]SykloAG »

Sounds like some really great changes. Can't wait.
I knew something was wrong with that tank!
And the helicopter changes should make a world of difference - may the best pilots rule the sky!

What about land mines? I don't know about the M1 Abrahams, but here in Israel, during the recent war with Lebanon, a Merkava Mk IV (main Israeli battle tank) survived ~800KG's of TNT!!! Granted, it was designed to survive that and more, but even MK III's survived 300-400KG's. Not sure if this was a shaped charge or not, but those are the numbers I remember from the newspapers. Also, if you are looking for info on this tank, then Wikipedia's is not the most accurate, especially the "General remarks" section. Looks like OPFOR edited it...

More accurate info on the Merkava Mk IV can be found here and here.

So if this is the case, those little things engineers toss out of their backpacks like frisbees should also do less damage right?

Last time I played, a tank got blown sky high from a couple of what looked like anti-jeep/light vehicle mines. Ok, they might damage the tracks but thats the most I can imagine them doing.
Last edited by [-=IDSF=-]SykloAG on 2006-11-29 01:11, edited 1 time in total.
Elicano
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Post by Elicano »

What about the SMAW's crosshairs? Were they fixed also?
Rhino
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Post by Rhino »

Elicano wrote:What about the SMAW's crosshairs? Were they fixed also?
no, reason being as it would be a client update for the objects which would make the patch alot bigger for such a small tweak...

will be put in later on :)
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TheCaptn
Posts: 135
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Post by TheCaptn »

Hot diggity! It sounds like you've implemented my entire wishlist for the attack choppers bar the target indicator for spotted vehicles... And -waaaay- sooner than I'd expected.

I love you guys. :D
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[PR]AC3421
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Post by [PR]AC3421 »

Sounds good. Love when little changes can make a world of differnece in gameplay balance and such.
eggman
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Post by eggman »

TheCaptn wrote:Hot diggity! It sounds like you've implemented my entire wishlist for the attack choppers bar the target indicator for spotted vehicles... And -waaaay- sooner than I'd expected.
What were you thinking of here?
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