Will it be up tomorrow as well?FRENKLiN wrote:185.61.138.205:16568
There you go guys WW2 its UP![]()
You can also Find it on Deployment
Decant World War 2 Project Reality
PR:WW2 Beta Release - Feedback Thread
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HellRanger2558
- Posts: 101
- Joined: 2015-09-28 18:03
Re: PR:WW2 Beta Release - Feedback Thread
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FRENKLiN
- Posts: 29
- Joined: 2016-05-31 15:46
Re: PR:WW2 Beta Release - Feedback Thread
Yes everyday i still got one bug i need to fix
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shahram
- Posts: 175
- Joined: 2013-03-18 07:41
Re: PR:WW2 Beta Release - Feedback Thread
Thank you Frenklin. I hope players see the server and join.
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FRENKLiN
- Posts: 29
- Joined: 2016-05-31 15:46
Re: PR:WW2 Beta Release - Feedback Thread
You welcomed my friend i still need to fix mumble for talk in to the game and one more bug and everything is gonna be fine we have to change name of the server also so.shahram wrote:Thank you Frenklin. I hope players see the server and join.
To change our Website/Domain
- Mr.VdHeide
- PR:BF2 Developer
- Posts: 923
- Joined: 2014-09-16 10:16
Re: PR:WW2 Beta Release - Feedback Thread
Just wondering, is this a known issue?

If it is, consider my post as never posted.
D.J.

If it is, consider my post as never posted.
D.J.

- Mineral
- Retired PR Developer
- Posts: 8534
- Joined: 2012-01-02 12:37
- Location: Belgium
- Mr.VdHeide
- PR:BF2 Developer
- Posts: 923
- Joined: 2014-09-16 10:16
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XAHTEP39
- Posts: 40
- Joined: 2015-06-05 16:37
Re: PR:WW2 Beta Release - Feedback Thread
German rifleman-AP has deadly S.Mine 44 with "pressuure fuze", but it must to blast 4.5 seconds after push (not immediantly!); and must to has deadly radius of blast ~10 metres and max ~20 metres for some wound.
So this mine deadly for open terrain, but in houses it will be useless, becouse lucky target after push can to leave behind corner.
So I suggest to give alt rifleman-AP AP-mine with immediate blast, for example: "pressuure fuze" Schuetzenmine 42 (it is like as water container of insurgents in PR) or "tension fuze" Stockmine 43 (it is like as booby-trap of insurgents in PR). It is not so frag mines as S.Mine 44 (~2-5 metres deadly blast and 6-8 metres for some wound).
So this mine deadly for open terrain, but in houses it will be useless, becouse lucky target after push can to leave behind corner.
So I suggest to give alt rifleman-AP AP-mine with immediate blast, for example: "pressuure fuze" Schuetzenmine 42 (it is like as water container of insurgents in PR) or "tension fuze" Stockmine 43 (it is like as booby-trap of insurgents in PR). It is not so frag mines as S.Mine 44 (~2-5 metres deadly blast and 6-8 metres for some wound).
Last edited by XAHTEP39 on 2016-06-25 10:48, edited 3 times in total.
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Puggle
- Posts: 5
- Joined: 2016-07-10 19:34
Re: PR:WW2 Beta Release - Feedback Thread
how do you get on the ww2 servers?
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Ratface
- Retired PR Developer
- Posts: 962
- Joined: 2011-04-21 18:57
Re: PR:WW2 Beta Release - Feedback Thread
Head over to this thread and download the mod from there, install based on it's instructions etc. From there you should be able to launch the mod's launcher and when you check for servers they'll show up. They won't show up in vanilla PR though, only through this custom launcher 
https://www.realitymod.com/forum/f376-p ... based.html
https://www.realitymod.com/forum/f376-p ... based.html
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Puggle
- Posts: 5
- Joined: 2016-07-10 19:34
Re: PR:WW2 Beta Release - Feedback Thread
why doesnt anyone play if the servers are up and running ? can you only play them on the events because o
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_MB_
- Posts: 98
- Joined: 2015-09-22 05:57
Re: PR:WW2 Beta Release - Feedback Thread
Just a few things I noticed during my yesterday games. Most of them are probably known, but I think they might still be worth mentioning.
Spotter cant place marks. (Was in skirmish map so could be the reason though)
Some german shouts made via the q como rose are in english instead of german.
*complaint* STG44 is really terrible, especially when one thinks of it as the most advanced small arms weapon of 3rd reich. Could use some improvement in accuracy loss during auto fire.
*idea* I played with some devs yesterday and they said this probably cant be done, but I will try it once more. Would it be possible to allow the commander to call in a paradrop? I mean that he could spawn those para-spawn-points, which would flew over the battlefield, like they do on some normal PR maps during the first two minutes or so. So it would work like that commander marks a position and the para spawns would appaer at the edge of the map and pass over that point.
Spotter cant place marks. (Was in skirmish map so could be the reason though)
Some german shouts made via the q como rose are in english instead of german.
*complaint* STG44 is really terrible, especially when one thinks of it as the most advanced small arms weapon of 3rd reich. Could use some improvement in accuracy loss during auto fire.
*idea* I played with some devs yesterday and they said this probably cant be done, but I will try it once more. Would it be possible to allow the commander to call in a paradrop? I mean that he could spawn those para-spawn-points, which would flew over the battlefield, like they do on some normal PR maps during the first two minutes or so. So it would work like that commander marks a position and the para spawns would appaer at the edge of the map and pass over that point.
- Mineral
- Retired PR Developer
- Posts: 8534
- Joined: 2012-01-02 12:37
- Location: Belgium
Re: PR:WW2 Beta Release - Feedback Thread
Thanks for the feedback!
Was pretty epic. That might make a comeback so if we do paradrops it will likely be like that. As paradrops aren't something a field commander just decides on the fly I think
It's something that is part of the battleplan before the battle. Pretty sure it's technically possible though, just tons of work.
Was he in the squadleader slot of the squad? Only those can place markers._MB_ wrote: Spotter cant place marks. (Was in skirmish map so could be the reason though)
Not sure if you played the old version of PR:Normandy but that used to have a map with actual planes flying over and players jumping out with the Germans having AA guns shooting at them_MB_ wrote: *idea* I played with some devs yesterday and they said this probably cant be done, but I will try it once more. Would it be possible to allow the commander to call in a paradrop? I mean that he could spawn those para-spawn-points, which would flew over the battlefield, like they do on some normal PR maps during the first two minutes or so. So it would work like that commander marks a position and the para spawns would appaer at the edge of the map and pass over that point.
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_MB_
- Posts: 98
- Joined: 2015-09-22 05:57
Re: PR:WW2 Beta Release - Feedback Thread
So the radio spotter has is only for cosmetical purpose, or can he actually do something with that?[R-DEV]Mineral wrote: Was he in the squadleader slot of the squad? Only those can place markers.
Might be usefull in normal PR also. I dont know if in these days armies commander could just call a paradrop, mabye not. I understand that the "tons of work" is the biggest obstacle, though.[R-DEV]Mineral wrote: That might make a comeback so if we do paradrops it will likely be like that. As paradrops aren't something a field commander just decides on the fly I think It's something that is part of the battleplan before the battle. Pretty sure it's technically possible though, just tons of work.
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HellRanger2558
- Posts: 101
- Joined: 2015-09-28 18:03
Repair stations disappearing on mervile and Omaha
I have noticed that on any omaha layer the LCT at Charlie sector disappears ever once in a while and destroys the 2 logi trucks and half track that are on it then it will come back for a few minutes and disappear again it kills the only way to make fobs inland for the US so please fix this.Also the German repair station on one of the mervile layers (probably alt or lrg) doesn't spawn it at all meaning the German have to destroy there truck to get more supplies.Anyway just thought I would give some feedback thanks for the great mod though!
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_MB_
- Posts: 98
- Joined: 2015-09-22 05:57
Re: PR:WW2 Beta Release - Feedback Thread
On Omaha in one of the housees at crossroads, there is a bed in the top floor and it is completely black, without any texture. If lucky, I will try to find the exact position today or so.
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Ratface
- Retired PR Developer
- Posts: 962
- Joined: 2011-04-21 18:57
Re: PR:WW2 Beta Release - Feedback Thread
Probably just an issue with lightmaps, theres have been a lot of lightmapping issues on this map as of late. Most of em were fixed but there's still quite a few that are messed up. Thanks for the report_MB_ wrote:On Omaha in one of the housees at crossroads, there is a bed in the top floor and it is completely black, without any texture. If lucky, I will try to find the exact position today or so.
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_MB_
- Posts: 98
- Joined: 2015-09-22 05:57
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Noergaard
- Posts: 40
- Joined: 2011-07-08 11:55
Re: PR:WW2 Beta Release - Feedback Thread
Gameplay suggestion:
Ive enjoyed some solid rounds of this mod! A few times, figthing as a german infantry squad, I find it very hard to counter enemy amour, wether its greyhounds or shermans. The HAT kit is never available, I think there is only one per team?
The fauzt is very unreliable, and since there are no TOW options, you can very fast find yourself trashed by amour, as German infantry.
Could there be more HAT(schrecks) available? or accuracy of fauzt increased?
Ive enjoyed some solid rounds of this mod! A few times, figthing as a german infantry squad, I find it very hard to counter enemy amour, wether its greyhounds or shermans. The HAT kit is never available, I think there is only one per team?
The fauzt is very unreliable, and since there are no TOW options, you can very fast find yourself trashed by amour, as German infantry.
Could there be more HAT(schrecks) available? or accuracy of fauzt increased?
The only way to deal with an unfree world is to become so absolutely free that your very existence is an act of rebellion. Albert Camus



