Project Reality: BF2 v1.6 Announced!

Project Reality announcements and development highlights.
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Arab
PR:BF2 Developer
Posts: 2898
Joined: 2012-05-18 03:37

Re: Project Reality: BF2 v1.6 Announced!

Post by Arab »

IT'S FINALLY HAPPENING!!! :D
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SergioSA
Posts: 26
Joined: 2017-08-19 15:48

Re: Project Reality: BF2 v1.6 Announced!

Post by SergioSA »

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bouya_tetsu
Posts: 24
Joined: 2018-11-02 04:35

Re: Project Reality: BF2 v1.6 Announced!

Post by bouya_tetsu »

1.6 in 2 hours?
anantdeathhawk
Posts: 641
Joined: 2015-11-12 21:11

Re: Project Reality: BF2 v1.6 Announced!

Post by anantdeathhawk »

Wasn't it?
Ejector seats can't happen, because of hard coded stuff.
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GrumpyPilot95
Posts: 16
Joined: 2014-10-14 16:59

Re: Project Reality: BF2 v1.6 Announced!

Post by GrumpyPilot95 »

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Censorship much?
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Project Reality: BF2 v1.6 Announced!

Post by AfterDune »

What censorship? The flags?
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Na_tarajah
Posts: 3
Joined: 2020-03-08 22:24

Re: Project Reality: BF2 v1.6 Announced!

Post by Na_tarajah »

So when will the update release?
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ALADE3N
PR:BF2 Developer
Posts: 577
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Location: Philippines

Re: Project Reality: BF2 v1.6 Announced!

Post by ALADE3N »

GrumpyPilot95 wrote:Image

Censorship much?
Censorship? no.
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ctbear1996
Posts: 123
Joined: 2013-09-09 22:36

Re: Project Reality: BF2 v1.6 Announced!

Post by ctbear1996 »

Do WW2 maps come with coop layout?
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Airsoft
Retired PR Developer
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Joined: 2007-09-20 00:53

Re: Project Reality: BF2 v1.6 Announced!

Post by Airsoft »

Hooray!
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Mineral
Retired PR Developer
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Joined: 2012-01-02 12:37
Location: Belgium

Re: Project Reality: BF2 v1.6 Announced!

Post by Mineral »

ctbear1996 wrote:Do WW2 maps come with coop layout?
I believe atm only Merville has COOP support. The WW2 maps are rather complex with many trenches and forests making it hard to create nav meshes for. Hopefully after 1.6 we can add more of them!
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Double_13
Posts: 45
Joined: 2016-10-16 21:29

Re: Project Reality: BF2 v1.6 Announced!

Post by Double_13 »

ctbear1996 wrote:Do WW2 maps come with coop layout?
I am currently working on getting more maps supported but no guarantees on that
Antonyvg
Posts: 12
Joined: 2015-01-26 20:13

Re: Project Reality: BF2 v1.6 Announced!

Post by Antonyvg »

Pretty good birthday gift if you ask me, better than a mask and shampoo I can tell you that :D .
Great job DEV's, thanks for your hard work!
AlonTavor
PR:BF2 Developer
Posts: 2991
Joined: 2009-08-10 18:58

Re: Project Reality: BF2 v1.6 Announced!

Post by AlonTavor »

red_hat wrote:As a medic I have question: If you drag the body of your comrade away from under fire zone and try to revive him what gonna happened with his KIT? KIT will stay at the place where he got shot or KIT will stick on the body all the way through reviving process? How is it gonna be realized?
nearest kit up to 10m, else revived person gets a blank kit
Rhino
Retired PR Developer
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Joined: 2005-12-13 20:00

Re: Project Reality: BF2 v1.6 Announced!

Post by Rhino »

anantdeathhawk wrote:Wasn't it?
Ejector seats can't happen, because of hard coded stuff.
Ejector Seats where never part of the BF2 engine no.

There have been workaround concepts flying around for years to get around the fact BF2 doesn't have ejector seats in it, and no way to code it directly into the engine; (I posted this concept in the Dev forums back in 2015 but no one had time to look into it in any detail back then and the new method AlonTavor & ShrapGnoll made is far better).

Basically every new feature we have in PR is a workaround in some form or another, be it deployables, the laser designator, kit request system, etc, etc. The problem is creating a decent enough workaround that will play well in the game is the tricky bit. Many concepts we come up with simply don't work or don't work well enough to play in an MP environment.

To get some idea of what often goes into to developing a new concept, I posted this blog about how we developed the CSBs from the concept up if you don't mind a bit of heavy reading and basically all the images are dead links now but might give you some idea to the thought process behind creating workarounds to get BF2 to do things it we never intended to do: https://www.realitymod.com/forum/blog.php?b=207
Last edited by Rhino on 2020-04-02 21:40, edited 1 time in total.
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PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: Project Reality: BF2 v1.6 Announced!

Post by PatrickLA_CA »

So what exactly does the ejector seat do different than jumping out of the plane now except I believe the height?
In-game: Cobra-PR
AlonTavor
PR:BF2 Developer
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Re: Project Reality: BF2 v1.6 Announced!

Post by AlonTavor »

PatrickLA_CA wrote:So what exactly does the ejector seat do different than jumping out of the plane now except I believe the height?
Applies acceleration to the pilot in the correct direction for a second and a half, then opens parachute.
Thinking of spawning some effects in the future
Rhino wrote:and the new method ShrapGnoll made
*cough*
ItzDizzY
Posts: 2
Joined: 2015-10-03 09:42

Re: Project Reality: BF2 v1.6 Announced!

Post by ItzDizzY »

About time, I might have to start playing again. Good job devs we appreciate you!
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