hacking away on v0.6...

General discussion of the Project Reality: BF2 modification.
eggman
Retired PR Developer
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Post by eggman »

yes, some work on pistols too.
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egg[/COLOR][/COLOR][/COLOR]

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dunkellic
Posts: 1809
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Post by dunkellic »

Top _Cat the great wrote:damn you dunk, and where has that BF2 channel gone from that "wierd" teamspeak server???

well, if me/we are on ts we´re still on the same server and channel (btw, we always create the channel ourselves) - i just hardly got to playing in the last week

Top _Cat the great wrote: If it was still there, i would have given you a right interrogating, possibly even with the assistance of her (my sister :!: :!: :!: )!

....what?...
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Top_Cat_AxJnAt
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Joined: 2006-02-02 17:13

Post by Top_Cat_AxJnAt »

Exactly Dunk, you have no bldy idea what yu could have been in for!


OK, jking, interrogating = i just want to know more about 0.6, i did not think you would spill the beans so easily, and my sister is a real brute, 2 years younger but same weight and only slightly weaker, but still a force to be recond (sp) with !

Sorry BAck on Top:

Good to hear Egg, i am super cool with just small changes, i might be wrong, but i feel 0.5 was the turning point for PR and what is there, is enough to keep me happy for a really long time - cant think of any serious or even slighly major issues with 0.5.
ArmedDrunk&Angry
Posts: 6945
Joined: 2006-07-14 07:10

Post by ArmedDrunk&Angry »

I am drooling over the prospects of new commander options.
And don't worry about the people who say you "ruined" the mod.
We will beat them down just like every other release.
TBH, I look forward to bashing the people who have played PR for 2.3 minutes and post a page of suggestions and criticisms.
And as the windshield melts
My tears evaporate
Leaving only charcoal to defend.
Finally I understand the feelings of the few.
77SiCaRiO77
Retired PR Developer
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Joined: 2006-05-17 17:44

Post by 77SiCaRiO77 »

tanks will get a fix ?
Rick_the_new_guy
Posts: 291
Joined: 2006-12-01 17:01

Well said

Post by Rick_the_new_guy »

ArmedDrunk&Angry wrote:I am drooling over the prospects of new commander options.
And don't worry about the people who say you "ruined" the mod.
We will beat them down just like every other release.
TBH, I look forward to bashing the people who have played PR for 2.3 minutes and post a page of suggestions and criticisms.
Agreed Armed.

@ egg.

Does this look familar, with regards to the C.O.?

With regards to the Commander in .6.

Give them a personal Officer kit that behaves differently than the SL.

With regards to the Rally Point

A. It is the inverse of the SL officer kit rally point with regards to where it can be placed.
It can only be placed inside friendly CP. Maybe a 75 meters diameter tops.

B. It allows a weak radar set-up that extends 100 meters out from the “fog”.
Note: it only picks up jets/gunships/heavy choppers. NO INFANTRY.

C. The RP sort of looks like a camouflaged tent or something. Or you could just take the U.A.V. trailer and make it look commando.
It can also,
1. Allow any special kit to be picked up by anyone on the team
2. Heal wounded soldiers
3. Resupply all vehicles with ammo and bullets (shells for tanks).

D. All players can spawn off the Rally point. This will allow the Commander to set up a pseudo main base at a friendly CP. Again, the CO rally point cannot be deployed inside or near an enemy base.

Doing this will allow a more AASv1 feel. This will help prevent a sudden domino of flag lose because the C.O. can Rally his platoon there and defend. :idea:

just some ideas. I know .6 will be boss, and finally destroy the vBF2 CO system for good. One that required no communication and teamwork.
(PO3) Marcinko_R. (BF2 PR .609) Squad Member
(CPO) Marcinko_R. (BF2 PR .609) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .609) Commander


Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html
Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.htm
Batalla35
Posts: 397
Joined: 2006-05-25 18:52

Post by Batalla35 »

will the ingame score be removed in 0.6?


batalla35
Rick_the_new_guy
Posts: 291
Joined: 2006-12-01 17:01

Post by Rick_the_new_guy »

digitmb wrote:will the ingame score be removed in 0.6?


batalla35

Indeed. :-P

Be nice if you had no idea how many kills you had until after the battle. But you would know how many deaths during game.

Really would take Confirming kills to the next level.
(PO3) Marcinko_R. (BF2 PR .609) Squad Member
(CPO) Marcinko_R. (BF2 PR .609) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .609) Commander


Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html
Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.htm
eggman
Retired PR Developer
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Joined: 2005-12-27 04:52

Post by eggman »

If I can convince 2Slick to dive back into HUD work hehe.

@ Rick .. yeah something like that ;) Need to validate a few of the things we are going to try first, then once we are sure they will all work as we hope / plan .. we'll spill the beans.
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AMT
Posts: 35
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Post by AMT »

I can't wait until the 0.6 release! I'm looking for the following additions/changes/etc.

- All the maps have the correct flag labels (in-game), game mode description (during loading), and AAS2 cap order images (during loading)
- Removal of the map authors in the map description during loading. This makes the mod look more "pro".
- Removal of the crosshair on any guns that have it (nade launcher, shotgun, etc)
- Addition of some lights in extremely dark places
- Information on what flags are not recappable (like on Gulf)
- Accurate "startup" sounds for the jets and all helos (other than the USMC, some of the Helo's jump straight to sounding like they're ready to take off)

More to come as I think of them.

- Andrew
A signature would go here if I had one.
NavalLord
Posts: 239
Joined: 2007-02-14 17:39

Post by NavalLord »

Can you put the AAS v2 cap order on the in game map? I think it would be helpful to people to see the arrows point to which flags are in line to be capped.
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El_Vikingo
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Post by El_Vikingo »

When the map loads, it shows the map with hte capture order. But I think its up to the mapper to make the minimap.
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If you are reading this dont stop, cause if you do, I'll kick you in the balls.
NavalLord
Posts: 239
Joined: 2007-02-14 17:39

Post by NavalLord »

I know it's there when the map loads. But it would be handy to have it ingame.
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fuzzhead
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Post by fuzzhead »

NavalLord wrote:Can you put the AAS v2 cap order on the in game map? I think it would be helpful to people to see the arrows point to which flags are in line to be capped.
;)
NavalLord
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Post by NavalLord »

Thanks. It should also help the new guys.
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LiquidSnake
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Post by LiquidSnake »

'[R-DEV wrote:fuzzhead'] ;)
Love those smileys :D
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huleboeren
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Joined: 2006-07-07 15:46

Post by huleboeren »

LiquidSnake wrote:Love those smileys :D
My father always said; A smiley is worth a thousand words!
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Deadmonkiefart
Posts: 632
Joined: 2007-02-06 04:33

Post by Deadmonkiefart »

You fixed shotguns. Right????
My #1 excuse for having a bad game:
"GET-OFF-OF-MY-KEYBOARD-YOU-STUPID-CAT!!!"
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huleboeren
Posts: 559
Joined: 2006-07-07 15:46

Post by huleboeren »

Sneak Attack wrote:shotguns will get there overhaul???????????????
'[R-DEV wrote:eggman']yes, some work on pistols too.
:!:
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77SiCaRiO77
Retired PR Developer
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Post by 77SiCaRiO77 »

are the tank fixed ?
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