PRMM .2 Revision 1
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CodeRedFox
- Retired PR Developer
- Posts: 5919
- Joined: 2005-11-08 00:47
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DEDMON5811
- Posts: 867
- Joined: 2005-11-20 06:45
sp does work great for me but when i try multiplayer i get ctd.
I uninstalled both and tried again with no luck.
this sucks but sp works great.
not sure what i think about some of the new weapon sounds. m4 doesnt sound right needs a little more echo too it. sniper rifle sounds *****'n cant wait to hear what the 50cal sounds like.
I uninstalled both and tried again with no luck.
this sucks but sp works great.
not sure what i think about some of the new weapon sounds. m4 doesnt sound right needs a little more echo too it. sniper rifle sounds *****'n cant wait to hear what the 50cal sounds like.
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CodeRedFox
- Retired PR Developer
- Posts: 5919
- Joined: 2005-11-08 00:47
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DEDMON5811
- Posts: 867
- Joined: 2005-11-20 06:45
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TheRealFritz
- Retired PR Developer
- Posts: 2316
- Joined: 2005-10-28 19:44
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Cerberus
- Posts: 2727
- Joined: 2005-11-15 22:24
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TheRealFritz
- Retired PR Developer
- Posts: 2316
- Joined: 2005-10-28 19:44
@all
Server IP is 70.86.97.254, standard port (16567)
Server Name is GloryHoundz - PRMM/AAS
Please note the server name does not start with PRMM. So just check the Same Mod checkbox and you'll easily find PRMM servers. The game may need to be restarted after checking the box for the server browser to work correctly. But after that, it always will show you PRMM games as soon as you start it.
@ODIE
I installed the patch on my game machine (Windows). I then manually compared the directories to those on the server and copied files as needed.
Server IP is 70.86.97.254, standard port (16567)
Server Name is GloryHoundz - PRMM/AAS
Please note the server name does not start with PRMM. So just check the Same Mod checkbox and you'll easily find PRMM servers. The game may need to be restarted after checking the box for the server browser to work correctly. But after that, it always will show you PRMM games as soon as you start it.
@ODIE
I installed the patch on my game machine (Windows). I then manually compared the directories to those on the server and copied files as needed.
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Gunfighter34ID
- Posts: 54
- Joined: 2005-11-28 18:01
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Armand61685
- Posts: 427
- Joined: 2005-05-06 09:14
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Wolfmaster
- Retired PR Developer
- Posts: 4927
- Joined: 2004-09-05 16:00
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OAKside
- Posts: 145
- Joined: 2005-09-23 19:56
I did notice a few bugs with the unlocks, like as in I could use the
AT unlock when I wasn't supposed to be able to use primary weapon.
But even with a few bugs I don't agree with removing all the unlockables
and I don't see how removing them will help much of anything.?.
But, looking forward to a full PR someday!
So keep rockin', reality is this mod is the best yet.
AT unlock when I wasn't supposed to be able to use primary weapon.
But even with a few bugs I don't agree with removing all the unlockables
and I don't see how removing them will help much of anything.?.
But, looking forward to a full PR someday!
So keep rockin', reality is this mod is the best yet.
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fuzzhead
- Retired PR Developer
- Posts: 7463
- Joined: 2005-08-15 00:42
heyy guys just finished our bf2 lan!
we played on the gloryhoundz server for about 3 hours until everyone left (then we played seaside raceway for another 3 hours to relax lol)
main problems currently that i see with prmm: SPAWN TIMES TOO SHORT! the battles were SO chaotic, with people spawning in and dieing almost immediately. it was very difficult to coordinate a squad and get something done without getting slaughtered by the waves and waves of people being sent at you. i would love to see a 30sec-40sec spawn timer... and tanks/apcs increased spawn time as well.
but those are just gripes i had on the server, overall the mod is definitely HUGE LEAPS over anything bf2 has had before!
i cannot wait to see whats in store for the full version! i will prety much be playing prmm exclusively now, until a couple different mods (forgotten hope, pirates, etc) come out. this definitely looks like it could become 'the next big thing' for bf franchise!
we played on the gloryhoundz server for about 3 hours until everyone left (then we played seaside raceway for another 3 hours to relax lol)
main problems currently that i see with prmm: SPAWN TIMES TOO SHORT! the battles were SO chaotic, with people spawning in and dieing almost immediately. it was very difficult to coordinate a squad and get something done without getting slaughtered by the waves and waves of people being sent at you. i would love to see a 30sec-40sec spawn timer... and tanks/apcs increased spawn time as well.
but those are just gripes i had on the server, overall the mod is definitely HUGE LEAPS over anything bf2 has had before!
i cannot wait to see whats in store for the full version! i will prety much be playing prmm exclusively now, until a couple different mods (forgotten hope, pirates, etc) come out. this definitely looks like it could become 'the next big thing' for bf franchise!





