[Changelog] PR v0.9 Features

Project Reality announcements and development highlights.
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Karpo-Pappa
Posts: 3
Joined: 2009-12-16 19:17

Re: [Changelog] PR v0.9 Features

Post by Karpo-Pappa »

OK, when does the FDF come in? :p
[twl]Lan
Posts: 127
Joined: 2007-09-18 10:47

Re: [Changelog] PR v0.9 Features

Post by [twl]Lan »

Snazz wrote:When we've got new 4x4km USMC/GB maps like Jabal 2 or Sangin we'll likely see the Harrier finished, right now it would be kind of overkill on Qinling since there's already a Tornado and Typhoon.

It's a case of lacking large enough maps to use all the jets rather than a prejudice towards the assets.

Although fighter jets dogfighting over a 4x4km space containing 2 opposing airbases is one of the less realistic aspects of PR.
Also, check the number of AA's one can place in 0.9 - Flying will be interesting to say the least if the opp team really makes a effort in putting up all those AA's. In a 4x4 km square there isn't many places left to hide. One Fob should be able to cover most of a square km and now we can build 6 plus mainbase defenses of course...
People without imagination, consideration and plain lacking any *ation makes me question Gods Great plan. ;)
General_J0k3r
Posts: 2051
Joined: 2007-03-02 16:01

Re: [Changelog] PR v0.9 Features

Post by General_J0k3r »

TuOuF wrote:Really dissapointed with rally point system
no, no, no! did you play the betas? it is pure awesomeness without rallies. i was a sceptic too but i have been totally converted and can't even stand the spamminess on servers with rallies anymore ;) but that's probably personal taste.

this, imho, is the best change in the new version apart from the other obviously awesome stuff :)
Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: [Changelog] PR v0.9 Features

Post by Snazz »

'[twl wrote:Lan;1251460']Also, check the number of AA's one can place in 0.9 - Flying will be interesting to say the least if the opp team really makes a effort in putting up all those AA's.
Mmm, it does seem kind of odd it supports up to 12 even though you should only be able to place a max of 6 (1 per FOB).

I guess you can exploit it by destroying the FOB and leaving the AA intact then going to build a new FOB and placing an additional AA.
Last edited by Snazz on 2010-02-02 11:08, edited 1 time in total.
General_J0k3r
Posts: 2051
Joined: 2007-03-02 16:01

Re: [Changelog] PR v0.9 Features

Post by General_J0k3r »

Snazz wrote:Mmm, it does seem kind of odd it supports up to 12 even though you should only be able to place a max of 6 (1 per FOB).

I guess you can exploit it by destroying the FOB and leaving the AA intact then going to build a new FOB and placing an additional AA.
this doesn't work in .87. i don't think it'll work in .9 ;)
KeksTerror
Posts: 144
Joined: 2009-12-26 12:51

Re: [Changelog] PR v0.9 Features

Post by KeksTerror »

I read every listed change :p And I can't wait to see the Canadian Forces on the battlefield :mrgreen:

Great work guys.
Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: [Changelog] PR v0.9 Features

Post by Snazz »

General_J0k3r wrote:this doesn't work in .87. i don't think it'll work in .9 ;)
I don't attempt to find such exploits so I wouldn't know. Perhaps you have a theory on why the limit is 12 not 6?
General_J0k3r
Posts: 2051
Joined: 2007-03-02 16:01

Re: [Changelog] PR v0.9 Features

Post by General_J0k3r »

Snazz wrote:I don't attempt to find such exploits so I wouldn't know. Perhaps you have a theory on why the limit is 12 not 6?
actually i noticed not when i tried to find an exploit but when i built a new fob and couldn't put HMG's coz the old ones at a previously destroyed FOB were still up.
Northwest Fresh
Posts: 46
Joined: 2009-02-06 04:39

Re: [Changelog] PR v0.9 Features

Post by Northwest Fresh »

Thanks for showing the RKG-3 love.
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"Ash hadu laa Ilaaha Il-l'Allah, Wa ash hadu a na Muhammadar Rasullulah."
=ice=deltasniper
Posts: 14
Joined: 2009-09-06 13:07

Re: [Changelog] PR v0.9 Features

Post by =ice=deltasniper »

NICE!!! caint whait so many change!!!


HA HA HA Chuck norris is the MAN!!!
Meow
Posts: 35
Joined: 2008-12-02 11:01

Re: [Changelog] PR v0.9 Features

Post by Meow »

Im surprised no one has done this yet, so obligatory...

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Will take some time to grasp all the changes but sounds delicious.
MikeDude
Posts: 941
Joined: 2007-10-25 12:07

Re: [Changelog] PR v0.9 Features

Post by MikeDude »

Thats ACE! I just finished reading it all~!
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[3dAC] MikeDude
Loving PR since 0.2.
motherdear
Retired PR Developer
Posts: 2637
Joined: 2007-03-20 14:09

Re: [Changelog] PR v0.9 Features

Post by motherdear »

'[twl wrote:Lan;1251450']Now that is a damn nice feature in itself. That will make a lot of moviemakers happy. Sweet doesn't even begin to cover this feature! :) :) :)

Huntermed, hope you've seen that bit!

Could that have been the secret robot thingie with a antenna on the head maybe in the movie? :)
that would be our beloved PR bot yes
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[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
Shooter90
Posts: 66
Joined: 2010-01-18 01:40

Re: [Changelog] PR v0.9 Features

Post by Shooter90 »

Can't wait to try the new Blufors...especially the CF.

Nicely done...
[twl]Lan
Posts: 127
Joined: 2007-09-18 10:47

Re: [Changelog] PR v0.9 Features

Post by [twl]Lan »

[R-DEV]motherdear wrote:that would be our beloved PR bot yes
I am guessing it will be a visible object?

This will enable us to do real time recording ingame of videos we want, instead of running through the whole battle rec, which is a little timeconsuming in itself. :)

"Ok guys, nice moves. Let's do it again and this time, I want the red smoke nade inside the bunker and not bouncing off. Scene 5, take 9....ACTION!"

The mind is ablaze with the possibilities. :)
People without imagination, consideration and plain lacking any *ation makes me question Gods Great plan. ;)
Dorkweed
Posts: 109
Joined: 2009-01-14 21:32

Re: [Changelog] PR v0.9 Features

Post by Dorkweed »

delicious!!
"Commanding a team is like pissing yourself in black pants... It's a warm feeling but nobody notices."
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In-game: 3rdAD
sharpie
Posts: 1434
Joined: 2009-11-08 03:41

Re: [Changelog] PR v0.9 Features

Post by sharpie »

galeknight1 wrote:Most enjoyable wall of text ever.
Oh yes.
"Tom I think you have influenced the combat effectiveness of this team! Everyone has gone full potato."~Foxxyfrost

[DM]P*Funk: its like a funk guitar seminar up in that *****

K_Rivers-"...everything is broken in your country,"

RinWarZip: Your butthurt is like cold september morning by the seashore for me. Refreshing. Pepper mint.

KeksTerror
Posts: 144
Joined: 2009-12-26 12:51

Re: [Changelog] PR v0.9 Features

Post by KeksTerror »

btw: no fastropes yet? :D :D
A_Grounded_Pilot
Posts: 271
Joined: 2007-12-15 21:24

Re: [Changelog] PR v0.9 Features

Post by A_Grounded_Pilot »

Chuc, are you still the only animator?
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