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Re: Project Reality v0.95 Released!
Posted: 2010-10-21 03:57
by Iron_Golem

Are the SP maps coming seperatly, Im looking foward to Desert rats.
Re: Project Reality v0.95 Released!
Posted: 2010-10-22 00:15
by zagzagel
No more crashes to desktop

but sometimes got the problem that I cant see my marker on the
compass also the range at the Map .. For squadleader position its really hard..
Just restart of game fix it
But love this game and
Semper fi to PR community
cheers zag
Re: Project Reality v0.95 Released!
Posted: 2010-10-23 01:44
by born2snipe
Is there anyway to switch over to the red dot sight on the G36? Or did they just put that on there for looks.
Re: Project Reality v0.95 Released!
Posted: 2010-10-23 03:02
by lromero
born2snipe wrote:Is there anyway to switch over to the red dot sight on the G36? Or did they just put that on there for looks.
They might be adding the cqb sights in the next patch, so you might have to wait a bit.
Re: Project Reality v0.95 Released!
Posted: 2010-10-26 15:40
by damnitall
Long time fan, first time post; signed up around .85 but then decided most of my complaints were actually features designed to keep the idiot BC crowd out. Lemme jus say, it's certainly getting close to that 1.0 now; imagine if 'they' had put dollaz into PR instead of the aptly named Bad Company series? (they might not have half of India workin the complaints lines for a start)
Couple bug posts (A drawback for such a popular mod is that all its forum threads are too chock full of kudos to find any info

so zombie mod restriction noted [i submit!] otherwise reprints bedamn'd)
SP
- Presumably the difficulty in appropriating (or expropriating) vehicles at the commencement of a SP match due to squad restrictions has already been bemoaned. The firing squad for dragging some semi-existent bot from a chopper by his most immediately graspable appendage is a bit harsh, eh?
- When firing from an elevated position, the inertia the AT type weapons now have (yay) seems to blast the SP AI into the ground, which they find inextricably confusing (the ones in vehicles - the ones without presumably save themselves the cost of a burial).
- The destructible walls (especially the big ones) are also causing the AI some problems, could you maybe mark them as hostile somehow?
& SO FORTH
- Look, I joked b4 abt scaring off BC peeps, but i think you may still need a bridge between yr simulation of inaccuracy due to 'behind-the-scenes' movements and ignorance (aka 'f**k this s**t'). While we are all crack shots, it's not apparent when the PR rules are pointing the rifle in the floating arms exactly at the bad guy, as it would be uh.. in Reality. Well, you call yrselves PR; the reality is that were all playing f'n computers, and compromises have to be made. My first idea was an indicator of some sort in a corner (obv u don wan xhairs) that indicated graphically or numerically wht yr current accuracy penalty was, but i think my best idea is to re-appropriate one of the BF2 reload bars to the left or right or wherever, if you can colour it such that it is maxd and red when sprinting, yellow when moving to position, and 'green to depleted' only when - im gonna say 'the player would be happy with the results of pulling the trigger at that point'. Perhaps a similarly coloured crosshair icon at an extremity of the bar, or such that you see fit after testing? The upshot, so to speak, would be that it could also be used for snipers, short & long turret CDs, and other situations where the player may not know wht the fck, such as artillery pieces or the secret pancake rifle. HMGunners and snipers sick of revealing themselves way too early say aye!
- PR was the only mod or game to ever, in the whole history of time and everything else (in my experience), that had a useful universal grenade launcher ladder overlay. The new one though .. ima be Frank .. 'Hi, I'm Frank. Your new GL ladder sucks.' srsly tho, since i liked the old one just fine, i'd rather u had rolld ur nifty adjustable range-o-non-matic out on those fireworks tubes the LAT carry, because with the GL i can't use it as well to .. uh como si dice .. i can't get used to the firing arc with the angle changing every other shot or team(weapon); which ultimately makes it harder to hit choppers, a hobby of mine. The easy answer i spose is to always use the same GL range and get used to each gun, yeah; but i would say again - tubes too plox (even if it's just one or two rngs)!
- surely the spread on the PKM type HMG is still a bit much; i mean, i know they are supposed to have been sitting in Tora Bora since 1989, but if it was never able to be used effectively, presumably they would have spent a lil longer designing something that wasn't as useless at shooting targets directly ahead as, say, a BOT ONNA CHOPPA GUN .. see what i did there? saving ma bullet points, jus like in PR
- ramiel - can't get out of a fixd HMG near point alpha (im gonna say inf, check both). Hopefully others have made more detailed reports in this regard; i don wanna be all qq all the the time.
just get those infuriating memory issues fixed, and we'll all soon be as pacified as a chipmunk on elephant tranquilizer...(my daughter came up with that one the other day; I believe it's time to stop her from watching daytime TV...).
a) yeah dem maps be big (yay), even with 'game booster', my barely sufficient 2 gig o ram seems to sizzle on SP (i'll get around to MP [now that i can be somewhat more confident of hitting someone standing right in front of me], but i presume the AI adds a fairly substantial chunk to the whole ... thing that's going on in there [having to use dodgy ATI VSync can't help]).
b) it's when she knows the drugs' retail names that you have to worry 
..dogs are barkin
Re: Project Reality v0.95 Released!
Posted: 2010-10-29 08:11
by Pappsengubben
Iam old fan. HAve some comments.
Deploying
I got a feeling that now in later versions it is getting moore common to kill urself when, as SL, deploying. Is it possible to make it harder/impossible to kill self or others when deploying?
I also would love a "ghost" shadow of what I try to deploy, red when on bad spot green when possible to deploy.
Sometimes deploying in rough terrain takes long time and ends up with killing myself.
Language translation
I am from Sweden and your texts in Swedish "sux" (sry). Is it hard to get someone to check ur texts before u publish? Contact me, I?ll check em for free if they r not too large texts.
Everytime a new Version is out, or during bigger holidays, them servers get filled wit yuongsters normally playing CoD or CS. It spoils the joy of this game.
I see no other solution than that u let Skirmish maps "loose" with less restriction... and make AAS and Insurgency moore "rigid" in punishment for not following rules.
Maps and strategy
I love many of ur maps. Al-Bashra is a classicer and Burning Sand will be, if u make it Insurgent.
Many of ur maps, however, can be improved by small means. Changing the rules/spawnpoints/caches and so on. Today many maps are played at in only a small segment of the map, wich is sad. It would be really nice to have the opportunity to squizze all the pontential out of ur nice maps. Contact me, Ill show u...
Re: Project Reality v0.95 Released!
Posted: 2010-10-29 16:19
by Korg
Been playing the new release a while now in both co-op and non-co-op servers. Also tried creating a local co-op game (Single Player) and there are some serious game play issues that need to be addressed.
In co-op maps, some assets are "bot only" and when try to use them you die. Example: The UH-1 chopper at the south end of the carrier deck on Muttrah is bot only and will kill you if your try to fly it. The exact opposite of bot-only needs to be implimented on co-op maps. By the time I finish loading in, the bots have already taken all of the human usable assets like choppers and I'm stranded on the carrier deck. Having all assets human playable and some of those ONLY human player usable would solve this issue.
Second serious issue, if you are trying to play, practice or try out strategies using a local co-op setup as a single player option, the barbed wire cannot be deployed by a single human. Bots in my squad ignore orders to build the asset when it's deployed in it's pre-built stage and a single human with a shovel can't do it by them selves.
Yes, I know PR is a TEAM WORK oriented game, but the bots make lousy team mates when it comes to things like this. If there was some way to make the AI controlled bots follow orders, this would not be so much of an issue. OR revert back to the "instant build" for all assets when playing as the squad leader of a squad of bots.
On the CTD issues, I have only had 2 or 3 over the course of two weeks of playing.
Round Durations: Some maps are now way too short. (Muttrah, Jabal, Quinling, Kashan Desert) Kashan used to be way too long. Went from one extreme to the other with this release.
Scopes/Iron Sights sight pictures: Overall I like the new sights with the exception of the sniper/marksman rifles. The blurred out of focus peripheral vision is great! Very realistic! good job! The sniper/marksman rifle, the sight eye relief is way to long, the scope should be closer and larger in the screen (like the old one). Right now, it's only 15% of the total screen height where before it was 50%. Change it back.
Overall, a good upgrade.
PS, the mortars as very cool.
Re: Project Reality v0.95 Released!
Posted: 2010-10-30 12:46
by [RGG]Firefokker
damnitall wrote:b) it's when she knows the drugs' retail names that you have to worry
Lol, quiter right...
The other day she sniped me between the eyes with a NERF gun (the thing has a red-dot, would you believe), so there's a PR player in the making...
Re: Project Reality v0.95 Released!
Posted: 2010-11-01 06:43
by Pappsengubben
I agree with Korg on those above mentioned issues, Died in that chopper too...
I too think that the COOP would be so much moore fun to play. It feels like there is not as much effort put on this than on the other game mods..
Nowadays the COOP is the "last resort" for us oldies, when the AAS and Ins from time to time is flooded by former CS and CoD of 8 yrs of age.
Please please please, is it possible to make Burning Sand to insurgency map? a Looong timelimit... that would be jummy jummy. A lot to explore there and all kind of tactics from vast desert, over wetland to thight industrial and dense urban... the map is awesome. Only now It is hard to get to play it...ends too fast and is to strictly guided to the areas close to flags.
About COOP
It would be nice if them bots really went to and STAYED at my move marker.
One glitch that always makes me both laugh and cry is when I drive my squad in any vehicle to a tactical spot. Then if we encounter enemy and I like to have control over when shooting the .50 cal. and on what, I switch to gunner seat to have that control and "of we go"...!!
The darned bot takes driver seat and ignores orders and starts driving to Good knows where...
Or if I go out of the vehicle to scout ahead..returning back and the whole squad is gone, vehicle and all, joyriding the countryside.
And also I have serious problems with deploying...I am pretty sure that it is now easier to kill self when deploing.
Is it possible to make deploing so that the construction only "shuffles" player aside? And I would also like a "ghost" image of the construction, changing red when I try to deploy where not possible and green when I hold it over a possible spot.
You all have done a brilliant job and I salut you all, thanks
Re: Project Reality v0.95 Released!
Posted: 2010-11-02 02:29
by usmcguy
Is this the feedback thread?
Re: Project Reality v0.95 Released!
Posted: 2010-11-02 08:05
by Pappsengubben
usmcguy wrote:Is this the feedback thread?
Why? Have any other thread to suggest?
Another thing. I have a REAL picture of how it "shuold" look like when looking down ur scope:
http://www.jagareforbundet.se/Global/1% ... 201011.jpg

Re: Project Reality v0.95 Released!
Posted: 2010-11-04 16:21
by HA1TER
fr33kster wrote:Can we get a Roll Back please. I play everyday and these last couple of days have been seriously annoying. Cant pick up enemy weapons, cant see anything after being wounded. So many bugs and CTDs I dont understand why it wasnt tested more before being released. Im a loyal PR Fan, but a disappointed one. Sorry Devs. You screwed up with this one.
Sure,u paid so much and u wasted so much of your free time to help them to develop it that u can be disappointed....
Re: Project Reality v0.95 Released!
Posted: 2010-11-12 10:04
by =WBG=Cpt_Custard
If this is posted in the wrong place then please accept my apologies.
3 days ago I set up a new BF2 server for our group and applied for a licence to run the PR mod. Usually how long does it take to get an answer back on that.
Thanks
Re: Project Reality v0.95 Released!
Posted: 2010-11-13 22:43
by [XSYS]EIdorado
Good job devs!
Thanks for your devotion and time!
Re: Project Reality v0.95 Released!
Posted: 2010-11-26 10:05
by kyliejakeman
Re: Project Reality v0.95 Released!
Posted: 2010-11-26 10:09
by =WBG=Cpt_Custard
never mind about the liecene guys got that sick of waiting i deleted the BF 2 server we had running.
Re: Project Reality v0.95 Released!
Posted: 2010-11-26 10:17
by Shepard
=WBG=Cpt_Custard wrote:never mind about the liecene guys got that sick of waiting i deleted the BF 2 server we had running.
posting in the right place ftw
Re: Project Reality v0.95 Released!
Posted: 2010-11-26 10:29
by =WBG=Cpt_Custard
Hmmm read 4 posts up FTW
Re: Project Reality v0.95 Released!
Posted: 2010-11-26 11:40
by Shepard
as if any 1 cares that you said that, making threads in the right place instead of replying to something that has nothing to do with what you are talking about FTW - how to get your question answered
Re: Project Reality v0.95 Released!
Posted: 2010-11-26 12:10
by =WBG=Cpt_Custard
ye right so what about pm's sent to the devs then???? this pissing contenst is the most conversation ive had on here which is pretty sad infact.