Project Normandy - General Discussion

General discussion of the Project Reality WWII modification.
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Would you like to see a WW2-addon for PR?

Yes, I would like that.
223
68%
Yes, and I have modding experience, so I can help (post your name and experience in this thread)
15
5%
No, thanks.
88
27%
 
Total votes: 326

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

Re: [Proposal] Community made PR WW2

Post by AfterDune »

Arcturus_Shielder wrote:Good to know, not detrimental to gameplay - if you decide to include that is - since they can only spawn when and if the americans conquer the beach.
If the tanks are in the map, they'll only spawn at about the same time, for balance reasons of course.
Arcturus_Shielder wrote:I know we're still in WIP - etc
It will be a ***** for the US to capture the beaches, that's for sure. Teamwork is the key. The first five minutes, it'll be fun to storm the beach and die over and over again, but you'll realize soon enough you can only win if you attack as one big blob of soldiers - but even then, it will be a hard fight. But that's fine. The US will get enough tickets to compensate their losses.

The map can be played with 64 players as well, except for the beaches. I think I'll add two layers to the map. One for the event (open) and one with defined combatareas (with reduced beach-flags and routes to those flags).
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MCI
Posts: 431
Joined: 2007-08-28 21:47

Re: [Proposal] Community made PR WW2

Post by MCI »

I think you Dev guys should talk to the Forgotten Hope 2 team and make one awesome ww II mod together. :D
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Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: [Proposal] Community made PR WW2

Post by Arc_Shielder »

EDIT: Just being a fool.
Last edited by Arc_Shielder on 2011-06-08 12:35, edited 1 time in total.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: [Proposal] Community made PR WW2

Post by AfterDune »

Please don't post those here. Sure, everyone can see them, but they're also for me to remember things and test things out. I'm not going to comment on them.
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pfhatoa
Posts: 917
Joined: 2009-08-27 19:26

Re: [Proposal] Community made PR WW2

Post by pfhatoa »

Maybe time to lock the poll to avoid this bumping?
Gozjh
Posts: 186
Joined: 2010-10-17 17:12

Re: Project Normandy (ww2 event/addon)

Post by Gozjh »

Afterdune, will bangalore torpedos be included to destroy wire (if wire is made destroyable)?
[R-DEV]Rudd: "its project reality...not an episode of bob the builder or something...."
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AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Project Normandy (ww2 event/addon)

Post by AfterDune »

Thought about it, but no, there would be a lot of destroyable objects then. Instead, it's as if others have done that for you already. There are a bunch of spots that have blown up razorwire and such. And I placed static bangalores there.


They're not really authentic or anything, but I thought it was a nice touch :p

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Gozjh
Posts: 186
Joined: 2010-10-17 17:12

Re: Project Normandy (ww2 event/addon)

Post by Gozjh »

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Very nice. Also I read through the code wiki, and I have one thing to say (acctualy have alot more, but you probley don't want me blerting it out):

POOR DEAD COWS,WHY ARE YOU SO CRUEL!!!?!!!?!?!!!?!?! I WILL CALL PETA ON YOU!!!!!!!!!!!!!!!!!!!
[R-DEV]Rudd: "its project reality...not an episode of bob the builder or something...."
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Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: Project Normandy (ww2 event/addon)

Post by Wakain »

cows have been killed in every good ww2 shooter, and quite some ww2 rts's as well, get over it! :p
Lucke189
Posts: 203
Joined: 2009-06-22 16:59

Re: [Proposal] Community made PR WW2

Post by Lucke189 »

sell wrote:Maybe there could be some kind of ins mode, where the Germans search for weapon caches from the Resistance?
That would be really interesting!
Ratface
Retired PR Developer
Posts: 962
Joined: 2011-04-21 18:57

Re: Project Normandy (ww2 event/addon)

Post by Ratface »

OK, instant erection for this ww2 nerd after watching that vid :D

Just a quick question, are we going to be seeing mortar tube based grappling hooks mounted on the LCVP's like used on Pointe du Hoc, or are we going to see player equipped grappling hooks like normal to scale some of those cliffs? I did notice the rock cliff statics which means you will be able to grapple up them somehow :D
Gozjh
Posts: 186
Joined: 2010-10-17 17:12

Re: Project Normandy (ww2 event/addon)

Post by Gozjh »

Wakain wrote:cows have been killed in every good ww2 shooter, and quite some ww2 rts's as well, get over it! :p
But he hit them with a jeep,then they mooed post mordum! COW'S SHOULD NOT MOO AFTER DEATH. IT IS NOT RIGHT.
[R-DEV]Rudd: "its project reality...not an episode of bob the builder or something...."
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AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Project Normandy (ww2 event/addon)

Post by AfterDune »

Ratface wrote:Just a quick question, are we going to be seeing mortar tube based grappling hooks mounted on the LCVP's like used on Pointe du Hoc, or are we going to see player equipped grappling hooks like normal to scale some of those cliffs? I did notice the rock cliff statics which means you will be able to grapple up them somehow :D
The specialist carries a grappling hook. You can throw it further/higher than in regular PR though (otherwise the cliffs are too high in most cases). It's more like in FH2, if you're familiar with that.
Gozjh wrote:But he hit them with a jeep,then they mooed post mordum! COW'S SHOULD NOT MOO AFTER DEATH. IT IS NOT RIGHT.
We talked to the dead cows and they agreed to not moo anymore, as it disturbed some of the older players ;) .
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Ratface
Retired PR Developer
Posts: 962
Joined: 2011-04-21 18:57

Re: Project Normandy (ww2 event/addon)

Post by Ratface »

^LOL, and I'm attempting to download FH2 but the file keep becoming corrupted, lol, but good work, can't wait to play!!! :D
Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: Project Normandy (ww2 event/addon)

Post by Wakain »

Gozjh wrote:But he hit them with a jeep,then they mooed post mordum! COW'S SHOULD NOT MOO AFTER DEATH. IT IS NOT RIGHT.
argument solved by R-Dev intervention :p
Zemciugas
Posts: 2116
Joined: 2010-04-05 15:13

Re: Project Normandy (ww2 event/addon)

Post by Zemciugas »

Noticed this reply about PN in Youtube.
You'll download a single map, that comes with custom objects, etc. You'll just use your PR installation.
by Afterdune

i'd love to see it be a full separate PrPn instead of just a mappack :/ I'm sure there will be servers running only this map though.
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AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Project Normandy (ww2 event/addon)

Post by AfterDune »

What are the advantages of a separate mod?

I believe it'll get more attention if you just use your PR installation and only download a map with the custom objects, etc. Performance-wise it doesn't matter at all and you can see the PN server(s) in your serverbrowser, next to all the other servers. This way you can also easily switch between servers running PR maps and a server running PN.

And I don't get the "just a mappack :\" comment? As if it's any different then?
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Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: Project Normandy (ww2 event/addon)

Post by Shovel »

So, it uses the current PR US and German factions?? Or does it add new ones? I didn't know that could be done with a mappack.
Shovel009
Ratface
Retired PR Developer
Posts: 962
Joined: 2011-04-21 18:57

Re: Project Normandy (ww2 event/addon)

Post by Ratface »

Well, if it was a mappack it would pretty much be the maps + statics + faction vehicles/assets/sounds/ ect., right? Would be more like a mini-update. . .

. . .but I don't really care, I'd rather go from playing silent eagle to playing dday all on the same mod anyways ;)
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Project Normandy (ww2 event/addon)

Post by AfterDune »

It's add new factions, statics, sounds, etc.
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