Project Reality 0.40 Status Update

Project Reality announcements and development highlights.
BlakeJr
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Post by BlakeJr »

Pence wrote:They better be more artistic than USI or NAW, i hate them mods but they make it it look good with nice pictures.
Better then to have butt ugly pics and a good mod... ;)
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Rifleman
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Post by Rifleman »

We'll get some screenies done within the dev cycle.

egg
Good that u have catch the drift :D I didn't want to make it sounding like a flame ;>

Can't wait for any screenie :-)
Chuck Norris has counted to infinity. Twice.

InGame: H2HSupport
Kits: Sniper/Medic/SpecOps
0mikr0n
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Post by 0mikr0n »

'[R-DEV wrote: JS.Fortnight.A']We'll have to play it a bit by ear. The 040 release date will depend on:

- When the BF2 patch releases and what it breaks / adds / fixes
I have to stop and laugh at this one. I hate EA and DICE with a passion for their ability to screw up any game at any given time with a forced change, and it's humorous how everyone instantly thinks, "damn, update coming out... I'm probably not going to update for a few weeks til I find out if it broke anything."

Because with their history, it's guaranteed they're going to break something. That's why I love PR, because everything done is tested... I'd be surprised if anything that EA and DICE did for 1.31 (1.4) has been / ever will be tested.
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MrD
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Post by MrD »

BlakeJr wrote:Better then to have butt ugly pics and a good mod... ;)


or was that :

Better then to have ugly butt pics and a good mod.... ;)
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[R-MOD]Mongolian Dude:
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BlakeJr
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Post by BlakeJr »

MrD wrote:or was that :

Better then to have ugly butt pics and a good mod.... ;)
...Whatever you like as long as the mod is good! ;)
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e-Gor
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Post by e-Gor »

0mikr0n wrote:I have to stop and laugh at this one. I hate EA and DICE with a passion for their ability to screw up any game at any given time with a forced change, and it's humorous how everyone instantly thinks, "damn, update coming out... I'm probably not going to update for a few weeks til I find out if it broke anything."

Because with their history, it's guaranteed they're going to break something. That's why I love PR, because everything done is tested... I'd be surprised if anything that EA and DICE did for 1.31 (1.4) has been / ever will be tested.
I'm not going to get into a rant, but this is exactly the sort of attitude I can't stand. I'll just make one point though:

If you think a game developer should make an active effort not to break any mods with any of it's patches, you're wrong. To do that, they would hardly be able to change anything at all, since they'd be completely unable to change anything that's not hardcoded. Sure, there are some things that get broken without much need for it, but Dice simply CANNOT put mods first when it comes to patches for issues in the main game.
BlakeJr
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Post by BlakeJr »

0mikr0n wrote:I have to stop and laugh at this one. I hate EA and DICE with a passion for their ability to screw up any game at any given time with a forced change, and it's humorous how everyone instantly thinks, "damn, update coming out... I'm probably not going to update for a few weeks til I find out if it broke anything."

Because with their history, it's guaranteed they're going to break something. That's why I love PR, because everything done is tested... I'd be surprised if anything that EA and DICE did for 1.31 (1.4) has been / ever will be tested.
Just noticed this part in your post.
How long have you been a member of this community? We've had some pretty buggy releases of PRMM too you know. Take the LittleBird for example. When it was first released it was damn near impossible to get of the ground due to a collision mesh bug. That's just one example.
But ok, you are right, each release candidate IS tested, but bugs still find their way through.

Also, rather than bash EA and DICE you should be grateful that they brought BF1942 and now BF2 to us at all. I don't know about you but Infiltration for Unreal Tournament was beginning to get old! ;)
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Malik
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Post by Malik »

We're not on version 1.0 yet. PRMM is all one big beta test. When we get to 1.0, you can be damn sure that everything will be perfect because nothing new will have been added that we wouldn't have already laid our hands on and sorted out. While we're building up our appetites for new builds, the DEVs are building up their knowledge of modding so by the time we get to 1.0 it will all be perfect.
SFA/**]V[E**/L
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Joined: 2006-02-22 06:07

Post by SFA/**]V[E**/L »

Big Word "HOPEFULLY"
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666{The Reaper}
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Post by 666{The Reaper} »

with the unlock type stuff, i think i've got it correct me if i'm wrong, but if you add another kit into the system but that kit is a weapon from vanilla that you only getonce unlocked then only those who have that weapon unlocked can be that class, for instance if there is a new class like "super sniper" then only people who havethe new gun unlocked will be able to play with that class. is that it ?? or have i got it wrong
DangChang
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Post by DangChang »

EFX? Is that when you're far away you hear a different "distant" sound when you hear gunfire?
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fuzzhead
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Post by fuzzhead »

awesome work so far guys!!! the .4 changelog looks amazing!!

teamwork tank operations! no more prone-diving! wow :)

ive been away quite some time, due to work and other rl issues, but these changes are making me want to come back 150%!
trogdor1289
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Post by trogdor1289 »

Dang they are talking about the EFX sound pack.
http://www.efx-sound.com/site/us/frames0.htm
from there.
Malik
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Post by Malik »

No, the weapon system they're discussing apparently is not going to be using the unlock system. They're not stupid, they're not going to restrict weapons to unlocks.
duckhunt
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Post by duckhunt »

No not players having the unlock them. But using the function so they are all unlocked for everyone already, they you can switch between 2 types of each class even if its your first time.

Otherwise they have to add more single classes or start shifting around and replacing some.
Michael_Denmark
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Download link?

Post by Michael_Denmark »

Where do i download 0.40 version?

Oh...just edited, dident see i was on page 6 ...Thanks for the update guys!!!

Cant wait :-)
bigbossmatt
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Post by bigbossmatt »

'[R-DEV wrote: JS.Fortnight.A']
Kit Limiting Proof of Concept
Right now we have a bunch of stuff that we're wrapping up into the first 0401 test build. Some of this stuff is "roughed in" for proof concept, cuz we're gonna try some interesting stuff around kit limiting. We're gonna take a different approach from before and uh... this one might actually work. If it does work, it will be fairly intuitive and will enable us to change the class system quite substantially. We still haven't released the first test build, so we don't even know if our approach is going to work. But it is a focus for this build.

We are NOT planning to use the EA "unlock" feature in the upcoming BF2 patch for our kit limiting system. Our own system will give us more flexibility (again if it works). We came up with the idea when trying to work around the "no unlocks" scenario and actually think... IF IT WORKS... we have a system that will be fairly intuitive to use and is purely our own to make up the "rules" for kit supply.
Sorry, but what exactly is kit limiting?

Until someone mentioned it today as limiting the number of snipers per army in a round at a time, or the number of support troops etc, I had no idea what it is. Sorry if I can't see what you are saying. To me, the concept is not explained by the title of it itself.

Thanks :)
eggman
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Post by eggman »

Sorry for the lack of clarity there... by kit limiting what we mean is that, for example, only 2 sniper kits are available if there are 16 players on a TEAM, 3 if there are 24 and 4 if there are 32.

That kinda thing.

And the way we are doing it, we've freed up the base 7 classes to make for a more realistic composition of base infantry classes .. and move the limited / specialised stuff out of the base 7 classes.

We are leaving Medic unlimited for gameplay reasons, but will monitor how that unfolds. Realistically Medics should be uh .. a lil different thatn they are in BF2, but the Medic class is very good for game play.

Hope that helps make it more clear.

egg
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SFA/**]V[E**/L
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Post by SFA/**]V[E**/L »

egg, now that u played that, why dont u explain me (PLZ) how u guys are gonna limit the support class?, im really interesting in a change about it, do u guys have a limit set for it? and whats the limit? (THX in advance)
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eggman
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Post by eggman »

we'll let y'all know more about specific limits once we finalise the class structure. it's pretty much baked, but needs play testing.

I'm a lil jaded of reading bajillions of posts about kits and class loadouts .. peeps need to keep in mind:
- we have to make changes to 4 factions
- workload to implement
- class balance
- faction balance
- BF2's inventory slot system
- realism
- fun factor

So I'd rather not discuss the most uber / realsitic USMC loadout (again and for the 9000th time) until we're pretty much done and the testers have helped us tweak it.

Support will be limited kit.

egg
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