Project Reality v0.957b Hotfix released to server admins

Project Reality announcements and development highlights.
takeittwice
Posts: 6
Joined: 2009-04-12 00:44

Re: Project Reality v0.957b Hotfix released to server admins

Post by takeittwice »

MaxBoZ wrote:I am happy with a bit longer rounds the tickets will bring but I hope not too long :D
Same for me. Thanks, DEVS :D
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: Project Reality v0.957b Hotfix released to server admins

Post by Spec »

An instant fix, as expected. There was no need to panic, everyone.

I thank you alot for this instant response to the problems we had, Devs!
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Thanks to [R-MOD]IINoddyII for the signature!
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WhatMan
Posts: 128
Joined: 2010-01-30 22:13

Re: Project Reality v0.957b Hotfix released to server admins

Post by WhatMan »

EXCELLENT WORK DEVS :D
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Project Reality v0.957b Hotfix released to server admins

Post by Arnoldio »

sweedensniiperr wrote:Nice about the ctd fix, but wasn't the whole point of ticket loss when wounded to have people be more careful?
Its really a win-win situation.

THey will lenghten the rounds to previous state, BUT, if both teams rush endlesly, it should end normally in 2 hours or less with teams being really close in tix, on the other side, with one team being dominant and not dying, they will gain substantial advantage over other team. Round should still end in 2 hour timeframe.

4h rounds would only appear if both team played extra, but i mean extra carefully as in very low casualities on both sides and supressing fire only, wich is sadly not possible in pr because everybody has balls the size of Gary.
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Furst
Posts: 196
Joined: 2009-11-04 02:43

Re: Project Reality v0.957b Hotfix released to server admins

Post by Furst »

good to see a hotfix! im very glad about that. i did not have the chance to test it yet, but i hope it will deal with and improve the most important issues (Ticket amount and CTDs).

offtopic:
cyberzomby wrote:With servers neglecting to switch map rotations per evening you play the same set of maps for the entire week until they switch it around because the rounds all last so long.

I also think its very shortsighted to call pr a good tactical shooter just because the rounds last 3 hours. If thats a comparison I'd just increase the score limit on my COD game so it will last 3 hours and BOOM! Tactical shooter! You can hace awesome tactical games that last only 1 hour.
- map wishes are welcome on many servers, unless there are ignorant administrators not listening or asking the people.

- its not only about rounds being long, its about rounds being long enough. having the possiblity to use and explore the maps potential and opportunities to create great rounds with a hell of tactics, strategies and teamwork. short rounds mean for many many people that this is restricted and they cant expect to play the game as intended since years. 4 hours is only the maximum, the usual round lasts between 1 and 2 hours, we all know that.

why having 4x4km maps without ever using the whole scope? why being able to build 6 FOBs to strenghten the teams ability for coordination, moving and reinforcements? why having Artillery or JDAMs when you almost never get into a situation, that you can use it, because it may be available? only examples, there are a lot more ones. but i guess this aint the time and place for stuff like such as, also since everyone has its own expectations.
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kalboune1
Posts: 53
Joined: 2010-07-28 12:20

Re: Project Reality v0.957b Hotfix released to server admins

Post by kalboune1 »

good to hear
thank you very much you guys are the best
and take as much time you can
thanks again :D
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Project Reality v0.957b Hotfix released to server admins

Post by cyberzomby »

Furst, you know as well as I do that those things rarely happen. Plus, thanks to flag placement and no go zones you rarely need the entire map. Theres hotzones where you always end up fighting :) I can see what your saying and I somewhat agree with it. But those examples are stuff that happens in TG and tournament or organised games.
Furst
Posts: 196
Joined: 2009-11-04 02:43

Re: Project Reality v0.957b Hotfix released to server admins

Post by Furst »

cyberzomby wrote:But those examples are stuff that happens in TG and tournament or organised games.
dont get me wrong please, im not writing to annoy you or sth. :)

those things dont happen rarely for me. it happens like almost every round on the servers that i play on. in addition people often have to realize that they can use it, they seem to forget it pretty frequently!

join some fights on Coffeeshop or GIS+ Combat Zone (after the celebration time of 0.957, because actually id say its hard to find sorted rounds, since most people will check new things and test new features for at least one more week increasingly). ill prove you that its possible on those too :D !

edit: id say we stop this little discussion within this thread, since its not intended for stuff like we talk about right now :) (fear the red letters!)
Last edited by Furst on 2010-10-19 14:31, edited 1 time in total.
Reason: addition
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cyberzomby
Posts: 5336
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Re: Project Reality v0.957b Hotfix released to server admins

Post by cyberzomby »

Sorry if I came over harsh :) That was not my intention. I was just having fun in the discussion. Your right we should stop. And I should check out those servers ^-^
HairyFence
Posts: 8
Joined: 2010-09-30 19:07

Re: Project Reality v0.957b Hotfix released to server admins

Post by HairyFence »

Any news of a fix for the server side lag/rubberbaning and player "connection lost" warnings that come up every few seconds that has become prevalent in this release that was not around in last release?
ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: Project Reality v0.957b Hotfix released to server admins

Post by ma21212 »

kinda ot but i thought the new mi-8 was gonna be added ?
https://www.realitymod.com/forum/f196-p ... opter.html
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nicoX
Posts: 1181
Joined: 2007-07-24 10:03

Re: Project Reality v0.957b Hotfix released to server admins

Post by nicoX »

Round take too long now.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Project Reality v0.957b Hotfix released to server admins

Post by Rhino »

ma21212 wrote:kinda ot but i thought the new mi-8 was gonna be added ?
https://www.realitymod.com/forum/f196-p ... opter.html
did it say anywhere it would be in 0.95? You really shouldn't presume stuff just based on a few renders being posted.
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ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: Project Reality v0.957b Hotfix released to server admins

Post by ma21212 »

[R-DEV]Rhino wrote:did it say anywhere it would be in 0.95? You really shouldn't presume stuff just based on a few renders being posted.
well....kinda assumed it would be, but are we gonna see it eventually?
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Rhino
Retired PR Developer
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Re: Project Reality v0.957b Hotfix released to server admins

Post by Rhino »

As Stigger said in that topic you linked to:
Hey everybody, Latest work in progress on a new mil mi-8 'hip' transport helicopter for PR1 and future versions of the mod.
ie, PR:BF2, but he said nothing about when as it dose take time to get a asset ingame epically when having to optimize it for BF2 as it was made in high poly so its future proof.
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Nebsif
Posts: 1512
Joined: 2009-08-22 07:57

Re: Project Reality v0.957b Hotfix released to server admins

Post by Nebsif »

That was fast :D Now that MTLB AA is easier to use i'll test it again to be sure if missiles are ok or not.
BTW.. could u guys change driver's camera from commander to driver on panther APC? The turret is so huge that u can barely see the hull and where the APC is facing, its the most unpleasant vehicle to drive in PR (imo ofc).
Nemper
Posts: 107
Joined: 2008-09-06 13:21

Re: Project Reality v0.957b Hotfix released to server admins

Post by Nemper »

Double tickets is a great thing, love long rounds :)


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ZephyrDark
Posts: 319
Joined: 2010-01-23 20:22

Re: Project Reality v0.957b Hotfix released to server admins

Post by ZephyrDark »

Nebsif wrote:That was fast :D Now that MTLB AA is easier to use i'll test it again to be sure if missiles are ok or not.
BTW.. could u guys change driver's camera from commander to driver on panther APC? The turret is so huge that u can barely see the hull and where the APC is facing, its the most unpleasant vehicle to drive in PR (imo ofc).
I'd have to agree with you when driving the Puma. I personally feel that all APCs should get driver views like tanks as well as commander views. But thats for when the suggestions forum is open again ;)
|TG-31st|Blackpython


AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: Project Reality v0.957b Hotfix released to server admins

Post by AquaticPenguin »

Nebsif wrote:BTW.. could u guys change driver's camera from commander to driver on panther APC? The turret is so huge that u can barely see the hull and where the APC is facing, its the most unpleasant vehicle to drive in PR (imo ofc).
It does make it difficult to see landmines when you go over a ridgeline, and it's quite hard to get over narrow bridges on Lashkar too. Other than that it is one sexy beast.

Nemper wrote:Double tickets is a great thing, love long rounds :)
I've just had a couple of fantastic rounds, they didn't drag on too long and there's was a nice level of teamwork for public games. I'd say the round length is about right :)
Veterans-Gaming
Posts: 382
Joined: 2010-04-06 20:25

Re: Project Reality v0.957b Hotfix released to server admins

Post by Veterans-Gaming »

What about COOP? Anything on the Horizon to address our issues?
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