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: Community made PR WW2

Post by AfterDune »

Eastern front, as Battlegroup Frontlines is set there, and this add-on is allowed a lot of assets (list follows later).
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Spush
Retired PR Developer
Posts: 4359
Joined: 2007-02-19 02:08

Re: Community made PR WW2

Post by Spush »

[R-DEV]AfterDune wrote:Eastern front, as Battlegroup Frontlines is set there, and this add-on is allowed a lot of assets (list follows later).
Would any statics be in there. Because statics is needed. Would take awhile to model all of that stuff.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Community made PR WW2

Post by AfterDune »

I was told the mod's allowed to use approx. 80% of the statics.

(yes, this will also be on that list)
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AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: Community made PR WW2

Post by AquaticPenguin »

Hmm, I think a WW2 setting would suit the scale of PR very well. I might be able to help out in the future, though I'm currently quite busy with school and personal projects. That's probably not very useful to you though :P
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: Community made PR WW2

Post by Zeno »

who is the "modleader"?
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Community made PR WW2

Post by AfterDune »

That has to be decided by... you all :) .
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KAMPFLIEG
Posts: 2
Joined: 2011-02-08 16:09

Re: Community made PR WW2

Post by KAMPFLIEG »

Yes, I would like that.
Last edited by KAMPFLIEG on 2011-02-08 17:30, edited 1 time in total.
Pez
Posts: 1
Joined: 2011-02-08 17:56

Re: Community made PR WW2

Post by Pez »

this would be perfect!!

:D

pr + ww2 = onwed all mods
Sniperdog
Retired PR Developer
Posts: 1177
Joined: 2009-02-27 00:06

Re: Community made PR WW2

Post by Sniperdog »

I would love to see this happen :)

Finding / making all the assets for it is going to be a challenge though.
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Will Stahl aka "Merlin" in the Squad community
DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: Community made PR WW2

Post by DeltaFart »

Yeah FH2 will definitly not go with this XD
And honestly I wasn't impressed with most of the player stuff in BGF, the textures on some weapons seemed....subpar, kind of like some stuff from EoD :\
this said by the guy fortunate enough to beta test both
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: Community made PR WW2

Post by Tim270 »

I would step up and volunteer, but I already have so much on my plate :(

Good luck if someone does start this though.
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Hfett
Posts: 1672
Joined: 2006-06-10 20:50

Re: Community made PR WW2

Post by Hfett »

Did PR and FH 2 ever shared assets/coding?

Just out of my curiosity
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Goblin
Posts: 52
Joined: 2007-07-24 07:26

Re: Community made PR WW2

Post by Goblin »

I seriusly fail to see the motivation behind this, especialy when PR have atleast 3-4 other projeckt i would rather see them work harder on getting done before starting on somthing neew to be honest. Because it seems they have the manpower to doo it instead of wasting time and effort on this.

And yes i agree with some of the others BGF models maps etc were really really bad compared to alot of other mods. That whas one of the mods i have ever seen loose all there players within a week. No one played it after a week at all.
AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: Community made PR WW2

Post by AquaticPenguin »

162eRI wrote:Yes they did, with the Lee Enfield and some coding I think?!

Anyway, if you want to make a PR:WW2, you really need to change a bit of PR gameplay. You can't have the modern warfare gameplay of PR, as it is, for a WW2 game! (for exemple the flags could come back, etc)

And you first priority are maps!
But the great thing about PR is the gameplay, it's one of it's defining features. I'm not saying parts couldn't be changed but the slower pace of combat and less arcadey gameplay is something that should remain and set it apart from other mods.
Goblin wrote:I seriusly fail to see the motivation behind this, especialy when PR have atleast 3-4 other projeckt i would rather see them work harder on getting done before starting on somthing neew to be honest. Because it seems they have the manpower to doo it instead of wasting time and effort on this.

And yes i agree with some of the others BGF models maps etc were really really bad compared to alot of other mods. That whas one of the mods i have ever seen loose all there players within a week. No one played it after a week at all.
From what I understand, there's not a set amount of Developers distributed between projects. New people were enlisted for the Arma mod and Vietnam mod, so each project is quite independent.

In my opinion there's not much driving force to get this done, so I find it unlikely that a lead will step forwards.
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: Community made PR WW2

Post by BroCop »

Well if you ask me...I believe the list of useable content should be posted (assets and weapons is mostly what I am aiming here) so that it may spark interest for taking the lead. For some people its easier if they know with what they are going to work with
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AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Community made PR WW2

Post by AfterDune »

162eRI wrote:Anyway, if you want to make a PR:WW2, you really need to change a bit of PR gameplay. You can't have the modern warfare gameplay of PR, as it is, for a WW2 game! (for exemple the flags could come back, etc)
Flags could come back? More like vBF2? No way! :| Many PR gameplay aspects can stay the same. And if you don't want to be able to build certain deployables, simply don't define them in the Python settings.
162eRI wrote:And you first priority are maps!
I totally agree.
Goblin wrote:I seriusly fail to see the motivation behind this, especialy when PR have atleast 3-4 other projeckt i would rather see them work harder on getting done before starting on somthing neew to be honest. Because it seems they have the manpower to doo it instead of wasting time and effort on this.
Oh maaaaaan. You haven't read this thread at all. The thread title even says what this is about. A community made WW2 addon.
CroCop wrote:Well if you ask me...I believe the list of useable content should be posted (assets and weapons is mostly what I am aiming here) so that it may spark interest for taking the lead. For some people its easier if they know with what they are going to work with
As I said earlier, as soon as I have it, I'll post it up.
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gr770
Posts: 74
Joined: 2010-07-17 17:08

Re: Community made PR WW2

Post by gr770 »

Zeno wrote:what theathre?
Eastern for now
goblin wrote:I seriusly fail to see the motivation behind this, especialy when PR have atleast 3-4 other projeckt i would rather see them work harder on getting done before starting on somthing neew to be honest. Because it seems they have the manpower to doo it instead of wasting time and effort on this.
See thread title
AquaticPenguin wrote: In my opinion there's not much driving force to get this done, so I find it unlikely that a lead will step forwards.


Since me and my friend came up with this idea. I probably will be the lead coder. there does need to be others though.
162eRI wrote:No, sorry, I meant PR modern warfare gameplay can't be apply to a WW2 gameplay without some modifications: you can't expect to have the same modern features for a 66 years old war! Of course the main features of PR gameplay will stay, otherwise, it's not a PR: WW2 game!
WW2 AAS idea is that you'll be able to spawn in flag areas again to give PRww2 that "total war feel. You wouldn't be able to spawn if enemies were anywhere close to the flag though
The glass is neither half empty nor half full, it's just twice the size it needed to be.
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