PRMM .25 Release

Project Reality announcements and development highlights.
Money Fist
Posts: 6
Joined: 2005-12-20 22:27

Post by Money Fist »

thanks alot for this
it's still great as ever
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Iceman-SAS-
Posts: 1
Joined: 2006-03-01 11:42

Post by Iceman-SAS- »

nice work.thank you for making bf2 enjoyable
[301] HysterX
Posts: 18
Joined: 2006-03-01 13:27

Post by [301] HysterX »

Hello guys :-D

You can see, I am a member of the 301 team.

I wanted to post on this forum to tell you what I think of this mod, and to answer you a question :mrgreen:

I think you know it, but this mod is THE BEST GAME on the modern war I've ever seen !!
There is Red Orchestra for the WWII, and there is Project reality fot the modern war :firing:

This mod is really really nice, and im not alone in the 301 team to think about it :-D
I think you understand, we love the Mod, and we are waiting for the 0.3 :)

Ok, now, I want to ask you a question :
We have a Battlefield2 server (serverox), and you know, after testing this mod, we want to put PRMM 0.25 on the server, it's normal ^^

But we don't find the server file (windows server) to send to roxor. Please, could you give me a link of the file, because I cant waiting after our PR server :(

Sorry for my poor english, I will try to use google next time :p

Cordialment, [301] HysterX :)

cu on the battlefield
Last edited by [301] HysterX on 2006-03-01 19:58, edited 1 time in total.
Peter-SAS
Posts: 370
Joined: 2006-02-06 17:04

Post by Peter-SAS »

the server files are contained in the public client release. Not sure on the exacts on how to set it up. Multiplay did it for us, but won't let us have AAS on :(
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Ingame: Peter-SAS
Class: Whatever the SL wants ;)
[301] HysterX
Posts: 18
Joined: 2006-03-01 13:27

Post by [301] HysterX »

Ok, thank you for your answer, it's like for the other mod : the server files are in the client version, I don't know why serverox don't know that !!

The new 301 french server is incoming :)

See you on the battlefield
Last edited by [301] HysterX on 2006-03-01 19:57, edited 1 time in total.
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[301] HysterX
Posts: 18
Joined: 2006-03-01 13:27

Post by [301] HysterX »

Peter-SAS wrote:the server files are contained in the public client release. Not sure on the exacts on how to set it up. Multiplay did it for us, but won't let us have AAS on :(

We have our server, but I told to serverox to put the AAS but they didn't do it :(

But we found the solution on this forum, because of your topic !!! :15_cheers

I hope it work for you !!

CU
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Peter-SAS
Posts: 370
Joined: 2006-02-06 17:04

Post by Peter-SAS »

We're ditching Multiplay as of now, and will have our server in 2 weeks time, with AAS and full control :)
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Ingame: Peter-SAS
Class: Whatever the SL wants ;)
WallEYE-(PR)
Posts: 275
Joined: 2006-02-12 19:24

Post by WallEYE-(PR) »

:confused: Why did the commander get put back in, it was alot better without him..
IRONxMortlock
Retired PR Developer
Posts: 625
Joined: 2005-10-30 06:39

Post by IRONxMortlock »

We never took him out. He was there without UAV or scan mode. To leave it as is or completely remove the commander is a server side option.
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WallEYE-(PR)
Posts: 275
Joined: 2006-02-12 19:24

Post by WallEYE-(PR) »

You could never apply for the commander postion. thats was is all PRMM servers before the .25 patch. anyways. Haveing fun playing the mod and whoppin some A$&
Peter-SAS
Posts: 370
Joined: 2006-02-06 17:04

Post by Peter-SAS »

'[R-DEV wrote:IRONxMortlock']We never took him out. He was there without UAV or scan mode. To leave it as is or completely remove the commander is a server side option.
how can we take it out on server side?
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Ingame: Peter-SAS
Class: Whatever the SL wants ;)
eggman
Retired PR Developer
Posts: 11721
Joined: 2005-12-27 04:52

Post by eggman »

Commander should be disabled by server side setting in the AAS script (disabled by default).

Note that in a future rev we'll bring him back by default, just need to disable Artillery first. Commander will only have command & control, supply drops and the zoom thingy (unless we can figure out an elegant way of disabling zoom). That will be in 0.3.

egg
[COLOR=#007700][COLOR=DarkGreen]C[COLOR=Olive]heers!
egg[/COLOR][/COLOR][/COLOR]

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WallEYE-(PR)
Posts: 275
Joined: 2006-02-12 19:24

Post by WallEYE-(PR) »

I like not having a commander. Its makes the team work as a team and not relieing on a commander to do the job..
rofflesnlols
Posts: 171
Joined: 2006-02-12 21:06

Post by rofflesnlols »

does PRMM .25 need the bf2 1.2 patch to play on servers?
If not i think iv'e buggered it all up...
IRONxMortlock
Retired PR Developer
Posts: 625
Joined: 2005-10-30 06:39

Post by IRONxMortlock »

yes, PRMM 0.25 requires EA's 1.2 patch to work properly.
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[301] HysterX
Posts: 18
Joined: 2006-03-01 13:27

Post by [301] HysterX »

I hope there won't be any problems with the patch 1.21 !!

I will wait to install the patch...
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WallEYE-(PR)
Posts: 275
Joined: 2006-02-12 19:24

Post by WallEYE-(PR) »

'[301 wrote: HysterX']I hope there won't be any problems with the patch 1.21 !!

I will wait to install the patch...

There wont be no problems if you install patches the way they come out..
WallEYE-(PR)
Posts: 275
Joined: 2006-02-12 19:24

Post by WallEYE-(PR) »

Why is there a lot of flopping going on still.. EX. Im running up to a guy, hes running at me he drops I'm DEAD. Whats up with that. Its like they drop you die INSTANT. How accurate do you really thing that is??
Well keep up the good work..
Peter-SAS
Posts: 370
Joined: 2006-02-06 17:04

Post by Peter-SAS »

this has always been the case in vanilla. I feel it is just amplified by the more realistic damage models in PR
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Ingame: Peter-SAS
Class: Whatever the SL wants ;)
DocGJ
Posts: 191
Joined: 2005-10-11 14:51

Post by DocGJ »

Ive heard its some new maps. Are they in the patch or is it map packs we have to download ?
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