Project Reality v0.5 Post Launch Update

Project Reality announcements and development highlights.
eggman
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Project Reality v0.5 Post Launch Update

Post by eggman »

First off, we would like to thank everyone for taking the time to download and play Project Reality v0.5. We have set numerous records with this release and are thrilled to see our community growing!

Since the release last Thursday, we have become aware of some issues we need to address. We will NOT be issuing a client side patch for v0.5. We will only be issuing a server side update to address issues within v0.5. This will not fix all of the issues identified and we may not elect to fix some things folks think are issues.

The team will be begin work on v0.6 ASAP. We have scaled back the planned feature set of v0.6 to ensure that we complete the overhaul of the spawning system in a timely manner. There are some "gaps" in the v0.5 design that are addressed with elements in v0.6. More about v0.6 once we get a full head of steam under that.

Here is a brief summary of issues we are addressing in the v0.5x server update:
  1. Server Crashes
    We have identified and fixed issues that are likely 90% of the cause of server side crashes. It might even be all of the server crash causes, we're not sure.. but there are some obvious ones that we have fixed.
  2. Lag Issues
    The current lag players are expereinceing is due to excessive strain we put on servers. We're optomising aspects of the server side code to eliminate this lag. The lag is not typical view distance or object count map oriented lag. It's lag caused by python code we run on the server to check certain parameters and states and some of this needs optomisation.
  3. Flag Cap Timers
    When we re-designed the v0.4 flag capture logic it was partially to avoid the horrible dynamic of defenders spawning in on the attackers. So we made CPs go grey really quickly in v0.5. With forward spawns removed from CPs, this "spawn in to be camped" dynamic becomes a moot point.
    When you combine the "fast grey" with CP Groups in AAS v2, this can make for a lot of chasing down grey flags. We don't want the game to play like this. We will be altering the flag capture timers to better suit our design goals: taking CPs should be about a jolly good fire fight (and not about sneaking in undetected or about camping flags until you capture it).
  4. CP Groups
    Our use of the new "CP Groups" capability in AAS v2 CP was a bit excessive. This will be scaled back and CP groups will be used more situationally and deliberately.
  5. Officer Kit Timer Restriction
    There will be no timer restriction for the Officer kit. You will be able to obtain one anytime you spawn without any delay as long as you are the Squad Leader of a squad of 4+.
  6. Set Rally Point Delays
    We will be reducing the timer to set rally points from 3 minutes to 1 minute.
  7. Minor Map Tweaks
    We have some limits on what we can do with a server only update, but some minor tweaking will be done to maps to address some game play and balance issues (over and above the CP groups issues).
-The Project Reality Team
Last edited by dbzao on 2007-02-13 02:10, edited 1 time in total.
Clypp
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Post by Clypp »

Yes! My suggestions to remove officer restrictions are being done. This is excellent news!
Crotch-Rot
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Joined: 2006-05-29 03:28

Post by Crotch-Rot »

Sounds like you guys are on top of the situation!
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Wasteland
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Post by Wasteland »

Awe. Some.

Thanks Eggman. You guys are great.
Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
OAKside
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Joined: 2005-09-23 19:56

Post by OAKside »

Damn those are some great fixes. You guys are listening! Thank you.
My issues were lag and rally points (close quarter spacing)/kits.
Rico11b
Posts: 900
Joined: 2006-05-23 20:36

Post by Rico11b »

Thank you guys for listening to the community on these and other issues. Also thank you for your willingness to address these things quickly. It is really appreciated!

I haven't had a lot of time to play since PR 0.5 came out, but the 3 or 4 hours I have played it have been all good. Except for little stuff like you mentioned earlier. Great job fellas!!!

Later
R
OkitaMakoto
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Post by OkitaMakoto »

Will the inability to request kits at flags be fixed... (this might only be a SinglePlayer bug, i dont know)
At the main points, it says you should be able to, but you cannot. And since some small size levels do not have an APC, you are **** outta luck and cannot request anything anywhere!!! Aghh!!! me want M14...
Just asking!
Okita

p.s. the new voices and such is amazing. did you guys change the physics of bodies? they seem to fall heavier than they used to... it looks more realistic... but maybe thats me looking too far into the mod!! ha!

*edit* as of now, i guess im not waiting too bad for it, i just set it to allow me to request from HMMV's in the coding... dont worry, i dont play online...

one little question, what spawns on small maps for the enemies of USMC? i added the code for the hummvees, but what should I add for the other teams? like I said, small maps dont have APCs, so i wanted smaller vehicles equivalent to the HMMV to provide kit requests.
PM me or something, thanks! Vodniks?
Last edited by OkitaMakoto on 2007-02-13 02:56, edited 1 time in total.
OkitaMakoto
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Post by OkitaMakoto »

Fishw0rk wrote:Yeah thats a single player bug with not getting requests at the main base. You can, however, ask for s upply drop while your a squad leader and the supply box allows you to request kits.
K, thanks.
I just editted it to where tanks and apcs can spawn kits out to 1000 meters (virtually anywhere on the map)... since i only play singleplayer... *sigh*
at least itll work till Mac fixes it!!
[PR]AC3421
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Joined: 2006-11-06 01:40

Post by [PR]AC3421 »

Nice to hear. V.5 will be "that" much better. Awsome.

I tottaly agree with the "Chasing nuetral flags" change. It felt really vanilla at times the way it is now on large maps with CP groups.
Napalm Nation
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Post by Napalm Nation »

I've noticed that when I play as Insurgents I am no longer able to use the T-55 Tank or the BRDM which are stationed at the palace on the Al Basrah map, is this a bug or is it intentional? or do I need to select a specific class in order to use them?
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eggman
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Post by eggman »

mechanic to use the T62 or BRDM.
[COLOR=#007700][COLOR=DarkGreen]C[COLOR=Olive]heers!
egg[/COLOR][/COLOR][/COLOR]

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Napalm Nation
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Post by Napalm Nation »

'[R-DEV wrote:eggman']mechanic to use the T62 or BRDM.
Thanks for such a prompt reply, that was driving me mad earlier, lol! I'm loving v0.5 by the way, it's a massive improvement. Best of luck to you and keep up the great work.

Cheers :-D
CPU: Q6600 SLACR 95W Edition 8MB L2 Cache @ 3.6GHz
MB: Asus P5K Premium (Black Pearl Special Edition)
RAM: 4GB Corsair DDR2 XMS2-6400C4
GPU: BFG 8800 GTX OC2 768MB @ 626/1450/2000
AUDIO: X-FI Fatal1ty FPS 64MB
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Cheeseman
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Post by Cheeseman »

WOW, you Devs really care about your community :) . You guys come up with better and faster updates than the origional Battlefield 2 every did.
Rhino
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Post by Rhino »

Cheeseman wrote:WOW, you Devs really care about your community :) . You guys come up with better and faster updates than the origional Battlefield 2 every did.
we only do this for ourselfs and the community, Game Companies do it for money :p
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eggman
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Post by eggman »

I do it to hang out with Rhino.
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Rhino
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Post by Rhino »

'[R-DEV wrote:eggman']I do it to hang out with Rhino.
LOL! :p
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Gaz
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Post by Gaz »

and Rhino does it to hang out with children....

















































j/k, j/k, j/k!
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"By profession I am a soldier, and take pride in that fact. But I am prouder, infinitely prouder, to be a father". - Gen Douglas MacAurthur.
-Proud wearer of motorcycle helmets since 1998.
drygar
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Post by drygar »

Thanxs Eggman and DEV team!! ... Great job and support, that serverside fix will resolve much 8)
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