Project Reality Roadmap Update - August 13th
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eggman
- Retired PR Developer
- Posts: 11721
- Joined: 2005-12-27 04:52
Project Reality Roadmap Update - August 13th
Hey Folks,
This Roadmap Update will cover the BF2 1.4 patch, the status on PRMM v0.32 and a quick note on PRMM v0.4.
Battlefield 2 v1.4 Patch
As many of you know the Battlefield 2 v1.4 patch release is coming this Tuesday. With this release EA elected to perform an open beta. As a result mod teams are in much better shape with our readiness for a BF2 patch. Additionally EA has listened to the rantings of mod teams and done a great job to make this BF2 patch a much more mod friendly release. Huge thanks goes out to Colin Clarke (aka [DICE]CKMC) for his efforts to get the voice of mod teams heard within the Electronic Arts offices.
As of right now with BF2 v1.4 Beta 2 we are not aware of any incompatabilities with PRMM v0.31. However, there may be changes betwen the Beta 2 patch and the final patch, so we'll still need to perform some testing to make sure we are compatible with the released patch.
The most attractive things about this new patch are:
- mixed game modes are now possible again - xtract is back!
- a new map "Road to Jalalabad" which looks like a very nice map
We are going to ask a couple of server administrators to upgrade to BF2 v1.4 when it releases. Players are encouraged to upgrade to BF2 1.4 and try out these servers. However there is the chance that there may be a severe incompatability. If you absolutely can't live without your PRMM fix, we'd recommend holding off for a few days until we find out if there are any issues.
We'd also ask PRMM players to use the thread linked below to report any bugs they find:
https://www.realitymod.com/forum/t8901-prmm-v031-amp-bf2-14-bug-reports.html
If all goes well, we should see PRMM v0.31 and BF2 v1.4 be completely compatible and all players should be playing PRMM on the latest version of BF2 by the end of the week. We'll post an update towards the end of the week to let y'all know the status on compatability.
PRMM v0.32 Patch
We're working on an update to PRMM to incude a couple of bug fixes, add some new maps and add support for the BF2 v1.4 patch. There are no new features in this update as we're keeping the bulk of the team focussed on v0.4.
We also need to address any BF2 v1.4 issues and can't start that process until the BF2 patch actually releases and we get a chance to do some testing.
Here is the list of changes in the PRMM v0.32 patch:
- worked around an EA server crash bug that was causing most of the PRMM server crashes
- fixed the supply drop height; supplies should now take about 90 seconds to descend and should land much closer to where you requested them
- fixed the issue where single player was not working properly (flags could not be captured)
- added back in a default map list with mixed game modes
Here is the list of maps in the PRMM v0.32 patch:
- Road to Jalalabad AAS 16, 32, 64
- Mao Valley AAS 16, 32, 64
- EJOD Desert AAS 16, 32, 64
- Goods Station AAS 16
- Songhua Stalemate AAS 16, 32, 64
The v0.32 update will be available in the form of a patch that will require PRMM v0.31 installed. It should weigh in at about 200mb. We expect to have this released publicly within the next 2 weeks.
PRMM v0.40 Status
We released an awfully buggy PRMM v0.401 to test a little while back. Buggy as it was, that release served it's purpose which was to find and identify a bunch of bugs. We've made tremendous progress on bug fixing and are continuing to add in the v0.4 feature set.
We expect to release a v0.402 to test towards the end of this month, shortly after the v0.32 update goes public. Some highlights of stuff that is in v0.402 and working very nicely:
- new Brit soldiers, woodland and desert
- a bunch more British small arms
- Saxon (the Brit equivalent of the Hummer, Nanjing and Vodnik)
- polishing and bugfixing to the kit limiting system
- complete overhaul of the Infantry classes
----- as it stands right now PRMM v0.402 has 13 kit loadouts for each Army
- major progress on SCENARIO and XTRACT game modes
- a bunch of new statics
- major progress on new maps
- work on overhauling sounds has begun
- more progress on the Light AT weapons for all Armies
- a bunch of minor stuff that continues to move the mod towards a more realistic, teamwork oriented but still fun game play dynamic
Closing Words
As always thanks for your continued support and enthusiasm for Project Reality. We hope to get through the BF2 v1.4 and PRMM v0.32 releases as quickly as possible so we can get back to focus on PRMM v0.4, which is shaping up to be a really great release.
This Roadmap Update will cover the BF2 1.4 patch, the status on PRMM v0.32 and a quick note on PRMM v0.4.
Battlefield 2 v1.4 Patch
As many of you know the Battlefield 2 v1.4 patch release is coming this Tuesday. With this release EA elected to perform an open beta. As a result mod teams are in much better shape with our readiness for a BF2 patch. Additionally EA has listened to the rantings of mod teams and done a great job to make this BF2 patch a much more mod friendly release. Huge thanks goes out to Colin Clarke (aka [DICE]CKMC) for his efforts to get the voice of mod teams heard within the Electronic Arts offices.
As of right now with BF2 v1.4 Beta 2 we are not aware of any incompatabilities with PRMM v0.31. However, there may be changes betwen the Beta 2 patch and the final patch, so we'll still need to perform some testing to make sure we are compatible with the released patch.
The most attractive things about this new patch are:
- mixed game modes are now possible again - xtract is back!
- a new map "Road to Jalalabad" which looks like a very nice map
We are going to ask a couple of server administrators to upgrade to BF2 v1.4 when it releases. Players are encouraged to upgrade to BF2 1.4 and try out these servers. However there is the chance that there may be a severe incompatability. If you absolutely can't live without your PRMM fix, we'd recommend holding off for a few days until we find out if there are any issues.
We'd also ask PRMM players to use the thread linked below to report any bugs they find:
https://www.realitymod.com/forum/t8901-prmm-v031-amp-bf2-14-bug-reports.html
If all goes well, we should see PRMM v0.31 and BF2 v1.4 be completely compatible and all players should be playing PRMM on the latest version of BF2 by the end of the week. We'll post an update towards the end of the week to let y'all know the status on compatability.
PRMM v0.32 Patch
We're working on an update to PRMM to incude a couple of bug fixes, add some new maps and add support for the BF2 v1.4 patch. There are no new features in this update as we're keeping the bulk of the team focussed on v0.4.
We also need to address any BF2 v1.4 issues and can't start that process until the BF2 patch actually releases and we get a chance to do some testing.
Here is the list of changes in the PRMM v0.32 patch:
- worked around an EA server crash bug that was causing most of the PRMM server crashes
- fixed the supply drop height; supplies should now take about 90 seconds to descend and should land much closer to where you requested them
- fixed the issue where single player was not working properly (flags could not be captured)
- added back in a default map list with mixed game modes
Here is the list of maps in the PRMM v0.32 patch:
- Road to Jalalabad AAS 16, 32, 64
- Mao Valley AAS 16, 32, 64
- EJOD Desert AAS 16, 32, 64
- Goods Station AAS 16
- Songhua Stalemate AAS 16, 32, 64
The v0.32 update will be available in the form of a patch that will require PRMM v0.31 installed. It should weigh in at about 200mb. We expect to have this released publicly within the next 2 weeks.
PRMM v0.40 Status
We released an awfully buggy PRMM v0.401 to test a little while back. Buggy as it was, that release served it's purpose which was to find and identify a bunch of bugs. We've made tremendous progress on bug fixing and are continuing to add in the v0.4 feature set.
We expect to release a v0.402 to test towards the end of this month, shortly after the v0.32 update goes public. Some highlights of stuff that is in v0.402 and working very nicely:
- new Brit soldiers, woodland and desert
- a bunch more British small arms
- Saxon (the Brit equivalent of the Hummer, Nanjing and Vodnik)
- polishing and bugfixing to the kit limiting system
- complete overhaul of the Infantry classes
----- as it stands right now PRMM v0.402 has 13 kit loadouts for each Army
- major progress on SCENARIO and XTRACT game modes
- a bunch of new statics
- major progress on new maps
- work on overhauling sounds has begun
- more progress on the Light AT weapons for all Armies
- a bunch of minor stuff that continues to move the mod towards a more realistic, teamwork oriented but still fun game play dynamic
Closing Words
As always thanks for your continued support and enthusiasm for Project Reality. We hope to get through the BF2 v1.4 and PRMM v0.32 releases as quickly as possible so we can get back to focus on PRMM v0.4, which is shaping up to be a really great release.
Last edited by eggman on 2006-08-13 17:27, edited 1 time in total.
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Hitperson
- Retired PR Developer
- Posts: 6733
- Joined: 2005-11-08 08:09
DAMN IT!!
i wanted first
sounds awsome egg.
don't let the bozze slow you down
i wanted first
sounds awsome egg.
don't let the bozze slow you down
Harrod200:"Fire.exe has committed an illegal operation and has been shut down"
Raniak : "Warning: May crash if fired upon."
M4sherman: "like peter pan but with tanks"
[R-MOD]Eddiereyes909 (on sim tower) "It truly was the game of my childhood and has led to me getting my degree in industrial engineering."
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Dandy
- Posts: 256
- Joined: 2005-08-13 17:40
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
just to let you guys all know, i did review that x-07 map pack and we picked what we felt was the moust suitable map for PRMM v0.32, which we think is "Goods Station". We still had to do a few tweaks to make it optomised for PRMM 
Last edited by eggman on 2006-08-13 17:45, edited 1 time in total.
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eggman
- Retired PR Developer
- Posts: 11721
- Joined: 2005-12-27 04:52
wrt more information about the kits and classes, I expect that with v0.402 we'll get some feedback from testers and incorporate that into v0.403.
Once we release v0.403 the kit loadouts will be pretty much final, as will the mechanism for accessing them. At that point we'll communicate the specifics about the kits and kit system, including screenshots.
So it'll be a bit yet before we are in a position to release that information.
Once we release v0.403 the kit loadouts will be pretty much final, as will the mechanism for accessing them. At that point we'll communicate the specifics about the kits and kit system, including screenshots.
So it'll be a bit yet before we are in a position to release that information.
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1SFG-BigJoe62
- Posts: 189
- Joined: 2006-05-21 20:49
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pvt.Taylor
- Posts: 109
- Joined: 2006-07-13 05:18
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luizinhuu
- Posts: 1294
- Joined: 2006-04-27 00:03
13 kits wow, that'll be awesome!
Goods Station? nice! let's see if it will do great on pr!
for those who not know the map:
http://www.x-07.de/goods_station.htm
Goods Station? nice! let's see if it will do great on pr!
for those who not know the map:
http://www.x-07.de/goods_station.htm
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Downtown_two
- Posts: 1276
- Joined: 2006-06-19 11:59
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=|Azeitona|=
- Posts: 320
- Joined: 2006-07-25 17:40
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JohnnyPissoff
- Posts: 1358
- Joined: 2006-07-26 14:06
Please....oh please let it be a mortar team. Man i'd love to see that unrealistic artillery go to the devil. Although at least PRMM has made it work on a grunts level, and taken it away from the commander "godkid". Whatever classes and restrictions you guys work out will be most appriciated by us humble dogfaces.
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1SFG-BigJoe62
- Posts: 189
- Joined: 2006-05-21 20:49
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
- Road to Jalalabad AAS 16, 32, 64 - This is a EA map, i aint seen it yet. You can look at it if you download the 1.4 beta, or wait afew days to download the full 1.4 when its released on tuesday.=|Azeitona|= wrote:Great !!
where can I see more about the new maps ?
- Mao Valley AAS 16, 32, 64 - http://bfeditor.org/forums/index.php?sh ... Mao+Valley not many screens thou.
- EJOD Desert AAS 16, 32, 64 - http://realitymod.com/forum/showthread. ... light=EJOD Thou many pics done work.
- Goods Station AAS 16 - can see it in a prevoice post...
- Songhua Stalemate AAS 16, 32, 64 - This is a stock map, but the gameplay with it should be much better than it is in vBF2 on this map










