Project Reality: ARMA 2

Project Reality announcements and development highlights.
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thebeanie
Posts: 119
Joined: 2009-01-18 05:39

Re: Project Reality ArmA2

Post by thebeanie »

Will you be adding the up-armoured hummers and Mrap add-ons?
cm.
Posts: 125
Joined: 2010-03-12 16:20

Re: Project Reality ArmA2

Post by cm. »

I think they need a bit of work before they should be added. Maybe some better textures and higher poly vehicles. That's just what I can remember about them anyway.
browna3
Posts: 68
Joined: 2008-03-29 15:35

Re: Project Reality ArmA2

Post by browna3 »

please, please, please make this ACE compatible! Then it would be PERFECT!
Divaka[BG]
Posts: 22
Joined: 2009-04-23 09:47

Re: Project Reality ArmA2

Post by Divaka[BG] »

The Iron Dreamer wrote:same here :shock: :shock: :shock:
absolutely
+1
Howitzer
Posts: 648
Joined: 2008-01-20 17:49

Re: Project Reality ArmA2

Post by Howitzer »

browna3 wrote:please, please, please make this ACE compatible! Then it would be PERFECT!
Why, if they can make it better ?

In PR we trust !
browna3
Posts: 68
Joined: 2008-03-29 15:35

Re: Project Reality ArmA2

Post by browna3 »

Howitzer wrote:Why, if they can make it better ?

In PR we trust !
because ACE adds elements that are awesome. i have no doubt that the quality of the pr mod will be excelent. but trust me when i say PR and ACE would be a good combination! (for those that want to do it like that)

also, imo, the only people that can improve on ACE would be the ACE dev's themselves
Wiggles14
Posts: 44
Joined: 2009-06-01 17:42

Re: Project Reality ArmA2

Post by Wiggles14 »

~ I do apologise if this has already been asked ~
we can has fastropes? =D =D
Anyways, looks like a fantastic way to go, as... well...
NO MORE DEVIATION!! (besides the rifle movement in ArmA, right?)
'I love lamp.'

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gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Project Reality ArmA2

Post by gazzthompson »

Wiggles14 wrote: NO MORE DEVIATION!! (besides the rifle movement in ArmA, right?)
Deviation is due to lack of rifle sway in PR:BF2 , so PR:ArmA shouldn't have both.
Wiggles14
Posts: 44
Joined: 2009-06-01 17:42

Re: Project Reality ArmA2

Post by Wiggles14 »

gazzthompson wrote:Deviation is due to lack of rifle sway in PR:BF2 , so PR:ArmA shouldn't have both.
mmm, I meant we no longer have to put up with the deviation in BF2 seeing as ArmA can do it properly, hopefully =D
'I love lamp.'

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Chase Armitage
Posts: 131
Joined: 2006-04-05 10:07

Re: Project Reality ArmA2

Post by Chase Armitage »

First off this is probably the best news I have heard in quite a while!
Secondly just to get this right. ARMA II mainly builds on co-op missions and is restricted in the amount of total players allowed ( correct me If I am wrong but I believe this to be 32 ). What I want to know if this mod is going to feature human vs human warfare and how many players will there be in total allowed on the server?
I am asking this because what holds PR back a great deal is the limited amount of 64 players and know think of only 32 allowed.
Please anyone clarify.
Wiggles14
Posts: 44
Joined: 2009-06-01 17:42

Re: Project Reality ArmA2

Post by Wiggles14 »

ArmA can support an infinite number of players on a server (APPARENTLY, I don't know the source for that), but it'd be hell for a CPU if you had hundreds of real players
'I love lamp.'

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gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Project Reality ArmA2

Post by gazzthompson »

Chase Armitage wrote:First off this is probably the best news I have heard in quite a while!
Secondly just to get this right. ARMA II mainly builds on co-op missions and is restricted in the amount of total players allowed ( correct me If I am wrong but I believe this to be 32 ). What I want to know if this mod is going to feature human vs human warfare and how many players will there be in total allowed on the server?
I am asking this because what holds PR back a great deal is the limited amount of 64 players and know think of only 32 allowed.
Please anyone clarify.
ArmA has capabilities of 1000v1000 , its all down to server/client hardware.
fishmuffins
Posts: 34
Joined: 2009-08-09 20:27

Re: Project Reality ArmA2

Post by fishmuffins »

:O i think i just fell in love this looks INCREDIBLE!!!!
was lag... honest!
Wiggles14
Posts: 44
Joined: 2009-06-01 17:42

Re: Project Reality ArmA2

Post by Wiggles14 »

Colonelcool125 wrote:Once you get 100+ people it gets very tough to have anything stable.
But by the time this is like... v0.7/v0.8 hardware will have evolved to the point where we can play with games of like... 200 people?
That would be so. damn. awesome...
'I love lamp.'

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STALKERGB
Posts: 422
Joined: 2009-08-17 20:30

Re: Project Reality ArmA2

Post by STALKERGB »

The number of players will be slightly higher than you could on chernarus (arma default island) as there is slightly less going on with a desert map. Would have though 50 v 50 is possible at the moment.
KeksTerror
Posts: 144
Joined: 2009-12-26 12:51

Re: Project Reality ArmA2

Post by KeksTerror »

I am ... Wow. But you started with the British Forces again, I'd like to see the German Forces :)
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Project Reality ArmA2

Post by Rudd »

the only thing I can forsee I'll miss at this state of the ArmA mod is conventional vs conventional fighting
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Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: Project Reality ArmA2

Post by Scot »

Looks good guys, looking very very nice :)
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browna3
Posts: 68
Joined: 2008-03-29 15:35

Re: Project Reality ArmA2

Post by browna3 »

arma2 has russian forces...

and ace 2 has chineese....
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