[Changelog] Project Reality v0.95 Features List

Project Reality announcements and development highlights.
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dragunover
Posts: 72
Joined: 2009-01-29 00:22

Re: Project Reality 0.95 Features List

Post by dragunover »

[R-MOD]Jigsaw wrote:Please at least try to actually read the change before you start complaining about it. It does not affect rifleman variant kits, only special kits like H-AT, AA, SAW etc.
Yes, I quite well understand it, but perhaps a fault in the linguistics on either of our parts is at fault?
Naruto-kun
Posts: 1369
Joined: 2008-08-16 22:39

Re: Project Reality 0.95 Features List

Post by Naruto-kun »

single.shot (nor) wrote:EG KJEM SOM EIN OKSE MED KUKEN I KJERRINGFETTA!

Translation: These changes do make me extremely moist.
Nice Translation :lol:
Known as LABANEN3 ingame :mrgreen:
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Bufl4x
Posts: 252
Joined: 2009-05-05 03:37

Re: Project Reality 0.95 Features List

Post by Bufl4x »

Jafar Ironclad wrote:Are 3D markers beyond 150m gone for vehicle drivers/gunners too?
Yea i think it would be nice of the Devs to explain the new marker system, it's a bit confusing atm.

-as infantry squadmember, only 2d marker by compass and distance on minimap
-as infantry SL, marker is on the map but only at 150m and closer
-as vehicle crewmen, marker is on screen but gone beyond 150m, but still on minimap
-as commander, looking at each squad's markers..

?
Human_001
Posts: 357
Joined: 2008-08-02 10:26

Re: Project Reality 0.95 Features List

Post by Human_001 »

Added code that prevents players from using enemy kits other than rifleman variants indefinitely (rifleman, rifleman specialist, rifleman at, rifleman ap). It gives a message for 15-20 seconds (enough time to get ammo/field dressings), then it blacks out the screen for 15 seconds more after which it kills the player if he doesn't drop it.
Does this workd in both direction? Blufor not being able to use PKM/SVD/RPG7?
Regarding the comment It is unrealistic for Insurgent to putdown tight grouping at 300 meter after they pick it up: This is same philosophy used in Version 0.7 and 0.8 regarding Insurgent AK47, that Insurgent are not trained so their guns shold be much innacurate than what AK47 can do. This is now gone because this proved bad for PR. As before, I really think weapon accuracy should be solely up to player. If you use SAW alot, you are good with them. If you don't use it often and just pick it up from enemy, then he/she will not going to use it effectively because they don't know how that weapon acts in this Mod.

Removed medic kits from the teamkill punishment logic, so you can pickup a medic you just teamkilled by accident and revive him.

Updated all Stationary Weapons to be team locked.

Added SPG-9M Technical - white (Insurgents, Militia, Hamas, Taliban).

With new weapons and rules, It sounds as if Asymmetric warfare is not there anymore, which was critical feature on PR.


Added default 30 ticket loss when losing a Control Point in AAS (neutralized + captured, not recapping or cap from neutral). In Skirmish it's 10 ticket loss.

Removed bayonets on all US factions (too many variants to keep up with).
Oh noes...

Removed Molotov Cocktails
Oh noes!

Added Unarmed Melee (All Factions)
This one is going to be interesting. Does this kill instantly like current IDF Melee like knife? Or similar to damage from rocks?

Reduced deviation added from turning for all Light-AT weapons by half (includes all RPGs and the few Heavy AT weapons that use this deviation template, such as the Matador and PZF3/RPG-7 w/uber warheads).
So this is something closer to rifle deviation?


The Chinese crewman carbine did not get the Rate of Fire fix? (it should fire faster at around 800rpm)

I like the many of changes that improves PR. But I had to point out few part where I got :confused: and occasional :(
Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: Project Reality 0.95 Features List

Post by Zoddom »

WOW! JUST AN AWESOME CHANGELOG AGAIN!
but, still not a perfect one!

it sounds to me that PR is going to be more vanilla like, with only nade-spamming rather than shooting with your gun (why do you give all those kits grenades? and then even replace molotovs with nades, it will only end in nade-spam.... ) !!!!! thats the worst about the patch.

the thin about the special ktis is perfect imo! at first i also thought that the enemy would disable the kit by cycling every 5mins.
but then i realized that you wont even be looking for enemy special kits cause you cant really use it. (youll only search enemy kits when you need fielddressings or ammo, but the situations where you killed a whole squad and cycled through every kit they lost, wont be that often anymore, and tahts positive!)
so i dont have to rage when i die with my sniper kit and see its being stolen in the death cam... just awesome!!!
Reduced deviation added from turning for all Light-AT weapons by half
can somebody eyplain this? did i get deviation if i moved the mouse fast ? because i never noticed this, not even with sniper rifles since 0.9
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: Project Reality 0.95 Features List

Post by Conman51 »

For those complaining about the lag ticket loss rule.

Now you should defend flags, it will keep you 30 more tickets, and get other squads to attack other flags, then the enemy will loose 30 tickets- I really love this change the most
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



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Farks
Posts: 2069
Joined: 2007-01-20 00:08

Re: Project Reality 0.95 Features List

Post by Farks »

Jafar Ironclad wrote:Are 3D markers beyond 150m gone for vehicle drivers/gunners too?
Yes, it applies everywhere as far as I know.
Naruto-kun
Posts: 1369
Joined: 2008-08-16 22:39

Re: Project Reality 0.95 Features List

Post by Naruto-kun »

Not to be nitpicky or anything, but wasn't Iron Eagle supposed to be US vs MEC?

"Added Iron Eagle (4km) (MEC vs IDF) (AAS, Skirmish)"
Known as LABANEN3 ingame :mrgreen:
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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Project Reality 0.95 Features List

Post by McBumLuv »

The jet bomb change was indeed needed. Anyone who's used them previously knows they were ridiculous, "dropping" them at a pitch of 45 degrees could land them on the otherside of the map, they really were the last weapon that could be used completely risk and skill free (although lots of communication was needed, I'd prefer the skill to be required over the shoddy "teamwork").

It would still be nice if jets could get a bombing camera so that they have the option to manually select the laze, because otherwise there are so many exploits that can be taken with having the other team friendly fire against their wishes.
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Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: Project Reality 0.95 Features List

Post by Jigsaw »

Naruto-kun wrote:Not to be nitpicky or anything, but wasn't Iron Eagle supposed to be US vs MEC?

"Added Iron Eagle (4km) (MEC vs IDF) (AAS, Skirmish)"
Nope, it was originally made with the Germans in mind iirc, had the US Army as a placeholder and was then given to the Australian comfac but since it was finished and not in use it was appropriated for the IDF usage to allow them to showcase their range of combined arms assets; Apache, Blackhawk, Namer APC etc which weren't in use anywhere else despite already being in the mod.
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: Project Reality 0.95 Features List

Post by Rissien »

ma21212 wrote:wtf NO! why take out molotovs AND Removed ability to use renderer.drawHud 0. !!!!u ruin PR!

then again piolts get pistols once more.....
:P


also how does the seprate claymores work in other words if you put down 3 claymores how do blow each once up by itself rather than all at once
Molotovs use static fire and count as suicides, Plus doesnt work like the really should. Fine change,

if you read the rest of the changelog there is no need for render.drawhud anymore. BR files will no longer have the compass, neither will PR Bot or this 'camera kit' that was mentioned.
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Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

Re: Project Reality 0.95 Features List

Post by Tartantyco »

Added FN FAL Battle Rifle (Militia, Insurgents).
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Make Norway OPFOR! NAO!
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It's your hamster Richard. It's your hamster in the box and it's not breathing.
Naruto-kun
Posts: 1369
Joined: 2008-08-16 22:39

Re: Project Reality 0.95 Features List

Post by Naruto-kun »

[R-MOD]Jigsaw wrote:Nope, it was originally made with the Germans in mind iirc, had the US Army as a placeholder and was then given to the Australian comfac but since it was finished and not in use it was appropriated for the IDF usage to allow them to showcase their range of combined arms assets; Apache, Blackhawk, Namer APC etc which weren't in use anywhere else despite already being in the mod.
Ahh, thanks for the answer :)

Probably good since the IDF don't have any combined arms map
Known as LABANEN3 ingame :mrgreen:
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Spartan0189
Posts: 1277
Joined: 2008-07-11 21:22

Re: Project Reality 0.95 Features List

Post by Spartan0189 »

This Changelog was one of my favorite reads.
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Seagull_Tourney
Posts: 23
Joined: 2009-12-13 04:49

Re: Project Reality 0.95 Features List

Post by Seagull_Tourney »

[R-DEV]Jaymz wrote:
Added code that prevents players from using enemy kits other than rifleman variants indefinitely (rifleman, rifleman specialist, rifleman at, rifleman ap). It gives a message for 15-20 seconds (enough time to get ammo/field dressings), then it blacks out the screen for 15 seconds more after which it kills the player if he doesn't drop it.
Absolutely awesome. Having insurgency turn into BluFor v BluFor sometimes was pretty lame even though this won't completely alleviate that. I understand why the rifleman variants were left unlocked because any soldier of any faction would generally know how to work them but I'd love to see all the kits locked since people running around in enemy uniforms is silly.
Last edited by Seagull_Tourney on 2010-10-10 01:50, edited 3 times in total.
Hitman.2.5
Posts: 1086
Joined: 2008-03-21 20:54

Re: Project Reality 0.95 Features List

Post by Hitman.2.5 »

[R-DEV]Jaymz wrote:If we leave in the code that allows bombs to find their own target, then all a pilot has to do is release their bomb at high speed towards the general direction of a lase and it will hit. They can even do this at low altitude from almost twice view distance away.....which is absolutely ridiculous...like they're frisbee'ing bombs.
now jets have to come into the SAM ring to Dump there load using what precious flares they have then have to go back to base in order to get more flares after releasing ONE bomb as you need to flare your approach to main base as there is usually a fob or an AAV or a jet loitering to find the returning jets.
Derpist
Sniperdog
Retired PR Developer
Posts: 1177
Joined: 2009-02-27 00:06

Re: Project Reality 0.95 Features List

Post by Sniperdog »

I updated the 2d marker info so hopefully there will be less confusion.
  • Removed 3D markers for ranges of more than 125m. This applies to all infantry and vehicles.
  • Added 2D indicator to Compass which shows direction to your squad's map marker. This only appears at ranges of more than 125m. This applies to all infantry and vehicles.
  • Added indicator for the range to your squad's map marker which appears when you bring up your map. This indicator only shows increments of 50m (50m, 100m etc). This only applies to squad leaders and players in the deployable mortar.
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Will Stahl aka "Merlin" in the Squad community
gomimin
Posts: 201
Joined: 2008-08-11 23:21

Re: Project Reality 0.95 Features List

Post by gomimin »

TY =]H[=Rissien for explaining the Molotovreason - but i still will miss them, hope they'll return someday...

And yes i'm looking forward to experience mucho better battles soon :-)

GJ!


"What's small, dark and knocking at the door? ...The future of humanity." -Bruce Sterling
Are we talking bout Bots?!? - gomimin
Bufl4x
Posts: 252
Joined: 2009-05-05 03:37

Re: Project Reality 0.95 Features List

Post by Bufl4x »

[R-DEV]Sniperdog wrote:I updated the 2d marker info so hopefully there will be less confusion.
Thanks for the explanation, it's perfectly clear now.
Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

Re: Project Reality 0.95 Features List

Post by Tartantyco »

Insurgency changes sound great.
Added Commander Rally Point that requires minimum of 12 players in the team, at least 6 players close (2 of them SLs), no enemies close and a 5 min interval to set a new one after the previous one or after it got overrun. No expiration while the commander is close to it (100m radius) and alive. It's not available in Skirmish or for Insurgents.
Does this include the commander?
Updated map grid to be more detailed and have a scale.
:-D
Update to overall way BF2 PR handles vehicle sounds. Distance delay will now work properly, objects further than 1km will obstruct/muffle sound and distance attenuation should work better.
Sounds gooooood.
Make Norway OPFOR! NAO!
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It's your hamster Richard. It's your hamster in the box and it's not breathing.
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