[Changelog] Project Reality v0.95 Features List

Project Reality announcements and development highlights.
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Shrivey
Posts: 17
Joined: 2010-08-27 05:25

Re: Project Reality 0.95 Features List

Post by Shrivey »

RIP Lolotovs, I will never forget the fun we had, you'll always be better than a frag to me.
Can't wait for the update though.
Heskey
Posts: 1509
Joined: 2007-02-18 03:30

Re: Project Reality 0.95 Features List

Post by Heskey »

Heskey chucks a molotov.
PlayerX is killed.

PlayerX: WTF was that?! Who's molotov was that?
Heskey: Not me dude didn't see who though.
PlayerX: FFS, who was it?!
*chucklechuckle*

^^
USMC scout sniper
Posts: 487
Joined: 2010-01-03 04:21

Re: Project Reality 0.95 Features List

Post by USMC scout sniper »

Hotrod525 wrote:Why are people always complaine about some minor issue, i mean, before the changelog got released how often do you grab an enenmy kit ? even as insurgent ? Yeah every one know how to squeeze the trigger but in conventional warfare there is noway you would grab an enemy weapon, if i leave my C7 behind me, its cause im in deep trouble, wich mean ill also try to boobytrap it. Insurgent should not have the ability to grab and reload our kit... same as conventional faction. China use 5.8 how would it fit into a AR15 ? Or 5.45 into a G3... comon.

And for the Insurgent thing : im all for it. But just for tease you :D

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Insurgents pick up M16s all the time.Heck, Zarqawi picked up a SAW!
HELL HAVE NO FURY LIKE ME WITH A M249 SAW PIP!
solid84
Posts: 75
Joined: 2008-09-20 11:35

Re: Project Reality 0.95 Features List

Post by solid84 »

Heskey wrote:No.

Alpha, Bravo, Charlie, Delta, Echo, Foxtrot.... Keep it 'standard'.
Keep it NATO! =)
Heskey
Posts: 1509
Joined: 2007-02-18 03:30

Re: Project Reality 0.95 Features List

Post by Heskey »

solid84 wrote:Keep it NATO! =)
Keep it 5-0.
bsan89
Posts: 5
Joined: 2007-06-23 21:58

Re: Project Reality 0.95 Features List

Post by bsan89 »

wat is renderer.drawhud 0?
Sorry for being stupid. Mean no HUD?
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Zrix
Posts: 4426
Joined: 2005-12-02 14:25

Re: Project Reality 0.95 Features List

Post by Zrix »

bsan89 wrote:wat is renderer.drawhud 0?
Sorry for being stupid. Mean no HUD?
Exactly.
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bsan89
Posts: 5
Joined: 2007-06-23 21:58

Re: Project Reality 0.95 Features List

Post by bsan89 »

Zrix wrote:Exactly.
Wat HUD did PR offer?

didn't all we had was the "compass"?
Man, thats hard to point out target now.

Also does being inside vehicle remove the GPS "Mini-map"
while driving?
bosco_
Retired PR Developer
Posts: 14620
Joined: 2006-12-17 19:04

Re: Project Reality 0.95 Features List

Post by bosco_ »

It's a console command that removes the HUD. It's not something you need by default, and now not anymore at all.
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ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Project Reality 0.95 Features List

Post by ComradeHX »

mat552 wrote:You forgot to mention the 100% of the time he's vulnerable to small arms fire, meaning the cupola gunner is often very short lived indeed.
We still have the option to duck down on the mg, right?
Zar2Roc
Posts: 57
Joined: 2008-06-07 11:41

Re: Project Reality 0.95 Features List

Post by Zar2Roc »

... i came.
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plaY^ | www.play-esports.pl | #plaY^ @ QuakeNet
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[GCA] | www.goldencamels.com
Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: Project Reality 0.95 Features List

Post by Rissien »

Originally Posted by ComradeHX
These days, no one wants to be the 50cal gunner simply because the guy would be unable to get any action 90% of times (10% when someone tries to suicidebomb with a arty ied by sneaking up to the tank from the back).
For AAS maps dont see much use for them but on Insurgency maps you should always have a .50 gunner. So many times ive seen a tank go down where a .50 gunner could of prevented it. Was .50 gunner on Karbala once and had three different bombcars come at us that would of killed the tank had I not been there watching.
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クラナド ァフターストーリー
ShockUnitBlack
Posts: 2100
Joined: 2010-01-27 20:59

Re: Project Reality 0.95 Features List

Post by ShockUnitBlack »

That's godly, right there. I love technical improvements, like distant sounds and 3D sights. Looks great!

One question... Is the BMP-2/Mi-8 on hiatus? It's not on the new vehicle list, although I'm sure I'm missing something, somewhere.
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: Project Reality 0.95 Features List

Post by DankE_SPB »

ShockUnitBlack wrote:One question... Is the BMP-2/Mi-8 on hiatus? It's not on the new vehicle list, although I'm sure I'm missing something, somewhere.
Not in this release.
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[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
BobTheSilensious
Posts: 49
Joined: 2009-07-04 15:50

Re: Project Reality 0.95 Features List

Post by BobTheSilensious »

[R-DEV]bosco wrote:It's a console command that removes the HUD. It's not something you need by default, and now not anymore at all.
I must agree, the only time I turned off the hud was on the BattleRecorder... Since the compass doesn't show up in playback anymore, this make more sense :)
bosco_
Retired PR Developer
Posts: 14620
Joined: 2006-12-17 19:04

Re: Project Reality 0.95 Features List

Post by bosco_ »

Linx_esp wrote:????????????? WHY???? I personally don't like this change because it was very useful when recording a video. Furthermore this allowed the game to become more realist in some way.

Well, this is the only thing I don't like, the rest is nice :D
Wasn't removed for fun, it's to prevent exploits.
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=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: Project Reality 0.95 Features List

Post by =]H[= JakCurse »

BobTheSilensious wrote:I must agree, the only time I turned off the hud was on the BattleRecorder... Since the compass doesn't show up in playback anymore, this make more sense :)
also means we can see who we're spectating more easily!

Looks to be a great patch.
weixman
Posts: 88
Joined: 2009-07-20 10:22

Re: Project Reality 0.95 Features List

Post by weixman »

Boy theres a lot of whining here. Just wait the damn thing and try it out. Geez..
Zerapup
Posts: 232
Joined: 2008-07-21 23:18

Re: Project Reality 0.95 Features List

Post by Zerapup »

Great changes are coming! I like all of them really. The only thing that bothers me is 30 tickets loss per CP. Considering that we have ticket loss for wounded , AAS matches could be really short. But only time will tell , lets see how it works in game.
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