[Changelog] Project Reality v0.95 Features List

Project Reality announcements and development highlights.
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tim8002
Posts: 102
Joined: 2009-09-01 19:45

Re: [Changelog] Project Reality v0.95 Features List

Post by tim8002 »

Upplandsvasby wrote:I have searched but I can't find any pictures of the new maps anywhere. Is it only me being retarded or have'nt you put them up for display yet? (V 0.94 maps)
http://www.youtube.com/watch?v=1ytCEuuW2_A[/youtube]

lol, i kid, i kid...
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Oskar
Posts: 481
Joined: 2009-09-27 11:36

Re: [Changelog] Project Reality v0.95 Features List

Post by Oskar »

This good enough?

https://www.realitymod.com/forum/f196-p ... imaps.html

You can find the individual map threads if you look for 2 minutes.
Pluizert
Posts: 146
Joined: 2007-08-29 15:03

Re: [Changelog] Project Reality v0.95 Features List

Post by Pluizert »

It looks like we get more CP battles and more teamwork! Really well done! :D

This a good change imo: (i hope for dozens of them)

Updated deployable weapons (HMG, Mortar, AT and AA) so they can be rearmed by ammo bags.
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CCCode
Posts: 180
Joined: 2010-01-01 21:28

Re: [Changelog] Project Reality v0.95 Features List

Post by CCCode »

"Updated AKS74U model heavily" - Any screens of this?
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nater
Posts: 489
Joined: 2009-01-07 19:35

Re: [Changelog] Project Reality v0.95 Features List

Post by nater »

CCCode wrote:"Updated AKS74U model heavily" - Any screens of this?
I missed that part, I was just thinking how that one needed an update.
NoxNoctum
Posts: 133
Joined: 2009-04-10 05:49

Re: [Changelog] Project Reality v0.95 Features List

Post by NoxNoctum »

Question:


"Updated Insurgency objective markers for coalition to be more precise (25-50m)."

Does this mean it's reduced from 125 meters to 25-50???? That will make it WAYYYY too easy for BLUFOR. And why 25-50? Is it sometimes 25 and sometimes 50?

At least it requires 3 incendiaries now :P . Still 25-50 meters seems way too small to me. Especially on maps like Basrah.

Also, what kit gets the M14?
Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: [Changelog] Project Reality v0.95 Features List

Post by Gore »

How long does the grappling hook actually stay deployed?
Last edited by Gore on 2010-10-15 11:52, edited 3 times in total.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Changelog] Project Reality v0.95 Features List

Post by dtacs »

NoxNoctum wrote: Also, what kit gets the M14?
Both US Army and USMC Marksman kits get it with a scope for their primary, and an ACOG as the alternate selection.
Unarmed Civilian
Posts: 135
Joined: 2010-04-10 08:51

Re: [Changelog] Project Reality v0.95 Features List

Post by Unarmed Civilian »

Statics

* Fixed some of PRs trees/bush draw distance to render further.
* Fixed vBF2 brickwalls draw further.


Meaning, more lag?
Panzerkette
Posts: 1
Joined: 2010-10-15 19:49

Re: [Changelog] Project Reality v0.95 Features List

Post by Panzerkette »

Hope next version comes Bmp 2... really nice APC :mrgreen:
PhailMan
Posts: 9
Joined: 2010-10-02 14:17

Re: [Changelog] Project Reality v0.95 Features List

Post by PhailMan »

not the specialist kit!!!!
Dorkweed
Posts: 109
Joined: 2009-01-14 21:32

Re: [Changelog] Project Reality v0.95 Features List

Post by Dorkweed »

Great to be starting to play this again, now that I'm done with all the training I had to go through.
"Commanding a team is like pissing yourself in black pants... It's a warm feeling but nobody notices."
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In-game: 3rdAD
stiankir
Posts: 84
Joined: 2008-12-31 04:01

Re: [Changelog] Project Reality v0.95 Features List

Post by stiankir »

I really like the new version, the new maps (except the random CTDs), the new factions, features and gameplay. But I have to be honest: the ticket system is out of proportions! Loosing 30 tickets when loosing a flag is promoting gameplay, and is ok.
But i have to say that loosing a ticket when wounded is pure stupidity.

My sincere opinion on the matter.
I wasn't there man, but I've tried it!

Winners never quit, quitters never win
UberWazuSoldier
Posts: 82
Joined: 2008-08-08 06:23

Re: [Changelog] Project Reality v0.95 Features List

Post by UberWazuSoldier »

Daishi2442 wrote:It is fatter, has a highlighted red rear sight post, bullets are now correctly colored, magazine is bakelite, a few other things as well.
Hmm, makes me wonder what it was like before... :-?

In my opinion, it is still the least well done firearm in Project Reality; the dust cover needs reworking (especially at the back, right in front of the player's camera) and the magazine they have on it doesn't exist in real life. The orange "bakelite" magazines (which aren't actually bakelite) don't have the ribbing in real life, whereas the plum and black versions do (which are representative of AKS-74Us from the '80s onwards). Other than that, it's general modeling and texture things such as a big broken polygon on the front of the rear sight (it's on the right hand side), gaps in the mesh of the front grip (which is okay since you can't really see it from the player view), a general lack of detail along the sides, and the weapon is a bit too small (8.8%).

By all means, this does not mean that 0.95 is a bad release. What I mean is that with such good content streaming in now, it would pay to think about remaking some of these weapons which have been in the mod for a longer time.



EDIT: If I wanted to be hypercritical, I'd say this about the texturing of the vehicles:

1. Some of them look REALLY really good, where I've actually had to stop and examine it from all angles because I really loved how it looked. This is the case with probably most of the vehicles.

2. Some of them aren't great. The main problems are:

- For air vehicles, it's usually noise on the texture which would have been intentionally put in to quickly get extra detail. Unfortunately, it makes an otherwise nice helicopter or jet look like it's made of carpet.

- For some armoured vehicles (some IDF vehicles in particular), oversharpening is a problem. I know it's common practice to add a sharpening pass over the top of the texture when it's done to compensate to compensate for sharp edges lost to filtering, but only do ONE pass. It's definitely easy to over-do it.

Well that's my rant haha, read it or ignore it if you want, I don't mind.
Last edited by UberWazuSoldier on 2010-10-19 06:51, edited 1 time in total.
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-|Tactic|-Japsen
Posts: 110
Joined: 2009-01-23 20:04

Re: [Changelog] Project Reality v0.95 Features List

Post by -|Tactic|-Japsen »

Thanks Devs!
Warlord_Gaz
Posts: 5
Joined: 2009-04-15 01:39

Re: [Changelog] Project Reality v0.95 Features List

Post by Warlord_Gaz »

Seriously need to get uncapped Internet. Until then I have to sit on my hands and cannot download the parts. Or I need to sucker someone into downloading it for me...
BEARCAT33
Posts: 8
Joined: 2010-01-23 22:22

Re: [Changelog] Project Reality v0.95 Features List

Post by BEARCAT33 »

JUST A PLAIN OLE THANK YOU FROM ME FELLAS
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captainfuture
PR:BF2 QA Tester
Posts: 84
Joined: 2010-10-21 00:36
Location: Germany

Re: [Changelog] Project Reality v0.95 Features List

Post by captainfuture »

MUCHAS SMOOOCHES to the DEV TEAM
UberWazuSoldier
Posts: 82
Joined: 2008-08-08 06:23

Re: [Changelog] Project Reality v0.95 Features List

Post by UberWazuSoldier »

Warlord_Gaz wrote:Seriously need to get uncapped Internet. Until then I have to sit on my hands and cannot download the parts. Or I need to sucker someone into downloading it for me...
I can relate to that! I was lucky that the day my internet connection clicked over to the next month's bandwidth was the day after PR came out, and I had a little bit of juice left over. So I was able to download all the parts just before it capped me (and then uncapped me for the next month hehe)
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