[Changelog] Project Reality v0.95 Features List

Project Reality announcements and development highlights.
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Aftelife
Posts: 5
Joined: 2010-05-04 15:12

Re: Project Reality 0.95 Features List

Post by Aftelife »

"And I jizzed in my pants"
Quikli
Posts: 103
Joined: 2008-12-21 21:19

Re: Project Reality 0.95 Features List

Post by Quikli »

This is why I'm seriously debating whether or not it's worth keeping a 360 when PR itself could be the only game I can play forever.
martinhjerpe
Posts: 69
Joined: 2009-06-12 10:02

Re: Project Reality 0.95 Features List

Post by martinhjerpe »

I read it all and I like 99% of it! :D
Chuc
Retired PR Developer
Posts: 7016
Joined: 2007-02-11 03:14

Re: Project Reality 0.95 Features List

Post by Chuc »

PLODDITHANLEY wrote:Bit confused here, so you can swap out the parachute kit?
More like arm up with limited kits before moving out.
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kevlarorc
Posts: 147
Joined: 2008-04-13 19:44

Re: Project Reality 0.95 Features List

Post by kevlarorc »

renderer.drawhud 0 disabled
This saddens me. Everything else I will get used to.
Mora
Posts: 2933
Joined: 2007-08-21 12:37

Re: Project Reality 0.95 Features List

Post by Mora »

I don't like the new marker system, after 150m the 3d marker disappears. The 3d markers were incredibly useful in choppers and jets even tanks. This is only change amongst a few others that i dislike.
iAllex
Posts: 185
Joined: 2009-11-20 11:20

Re: Project Reality 0.95 Features List

Post by iAllex »

[R-MOD]Jigsaw wrote: Get wounded + revived = 1 ticket lost
Get wounded + give up/dead = 2 tickets lost

Therefore it is still highly advantageous to wait for a medic, even more so to focus on staying alive in the first place.
I don't get it, why stress and complex so much and not just extend the time when you could go to dead-dead after being revived by ... let's say 24h, so people can only be revived once.( sounds more realistic too).

That and the rally point sistem, that rearms after 5 minutes, curious how that works out :) ... we just started to forget rally point sistem spaming from v0.8.

Everything else looks so awesome :D !! new tracers, didn't expect that! ... Next friday sounds like such a loong time.
Now, off to get my credit card :wink:
Last edited by iAllex on 2010-10-10 10:12, edited 2 times in total.

I am Alex
Zimmer
Posts: 2069
Joined: 2008-01-12 00:21

Re: Project Reality 0.95 Features List

Post by Zimmer »

What was the ground breaking change mosquill did?


Looking like a solid feature list.
People don't realize that autism doesn't mean they're "stupid". Just socially inept. Like rhino... > > or in a worst case scenario... Wicca. =)- Lithium fox
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I found this sentence quite funny and since this is a war game forum I will put it here. No offense to the french just a good laugh.
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Dougalachi
Posts: 346
Joined: 2008-03-24 18:34

Re: Project Reality 0.95 Features List

Post by Dougalachi »

I didn't notice any mention of a fix for the PLA FAV 7.62 mg gunner position fix. Most everything else is great.
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: Project Reality 0.95 Features List

Post by Psyko »

[R-MOD]Jigsaw wrote:Updated MEC BTR-60 passengers so they have people attempting to apprehend them while they travel ruggedly.
Jiggy as always, your humour makes me sweat like summer cheese. :lol:
Gammlgandalf13
Posts: 155
Joined: 2009-06-16 17:51

Re: Project Reality 0.95 Features List

Post by Gammlgandalf13 »

Winstonkalkaros wrote:I hope none of the old maps is removed, apart from dragon fly. and i hope co-op AI will be a little better.
No Map was removed, we only get 4 new ones :D

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Andy[EEF]
Posts: 62
Joined: 2010-02-13 19:52

Re: Project Reality 0.95 Features List

Post by Andy[EEF] »

Hitman.2.5 wrote: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.
Yeah, just what I was thinking.

Despite your explaination Jaymz, that still sounds poor reasoning for removing it. It wouldn't be possible to "frizbee bombs across the map" anymore anyway because 3D markers are gone past 150m aren't they? Sure you could get the general direction from the compass, but it would still require skill to use to get anywhere near accurate because they do fall due to gravity over time.

What you could do is just slow the turning rate when the bomb sees a laser, so that if the bomb is dropped way too early/late, it can't turn fast enough to hit the laser. Problem solved. No more "Frisbee bombs" without pilot skill involved.
evya
Posts: 207
Joined: 2008-08-17 11:21

Re: Project Reality 0.95 Features List

Post by evya »

very interesting changes, im looking forward to see them :)
dragunover
Posts: 72
Joined: 2009-01-29 00:22

Re: Project Reality 0.95 Features List

Post by dragunover »

"Removed 3D markers for ranges of more than 125m. This applies to all infantry and vehicles"
Does this mean Attack helos are screwed?
Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: Project Reality 0.95 Features List

Post by Herbiie »

I Smell OMG.

Guys just wait until it comes out & see ok?
Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: Project Reality 0.95 Features List

Post by Jigsaw »

cyberzomby wrote:Only thing I find weird is the rally point back to 5 minutes. Wont that be the nearly the same with the ability to just chuck it down and respawn. Respawn after a failed assault, regroup, get back up the the enemy position, engage, try to heal fallen, wont work, fall back and chuck down a new rally. All of the above should take 5 minutes of more in most cases.
No I think you've misunderstood.

If you place a rally point it will expire after one minute, as it does now. However what has been changed is you will be able to place it again after five minutes, rather than ten previously.

Therefore it has the same function, just can be placed more regularly if needed.
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Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: Project Reality 0.95 Features List

Post by Herbiie »

dragunover wrote:Surely when it's I.E. Canada versus Russia on Yamalia, I don't expect an M16A3 to instantaneously combust into shrapnel if I pick it up and shoot it.

Vice versa when you're talking about the Insurgents, they expect the enemies' weapons to be in much better condition.

As far as reliability itself, I'm sure if you're taking the time to pick up a kit you'd have the time to check the gun out. For anti-tank, those are exceptionally self-explanatory.

I could also call in the exception of when the weapon systems are the same, I.E. HAMAS
It's not simple to use a HAT Kit, or for that matter C4.

Talk to Gaz about HAT stuff, he's the expert on that type of thing, but I remember him saying that the Javelin (for e.g.) is extremely complicated to fire - so I'd assume other anti tank weapons are too. They're no just point & click, weapons are hard to use.

As for C4 I've sued it a little bit on an engineers insight course, it's not simple to use, you have to connect the fuses the correct way etc. and that's with a simple time delay - the electronic operated versions are even more complicated. No way is an insurgent going to be able to pick it up & use it straight away, after several Hours & probably a horrific accident yes, straight away, no...
ConSs
Posts: 98
Joined: 2008-09-15 13:17

Re: Project Reality 0.95 Features List

Post by ConSs »

The only thing I don't quite like is the enemy kit thing. I mean, what's more exciting for an insurgent than to find enemy HAT, sniper, SAW etc. and sneak around trying to make the best use of them? I feel like this change is one-sided when it comes to insurgency: only the conventional forces benefit from it. In other words, it's a blast for the conventional forces, but a total bummer for the insurgents. Conventional forces still have the superior firepower to kill the insurgents that have special kits, they just need to be more careful. Looks like playing as an insurgent will be much more boring from now on, but I will see for myself and judge after I've played.

Basically the rest of the changes are very welcome and awesome (not sure about the crate being crushed if dropped from higher than 5m, I can see a lot of transport helos being lost because of this).

Anyway, HUGE thanks for all the hard work you devs put in to this mod!
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Project Reality 0.95 Features List

Post by cyberzomby »

[R-MOD]Jigsaw wrote:No I think you've misunderstood.

If you place a rally point it will expire after one minute, as it does now. However what has been changed is you will be able to place it again after five minutes, rather than ten previously.

Therefore it has the same function, just can be placed more regularly if needed.
Thats what I mean. Wont it feel more like the previous system where the rally could be placed without recharging. I liked the fact that it was just a one shot system to get a second chance and than it was over. But we'll have to see how much we're gonna use it anyway. Lets play it first right? ^-^ My post was really poorly written as I was hyped about the features I see now :P
Sure you could get the general direction from the compass, but it would still require skill to use to get anywhere near accurate because they do fall due to gravity over time.
I love the fact that your complaining that it requires skill... :P If I understand your post correctly that is. Sorry if I'm wrong. What do you guys want? Effortlessly take out what ever you want? Come on! Its something that can take out anything on the ground and it now needs skill. Thats a good thing right?
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Project Reality 0.95 Features List

Post by Arnoldio »

I am laughing at people whining on dissapearence of markers, specialits being limtied, not getting enemy kits etc...

In your face exploitors!
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