Project Normandy : News and informations

General discussion of the Project Reality WWII modification.
Runekn
Posts: 15
Joined: 2011-03-28 15:41

Re: Project Normandy : News and informations

Post by Runekn »

Gimme gimme gimme!! How long do I have to suffer!?
Ratface
Retired PR Developer
Posts: 962
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Re: Project Normandy : News and informations

Post by Ratface »

Great work, this is going to shape up to me an excellent mod in the next few updates :D
Pvt.LHeureux
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Re: Project Normandy : News and informations

Post by Pvt.LHeureux »

AD I know you put some work on that.. but you should have taken the other boat colors :-?

The other colors are more realistic to allies boats.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Arc_Shielder
Retired PR Developer
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Re: Project Normandy : News and informations

Post by Arc_Shielder »

Nice! Good to know you included dummy ones for the immersion.
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AfterDune
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Re: Project Normandy : News and informations

Post by AfterDune »

Pvt.LHeureux wrote:AD I know you put some work on that.. but you should have taken the other boat colors :-?

The other colors are more realistic to allies boats.
Create an issue for it.
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=HCM= Shwedor
Posts: 432
Joined: 2009-09-04 22:17

Re: Project Normandy : News and informations

Post by =HCM= Shwedor »

Has any one looked into possibly using one of the battleships from BF1942/FH mod? I think another modding group for FH already did that and it turned out rather well (except when moving, people get squished). Sure looks a lot better than the BF2 Battleships mod one.

http://forums.electronicarts.co.uk/batt ... t-4-a.html
shwedor
Pvt.LHeureux
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Re: Project Normandy : News and informations

Post by Pvt.LHeureux »

We can't export thing from BF1942 and use them in BF2/PR, quite illegal. Don't know for FH though.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
azreal64
Posts: 188
Joined: 2008-02-10 20:21

Re: Project Normandy : News and informations

Post by azreal64 »

=HCM= Shwedor wrote:Has any one looked into possibly using one of the battleships from BF1942/FH mod? I think another modding group for FH already did that and it turned out rather well (except when moving, people get squished). Sure looks a lot better than the BF2 Battleships mod one.
That is the World at War tournament. They use FH2, so they're allowed to do it.
Retired Forgotten Hope 2 Developer
AfterDune
Retired PR Developer
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Re: Project Normandy : News and informations

Post by AfterDune »

I'm not going to port EA BF1942 content over to BF2. Beside the fact it's not legal, I have nobody to do it either.
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=HCM= Shwedor
Posts: 432
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Re: Project Normandy : News and informations

Post by =HCM= Shwedor »

I didn't mean the actual EA created material, I meant the material that FH created and that WaW already did for FH2 if you happened to have FH DEV approval, unless that is illegal as well? The BF1942 part was just there so you would know which FH version.
shwedor
AfterDune
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Re: Project Normandy : News and informations

Post by AfterDune »

Sorry, I was under the impression EA made those ships. If they were originally made by FH and then ported to BF2, that's a different story.

But regardless, the ships in Normandy won't be used for naval battles, they're only there as a staging point for the US. They'll replace the ugly docks.
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=HCM= Shwedor
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Re: Project Normandy : News and informations

Post by =HCM= Shwedor »

Ah, well if this ship is static, then will that considerably degrade its ability to kill targets in defilades and bunkers? Being able to only hit targets from one angle? Or will it be introduced with damage similar to the Commanders JDAM in basic Project Reality where even if you are hiding in a small defilade or bunker it will kill you regardless? Hopefully it won't be like shooting an over-sized PR tank cannon where it won't damage you if you aren't in a destructible environment (like a bunker, when tanks in basic PR shoot a non-destructible bunker the inhabitants will always be safe as long as the shell does not enter directly inside).
shwedor
AfterDune
Retired PR Developer
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Re: Project Normandy : News and informations

Post by AfterDune »

They replace the docks. Don't expect miracles.

I'm still finding a way to let the US make good use of the cannons, without overpowering them, but still make them useful.
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Wakain
Posts: 1159
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Re: Project Normandy : News and informations

Post by Wakain »

Pvt.LHeureux wrote:We can't export thing from BF1942 and use them in BF2/PR, quite illegal. Don't know for FH though.
on a side note: practically all voicefiles fh2 uses are from bf1942, pls correct me if I'm wrong
rock
Posts: 39
Joined: 2010-04-17 16:26

Re: Project Normandy : News and informations

Post by rock »

[R-DEV]AfterDune wrote:They replace the docks. Don't expect miracles.

I'm still finding a way to let the US make good use of the cannons, without overpowering them, but still make them useful.
Hey Dune hows PR/V coming...no wait thats dead...more important stuff again...

EDIT: User infracted for flaming a developer.
Last edited by Darkcloak2 on 2012-01-23 22:36, edited 1 time in total.

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doggreen
Posts: 109
Joined: 2007-12-20 03:25

Re: Project Normandy : News and informations

Post by doggreen »

=HCM= Shwedor wrote: Hopefully it won't be like shooting an over-sized PR tank cannon where it won't damage you if you aren't in a destructible environment (like a bunker, when tanks in basic PR shoot a non-destructible bunker the inhabitants will always be safe as long as the shell does not enter directly inside).

Let's remember a little bit of the day D!!

Even after a great naval bombardment ally done by all types of ships, the Germans bunkers continued are intact and the beaches of Normandy to this day!

Therefore, if the ships will be static at first moment, I totally agree ..

With respect to the shots they will beachhead and the photos give the impression that they are 22 inches, I think they should have minimum of 3 minutes apart, due to the high destructive power of these missiles.

Time enough to understand that the Higgins boat (LCVP) arrive at the beach, leaving a cover position and landed the soldiers


http://www.answers.com/topic/d-day
This is not the end. It is not even the beginning of the end. But it is, perhaps, the end of the beginning

Winston Churchill
Pvt.LHeureux
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Re: Project Normandy : News and informations

Post by Pvt.LHeureux »

The caliber is 12 inches, so 300mm. Also yeah most of the shots in DDay hit behind the german lines :P
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Ts4EVER
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Re: Project Normandy : News and informations

Post by Ts4EVER »

The US actually had to beach a destroyer to be able to take out some of the bunkers on Omaha beach that were in a defilade.
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=HCM= Shwedor
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Joined: 2009-09-04 22:17

Re: Project Normandy : News and informations

Post by =HCM= Shwedor »

The Destroyers usually only had 5inch guns though (somewhere about 127mm?), which is a far cry from a battleship gun (12inch seems rather small for a World War Two era battleship main battery, wouldn't 14-16 inch be more realistic?).
shwedor
Arc_Shielder
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Re: Project Normandy : News and informations

Post by Arc_Shielder »

I would say that the model of the turrets it's not a priority for this mod and it should never be. There are other more glaring flaws...which honestly, I don't give 2 fucks about either.
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