[Changelog] Project Reality v0.95 Features List

Project Reality announcements and development highlights.
Locked
Hitman.2.5
Posts: 1086
Joined: 2008-03-21 20:54

Re: Project Reality 0.95 Features List

Post by Hitman.2.5 »

'Andy[EEF wrote:;1461718']Yeah agreed, why? That's one step making jets more vbf2 style by FORCING them to fly low in order to hit stuff.
and the fact to make you more vulnerable than what you already are, with the 30 flares.

although the rest of the awesomeness almost evens it out :P
Derpist
ebevan91
Posts: 1318
Joined: 2009-03-19 15:51

Re: Project Reality 0.95 Features List

Post by ebevan91 »

tl;dr

J/K lol I must read this. Can't wait!
Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: Project Reality 0.95 Features List

Post by Celestial1 »

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.
Score, I like being listened to.

Hopefully it will work out as intended. :)
Excavus
Posts: 539
Joined: 2009-04-10 19:21

Re: Project Reality 0.95 Features List

Post by Excavus »

This novel is magnificent! You must publish it!

Although...
Removal of US Bayonets? Why?
Removal of Molotov Cocktails? Why?
Adriaan
Retired PR Developer
Posts: 5150
Joined: 2008-10-22 21:47

Re: Project Reality 0.95 Features List

Post by Adriaan »

Hells yeeeaaaahh
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Project Reality 0.95 Features List

Post by badmojo420 »

'[R-DEV wrote:bosco;1461722']@badmojo420:

Answer to the kit lock reasoning is above.

For your worries regarding Taliban Grenadier

http://imgur.com/0pA7h.jpg

Or take a close look at the 0.95 Promo signature ;)

Image

Ahhh, so the default is AK grenadier with no scope then? That's alright.

But, it still bugs me about the special kit thing. Just make it disappear if your going to enforce this stuff. Otherwise it's too artificial.
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: Project Reality 0.95 Features List

Post by DankE_SPB »

Excavus wrote:Removal of US Bayonets? Why?
you can read the line till the end, dont you?
(too many variants to keep up with).
Image
[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
BreepZz
Posts: 121
Joined: 2008-02-04 13:16

Re: Project Reality 0.95 Features List

Post by BreepZz »

masterceo
Posts: 1914
Joined: 2008-08-25 23:00

Re: Project Reality 0.95 Features List

Post by masterceo »

Many controversial changes. I will reserve my judgment until i actually play the new release, but from what i've read i can see only 2 possibilities: either i'll hate it or love it.

Priby:Why cant i be norwegian?
H.sta:becouse we are a specially selected bunch of people created by god to show how awsome mankind can be
Nagard
Posts: 217
Joined: 2008-05-02 17:06

Re: Project Reality 0.95 Features List

Post by Nagard »

Finally... :D

This is just great!
doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: Project Reality 0.95 Features List

Post by doop-de-doo »

Thank you DEVs.

:evil: B4TM4N :evil:
akatabrask
Posts: 560
Joined: 2008-04-10 14:36

Re: Project Reality 0.95 Features List

Post by akatabrask »

'[R-DEV wrote:Jaymz;1461618']
  • Updated Weapon Cache damage materials, it should take 3 incendiaries to take it out.
Oh thank heavens yes!
Jaymz
Retired PR Developer
Posts: 9138
Joined: 2006-04-29 10:03

Re: Project Reality 0.95 Features List

Post by Jaymz »

badmojo420 wrote: But, it still bugs me about the special kit thing. Just make it disappear if your going to enforce this stuff. Otherwise it's too artificial.
if kits don't stay, then you wont have them when revived (it will go back to what you spawned with). I dont' think many people will want to cycle a kit every 5mins while they play instead of actually playing the game....
'Andy[EEF wrote:;1461718']Yeah agreed, why? That's one step making jets more vbf2 style by FORCING them to fly low in order to hit stuff.
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.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
lromero
Posts: 171
Joined: 2009-04-24 17:40

Re: Project Reality 0.95 Features List

Post by lromero »

[R-DEV]DankE_SPB wrote:you can read the line till the end, dont you?
We still get a knife right?
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Project Reality 0.95 Features List

Post by badmojo420 »

[R-DEV]Jaymz wrote:if kits don't stay, then you wont have them when revived (it will go back to what you spawned with). I dont' think many people will want to cycle a kit every 5mins while they play instead of actually playing the game....
When it comes to insurgents defending a fixed location, cycling a kit every 5minutes doesn't seem too difficult to do while still playing the game. And if you've got 15seconds to move with the kit before punishment starts, i'm sure we'll see kits being "dragged" back to the cache or main base.

But, good point about being revived. I see why they don't just disappear.

I hope I'm wrong about this, and I hope that people act the way you guys want them to. But I have serious doubts about that. I find that if you give people the means to abuse a system to gain an advantage, they usually do it.
{E-Z}Jack
Posts: 32
Joined: 2010-05-08 15:31

Re: Project Reality 0.95 Features List

Post by {E-Z}Jack »

pleased
Smiddey723
Posts: 901
Joined: 2010-03-27 18:59

Re: Project Reality 0.95 Features List

Post by Smiddey723 »

PR DEV's never cease to amaze me :')
.:2p:.Smiddey
Ford_Jam
Posts: 458
Joined: 2009-06-19 01:06

Re: Project Reality 0.95 Features List

Post by Ford_Jam »

Updated some vehicles with TOW-style weapons so they need to stay stationary for approximately 7 to 14 seconds to operate their TOW-style weapons (TOW humvee, M2A2 Bradley, Spandrel and Puma).
and
Updated ATGMs on Type98, Merkava, BMP3 and T90 muzzle effect.
Do those TOW restrictions not affect vehicles with barrel-fired ATGMs?
Claymore
Posts: 340
Joined: 2008-07-15 17:48

Re: Project Reality 0.95 Features List

Post by Claymore »

Thank you for all the time and work DEVs!!!
8)
Locked

Return to “Announcements & Highlights”