Posts Tagged project reality

Project Reality Mod .7 release tomorrow

Project Reality .7 banner

We’re wrapping up work on v0.7 [build .708] and we now have what you’ve all been waiting for – a release date. Project Reality 0.7 will be released to the public tomorrow December 31st 2007. The PR Developers and Black Sand Studios have spent countless hours and have overcome many obstacles to bring you this completely new version, and we hope you will enjoy it as much as we do!

The server files have already been released on the Project Reality site.

and here’s the version .7 teaser trailer:

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Project Reality Mod .6 out

project realityI forgot to post this before. My current favorite mod has reached version .6, with a lot of improvements and important class streamlining. Plus, guys in sneakers that throw rocks!

Read about it and get it here.

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Shack finds rosi

Back in July, I made a video to illustrate how Project Reality plays, and to have a few laughs with some CoFRs I had been playing it with.

After getting a few comments on it in the last couple weeks, I just realized that I only casually linked it here on drzy, without so much as an introduction or the embedded video from YouTube.

So, as for the introduction: This video shows me playing Project Reality Mini Mod on a public server that happens to have a few other CoFRs also playing. I think this is version .32 of the game.

Those that play this BF2 mod know that you only can identify teammates. There is no way to tell who an enemy is specifically in-game, and there is also no concrete way to tell you’ve killed an enemy aside from standing over his still-warm corpse.

I took a demo of an especially long and intense play session on the map Road to Kyongan’Ni. I had no idea that I had any interaction with anyone I knew, aside form players on my team. It turns out, I had a pretty good battle with my friend Shack and his squad. By pretty good, I mean: they killed us, ran up the hill, avoided an oblivious tank completely, and then killed us a couple more times. :)

So, I wanted to show this to him and the other CoFRs. I recorded the demo and uploaded it to YouTube. It’s got a fair amount of views and a few comments over the months. At the least, it’s worth listening to the soundtrack by Matisyahu. And although it seems like it at times, I did not synchronize my camera movements to the songs, it just worked out that way.

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Fixes incoming for Project Reality .5

project realityWell I, as anyone that has played the new version of the mod, noticed the weird lag that seemed to come out of nowhere and disappear just as quickly. The officer kit limits was also really annoying when you’d die as an officer. I don’t understand why they can’t just allow you to pick the officer kit before you spawn if you are an apporpriate team leader?

So, the team is a good one and readily acknowledge mistakes and bugs, and here’s the prompt post about them working to stamp out the bugs:

Right now I find v0.5 unplayable due to “lag”.

We do a huge amount of server side calculations on a bunch of stuff. I am 99% sure that the lag players are experiencing is server side lag and has nothing to do with player numbers, vehicles, objects, view distances etc.

We’re going to look into all probable / possible causes of server lag and fix those.

We also have a known cause of server crashes identified. It’s an easy fix and was simply an oversight we didn’t catch in testing.

The “timer restriction” on the availability of Officer kits was a bad design decision and we’ll be removing that.

We’ll evaluate the MinDistance parameters for Rally Point proximity to CPs and consider altering the value.

We’ll evaluate the timer for setting Rally Points and possibly consider lowering that.

We need to determine what is sometimes rendering flags uncappable and the vehicle limiting systems inoperable.

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As with the v0.4 release, where we encountered some issues with the Kit Limiting system and needed a few days to resolve those, we’ll be doing a v0.507 server only update once we sort out these critical issues.

If any of you were around for the v0.4 release, you’ll remember that kit limiting basically didn’t initially work at all or was sporadically working. And after the server side update we had fixed all known issues and the system worked very well after that. Hopefully we’ll get to the same state with the current v0.5 issues in just as timely a manner.

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Quite frankly, this stuff just never came up in testing. We’ll evaluate an Open Beta program for the next major Project Reality release in order to do a better job of finding these issues before release.

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Project Reality .5 released!

Both client and server files for Project Reality .5 are out! This release has a huge upgrade in features including dozens of new kits and enhancements to the game.

The main Project Reality site is being hit hard (as with every release) but I found the files here on fileplanet.

NEW FEATURES AND GAME MODES:

-Forward Spawn Points
The default Battlefield 2 spawn system has been completely overhauled and reconfigured so that you will now have to rely on your squad leaders, the newly added “Rally Points”, and APC’s for forward spawn points on the battlefield. You heard right, spawn points have gone mobile!

-Vehicle Damage System
Another major feature included in PRv0.5 is our revolutionary new Vehicle Damage System, which has been implemented on almost all vehicles currently available in PR. This new system affects vehicle mobility and/or operational status once they become damaged. If you are in a tank and take damage from an anti-tank round, you may loose the ability to rotate your main turret or one of your tracks may become damaged rendering you immobile. This new system is not limited to just ground forces, as aircraft (including helicopters) are just as vulnerable!

-Tank & Pilot Kits
Building on top of our “Kit Limiting” system in the v0.4 release, we have included a new “Pilot” and “Crewman” kit that must be requested and obtained before a player can pilot an aircraft or operate a tank. Don’t worry though, some vehicles, including light jeeps, are still operable by players without a specific kit.

-Destructible Environments
Included in this release is our first map with a fully destructible environment! All the buildings in Helmand Province can be destroyed with explosives, such as an RPG round or C4 charges. While this map is relatively small, we will expand on this concept in the future!

-Advance and Secure (AAS) v2
In this game mode, each team battles over a “group” of control points (flags) at any given time. A team must capture the entire group of control points before moving on to the next designated group of control points. A “group” of control points can have as little as one control point in them, or as many as 5. One should expect fierce battles erupting over those flags, with very concentrated action where you get both a lot of attack and defense!

NEW WEAPONS AND VEHICLES:

-Chinese QBZ Rifle Series
The Chinese forces have received a much needed upgrade and are now armed with the powerful QBZ-95 rifle series. There are two variants of the rifle, the QBZ-95 “Assault Rifle”, which has a 4x optical sight, and the QBZ-95 “Iron Sights” variant, which is the standard, non-scoped version of the rifle. The version equipped with a UGL will be seen in a future Project Reality release.

-USMC M-14 Marksman Rifle
After many requests from players, the US faction is now armed with the highly coveted M-14 Marksman Rifle. This gas-operated, 7.62mm rifle packs a powerful punch with amazing accuracy and is sure to make any Battlefield 2 sniper jump with joy.

-US AT4 (Anti-Tank)
The US faction has received yet another new weapon to its arsenal, the AT4 Anti-Tank system. This relatively small, but extremely powerful, anti-tank system has been used by the US military for years and now is included in the Project Reality mod as the USMC light AT weapon.

-British Merlin HC3 Transport Helicopter
We have continued building on our foundations of the British Armed Forces in the last release and have included the Merlin HC3 helicopter. This mammoth of an aircraft can transport up to 6 players and includes a fully functional rear loading ramp which is opened and closed by the co-pilot.

-British Land Rover
The British forces have finally been blessed with the addition of the Land Rover. This light jeep is armed with two 7.62 calibre GPMGs (General Purpose Machine Guns) and can carry up to 3 players.

All of these new game play changes combined with the addition of new vehicles, weapons, and maps, promise players the most realistic gaming experience available for the Battlefield 2 platform. The Project Reality Player Guide will be updated with change logs and other important content within the next 48 hours, so keep a close eye on the Project Reality website for more detailed information on v0.5’s features.

Here are two great videos that detail the changes and how to recognize and use them in the game:

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Project Reality ( PRMM to PRM ) .40 released!

project reality mini modThe PRMM team promised it this weekend and they delivered. The .40 version of Project Reality has been released, currently on torrent only. The main site is getting hammered and has been dropping out a lot today, so here’s the link to the torrent file:

http://www.gloryhoundz.com/bt/pr_0406_setup.exe.torrent

Class limiting, new maps, new weapons, new features, oh my! Obviously I know what I’m going to be doing this Veteran’s Day weekend!

Oh, and I guess the acronym is now “PRM” due to it no longer being called a “mini-mod”.

Hey Folks,

Welcome to the first full-blown release of Project Reality. Calling us a mini-mod is simply no longer appropriate with the addition of the British Infantry, an Insurgency faction, and a whole bunch of new maps, vehicles and weapons.

The torrent for Project Reality v0.40 is now available.

IMPORTANT: Be sure to uninstall any previous releases of Project Reality before installing this release.

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Project Reality Mini Mod for Battlefield 2

Speaking of mods, I don’t post enough about them. My addiction to trying out mods continues at a frightening pace. Recently I’ve been cycling through a few.

There’s the Half-life Source mod named BattleGrounds 2. It’s a bit obscure, as it has only a small amount of players each night. It’s an American Revolutionary War mod. I played the original Half-life version alot, and the new one is designed for Source. It’s even better, especially the far off battle sounds which are just as good as the ones featured in Day of Defeat: Source, and really add to the immersion. Full-on regiment charges are a blast, and pigsticking with bayonets is satisfyingly effective.

True Combat Elite is a mod within a mod. Return to Castle Wolfenstein had a cancelled expansion named Enemy Territory. The developers were a third party group and since their project was canned they decided to release the source code and a working version to the public for free. The mod was generally fun, but I never got too hooked on it. True Combat Elite modernizes the weapons, models, and sounds, and generally tries to up the realism.

project reality mini modThe one that spawned this post is a mod that has hooked me a bit, as I play it almost every night for the past couple weeks. Project Reality Mini Mod (PRMM) is a conversion for Battlefield 2. The scenarios are quite similar but it has so many tweaks and changes it just feels right. I grew bored with BF2 shortly after buying it. It, like the other Battlefield series, feels very arcade-y. The respawn times made medics and resupplying an afterthought, and made dying a non-event. I mean, don’t we remember one of the key features of Counter-Strike, the fact that when you were dead, you were dead for the whole round!

There are a slew of changes, but the ones that I like, notice, and/or remember are:

  • Respawn changes – It takes longer to respawn. The more you die, the longer it takes for you to respawn.
  • Increased effectiveness when near a Squad leader and/or the Commander
  • Physics tweaked. The first time I hit someone with a jeep in this mod I was laughing. The tanks feel more like big heavy tanks, the trucks move more like trucks, and people don’t flop around like they are paper.
  • Weapons are deadly again.
  • Iron sights and scopes only
  • The commander fights alongside you, and artillery can only be asked for and set by squad leaders. The commander decides to actually pull the trigger, but cannot mark his own artillery.
  • Support troops have a very effective machine gun, and are supplied by other troops, the way it really happens, instead of the reverse as in vanilla BF2. The assault troops supply the ammo packs, which are actually mini supply drops, you need to stand near them to resupply.
  • Engineers get a lot of explosives
  • Special Forces get a timed detpack. This actually works better for me, as I often died before detonating my packs in BF2. Now I can just plant and run.
  • Medics have to be very close to heal people, and cannot just drop medpacks everywhere.
  • There are many new play modes, but the most popular is much like BF2, except you have to capture flags in a certain order. It brings the battle to a concentrated front line which is exceptionally fun.

There are a slew of other tweaks, but the above are the most prevalent ones in my experience. All in all, it makes a very good package that is getting things right. It’s still in heavy and rapid development. I see myself playing this one for awhile. It makes me feel better about throwing down change for BF2.

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