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| Battlefield 2 - Project Reality Mod Discussion for the BF2 - Project Reality Mod |
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#1 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,710
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Project Reality Mod v0.4 First Impressions
Let's use this thread to capture everyone's first impressions with the mod. Please understand that there are known bugs that the PR team is working through. We are also evaluating the server configuration and will be making adjustments over the next few days.
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| My MapsGaming Videos by Tactical Gamers Fear the Frog! | Kill the Frog! | An Inconvenient Truth "Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team." -- Tactical Gamer Primer |
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#2 (permalink) |
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Banned
Join Date: Nov 2005
Location: Boulder, Colorado
Age: 20
Posts: 1,133
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Re: Project Reality Mod v0.4 First Impressions
The one map I tried to log on for was unplayable for me. I think it's the same problem that I had with Port Fear - there's no fog on the maps, and so my hard drive or RAM or something is really overworked.
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#3 (permalink) |
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Join Date: Jun 2005
Location: Austin, TX
Age: 33
Posts: 4,264
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Re: Project Reality Mod v0.4 First Impressions
Some minor tweaks aside, I was (surprisingly) very impressed with the mod. Everything seems like it's relatively balanced, the maps are immaculately detailed, and the new weapons and sounds are great. Tonite was my first time trying the mod and it was a lot of fun. I think it'll be a great fit with the community, and the three or four squads I played in were mostly new to TG and all great team players. Looking forward to diving into it some more soon!
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-F-Beatnik
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#4 (permalink) |
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Join Date: Feb 2006
Location: United Kingdom
Age: 18
Posts: 2,036
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Re: Project Reality Mod v0.4 First Impressions
Ooh another mod to play. *Downloads*
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|TG-E17th|Lorian Member since 18th February 2006 Supporting member since 4th August 2006 PGP public key Processor: Intel Core 2 Duo E6420 Memory: 2x 1GB Corsair XMS2 DDR2-800 RAM Video Card: XFX NVIDIA GeForce 6800 XT 256MB Monitor: 17" Dell CRT and 15" generic LCD Sound Card: Creative X-Fi Xtrememusic and Creative Sound Blaster Live! (no Linux X-Fi drivers yet) ![]() ![]() ![]() ![]() |
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#5 (permalink) |
![]() ![]() Join Date: Mar 2006
Location: Miami Beach
Age: 29
Posts: 859
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Re: Project Reality Mod v0.4 First Impressions
All I can say is WOW
. This mod is so sweet and there are allot of changes from 0.32. Be sure to check the PLAYER GUIDE for all the info its worth it http://prguide.realitymod.com/index....tle=User_Guide.
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#7 (permalink) |
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Join Date: Sep 2005
Location: Monterey, CA
Age: 25
Posts: 1,394
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Re: Project Reality Mod v0.4 First Impressions
I played a good amount last night seeing a lot of the new maps and playing with a number of new toys.
As usual vanilla AAS does not work with more than 24 (2 squads each side) players. It just creates too much of a log jam. I know PR is trying to go for a more realistic battlefield and eliminate the deathmatch feel that conquest brings but unless AAS becomes more dynamic (multiple paths, ability to cut off the flag chain to prevent forward spawn) you will get what we had last night on muttrah city. I dot like the idea of AAS as it does give you a progression towards an objective and it uses the entire map, but it needs some work. The details in .4 are great. They have placed some of the flags underground to eliminate the focus on the flag and place it on holding a position instead. At least on Al Basrah, the insurgents have mobile spawn points (pickup trucks) in addition to spawning at the flags. The city is already setup like a death trap for the USMC rolling through, but giving the insurgents the ability to spawn wherever they want will make it really tough for the USMC as it should be. The sounds. With the new sounds you can really tell if someone is shooting at you or someone else. I was up on a hill overlooking the gas station on muttrah with one of my squad members to my left. I heard the whistles of the bullets going by but not the smack so I knew the guys firing were aiming at my SM. When the SM went down, the whistles turned to smacks as I became the new target, pretty sweet. Headshot (with any weapon) = killed = no chance at revival. Pretty serious penalty for sticking your head in the wrong place. Sam Hoy and I got to test it out for a couple of maps before the bug kicked in but the kit requests seem to work. There were only 4-6 of us playing at the time so the demand wasnt there to really limit the kits nor was the system put through any stress tests. PR still has artillery in place. Didnt really see it used last night so I dont know if they have nerfed it at all. Portable AA is always fun. RPGs are nasty. They will take down a helo in one shot and are seriously fast. Field dressings are a great detail. I know I used them a bunch of times to give myself some time to find a medic. Overall, this is an extremely well done and mod and they didnt even inlcude all of the changes/bug fixes in this release. We had a couple of good runs in TG squads though I think we really could've used the extra fire power from the requested kits. The new maps are very well done and quite different from previous maps. I highly recommend giving PR a download. I did have a problem loading Mashtuur Nights, resulting in a CTD. EDIT: When I load the map I receive the message: mods/xpack/shaders/terrainshader.fx not found
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"Not all who wander are aimless." PSN: aculle01 Last edited by aculle01; 11-12-2006 at 12:46 PM. Reason: reason for ctd |
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#8 (permalink) |
![]() Join Date: Jan 2006
Location: Warren, OH
Age: 28
Posts: 2,539
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Re: Project Reality Mod v0.4 First Impressions
Nice write up aculle. I only played briefly on the latter part of Muttrah City and then for a few minutes on Steel Thunder before I lost my connection. The one thing that did stand out are the sounds. The sounds really make you feel like you're on a real battlefield.
Like aculle said the AAS mode is not going to work on a populated server. I didn't realize it was on AAS and kept wondering to myself on Muttrah City why we couldn't even secure another CP when there were 6 other flags on the map.
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#9 (permalink) |
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Join Date: Sep 2005
Location: Monterey, CA
Age: 25
Posts: 1,394
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Re: Project Reality Mod v0.4 First Impressions
Muttrah is tough, even with a few squads because the MEC can setup on the roof tops across from the DOcks and play marksman all day. What the USMC should've tried was some coordinated helo insertions with BH behind the MEC line while the little birds strafed the rooftops.
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"Not all who wander are aimless." PSN: aculle01 |
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#11 (permalink) |
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Join Date: Apr 2006
Location: Washington, D.C.
Age: 22
Posts: 480
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Re: Project Reality Mod v0.4 First Impressions
I like how the game voices are flattened out a bit....I usually have the volume jacked up so I can listen for footsteps and whatnot, but those voice comms in PoE2 and vanilla pierce my eardrums...not so in PR
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|TG-33rd|Calvin ![]() ![]() ![]() ![]() ![]()
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#12 (permalink) |
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Registered User
Join Date: Jul 2005
Age: 32
Posts: 3,405
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Re: Project Reality Mod v0.4 First Impressions
- Maps are fantastic. Big size, ambient sounds, objects, tall grass... The best BF2 maps I've ever seen.
- 10/10 to Sounds. With supersonic bullet effects, they managed to add effect of suppression into the game ! - I liked the new kit/class system. - Admin team is discussing AAS mode issues. So just enjoy the game for now and wait for an announcement. We have a great potential here gentlemen. This mod gives you a totally different BF2 experience. Kudos to PR team ! |
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#13 (permalink) |
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Join Date: Apr 2006
Location: Washington, D.C.
Age: 22
Posts: 480
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Re: Project Reality Mod v0.4 First Impressions
When loading Sharqui Nights i get:
Error! mods/xpack/shaders/terrainshader.fx not found!!! _DO_ check your working directory and sync your shaders folder before calling upon your local rendering programmer/GP (really!) O_o
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|TG-33rd|Calvin ![]() ![]() ![]() ![]() ![]()
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#14 (permalink) | |
![]() ![]() Join Date: Feb 2006
Location: In a cave.
Age: 51
Posts: 3,108
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Re: Project Reality Mod v0.4 First Impressions
Quote:
Try this: got to my documents/battlefield 2/mods/bf2/cache, delete whatever is in there. When I first loaded this map, it took about 10 minutes because of the «optimizing shaders thingy». Never takes that long. This map must use some special shader functions or something (because it's a night map I guess). DB
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|TG-6th|Blonov «So I guess that I actually deserve getting dragged behind some bunker on Kashan and put out of my misery.» Steiner BattleField2 SOPs | Teamspeak | Server Rules and SOPs | The 6th Devil's Brigade ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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#15 (permalink) |
![]() ![]() Join Date: Feb 2006
Location: In a cave.
Age: 51
Posts: 3,108
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Re: Project Reality Mod v0.4 First Impressions
Sounds are outstanding (weapons, footsteps, background, etc). The backblast from the TOW really makes you want to stay away. You really have to think twice before shooting: the uniforms are not that different (thank God for the minimap!).
DB
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|TG-6th|Blonov «So I guess that I actually deserve getting dragged behind some bunker on Kashan and put out of my misery.» Steiner BattleField2 SOPs | Teamspeak | Server Rules and SOPs | The 6th Devil's Brigade ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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