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07-11-2009, 11:50 AM #16
Re: Devastation! - Project Reality for ArmA II
TvT all the way











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Saddam ✓ Osama ✓ Gaddafi ✓ Justin Bieber ☐ Rebecca Black ☐
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07-13-2009, 03:08 PM #17
Re: Devastation! - Project Reality for ArmA II
Overall I liked it, but we had some serious lag problems as the population grew the other night. Seems like a lot of custom maps/mods are not scaling well at this point - they run great with a few players, but lag out as the population grows.
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07-13-2009, 08:14 PM #18
Re: Devastation! - Project Reality for ArmA II
Could work well if TG takes it and makes it better

has alot of good features but cause a lot of lag and has a number if annoying bugs (like randomly teleporting the choppers when the lift something)
My name: Adept a skilled or proficient person Abyss a deep, immeasurable space, gulf, or cavity
So I'm a very skilled deep hole :D

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07-13-2009, 08:19 PM #19
Re: Devastation! - Project Reality for ArmA II
Gents, feel free to post any bugs in those links I supplied.....











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Saddam ✓ Osama ✓ Gaddafi ✓ Justin Bieber ☐ Rebecca Black ☐
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08-13-2009, 12:44 AM #20
- Join Date
- Aug 2009
- Posts
- 12
Re: Devastation! - Project Reality for ArmA II
This si kool but still pretty buggy and a total ripoff of BF2s project reality
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08-13-2009, 05:56 AM #21
Re: Devastation! - Project Reality for ArmA II
A rippoff would be if he wasn't naming the source, but hes clearly saying that the game type is PR.
Sad to hear about the lagging, I hope it can be mended.
Playername Sparks444 in BF2
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08-13-2009, 08:24 AM #22
Re: Devastation! - Project Reality for ArmA II
Awsome job guys. I'm just starting to learn ArmaII, but I really like it!

"Don't feel sorry for me I already feel sorry for you!."
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08-14-2009, 11:29 AM #23
Re: Devastation! - Project Reality for ArmA II
This looks awesome, it looks much better than Domination. More organized, more features, fastropes. Oh and it's TvT!
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08-14-2009, 01:29 PM #24
Re: Devastation! - Project Reality for ArmA II
Version 0.4 now on Bravo servers, feel free to give it a shot........
Changelog¶
* Added: New mission: 16v16 "Rog" - LvL
* Added: Added icons to represent when you are inside an inner/outer zone, are securing it or outside of zone. (But currently when it is not capturing, it will not explain why.)
* Added: High Command.
* Rule Changed: You now need 3 players to secure an outer zone and 2 players to secure an inner zone. It was 1. The players can be from any squad.
* Rule Changed: Rally point deployment - nearby members requirement halved. (See details below.)
* Rule Changed: Packup rally point - nearby members requirement halved. Maximum members halved too. (See details below.)
* Rule Changed: Rally Point deployment distance to nearby buildings reduced from 20m to 10m. A proper solution will be required in future for less restrictions.
* Rule Changed: Containers are now limited to deploying one FOB per container, until FOB repacked.
* Changed: Grass is now always on. Terrain Detail config menu option removed.
* Changed: Kit availability values adjusted. Rifleman increased from 1 in 2 to 1 in 1. Heavy AT decreased from 1 in 8 to 1 in 12.
* Changed: Medics are now restricted from selecting a heavy weapon loadout. They can pick one up from the ground though.
* Changed: Popup menu can now be closed with right click.
* Changed: Added APC vehicles to both bases for missions: Black Forest and Three Valleys.
* Changed: Removed MRV (mobile respawn) ability on trucks for small missions and replaced with standard truck (for cargo).
* Fixed: Patch v1.03 compatibility.
* Fixed: Added missing offroad vehicle to east base for missions: Black Forest and Three Valleys.
* Fixed: Black Forest mission: Used wrong weapon restrictions. Restored to all weapons, not just basic.
* Fixed: Several start-up & JIP scripting fixes: Errors appear in client RPT log.
* Fixed: Init FOB actions for JIP.
* Fixed: Some actions were missing for JIP players - JIP bugs for some setVehicleInit.
* Fixed: End game final team summary scores display (blue box) didn't appear. Fixed but untested.
* Fixed: ArMo_RXMS undefined for slow JIP. (Probably affected zone status updates.)
* Fixed: Prevent cargo being loaded onto destroyed vehicle, which respawns and leaves cargo hovering.










Contact an Admin | Nominate your teammates for a ribbon | TG Primer | Kicked? Banned? READ THIS FIRST! | Server Rules and SOP's
Saddam ✓ Osama ✓ Gaddafi ✓ Justin Bieber ☐ Rebecca Black ☐
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08-23-2009, 10:39 PM #25
Re: Devastation! - Project Reality for ArmA II
I cant wait to try this out
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08-26-2009, 08:51 PM #26
Re: Devastation! - Project Reality for ArmA II
Beta v 0.6 released and on the server:
Beta 0.6 change log¶
Summary¶
The entire focus for the past week or more has been to fix this game breaking "slow response" bug relating to dialogs and actions. There have been significant internal changes made to try and work around these issues, as best that Arma 2 now allows.
Changelog¶
* Updated: Ver 0.5 was incorrectly shown as ver 0.4 (only file name was shown as 0.5).
* Fixed: Performance: Possibly fixed/worked around some/many performance degradation issues.
* Fixed: Performance: Navigation waypoint (WpHUD) script spawning loop bug, which would have affected performance over time.
* Fixed: Performance: Multiple dialog spawns, when activated via key press and not via action.
* Fixed: Performance: Bug of respawning and getting stranded out nowhere (due to respawn dialog taking forever to appear).
* Changed: Performance: Immediate spawn without dialog. (You now need to manually select "Base Deployment" action to simulate previous behaviour.)
* Changed: Updating appearance of dialogs.
* Changed: Clean out unused code to reduce overall size. No performance difference.
* Added/Changed: There's a new "Configuration" menu option called "Menus" with options "Advanced" or "Basic" to control whether to show all menus or just the commonly used ones. The mission will now default to Basic mode.











Contact an Admin | Nominate your teammates for a ribbon | TG Primer | Kicked? Banned? READ THIS FIRST! | Server Rules and SOP's
Saddam ✓ Osama ✓ Gaddafi ✓ Justin Bieber ☐ Rebecca Black ☐
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12-03-2009, 10:40 AM #27
Re: Devastation! - Project Reality for ArmA II
hi there,
i would love to play devastation one day on tg servers. unfortunately its never been played in the last weeks.
some days ago it has been mentioned on von to play it when bravo was crowded but some people stated it would be too complicated for new players. so it wasn't played.
i was a bit astonished about that statement because i simply think:
if it's not possible on tg it wont be possible anywhere else.
the reason i play on TG servers (PR and arma2) is the mature behavior of the players, the teamwork and the way how it is played. and for that i welcome any mission or mod which encourages teamplay and interaction between players.
so please, give it a chance and run it more often.
i think this mod is absolutely underrated.
and to all who think its too complicated for new players: if they join tg for more then one time, they know what TG is about. i think most of people would appreciate it.
just my 2 cents.
greets
rabommel
ingame: docmabuse
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12-03-2009, 12:02 PM #28
Re: Devastation! - Project Reality for ArmA II
Funny I was just mentioning this to Jeepo the other day.
I hope you guys try it and that I'm around when you do.Tactical Gamer Content Development Manager








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12-03-2009, 12:38 PM #29
Re: Devastation! - Project Reality for ArmA II
I'm more worried about it being too complicated for the server. Every time we tried Devastation it was unplayable due to lag...
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12-03-2009, 01:00 PM #30
Re: Devastation! - Project Reality for ArmA II
oh, did not knew about server lag issues. my bad.
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