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Old 06-11-2008, 08:31 AM   #301 (permalink)
 
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Re: PR Dev Journal.

.8 keeps getting better and better! Anyone have any idea how much longer?
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Old 06-11-2008, 08:59 AM   #302 (permalink)
 
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Re: PR Dev Journal.

Quote:
Originally Posted by creepinshadow24/7 View Post
the first an 3rd screenshot on the right amazed me, i thought they were real life photos...
Yeah, I swear the 3rd down on the right is real. Or at least it looks it.
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Old 06-11-2008, 09:17 AM   #303 (permalink)
 
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Re: PR Dev Journal.

Khara is an amazing map, Codredfox did an incredible job.

You guys know that he actually works in Hollywood for computer models, or something along those lines.
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Old 06-11-2008, 09:18 AM   #304 (permalink)
 
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Re: PR Dev Journal.

thats awsome, the skill shows. All the models and maps look spot on, I hope we get .8 soon.
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Old 06-11-2008, 04:21 PM   #305 (permalink)
 
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Re: PR Dev Journal.

Quote:
Originally Posted by =Sonic_Striker= View Post
.8 keeps getting better and better! Anyone have any idea how much longer?
NO.

And let me make this perfectly clear:

If ANY tester makes any claim of statement on the release date of .8 please contact myself or LeadMagnet. We seem to have some blabbermouths.

And to any testers:

Don't claim to know the date of release; Don't hype up the release; Don't break the Non-Disclosure Agreement.

Cheers,
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Old 06-12-2008, 10:55 PM   #306 (permalink)
 
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Re: PR Dev Journal.

Quote:
Originally Posted by [R-DEV]coderedfox View Post
[MAP] Khara - Northern Afghanistan WIP

Media update :
Just a little update for you guys, my other thread under Community Modding needed to be closed/ended. So here is a small media update. My answers to any questions will be short and null. The gameplay, modes, vehicle's, weapons are all hush hush for now. Keep checking back for new updates.

Remember guys, its still WIP. Your being show older stuff.

PR Khara : "Engineers Wanted" :
[YOUTUBE]http://www.youtube.com/watch?v=MPyObHJj2V4&e[/YOUTUBE]

PR Khara : "Caves" - About three weeks old
[YOUTUBE]http://www.youtube.com/watch?v=roBqcAR7VKs[/YOUTUBE]
.
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Old 06-13-2008, 10:46 AM   #307 (permalink)

 
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Re: PR Dev Journal.

try this one

Quote:
Originally Posted by [R-DEV]coderedfox View Post
[MAP] Khara - Northern Afghanistan WIP

Media update :
Just a little update for you guys, my other thread under Community Modding needed to be closed/ended. So here is a small media update. My answers to any questions will be short and null. The gameplay, modes, vehicle's, weapons are all hush hush for now. Keep checking back for new updates.

Remember guys, its still WIP. Your being show older stuff.




caves


Insurgent hills


Limited river crossings


Gated units


Snow




PR Khara : "Engineers Wanted" :

PR Khara : "Caves" - About three weeks old
Watch the videos, the caves one will blow your mind
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Old 06-13-2008, 12:23 PM   #308 (permalink)

 
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Re: PR Dev Journal.

holy s**t those look awsome cnt wait till .8 come out
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Old 06-13-2008, 12:43 PM   #309 (permalink)
 
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Re: PR Dev Journal.

Im scared to go in the caves.
They gonna kill me.

This map is gonna need smart rally placement.
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Old 06-13-2008, 05:34 PM   #310 (permalink)
 
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Re: PR Dev Journal.

imagine a JDAM on this map
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Old 06-18-2008, 06:37 PM   #311 (permalink)
 
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Re: PR Dev Journal.

Quote:
Originally Posted by [R-DEV]dbzao View Post
We are working on some changes to the overall rules regarding the Deployable Assets in PR.

You probably noticed the last releases focused a lot on standarization and simplification of gameplay rules, and that is always something in our minds when we do changes and additions to gameplay.

So we are changing some rules because of forthcoming additions and to improve overall gameplay. All deployment rules you will see bellow have this same set of rules we are used to in the current release:

- Deployable by Squad Leaders or Commander with Officer kit
- 50m close to Support Truck or 2 supply crates

Let's get to the changes:

1. No Command Posts

We removed the Command Post as a Commander deployable, and now it's mapper set to serve as ammunition and repair station for vehicles at the main bases. We are still working on this asset and maybe it will return in a later time. But, for now, it's not a requirement to deploy any other asset anymore.

2. Bunkers and Firebases = Forward Outposts

We united both Bunkers and Firebases into something we call Forward Outposts. So now you have only one set of rules to control all Forward Outposts:

- Maximum of 4
- 200m or more away from each other

The system will automatically spawn the Bunker model if you are deploying close to a Control Point, or the Firebase model if you are away. This means you can have any combination of Forward Outposts, close or away from CPs.

3. Commander Approval for Forward Outposts

We noticed the big spam that happens when you are in a team that doesn't have a Commander. Everybody starts asking that somebody be one, just so that the team can deploy Forward Outposts as it's a very important asset, specially after you lose your squad's Rally Point.

Our change here is that you won't need Commander approval to build a Forward Outpost IF your team doesn't have a Commander, BUT you will still need an approval if you DO have a Commander.

If your team doesn't have a Commander, for whatever reason, we don't want to force players to do a job that maybe they are not confortable with just so your team can have a place to spawn. But if somebody actually want to be a good Commander, the team will need to follow his plan with regards to the logistics and overall strategy, and benefit from greater coordination and other assets the Commander have under his belt.

4. Sandbags and Razorwires

They will also be grouped in a single set of rules, but the player can still choose what to deploy.

- Maximum of 10 in the same area (any combination)
- 200m close to a Forward Outpost

You can have any combination, like 8 sandbags and 2 razorwires, 3 sandbags and 7 razorwires, etc. Also we increased the distance they can be deployed from Forward Outposts from 100m to 200m, so they are not set as much as defensive structures for your Outpost, but defined at important locations while your Outpost is left in a safer position.

5. Anti-Air and Heavy Machine Guns

As showcased in another DEV Journal, we are working on .50 cal deployables, so these HMGs and the current AA guns are joined together in a single set of rules as well.

- Maximum of 2 in the same area (any combination)
- Maximum of 2 per Forward Outpost
- 200m close to a Forward Outpost

You can deploy either, 1 AA and 1 HMG, or 2 AAs, or 2 HMGs.

Here's how the Squad Leader comm rose will look like:



You probably know, but the slashes "/" between words mean you can left click or right click to get different actions from the same button.

The blank space in the comm rose is also intentional as we will probably get other deployable assets in the near future. I wonder if you can guess what they are

Anyways, those are the simplified and standarized rules we are working on for the next release and hopefully they will have a good impact on gameplay.
http://www.realitymod.com/forum/f196...le-assets.html
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Old 06-18-2008, 06:46 PM   #312 (permalink)
 
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Re: PR Dev Journal.

it would be really nice to get a 50 cal implacement... nice!
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Old 06-18-2008, 06:47 PM   #313 (permalink)
 
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Re: PR Dev Journal.

Quote:
Originally Posted by [R-DEV
dbzao]The blank space in the comm rose is also intentional as we will probably get other deployable assets in the near future. I wonder if you can guess what they are
Augh!! Now they give us mysteries! I feel like my head will explode in anticipation for something awesome!
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Old 06-18-2008, 07:03 PM   #314 (permalink)

 
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Re: PR Dev Journal.

Quote:
The blank space in the comm rose is also intentional as we will probably get other deployable assets in the near future. I wonder if you can guess what they are.
Methinks.....TOW emplacement.

You know what else would be cool - a helipad!
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Old 06-18-2008, 07:04 PM   #315 (permalink)
 
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Re: PR Dev Journal.

Yea land on the top of bunker, with a big H '


Deployable rough runway for hercules troop and supply drops. You find the relatively level area and protect its surface from attacks and in return every 20 mins for 5 mins spawn times are halved at this location

http://ketiltrout.net/ice/img/ice_runway.jpg

http://ketiltrout.net/ice/img/ice_runway_2.jpg

http://ketiltrout.net/ice/pano.cgi
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