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Old 12-28-2007, 06:39 PM   #31 (permalink)

 
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Re: PR Dev Journal.

Quote:
Originally Posted by DoorGunner53E View Post
1 more off topic- we were landing at Ontario, Ca...some little airfield near there at night on googles blacked out, quick right turn at the approach end right onto taxiway and what was 20 feet in front of us and closing? A cessna!! Lights came on, blinded the poor guy with the winch spotlight, he stopped about 15 feet in front of us and the radio match ensued, he wanted us to pick up and take off, we told him he was nuts and we would win the physics battle, 53E V. Cessna. So we went min power and he barely got turned around without flipping over, he never had a single beacon flashing the whole time, he even took off later without them on. Civies scare me. :-)
Guys like this wind up in the NTSB database eventually.
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Old 12-30-2007, 06:55 PM   #32 (permalink)
 
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0.7 wiki

The new wiki is up:

Quote:
Originally Posted by [R-DEV]M.J.Patterson View Post
Thanks to the collaboration of R-CONs and R-Devs the
Wiki User Guide has been "completed."

Onil has provided the guide with many of the images while Fuzzhead and myself have updated its content.

Please take time to read through the Wiki guide.
It now has most, if not all, of the pertinent information for playing
Project Reality 0.7.

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Old 12-31-2007, 07:08 AM   #33 (permalink)
 
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Re: PR Dev Journal.

Their wiki isn't finished, lots of the stuff in the Maps section isn't done. Don't know why they said it is.
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Old 12-31-2007, 07:57 AM   #34 (permalink)
 
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Re: PR Dev Journal.

The wiki still seemed a little rough when I joined at .61, to be honest. I can't wait for the update now, I might have to get my joystick and throttle down from my room where they've been collecting dust ever since Falcon 4 AF.
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Old 12-31-2007, 08:19 AM   #35 (permalink)
 
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Re: PR Dev Journal.

the wiki is quite a bit better now than it was in v0.6 nerdydoge...

kittykat, come on man there is not that much stuff missing.... a few missing CP pictures from vanilla maps...
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Old 12-31-2007, 08:36 AM   #36 (permalink)
 
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Re: PR Dev Journal.

You could always contribute to the wiki yourself, kitty.
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Old 12-31-2007, 08:50 AM   #37 (permalink)
 
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Re: PR Dev Journal.

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Originally Posted by TheSkudDestroyer View Post
You could always contribute to the wiki yourself, kitty.
What I was going to add, I haven't looked at it since 0.6 anyway, was just commenting.
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Old 01-11-2008, 10:32 AM   #38 (permalink)
 
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Update Harrier.

Some more shots from the Harrier:

Quote:
Originally Posted by [R-DEV]Stigger
Ordinance ready to go are Maverick, 1000 lb LGB, Sidewinders oh and er .. long range fuel tanks should we need them.






Updated harrier Wallpaper with weapon loadout version.
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Old 02-07-2008, 08:16 AM   #39 (permalink)
 
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Kit changes.

Been a while but just to catch up:

Quote:
Originally Posted by [R-DEV]Jaymz View Post
Crewman PDW

Having creman with full sized assault rifles was a little bit ridiculous. Getting a G3A3 out of a burning T90 would be a little bit too much hastle in RL. So we've issued them more feesable firearms.

PLA : QBZ95b w/ 2+1 mags (PLA SF now use full size QBZ95's with ironsights)

MEC : HK53A3 w/ 2+1 mags

USMC : M4 M68 w/ 2+1 mags (not an M4A1, comes with a single/burt trigger group)

GB : No suitable replacement at this time.

Heavy AT

Due to the delay systems used to portray setting up H-AT systems and aquiring targets, we have come to the conclusion that issuing them Assault Rifles will allow the kit better integration into infantry squads.

PLA : QBZ-95 ironsights w/ 2+1 mags

MEC : G3A3 ironsights w/ 2+1 mags

USMC : M16A4 ironsights w/ 2+1 mags

GB : L85A2 ironsights w/ 2+1 mags
and Spec Ops:

Quote:
Originally Posted by [R-DEV]dbzao View Post
We are doing some changes to the Special Operations kit that will help players do their job of recon, ambush and sabotage a lot better. Here's a list of the changes:
  • Silenced Pistols 3+1 mags - stealth is your best friend when alone and behind enemy lines.
  • SLAMs 60s timer x4 - more SLAMs and also more time to plant them and get out.
  • C4 remote detonated - flashbangs are out and one pack of C4 is in to deal with the bigger assets.
  • Parachutes - air drop insertions are back, but remember that you can't open your parachute too close to the ground.
  • Field dressings x3 - you have to count mostly on yourself when wounded. This will help you stay alive.
  • GLTD (SOFLAM) - any player will be able to send the LASER TARGET radio message, no matter if he's a Squad Leader or Squad Member.

That's it. We hope these changes will make them better at their job.


----------------


Actually, DB screwed up and THIS is the kitlist:

1. Knife
2. Silenced Pistol (3+1)
3. Carbine (8+1)
4. SLAM (timer 60s) x4
5. Smoke grenade x2
6. C4 x1
7. GLTD
8. Field dressing x3
9. Parachute

Enjoy! -M.

----------------
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Old 02-07-2008, 08:26 AM   #40 (permalink)
 
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Player-specific messages.

Cleaning up the HUD:

Quote:
Originally Posted by [R-DEV]dbzao View Post
Yes, we are removing all the spam

We were able to tweak our code to send messages to each player individually. Messages like rules about using vehicles, kits, rally points and commander assets, that currently are displayed at the top of the screen for all team members, will now be displayed only to the player that needs that information.


In the screenshot you can see a sequence of three actions that were responsible for those messages in my screen. First, I tried placing a bunker, but I didn't have the officer kit. So I requested it, getting the confirmation, and tried again, getting a new alert that I needed a build order from the commander.

We are using BF2's medals, badges and ribbons HUD events to send those messages. Basically we made the decision of removing support for these types of awards from the mod. They are just shiny awards that don't bring anything useful to the mod.

Servers that use stats systems will hopefully not have any problems since our code will try to disable these specific awards, but if a system is using a different method we can help them remove it from the in-game stats python code. Ranks and general stats can still be active, it's just those specific awards that are removed.

Notice that we will not be giving any medals, badges or ribbons to players all the time, we are just using the HUD events to display information, while the current stats of the players remain unaltered.

Servers that don't use any stats systems won't have anything to worry about.

The benefits added to the mod with this new message system are way more interesting than any problems we may have with stats, so we are really happy bringing this feature to BF2 that many thought it wasn't possible.

Now the only ones responsible for spam will be the servers with their messages (that we hope they put in longer intervals), game modes messages (that are really rare) and normal player chat.

We will give some tips on how to send player-specific messages in PR to anybody that wants to use the system in their custom scripts once the patch is released.
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Old 02-07-2008, 04:00 PM   #41 (permalink)
 
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Re: PR Dev Journal.

Not bad, but that orange can sometimes be hard to read.
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Old 02-25-2008, 03:20 AM   #42 (permalink)
 
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Container crane static (Muttrah City).

New crane for Muttrah City by Rhino:

Quote:
Originally Posted by [R-DEV]Rhino View Post
Heres a quick render of my (very) WIP Container Handling Crane static which will be used in the port of Muttrah City (v2) soo all my spare area is not 100% containers filling it up



Will keep you guys updated as it goes along

EDIT: ohhh ye forgot to include the ref pic, it will look something like this when its done, thou this pic is of a very diffrent model to what I'm making.
I 'm sure all you snipers will be happy to see this .
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Old 02-25-2008, 10:05 AM   #43 (permalink)
 
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Re: PR Dev Journal.

AFAIK there will be many of those at the docks. Useful, but predictable.

I'll pass.
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Old 02-25-2008, 10:30 AM   #44 (permalink)
 
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Re: PR Dev Journal.

Hope they are drivable
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Old 03-02-2008, 11:53 AM   #45 (permalink)
 
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Post Map (WIP) - Sangin.

Check out this new upcoming map:

Quote:
Originally Posted by [R-DEV]Dr Rank View Post
A meticulously planned 4km of Afghanistan based on extensive research taken from discussions with [R-DEV]UK_Force, video footage, photos and information gathered from the Helmand Exhibition at the National War Museum. Set mainly in an area of the Green Zone that follows the Helmand River through Sangin, the map includes Camp Bastion (the main base in the bottom left of the map - in RL Bastion is much further out in the same direction as it currently is in game so there will be a dome of death around it to prevent the Taliban forces getting near it in game, simulating the distance as best as possible). It also includes the Sangin MT (Main Town) FOB which has seen some of the most intensive fighting in the region. As you'll see, the FOB is modelled as accurately as I could get it, and bares more than a passing resemblance! It took AGES to make!! :???: 8)

Some key features include:
  • Overgrowth grass fields i.e. grass you can hide in

  • Compounds modelled from google images/video footage

  • Fields etc modelled from a combination of google images and video footage

  • Insurgency gamemode against a Taliban force (Insurgent models for the time being)

  • Realistic vehicles in operation i.e. for the British the Harrier, Apaches, Scimitars, an A-10 and Landrovers (the merlin will probably be used as a place holder until the game gets a chinook) Air assets are not confirmed, it will come down to balancing, ideally all those mentioned here will feature.

Here's some WIP Screenshots alongside some rl images taken from military videos:























































Thanks to Nickbond, Katarn and Dbzao for posing for me in the screens :wink:
Lets hope it ends up as a combined forces map as intented.

I really like the new tree models .
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