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11-08-2006, 11:46 PM
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#1 (permalink)
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Join Date: Oct 2003
Location: Fort Mill, SC
Age: 34
Posts: 10,851
Tournaments Joined: 0 Tournaments Won: 0
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Project Reality Mod due out Nov 11th
The Project Reality Mod v0.4 is set to be released on Saturday, Nov 11th. Check out the following links for more information.
Here's a few screen shots from "Operation Ghost Train" showing off the British Troops in Woodland camo.
Unofficial v0.4 change log
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11-09-2006, 05:14 PM
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#2 (permalink)
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Join Date: Aug 2005
Location: indiana
Posts: 1,000
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Re: Project Reality Mod due out Nov 11th
Wow, it looks like that mod is really shaping up. Interesting things.....love that claymores have to be clacker fired......
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11-09-2006, 06:35 PM
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#3 (permalink)
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Join Date: Sep 2006
Age: 29
Posts: 496
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Re: Project Reality Mod due out Nov 11th
Maybe this means a return of Monday Night Madness for the PR Mod?
Alot of interesting changes. The addition of another seat for the tanks would be great. Looking forward to trying out the update.
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11-09-2006, 08:39 PM
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#4 (permalink)
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Join Date: Nov 2005
Location: Israel
Age: 28
Posts: 1,582
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Re: Project Reality Mod due out Nov 11th
What exactly does clacker fired mean?
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11-09-2006, 09:00 PM
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#5 (permalink)
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Join Date: Oct 2003
Location: Fort Mill, SC
Age: 34
Posts: 10,851
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Re: Project Reality Mod due out Nov 11th
Quote:
Originally Posted by Shafik
What exactly does clacker fired mean? 
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I believe it's a hand held device.
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11-09-2006, 09:07 PM
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#6 (permalink)
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Guest
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Re: Project Reality Mod due out Nov 11th
It means that you have to use the detonation device (Called the clacker) to detonate the Claymores. You gotta remove the safety and push the sucker three times.
(I think of Joint Ops all over again with not revivable headshots.)
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11-09-2006, 10:16 PM
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#7 (permalink)
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Join Date: Aug 2005
Location: Crawling Under My Skin
Posts: 365
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Re: Project Reality Mod due out Nov 11th
Looks good, I will definitly download. PRMM kept CTD'ing everytime I tried to play online so hopefully this will work.
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11-09-2006, 10:58 PM
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#8 (permalink)
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Join Date: Jan 2006
Location: Warren, OH
Age: 29
Posts: 2,810
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Re: Project Reality Mod due out Nov 11th
This looks really good. I hope we can play this here at TG.
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11-09-2006, 11:21 PM
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#9 (permalink)
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Join Date: Sep 2005
Location: Monterey, CA
Age: 26
Posts: 1,405
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Re: Project Reality Mod due out Nov 11th
not everything will be in the initial release. The devs said they are removing anything that causes major bugs and will patch it up later.
__________________
"I once thought I had mono for an entire year. It turned out I was just really bored."
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11-10-2006, 01:44 AM
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#10 (permalink)
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Join Date: Jun 2005
Location: Austin, TX
Age: 34
Posts: 4,338
Tournaments Joined: 0 Tournaments Won: 0
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Re: Project Reality Mod due out Nov 11th
Quote:
Originally Posted by jmaker
This looks really good. I hope we can play this here at TG.
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TG will be hosting a PRM server full time, excluding Tac Mod nights.
__________________
-F- Beatnik
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11-10-2006, 07:18 AM
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#11 (permalink)
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Join Date: Nov 2005
Location: Israel
Age: 28
Posts: 1,582
Tournaments Joined: 0 Tournaments Won: 0
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Re: Project Reality Mod due out Nov 11th
http://prguide.realitymod.com/index....e=Kit_Limiting
Not to bash, but this sounds ridiculous. Maybe it plays out better than it's written down, but that sounds like a huge pain in the butt.
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11-10-2006, 08:42 AM
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#12 (permalink)
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Join Date: Oct 2003
Location: Fort Mill, SC
Age: 34
Posts: 10,851
Tournaments Joined: 0 Tournaments Won: 0
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Re: Project Reality Mod due out Nov 11th
Quote:
Originally Posted by Shafik
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In PoE2 they accomplish this by just having kits laying around on the ground that you pick up. That's how they limit certain kits. In PR, they've taken a different route by making it a request system. This allows them to add more kits easily without having a bunch of kits laying around.
I believe the kit limiter will also be server-side configurable... so we'll see how that plays out.
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11-10-2006, 11:00 AM
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#13 (permalink)
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Join Date: Sep 2005
Location: Monterey, CA
Age: 26
Posts: 1,405
Tournaments Joined: 0 Tournaments Won: 0
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Re: Project Reality Mod due out Nov 11th
With the lethality of certain weapons, mainly the support guns, a limiting system is needed or you would have a team full of supports and snipers gunning down anything that moves. The only thing I am worried about is a squad being able to stock up on a certain kit while another squad is left without a kit it needs.
__________________
"I once thought I had mono for an entire year. It turned out I was just really bored."
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11-11-2006, 08:22 AM
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#14 (permalink)
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Join Date: Dec 2005
Location: Wonder Woman's wardrobe
Posts: 5,941
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Re: Project Reality Mod due out Nov 11th
I've just been reading the user guide and realised they have really put the hours into developing this
http://prguide.realitymod.com/index....tle=User_Guide
and its out tommorrow
and TG are going to have a server
what could be better
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11-11-2006, 09:23 AM
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#15 (permalink)
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Join Date: Sep 2005
Location: Monterey, CA
Age: 26
Posts: 1,405
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Re: Project Reality Mod due out Nov 11th
There certainly isnt anything mini about PR anymore.
Quote:
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Originally Posted by User Guide
Machine Guns take longer to "sight in" due to the heavier weight. This means that it is considerably harder to engage in close quarter battle efficiently.
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Quote:
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Originally Posted by User Guide
Light AT weapons have what is known as backblast. Backblast is a large, fiery exhaust that appears out of the rear of light AT weapons, and causes severe injury to anyone who stands behind it. Be careful when firing these weapons, or when standing behind someone holding a shoulder launched weapon.
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pretty sweet
__________________
"I once thought I had mono for an entire year. It turned out I was just really bored."
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