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| Battlefield 2 - Project Reality Mod Discussion for the BF2 - Project Reality Mod |
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#16 (permalink) |
![]() Join Date: Jan 2006
Location: United states, TN
Age: 35
Posts: 2,815
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Re: Hey Gents - thanks for trying Project Reality!
I haven't gotten to play the mod yet but I wanted to chime in and welcome Eggman to the forums.
I fixed the links for him. Here they are: www.gloryhoundz.com/prmt/prmt_c3b1.1/ www.gloryhoundz.com/prmt/prmt_c3b1.2/ www.gloryhoundz.com/prmt/prmt_c3b1.3/ www.gloryhoundz.com/prmt/prmt_c3b2.3/ Now I'm REALLY excited about trying this mod.
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|TG-6th|Wimpinator [TGU Staff] Last edited by Wimpinator; 11-15-2006 at 01:48 AM. |
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#18 (permalink) |
![]() Join Date: Jan 2006
Location: United states, TN
Age: 35
Posts: 2,815
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Re: Hey Gents - thanks for trying Project Reality!
The videos use flash player 9 so if they don't play then update to version 9. I use firefox and it simply would not install through the automatic update. I had to actually download the exe from adobe.
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|TG-6th|Wimpinator [TGU Staff] |
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#19 (permalink) |
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Join Date: Aug 2005
Location: indiana
Posts: 1,000
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Re: Hey Gents - thanks for trying Project Reality!
Ill be yet another who welcomes you to TG Eggman and mention that I have been playing your mod for the last few days. I like it a lot, though I agree that Asch's flag cap logic for conquest mode might make for a more tactical flag cap.
Giving the defenders up to three times to spawn and take out attackers is just a bit too much imho. The TACMOD logic makes the defending squad really focus on the initial defense rather than relying on respawns. The kit layout is much more realistic and satisfying, though I have yet to try a requested kit (thanks for working to fix this bug). The weapons seem powerfull enough that I can imagine when a SAW opens up, people will take serious notice now. I also had a chance to work as a team using an APC (driver/gunner team) and this felt very natural with communication flowing back and forth as if I were a chopper gunner. All in all, great work and thanks again for coming to our neck of the woods! |
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#20 (permalink) |
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Join Date: Nov 2005
Location: Israel
Age: 27
Posts: 1,556
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Re: Hey Gents - thanks for trying Project Reality!
Wow, that AAR thingy rocks! Can we set something like this up on our servers?
Edit: After playing around with some more, I find that "rocks" hardly does it justice. This should have been included in vanilla BF2. It could prove extremely useful in after battle analysis. SL wanting to see their squad's movement, for example. You really get to see the ebb and flow of the battle because the AAR isn't in real time, but jumps in intervals of about 20 seconds. CO wanting a bigger picture can watch the entire map and see which flag gets attacked sees the most action (or the least), etc etc. Possibilities galore. Great job on that tool, Team PR. |
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#21 (permalink) |
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Join Date: Nov 2006
Posts: 7
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Re: Hey Gents - thanks for trying Project Reality!
Get Asch to PM [R-DEV]TheRealFritz on the PR forums and he can hook up the tool on the TG server. We actually run it in real time for "spectating" on tournament matches (tho for obvious reasons the access to that is very limited).
One "feature" that's missing would be the ability to know who is in a squad and who the SL is, when you selected them they would all turn green. It's nifty tho and Fritz put it together in a matter of a few hours to rough it in and a few hours to polish it up a little bit. |
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#22 (permalink) |
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Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
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Re: Hey Gents - thanks for trying Project Reality!
Hey thanks.
!!Note!! COs and SLs pay close attention. The following info was taken from the Project Reality Wikki Limited Kit Quantities The number of kits available is adjusted dynamically based on the number of players on a team. The figures below represent the v0.4 default settings for kit availability. 8 players or less on the team = 1 Sniper or Marksman, 1 Support, 1 AA Rifleman, 1 Heavy AT 16 players or less on the team = 1 Sniper or Marksman, 2 Support, 1 AA Rifleman, 1 Heavy AT 24 players or less on the team = 2 Sniper or Marksman, 3 Support, 2 AA Rifleman, 2 Heavy AT 32 players or less on the team = 3 Sniper or Marksman, 4 Support, 3 AA Rifleman, 3 Heavy AT Retrieved from "http://prguide.realitymod.com/index.php?title=Kit_limiting" Great set-up. Very realistic. I will shortly brain storm on this set-up.
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(PO3) Marcinko_R. (BF2 PR .509) Squad Member (CPO) Marcinko_R. (BF2 PR .509) Squad Leader (LCDR) Marcinko_R. (BF2 PR .509) Commander Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html |
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#23 (permalink) | |
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Join Date: Jun 2005
Location: Maine
Age: 33
Posts: 2,514
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Re: Hey Gents - thanks for trying Project Reality!
Thanks for posting in the forums here Eggman. I've played several rounds of PR at this point and am very impressed. It's delivered the most enjoyable and realistic tactical BF2 experience I've had to date. I'm excited to watch this one develop here at TG.
The only matter that really concerns me is the future map performance issues you mentioned: Quote:
I'm on the fence about AAS for the same reasons others have presented. In the battles I've participated in, I haven't noticed many issues related to asynchronous battles (for lack of a better term) in the current mod. So, I don't see much of a 'need' for AAS. That's not to say I don't like AAS, but my simple opinion is that if there's no need to 'shape' a battle using AAS, why use it? Is it not more realistic to allow CO's and SL's to determine their own course of action? Fantastic mod, thanks to all who contributed to its development. I am really enjoying it. |
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#24 (permalink) |
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Join Date: Jun 2005
Posts: 2,445
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Re: Hey Gents - thanks for trying Project Reality!
Howdy Egg.
Thumbs up on the mod so far, good job to you and the rest of the PR team. I've posted some comments in the "first impressions" thread here, so hopefully you're sorta keeping tabs in that thread as well. Last night was my first time on the mod, and there seemed to be a few glitches I haven't noticed mentioned elsewhere.
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![]() [squadl] "I am the prettiest african-american, vietnamese..cong..person." -SugarNCamo |
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#25 (permalink) |
![]() Join Date: Jul 2005
Location: gent, belgium
Posts: 1,432
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Re: Hey Gents - thanks for trying Project Reality!
Great tool that flash program. Installing the adobe flash from firefox worked for me, but you have to close FF before installing after download.
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Thanks to whom made the button beneath my name appear. This is my "depressed stance." When you're depressed, it makes a lot of difference how you stand. The worst thing you can do is straighten up and hold your head high because then you'll start to feel better. If you're going to get any joy out of being depressed, you've got to stand like this. ~Charlie Brown |
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#26 (permalink) |
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Join Date: Nov 2006
Posts: 7
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Re: Hey Gents - thanks for trying Project Reality!
note that many things in Project Reality are configureable in a file called "realityconfig.py". We set defaults in there and server admins can edit those.
Obviously we're not too crazy about people editing that to make 12 SAW kits available in 16p, but you can tweak that a bit. Right now we might consider lowering the default Heavy AT and AA Rifleman to 2 max, cuz er.. they are pretty powerful. The Heavy AT weapons will generally kill an MBT with 1 shot. They carry 2 rounds and I'd prefer to see them relying on team mates and supply sources for reloading than having too many of them alive at any given time. |
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#27 (permalink) |
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Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
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Re: Hey Gents - thanks for trying Project Reality!
Greetings R-DEV eggman.
Below are some ideas and such. 1. Create a new icon for the rifleman and anti-personnel kits so that they do not get confused with the grenadier kit. Good communication will remedy this, but thought I'd through it out there. 2. I noticed that the scanner is still up the maps. Are you guys thinking about using this so that the CO can scan for air vehicles. The scan would not show up land vehicles or enemy warriors even if they are in a air vehicle. Basically it would be your typical rader device. 3. Are you guys thinking about giving the crosshairs to the engineer while they are in zoom mode (because ironsights were not programmed by EA). 4. More spawn options at CPs. 5. Thoughts on: Decrease the amount of infantry kits that have tracers. Oversaturation of tracers dull their effect. Gives position away when flanking and going in for stealth. 6. ammo bags falling thourgh floors. 7. I wonder if your getting some feedback on the punny amount of hit points on the armour. I tested two noob tube rounds and a little splash from a third would take down a AA vehicle. Have you guys thought about giving armour/gunships/choppers/ more hit points? That is all, the mod is dong well here. Thank you for your time.
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(PO3) Marcinko_R. (BF2 PR .509) Squad Member (CPO) Marcinko_R. (BF2 PR .509) Squad Leader (LCDR) Marcinko_R. (BF2 PR .509) Commander Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html |
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#28 (permalink) |
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Join Date: Nov 2006
Posts: 7
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Re: Hey Gents - thanks for trying Project Reality!
Hey Rick,
tyvm for the feedback ![]() icons are a bit tough because we'd have to rework the kit icons. but we can color them in the HUD to be more distinct (but leave the kit bags as is cuz changing those is a pita). Er.. well I think we can do that hehe. not possible to make radar have vehicles specifics capabilities. we do have plans to make sue of the CMDR assets. engy crosshairs to return in 041 patch. wrt more spawn options .. not sure I understand? tracers getting toned down, but all kits will carry them still. we're trying to use it as a sort of "watch my fire" kind of aid. I think ammo bags (and field dressings) falling through floors might be due to some material settings on some maps. I can't reliably reproduce this. wrt armor.. yup .. needs work. I've spent a lot of time working on this for 041. It's not perfect (never will be) but *much* improved. The problem is that we've got the Infantry weapons systems (for the most part) tweaked to match their real world characteristics (to the best of our abilities). Still more work to do there, but the largest chunk of work is done. HOWEVER.. er.. in doing that it starts to illustrate just how out of whack the armor is... so we've done some work to improve that in 041. For example it was never intended that RPG sized weapons would be effective against MBTs. 041 patch is coming shortly, mostly bugfixes, performance fixes, balance fixes (Insurgents need some tweaks), some minor new stuff, attack helo overhaul, weapons & armor systems adjustments. Also already started work on the next version .. might be 042, might be 050 .. dunno lol. But adding some new features that will hopefully continue to improve the mod. Cheers! |
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#29 (permalink) |
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Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
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Re: Hey Gents - thanks for trying Project Reality!
More CO assests is interesting. I look forward to the surprise.
That is good to see the cross hairs back for engy. The slug round should be good at moderate range. I like how the engineers can repair and destroy things at their whim, just like in real life. Glad the work is being put in on the armour. This will improve gameplay and realism something fierce. Thanks for your time. Like I said, the mod is doing really well and a lot of members love it. Have a good'n.
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(PO3) Marcinko_R. (BF2 PR .509) Squad Member (CPO) Marcinko_R. (BF2 PR .509) Squad Leader (LCDR) Marcinko_R. (BF2 PR .509) Commander Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html |
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#30 (permalink) |
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Join Date: Nov 2006
Posts: 6
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Re: Hey Gents - thanks for trying Project Reality!
Excellent mod BTW! Without this mod and POE I'd be done with BF2.
If you addressed this already I apologize but will there be a health bar? It seems one should be able to know how there own health is. |
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