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| Battlefield 2 - Project Reality Mod Discussion for the BF2 - Project Reality Mod |
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#1 (permalink) |
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Join Date: Mar 2007
Location: Granite City, IL
Age: 24
Posts: 22
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Searched and couldnt find anything on this/
Can someone post the url i can't yet. realitymod.com Open for discussion on what you think of the new version coming out. My first question is will you guys be able to still do the 90 sec squad up requirement with the new policy. |
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#2 (permalink) | |
![]() Join Date: Aug 2005
Location: Vienna, Austria
Age: 29
Posts: 834
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Re: Project Reality v0.6 Update
Taken from PR News
Quote:
Forcing players to squad up is not a modification of the modification which is Project Reality - but a server side script (get it? ![]() The squad script has been around since the first days of BF2 here at TG (i was not) and it's definitely here to stay (i am too).
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#3 (permalink) | |
![]() ![]() Join Date: Nov 2006
Location: Dallas
Age: 22
Posts: 698
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Re: Project Reality v0.6 Update
Quote:
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#6 (permalink) |
![]() ![]() ![]() Join Date: Sep 2006
Location: Orlando, FL
Age: 26
Posts: 4,833
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Re: Project Reality v0.6 Update
I dont know much about the squad timer and its implementation alongside the main mod files, so I'll keep my nose out of that. However, I do have to say that the new armored vehicles look very cool, and the new maps look excellent from the screenshots that are posted on the PR website.
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#7 (permalink) |
![]() ![]() ![]() ![]() Join Date: Jul 2005
Location: Bay Area, California
Posts: 2,179
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Re: Project Reality v0.6 Update
Would this include game start timer? It should be increased, but if they say we can't, that sucks.
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. ![]() ![]() ![]() ![]() Serving the [4th Force Recon] since June 2007 [Game rules, announcements, and SOPs ][ Armed Assault ][ Counter-Strike Source ][ Call of Duty ] "The success of what we do depends upon people valuing the team over themselves."
- Wulfyn |
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#8 (permalink) |
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Join Date: Dec 2004
Location: South east england
Posts: 8,839
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Re: Project Reality v0.6 Update
Hopefully not. The announcement does say that "certain" server variables will still be in the hands of admins, but doesn't give any specifics.
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#9 (permalink) |
![]() ![]() ![]() ![]() Join Date: Jul 2005
Location: Bay Area, California
Posts: 2,179
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Re: Project Reality v0.6 Update
Well quit forum-whoring and look into it!
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. ![]() ![]() ![]() ![]() Serving the [4th Force Recon] since June 2007 [Game rules, announcements, and SOPs ][ Armed Assault ][ Counter-Strike Source ][ Call of Duty ] "The success of what we do depends upon people valuing the team over themselves."
- Wulfyn |
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#11 (permalink) |
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Join Date: Jun 2005
Location: Austin, TX
Age: 33
Posts: 4,312
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Re: Project Reality v0.6 Update
Yeah this is aimed at those servers trying to "Vanillafy" PR. TG, of course, is not in that camp. If anything, we're going the complete opposite direction with our modifications (long game start timer, force squad join script, etc.).
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#12 (permalink) |
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Join Date: Nov 2006
Location: Canada
Posts: 558
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Re: Project Reality v0.6 Update
Your squad-script I think wont be affected by this update, because it promotes teamwork... I dont think it will become standard in PR but I think its a good choice for server admins.
WRT round start timer, not sure if this will be modifiable, but its currently being increased to 2 minutes. If you had your choice what would you set this to? For me I would say no more than 3 minutes. What do you all prefer?
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#13 (permalink) |
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Join Date: Jun 2005
Location: Austin, TX
Age: 33
Posts: 4,312
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Re: Project Reality v0.6 Update
2 minutes seems to be just about right. Especially given the shorter load times without the checksum thingermagig, it seems (to me) to be ample.
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