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| Battlefield 2 - Project Reality Mod Discussion for the BF2 - Project Reality Mod |
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#34 (permalink) |
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Join Date: Sep 2005
Location: Monterey, CA
Age: 25
Posts: 1,398
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Re: v.06 Open Beta Release
Loaded up fine for me. I remember the past they had problems with the night maps being connected to the BF2 Special Forces expansion pack. I do have the Special Forces pack installed.
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"I once thought I had mono for an entire year. It turned out I was just really bored." |
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#35 (permalink) | |
![]() Join Date: Mar 2007
Location: Sweden
Posts: 525
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Re: v.06 Open Beta Release
Quote:
I've tried in the past (before I even knew about PR) to install SF on my PC. But I get some message when I start the game... "there is an error with the shaders" (or something similar). I tried installing it multiple times, i'm a stubborn person ;P but it still wouldn't work.
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#36 (permalink) |
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Join Date: Mar 2007
Posts: 143
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Re: v.06 Open Beta Release
I think it's more to stop the game turning into rallypoint hunt instead of flag assault/defend. An RP kill distance around the CP would make more sense as mentioned, hopefully it's doable (and decided upon by the Devs).
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#37 (permalink) |
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Join Date: Sep 2005
Location: Monterey, CA
Age: 25
Posts: 1,398
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Re: v.06 Open Beta Release
I think its a good idea. They are adding value back to the CPs. Think about it. If an army lost a key defensive position, the commanders would be hard pressed to continue an assault elsewhere. Right now, the loss of a CP simply means the enemy is one step closer to gaining bleed, nothing more. With the loss of RPs not only can the attacker not have to worry about hunting down rally points but also gains some momentum. The opposing side now has to regroup and pull back its attacking units to prevent a possible breakout.
This should also allow for more dynamic gameplay. Instead of the constant back and forth battles that occur over the same two flags every round, a team that can successfully assault a flag can exploit the other teams failure. No longer can team's simply lose a flag and continue to assault another one of the same group as if nothing happened. It will make for a much more deliberate game.
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"I once thought I had mono for an entire year. It turned out I was just really bored." |
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#38 (permalink) |
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Join Date: Mar 2007
Age: 38
Posts: 579
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Re: v.06 Open Beta Release
Plus you can have the CO build bunkers and firebases you can spawn off of, so it's not like you will be forced to spawn at the uncap. Geez people, RTFM! Well, that is unless you didnt want to go rifleman/engineer to build the stuff, or play as CO to emplace them, but that's not the mod's fault, right?
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#41 (permalink) |
![]() ![]() ![]() Join Date: Sep 2006
Location: Orlando, FL
Age: 26
Posts: 5,144
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Re: v.06 Open Beta Release
i hate you guys. I've downloaded the torrent twice, and both times i've had error messages saying the client.zip files for ghost train and kashan are corrupted. heres to the third time being the charm (and another 4 hours of downloading).
Turns out it was! Got a full install and downloaded in less than 30 mins thanks to 970kb/s speeds. beautimus.
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#42 (permalink) |
![]() Join Date: Mar 2007
Location: افغانستان
Posts: 2,565
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Re: v.06 Open Beta Release
The bitcomet client will do a hash check on your request. If it finds anything bad it'll reset how much % it thinks it has and redownload the bad data without requiring the full download. Torrent is much better download method then normal
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#43 (permalink) |
![]() Join Date: Apr 2006
Location: Reykjavik, Iceland
Age: 36
Posts: 1,333
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Re: v.06 Open Beta Release
For those of you who don't like/have troubles with torrents, there is a normal download available IF you you have paid FilePlanet subscription. Here is the link to the FilePlanet download location:
Download Battlefield 2 - Project Reality v0.604 Mod (Open Beta) I am trying this now as my torrent speeds are bad for geographic/configuration reasons. I will post results when complete. EDIT/UPDATE: Download works great! No hitches!
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#44 (permalink) |
![]() ![]() ![]() Join Date: Mar 2007
Location: Fermanagh, Northern Ireland
Age: 22
Posts: 1,262
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Re: v.06 Open Beta Release
I have not yet had a chance to download the 0.6 beta, but have saw a few videos....few observations
1) How great does the Industry look with the oil field! 2) Seems like fewer AA guns round there as well 3) Nice to see the Brits get another map, and get some toys to play with, but i would say that wouldnt i? ![]() 4) The graphics look....nicer...lol, i think thats the technical way of saying it, though maybe who ever recorded it had a better system! Looking forward to this coming out. but not the huge download on 1mb broadband! ![]()
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#45 (permalink) |
![]() Join Date: Mar 2007
Location: افغانستان
Posts: 2,565
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Re: v.06 Open Beta Release
Civilians seem to have a horrible respawn time sometimes. I was arrested/killed by brits with a knife I guess, my respawn time was 90 seconds
They then ran me over, seemed to be normal 30 seconds there though insurgent are 15 normally? As a civilian I can drive cars including the technical with 50 cal on it. I could fire that gun, though I have not yet killed a brit with it. I havent tried to run anyone over yet either but I presume both are possible I did try and pick up the AA kit and was killed by the game for trying. You cant be a SL and a civilian but SM is no problem Warriors contine to look awesome. The game crashed to desktop after 10 mins which it never normally does for me Commander can spawn trucks on top of buildings and all sorts, unfortunately despite their 6 wheels they are not very able and will tip like a vodnik on slopes of 45 degrees or so Last edited by Sabre_Tooth_Tigger; 05-24-2007 at 12:57 PM. |
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