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Discussion: Project Reality / PR:BF2 - PR Dev Journal. - Originally Posted by oldirti Of course man, i was/am just trying to concentrate on school,
  1. #991

    creepin's Avatar

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    Re: PR Dev Journal.

    Quote Originally Posted by oldirti View Post
    Of course man, i was/am just trying to concentrate on school, and I've finally accumulated enough money to get a good rig so it's time to get back to my roots. I Don't think i'll be able to wait for the Deneb processors which are set to release on January 8th so i'll purchase all my parts last day of exams (dec 21).
    hmmm, deneb, i'll buy one of those.. i7 is for rich snubs


    and teh new Archer is a pain in the bottom to mesh for SP, again..

    Life's too short to live it fast.





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  3. #992

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    Re: PR Dev Journal.

    Quad core wouldn't affect PR either way, i mean. Bf2 only truely supports single core processors, but tolerates dual cores sometimes.

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  5. #993

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    Re: PR Dev Journal.

    quad cores, one for pr, one for windows, one for s***, and the other for pr0n on the second monitor.


    Btw, a friend of mine got himself an i7 rig, came with far cry 2, when he bought it in store he demanded to get FarCry 2 on the spot, although the pc wasn't ready, so he got it, today the pc arrived via fedex. +another copy of farcry 2 lol!


    Sry for beeing offtopic but i just had to share that.

    Life's too short to live it fast.





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  7. #994

    [R-PUB]bosco's Avatar

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    Re: PR Dev Journal.

    [media]http://www.youtube.com/watch?v=-4TOwcPIpVU[/media]

    http://www.realitymod.com/forum/f196...ymore-1-a.html

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  9. #995

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    Re: PR Dev Journal.

    OMG!!!!!
    thats is awesome. finally dome insurgent anti personel traps
    can't wait

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  11. #996

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    Re: PR Dev Journal.

    Quote Originally Posted by [r-dev]rhino View Post
    now before i start, i promised [r-dev]duckhunt that i wouldn't take all the credit for this map so i'll do my best

    [r-dev]duckhunt who is now serving in afghanistan with the royal marines started this map over a year ago and has been working on and off it though his royal marine training when ever he got the chance and before he got shipped off to afghanistan he asked me if i would finish the map off for him for v0.85

    so over the past few months, mostly in the last few weeks i've been adding the finishing touches to the maps, mainly fixing bugs, making one or 2 custom statics but most of my time, the last week and a bit i have spent lightmapping the map. The rest of the map has all been done by duckhunt thou :d

    info:
    map size: 1km˛ (512x2)
    teams: Usmc vs insurgents
    game modes: Insurgency & skirmish


    credits:
    overall design & development: [r-dev]duckhunt
    lightmapping: [r-dev]rhino
    new overgrowth fields: [r-dev]rhino
    game play objects: [r-dev]fuzzhead


    so anyways, hope i've credited duckhunt enough there ( ) so i'll get onto the interesting stuff that you guys really want to see
    enjoy, comments and feedback welcome as always


    insurgency 64 layout:


    usmc
    2 x hmmwv
    2 x m2a2 (us army support)
    2 x logistic trucks

    insurgents
    1 x car bomb
    15 x civilian cars
    9 x dirt bikes



    insurgency 16 layout:


    usmc
    2 x hmmwv
    2 x logistic trucks

    insurgents
    14 x civilian cars
    9 x dirt bikes


    skirmish 16 layout:



    minimap:


    (click to enlarge)



    screenshots:








    :d

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  13. #997

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    Re: PR Dev Journal.

    Quote Originally Posted by [R-PUB]bosco View Post
    [media]http://www.youtube.com/watch?v=-4TOwcPIpVU[/media]

    http://www.realitymod.com/forum/f196...ymore-1-a.html
    This honestly makes me sad. There was a reason BFV claymores were removed from PR...
    Googol


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  15. #998

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    Re: PR Dev Journal.

    You couldn't evade claymores because they were proximity detonated.

    Grenade traps, on the other hand, can be seen if you keep an eye on the ground and be avoided by crawling past them.

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  17. #999


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    Re: PR Dev Journal.

    Quote Originally Posted by [R-PUB]bosco View Post
    You couldn't evade claymores because they were proximity detonated.

    Grenade traps, on the other hand, can be seen if you keep an eye on the ground and be avoided by crawling past them.
    How many can be set at one time by a player?

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  19. #1000

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    Re: PR Dev Journal.

    It is "mag linked" to the F1 Hand Grenade in the kit, so the Sapper needs to decide, if he wants to throw the nade at the enemy or set it up on the ground as a trap. He carries two nades.

    Not sure how refilling the ammo influences the number of traps that can be set.

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  21. #1001

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    Re: PR Dev Journal.

    I wish it had a fuse on it, at least 1 second, from the 1st person view Rhino posted, it looked invisible to me(the wire).

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  23. #1002

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    Re: PR Dev Journal.

    Looks similar to the tripwire flare engineers get, it is visible if checked for


    If you find yourself in a fair fight, then you have obviously failed to plan properly.

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  25. #1003

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    Re: PR Dev Journal.

    I'm thinking people who have lower graphics settings will have an advantage over those with 8xAA.

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  27. #1004

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    Re: PR Dev Journal.

    Awesome... Insurgents can set booby traps now..

    Now will the players actually set up the ambush??

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  29. #1005


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    Re: PR Dev Journal.

    Does anyone notice anything different in this screenshot?????



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