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05-02-2009, 12:17 PM #16
Re: The [DEV] Dump
Another Dev Blog EDIT: link to blog: http://www.realitymod.com/forum/blog...d-bridges.html
Last edited by Googol; 05-02-2009 at 01:20 PM.
Googol








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05-03-2009, 07:58 AM #17
Re: The [DEV] Dump
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05-03-2009, 06:03 PM #18
Re: The [DEV] Dump
Regarding Mumble.. Posted on our Forums
http://www.tacticalgamer.com/newrepl...eply&p=1264928
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05-04-2009, 05:50 PM #19
Re: The [DEV] Dump
Didn't know where to put this, but still...
[media]http://www.youtube.com/watch?v=LGSE106FUPg[/media]
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05-05-2009, 10:01 PM #20
Re: The [DEV] Dump
From Fuzzhead
Mumble Installation Guide for PR Mumble
*****WIP******
S.O.P
PR Mumble Beta Download: Coming Soon!
Download, Install and run mumble.
Always remember to run Mumble before starting BF2 to avoid any Positional Audio Glitches!
Important Note: As soon as you join a server and you are NOT in-game, you will hear everything, absolutely every player transmission. It will sound very spammy if you join a public Mumble server. Rest assured, it isn't. You need to get into game and spawned into the map and on the ground, for positional audio to start working correctly. This also works the other way, if you transmit locally and you are not in-game, everyone who is in-game will hear you as a global transmission. Don't speak until spawned in. This awkward scenario of mumble is being worked to be more polished and more intuitive for future versions.
Setup:
Load up Mumble. On the first load, it will ask you to do the audio wizard. Run the wizard and go through each part.
# Now go Configure -> Settings.
# Go back to the Audio Input tab, and change the Interface -> Device to your microphone. Transmission -> Transmit should be on Push To talk. Compression -> Quality should be at 10. If you have bandwidth limitations or are getting lag ingame, you can lower the Quality and the Audio per packet as you please. Press Apply.
# Go to the Audio Output tab. change Interface -> Device to your speakers, and tick Positional Audio. Change the Audio Output -> Volume to 60-100% (can edit this later if your not happy with it), and personally, I find it best to have Other Applications at 100% (this is similar to BF2 VOIP where it lowers the volume when talking, but it doesn't work perfectly, best to couple with BF2 effects volume at ~50%). In the Positional Audio section, tick Headphones if your using headphones, and change the 4 sliders to be like this.
Minimum Distance to 5m
Bloom to 125%
Maximum Distance to 40m
Minimum Volume to 0%. Press Apply.
# Now go to the Shortcuts tab. The 2 keys we want to change are the Push-to-Talk key, and the Force Center Position key. You want these keys to be different to your VOIP keys (and your TS keys if you plan to use that as well). Push-to-Talk is your 3D voice, when if your ingame, it will be proximity based. Force Center Position is your global voice, where it will send your voice to everyone in the same channel as you. However, DO NOT OVERUSE Force Center Position, since it can get VERY annoying if it is overused. Click Add at the bottom to get started on Push-to-Talk and Force Center Position.
# Now you don't need to change anything in Network, ASIO or Messages, so we'll skip ahead to Plugins. Tick Options -> Link to Game and Transmit Position. Press apply, you don't need to do anything in plugins or with Battlefield 2 v1.41.
# Go to Overlay. Check Enable, change the drop-down to 'Show Only Talking'. Move the 2 slider bars to where you want the overlay on the screen. Now check how you want the voices to appear in the overlay (NOTE: Screenshot incorrect, it should 'Grow Up' since the overlay is setup to appear in the bottom left corner)
# Go Audio -> and untick Text-To-Speech. It starts to get a bit annoying if you keep it on. But you can keep it on, and unselect messages in Configure -> Settings -> Messages, but that's up to you.
# Now you want to exit out of Mumble, and restart it.
# When it comes back, the connect screen comes back up again. You want to go to the Custom Servers tab.
Label: PR Official Mumble Server
Server Address: 69.12.76.37
Server Port: 64738 (default)
Username: yournamehere (no spaces)
Password: none
# Press Add. Press Connect.
# It will pop up a warning with something about a certificate, just press Yes, it won't come up again.
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05-07-2009, 04:56 PM #21
Re: The [DEV] Dump
But sending us hookers and blow definitely willBumping this thread will not make the devs post any faster.
To stay on topic, heres a long winded quote from myself lol
There is 2 things being discussed here, both tie into each other. One topic is about v0.85 medics and the potential exploitability or arcade like environment that can happen, and the second thing is players fixation and obsessiveness with the FPS "headshot" mentality, this mentality I suspect is why everyone has their backs up over new changes.
Lets make some things clear so we dont have to talk in circles:
- Reviving someone in real life on the battlefield is not realistic. If you have a gunshot wound (critically wounded) you are no longer combat effective, your priority is safe removal off the battlefield, it might take months or years to recover from this wound, or you might die from the many complications like organ damage, internal bleeding, collapsed lung etc etc. The effect a gunshot wound has on a human is extremely brutal and immediate, most go into immediate shock immediately. Yes of course there is rare times where targets are hit multiple times and keep going, but were talking about common occurrences here, which is severe trauma usually followed by shock and sometimes unconciousness. I wont go into any further detail but Ill let you read about it on your own time. The point is, what is NOT up for debate here is whether a gunshot wound to the head or body IN REALITY would be crippling to an individual, as yes in most instances it would, and would be making him completely combat ineffective.
On-site battlefield revives and "healing" are in Project Reality as they are an incredibly powerful tool to help bring squads together, reinforce squad cohesion and reward squads that use superior teamwork and tactics. There is nothing realistic about them, and the dev team has acknowledged this since the start of the project. If Project Reality was about TOTAL realism (which it definitely is not and has no plans to), then getting shot in the foot would mean exactly the same as getting shot in the head - you are KILLED. This would be the most "total" realism way of going about it: join a server, hop in the squad, once you are shot ANYWHERE on your body, you are immediately rendered unconcious/immobile. You cannot respawn until the mission is over. This is seen in other games such as Armed Assault, and we can see how it affects players there. Player behaviour in that game is very different than PR, there is (in most public servers) much less cooperation and teamwork, in part because of not having any methods to reinforce positive player behaviour.
PR is about a compromise between "total" realism and behavioural realism, meaning there is compromises that need to be made in order to get players behaving in a more sensible and realistic manner. Of course no system is perfect for this, and PR is continually changing as its playerbase also changes in mentality. Take a snapshot of PR 2 years ago and I think youll see that the PR playerbase has evolved quite a bit, and because of that we are able to introduce more realism elements and use less arcade like elements. All this is possible because of changes that force a players behavior to change, as the "default" behavior of your average FPS player (if you couldn't tell) is just not suited for approaching a virtual environment in a realistic manner.
Now lets talk about what everyone is mainly complaining about, and that is the "Headshot Syndrome" as I call it. This to me is really solely a "Videogame Topic" and has absolutely nothing to do with actual combat realism. Ever since the early days of PC Gaming the almighty "headshot" has been seen by many as the best and usually ONLY place to aim on a target, its viewed by FPS veterans as the easiest way to take down an enemy - always aim for the head, BOOM HEADSHOT! This is further reinforced through alot of hollywood movies, that always seem to place great emphasis on headshots as well.
This mentality I think is based completely on fantasy and ingrained into players minds so thoroughly that they cant seem to think about it much. IRL aiming at a target, you will always aim for center of mass, and most military train their troops with this from early on. Aiming at a head is only really a valid tactic in tight CQB situations and when there is risk that the target may have some kind of remote detonated explosive device.
So my argument here is simply, if you are always complaining about headshots, why are you even aiming at the head in the first place and focusing on it to that degree? "Because its an easy one shot kill, duh!". And thats exactly my argument AGAINST having one-shot "insta kills" for a headshot. Why should we be forcing players to play in an arcade like fashion, where the only and best strategy when firing at targets is to aim for their melon, even though this goes against most common military practice. Why is the headshot so important for you? And dont say because its realistic, as we JUST established that getting a gunshot wound ANYWHERE (enough to critically wound you) is no different than a headshot, in getting incapacitated (combat ineffective) in reality.
Now as for the medics, theres already a huge discussion on this elsewhere but tbh, I dont see a big deal in the current v0.85 with medics. Yes, it can be spammy and annoying at times when a medic keeps reviving the same guy, but is this really to the advantage of the squad getting revived? Most of the time that squad gets wiped out anyways because they are in the **** and have lost fire superiority. Moving on an enemy squad that is all bleeding out and healing each other is simple for even the most green of players. Medics are mainly a hassle on the smaller, more spammy 1km maps. But these maps will always tend to be alot more spammy, regardless of medics, mainly because you are cramming tons of players in a tiny space with respawn points often <100m from each other.... prety much making it team deathmatch and basically the spammiest tactic wins in most circumstances. I've always considered the 1km maps as "seeder" maps and not as the "main course", but many players thrive on this type of action, however PR is focused on COMBINED ARMS mainly, these seeder maps are not the main focus.
There is a few changes already announced for v0.9 to help reinforce the current medic system proper use:
- Limiting medics, 1 per squad.
- Limiting the frequency of revives. If you are shot within 60 seconds of being revived, you will be KILLED.
- Fixing the bleed out screen, so that it once again blocks your vision and limits your sprint (this is a huge factor and was broken due to newer video card drivers).
. . .
So anyways, you asked why dont the headshot kill, I've given you a somewhat descriptive answer but I want to ask YOU a question: why are headshots so important for you? Why are you noticing whether it was a headshot on the target or just a body shot, does not the only thing that matters is that THE TARGET IS DOWN and you are moving on to the next target? Why does everyone have such a sick fascination with popping peoples heads off?
If the only reason you play PR is to get a headshot off on some guy 200m away, then theres many other games out there that does a much better job, try soldier of fortune 2, you will love it. If you think that tactics = BOOM HEADSHOT, then I think your missing the point of PR entirely...
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05-08-2009, 01:59 PM #22
Re: The [DEV] Dump
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05-08-2009, 07:05 PM #23
Re: The [DEV] Dump
http://www.realitymod.com/forum/f10-...tml#post943635
Posted a link. Because you can't quote a quote which has a quote in it.
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05-09-2009, 02:08 PM #24
Re: The [DEV] Dump
New dev blog:
http://www.realitymod.com/forum/blog...le-player.html
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05-13-2009, 06:12 PM #25
Re: The [DEV] Dump
Last edited by Charity Case; 05-13-2009 at 07:02 PM.
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05-14-2009, 06:55 AM #26
- Join Date
- Apr 2007
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- 5,666
Re: The [DEV] Dump
.867 patch or whatever the last digit will be out soon it looks like:
http://www.realitymod.com/forum/f10-...us-update.html












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05-15-2009, 09:03 PM #27
- Join Date
- Jul 2008
- Age
- 17
- Posts
- 1,496
Re: The [DEV] Dump
Front-page update.
This is the WZ551A apparently:We are currently putting the finishing touches on a Project Reality v0.86 patch. You may have seen some of the changes in the weekly Dev Journal and Dev Blogs, and now it's time to show you everything that will be released for this patch.
We planned to release this patch earlier, but have had some complications that needed addressing. The release date will be posted as soon as things are finalized, but you can expect it to be released before the end of May 2009.
PR and BF2 1.5 patch
The v0.86 patch is meant to be run on BF 1.41. PR v0.86 will not officially be supporting BF 1.5, since the final date of the public release of the 1.5 patch is still up in the air. Once 1.5 final is released, we will release a small v0.87 hotfix to fix any compatibility issues that arise. Until then, we would advise the community to hold fire on installing the new patch if you wish to play PR during the test period.
Project Reality v0.86 Teaser
Since we didn't have too much "eye candy" to show off, here's a promo video with lots of text effects
[media]http://www.youtube.com/watch?v=FQjPqc9NRa0[/media]
Project Reality v0.86 Features
The main focus of this patch is bug and stability fixes, though there is some new content. Here are some new things being added:
WZ551A and QJC-88 HMG
M249 with Elcan
Various Main Menu Updates and a New Splash Screen
For a comprehensive list of changes, check the blog entry
Special Thanks
A special thanks to the =TCC= TCombat.com Community, who have been supplying servers and testers for Project Reality for a long time. They have been working behind the scenes and without their support we would not have been able to test and release this build in a timely manner. Much appreciated guys!
Project Reality v0.86 Server Release Information
All server administrators with current licenses will be sent the Project Reality v0.86 server files as soon as they are available. Those of you hoping to run new Project Reality servers must complete a Project Reality server license application.
Apply for Project Reality Server License Here
Project Reality v0.86 Manual
To see a list of all important changes made in the Project Reality v0.86 patch and for a comprehensive guide, check out the updated Official Project Reality Manual:
Download the Project Reality v0.86 Manual Here
The Project Reality Wiki Guide is still offline receiving a much needed face lift, a news post will follow its eventual release.
Project Reality IRC
In the few days until the release, we invite everyone to the official PR IRC channel to have some fun and talk about the upcoming release.
- The Project Reality Team
http://www.project-reality.cz/images/pla/WZ551A.jpg
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05-16-2009, 04:22 PM #28
Re: The [DEV] Dump
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05-19-2009, 02:28 PM #29
Re: The [DEV] Dump
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05-24-2009, 10:55 AM #30
Re: The [DEV] Dump
some changes to the vehicle layout on Muttrah
link: http://www.realitymod.com/forum/f253...ml#post1032161
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We have a couple of ginourmous test maps, but they keep crashing on my machine hehe. And a crude ballistics simulation. And one guy sorta associated with PR2 is working on a T34 Tank simulation that we hopefully can share some stuff with him and learn about how to do tracked vechiles. And we've integrated some 3rd party tools into the C4 engine, just as a learning process. We're in the process of getting our SVN repository, project management tools and Wiki and such set up amongst the PR2 crew. There are guys working on specific aspects of the design, as well as collecting some reference data and several broad design topic discussion with the entire PR1 team.


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