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Discussion: Project Reality / PR:BF2 - The [DEV] Dump - Probably old news for those who browser the forums regularily. Hello and welcome to the
  1. #76

    [R-PUB]bosco's Avatar

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    Re: The [DEV] Dump

    Probably old news for those who browser the forums regularily.

    Hello and welcome to the Project Reality Highlights Reel #3! With the development of Project Reality 0.9 progressing, more and more goodies you can expect to see soon have been revealed. We've once again selected a few highlights to present to you here, so let's start right away!



    Here is a small teaser for the upcoming Project Reality v0.9 release.



    - Russian BTR-80 APC
    The BTR-80 will replace the outdated BTR-60 the Russian Forces are currently using. It has been created under the close supervision of our Russian Military Advisor to make sure it's as close to the real thing as possible.
    Read more...



    - New IDF Kit Geometries
    For the upcoming release, you can expect brand new IDF soldiers, including the option for mappers to use the series with the infamous Miznefet helmet cover.
    Read more...



    - Other Featured HighlightsThat is by far not all, so feel free to browse both The PR Highlights Forum and The Dev Blogs for more unshown goodies!

    See you on the battlefield!


    - The Project Reality Team

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  3. #77

    ParanoidSFguy's Avatar

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    Re: The [DEV] Dump

    Quote Originally Posted by [R-COM]Glimmerman View Post
    [R-DEV]Hans Martin Slayer's 4km map Uruzgan for the Dutch forces faction.
    Its still very much work in progress and not done by far, but you can get a hint of what it's going to be like.

    [media]http://www.youtube.com/watch?v=Odm8KZX4h9c&fmt=22[/media]



    http://www.realitymod.com/forum/f196...ml#post1169270

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  5. #78

    [R-PUB]bosco's Avatar

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    Re: The [DEV] Dump

    Quote Originally Posted by [R-DEV]Kaijleor View Post
    After a lot of time invested I present you the MG3:




    and this is how it might look on the Iveco (but thats only an early WIP):

    http://www.realitymod.com/forum/f196...eapon-mg3.html

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  7. #79


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    Re: The [DEV] Dump

    MK19 Vehicle-Mounted Grenade Launcher.


    Quote Originally Posted by _Henke_ View Post
    We all like to see some WIPs right?

    Ammobox and Weaponmount is to be made.
    Triangle count is around 2300 without the grenades


    -Edit-
    Updates:






    http://www.realitymod.com/forum/f388...-mk19-wip.html

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  9. #80

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    Re: The [DEV] Dump

    If only there were an uparmored humvee that we could mount one on....


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  11. #81


    d1sp0sabl3H3r0's Avatar

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    Re: The [DEV] Dump

    A little peek at some things to come in the near future...

    Quote Originally Posted by [R-DEV]fuzzhead View Post
    The "foxholes" are now much larger, easier to get in and out and offer more protection.

    Trenches wont really work with BF2 engine, we cannot dig into the ground it has to go on top unfortunately.

    We do plan to add fixed TOW and Mortar positions as part of the deployables, but might not make it into v0.9.

    We also do plan on changing the firebase model to be more covert, as well as providing a bit more protection.

    We wont be adding things like hesco as part of deployables, as the idea is that these positions are fairly temporary and constructed by individual soldiers, hesco being fairly permanent and a bit more time consuming to setup.

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  13. #82

    ParanoidSFguy's Avatar

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    Re: The [DEV] Dump

    http://www.realitymod.com/forum/blog...-us-lovin.html

    Blog about Up Armoured HMMWV. Enjoy!

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  15. #83


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    Re: The [DEV] Dump

    -
    Quote Originally Posted by [R-DEV]Rhino View Post
    Hey all. A few weeks ago I started working on these though stopped 1/2 way to make Operation Snow Storm. After my nice little xmas brake started work on these a few days ago and now have them finished to show you guys

    I know many of you have been waiting for these for some time and some of you may fear that these might be a little too powerful but we will do everything we can to balance them out in a realistic way, what way I dunno quite yet because the BF2 engine is a little b*tch

    Anyways less talk, more pics


    Deployable TOW
    The TOW missile will be used by the US Army, USMC and the British ingame as there deployable Anti-Tank weapon.





    Ref:




    Deployable HJ-8
    The HJ-8 will be the PLA's deployable Anti-Tank weapon.







    Deployable Milan
    The new Milian missile, curtsy of USI and updated by myself will become the new Deployable and Stationary Anti-Tank weapon for the MEC.










    Hope you enjoy the new toys!

  16.  
  17. #84

    [R-PUB]bosco's Avatar

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    Re: The [DEV] Dump

    Quote Originally Posted by [R-DEV]AncientMan View Post
    Here is a little something to welcome in 2010, the loading background images for all the maps that will "hopefully" feature in Project Reality v0.9. These images are the background images that show on the loading screen, when loading the specific map.

    Some preview shots of the new maps:





    You can see all 92 images here in this gallery:
    Project Reality Mod v0.9 Loading Map Backgrounds


    Please note however that there are a lot of images (50mb worth!), so it will take some time to fully load.

    Also note that the images are edited, and do not "completely" represent what you see ingame, and that images and maps are subject to change.

    - There are no secrets in this highlight... or are there?
    http://www.realitymod.com/forum/f196...ckgrounds.html

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  19. #85



    Jeepo's Avatar

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    Re: The [DEV] Dump

    http://www.realitymod.com/forum/f196...ml#post1221533

    The above is a quote in the reality mod forums to keep the delete spamming Mussilini at bay....

    Cheers Bosco, now strap that MILAN to the Brit Landrover like in RL and I will make you my favourite DEV ever, up on my alter of love!

    Saddam ✓ Osama ✓ Gaddafi ✓ Justin Bieber ☐ Rebecca Black ☐

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  21. #86


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    Re: The [DEV] Dump

    Quote Originally Posted by Jeepo_SAS View Post
    now strap that MILAN to the Brit Landrover like in RL
    We thought about it, but it's been phased out of front line service. Though, you could argue that TA boys are part of the front line (especially these days!).

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  23. #87

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    Re: The [DEV] Dump

    For the dudes like me who are just waiting to snipe some choppas out of the sky...

    Quote Originally Posted by [R-DEV]Rhino View Post


    That is the max elevation of the TOW there, which if you look up close you can see this is slightly more than its realistic amount because its already hitting its stand.






    That its its min elevation which if you look up close again, its slightly more than its realistic amount because again, its hitting its stand slightly.



    Making it able to aim up or down any more would be highly unrealistic, right now its hardly any different than it can in r/l and not really worth changing...

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  25. #88

    |TG-Irr|Nixon's Avatar

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    Re: The [DEV] Dump

    Canadians will see action in V0.9



    Quote Originally Posted by R-DEV fuzzhead
    Quote:Is the faction still looking at a 0.9 release then? Yeappers
    http://www.realitymod.com/forum/f113...ml#post1216120

    Woot!



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  27. #89


    d1sp0sabl3H3r0's Avatar

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    Re: The [DEV] Dump

    From the PR facebook page, here is the change log since .874. Hope db doesn't get mad about me re-posting it here:


  28.  
  29. #90

    Charity Case's Avatar

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    Re: The [DEV] Dump

    Sorry to resurrect this old dump, but I found a dev post that some people might find useful:

    http://www.realitymod.com/forum/f10-...ml#post1256801

    Quote Originally Posted by [R-CON]nedlands1 View Post
    Okay here's a little guide I quickly made

    Definitions:
    • Movement Settle Time - Time for deviation to disperse after walking/running/crawling.
    • Prone/Jump Settle Time - Time for deviation to disperse after jumping or going prone.
    • Single Shot Settle Time - Time for deviation to disperse after shooting a single shot.

    Assault Rifles/Battle Rifles

    • Movement Settle Time: Up to 5 seconds (1 second per second of movement)
    • Prone/Jump Settle Time: 4.44 seconds
    • Single Shot Settle Time: 1.01 seconds (up to a maximum of 2.02 seconds)
    Comments
    • Instaproning doesn't work
    • Try to wait just over a second after turning before firing

    Undeployed Machine Guns

    • Movement Settle Time: Up to 4.17 seconds (0.875 seconds per second of movement)
    • Prone/Jump Settle Time: 4.44 seconds
    • Single Shot Settle Time: N/A
    Comments
    • Instaproning doesn't work

    Deployed Machine Guns
    • Movement Settle Time: Up to 8.33 seconds (1.65 seconds per second of movement)
    • Prone/Jump Settle Time: 4.44 seconds
    • Single Shot Settle Time: N/A
    Comments
    • Instaproning doesn't work
    • Deviation due to firing is irrelevant
    • Try to wait just over a second after turning before firing

    Undeployed Designated Marksmen Rifles
    • Movement Settle Time: Up to 5 seconds (1 second per second of movement)
    • Prone/Jump Settle Time: 4.44 seconds
    • Single Shot Settle Time: 1.01 seconds (up to a maximum of 2.02 seconds with 2 shots)
    Comments
    • Instaproning doesn't work
    • Deviation is exactly the same as the assault/battle rifles.

    Deployed Designated Marksmen Rifles
    • Movement Settle Time: Up to 8.13 seconds (1.61 seconds per second of movement)
    • Prone/Jump Settle Time: 4.44 seconds
    • Single Shot Settle Time: 2.08 seconds (up to a maximum of 2.08 seconds with a single shot)
    Comments
    • Instaproning doesn't work
    • Automatic fire isn't as good as the deployed machine guns
    • Try to wait just over a second after turning before firing

    Sniper Rifles


    • Movement Settle Time: Up to 7.94 seconds (1.57 seconds per second of movement)
    • Prone/Jump Settle Time: 4.44 seconds
    • Single Shot Settle Time: 4.17 seconds (up to a maximum of 4.17 seconds with a single shot)
    Comments
    • Instaproning doesn't work

    Shotguns

    • Movement Settle Time: Up to 6.67 seconds (instantly reaches maximum when moving)
    • Prone/Jump Settle Time: 4.44 seconds
    • Single Shot Settle Time: 2.59 seconds (up to a maximum of 2.59 seconds with a single shot)
    Comments
    • Instaproning doesn't work
    • Deviation due to shooting/moving is irrelevant due to the close engagement ranges and small size of the deviation.

    Submachine Guns

    • Movement Settle Time: Up to 4.17 seconds (0.875 seconds per second of movement)
    • Prone/Jump Settle Time: 4.44 seconds
    • Single Shot Settle Time: 1.94 seconds (up to a maximum of 1.94 seconds with a single shot)
    Comments
    • Instaproning doesn't work

    Pistols
    • Movement Settle Time: Up to 2.08 seconds (instantly at maximum after moving)
    • Prone/Jump Settle Time: 4.44 seconds
    • Single Shot Settle Time: 0.56 seconds (up to a maximum of 0.56 seconds with a single shot)
    Comments
    • Instaproning doesn't work

    Underslung Grenade Launchers
    • Movement Settle Time: Up to 2.5 seconds (0.5 seconds per second of movement)
    • Prone/Jump Settle Time: 4.44 seconds
    • Single Shot Settle Time: N/A
    Comments
    • Instaproning doesn't work
    • Try to wait just over a second after turning before firing

  30.  

     

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