Welcome to Tactical Gamer

+ Reply to Thread
Page 5 of 6 FirstFirst 123456 LastLast
Results 61 to 75 of 79
Discussion: Project Reality / PR:BF2 - Project Reality ArmA2 - Arma2 is installed and ready to go!
  1. #61

    CR8Z's Avatar

    Join Date
    Sep 2008
    Location
    southern california
    Age
    36
    Posts
    747

    Re: Project Reality ArmA2

    Arma2 is installed and ready to go!


  2.  
  3. #62



    Warlab's Avatar

    Join Date
    Sep 2007
    Location
    Maryland
    Age
    47
    Posts
    3,228

    Re: Project Reality ArmA2

    As I recall Devastation it was a mission yes, but more like a framework for running TvT in a fashion similar to PR.
    Help me out guys as my experienced is limited, but it covered the whole Chernarus map didnt it ?

    Im not sure I understand your references to mission design as it pertains to this. PR will in and of itself be the mission won't it ??
    Thanks.
    Tactical Gamer Content Development Manager


  4.  
  5. #63


    socomseal93's Avatar

    Join Date
    May 2008
    Location
    In the suburbs West of West Philly,PA,USA
    Posts
    1,589

    Re: Project Reality ArmA2

    PR game mode will be a mission yes. Devastation covered parts of chenarus. the small version covered one city, the medium version covered the north west corner of the map and the largest covered most of southern chenarus.
    |TG-18th|Socomseal
    Former TG Irregular ArmA Platoon Leader| Former TG ArmA Admin XO| TG Pathfinder - Spartan 1 |TGU ArmA Instructor |TG-18th Member| |Former TG-1st Member|

    "Tell command our squad died during a heroic charge through an open field"-MarineSeaKnight

    Carver you will be cut off for a long time before reinforcements can reach you "I am the reinforcements the main force is only coming to bring me body bags and to clean up the mess Im about to make" - General Carver

  6.  

     
  7. #64

    Taip3n's Avatar

    Join Date
    Mar 2007
    Posts
    972

    Re: Project Reality ArmA2

    Good news for the development of PR proper. Glad the DEVs are still on the road to their marketed release. Looking forward to the party invites

  8.  
  9. #65

    Ivan_the_bad's Avatar

    Join Date
    Jun 2007
    Location
    London
    Age
    22
    Posts
    530

    Re: Project Reality ArmA2

    Used to be a massive arma player at TG but after Arma 2 came out and had the same issues as Arma 1 i quickly put it down and havent played since.

    Also I hope there is no form of co op/Humans Vs AI. Since as far as i can remember TG has mostly hosted co op and rarely gave TVT a chance.

    However when there was TVT the missions were overly complicated and or got boring very fast as you could sometimes not spawn in after being killed and waiting 45 min was no fun.

    I'll have to wait for this to come out then i might pick up that dusty copy of arma 2 and install it again. Also Arma 2 is pretty cheap now. I picked it up for £25 new on release.
    PR ingame name - |TG-Irr| SilverJohn

  10.  
  11. #66

    browna3's Avatar

    Join Date
    Jan 2008
    Location
    Leicester, United Kingdom, United Kingdom
    Age
    21
    Posts
    2,987
    Blog Entries
    27

    Re: Project Reality ArmA2

    Quote Originally Posted by Ivan_the_bad View Post
    Used to be a massive arma player at TG but after Arma 2 came out and had the same issues as Arma 1 i quickly put it down and havent played since.

    Also I hope there is no form of co op/Humans Vs AI. Since as far as i can remember TG has mostly hosted co op and rarely gave TVT a chance.

    However when there was TVT the missions were overly complicated and or got boring very fast as you could sometimes not spawn in after being killed and waiting 45 min was no fun.

    I'll have to wait for this to come out then i might pick up that dusty copy of arma 2 and install it again. Also Arma 2 is pretty cheap now. I picked it up for £25 new on release.
    the patches have improved the game alot since you last played
    we cant ban people from making co-op missions using the PR mod, so if there are some made we will put them on the server.
    we've played a lot more TvT as of late. better missions being made/

  12.  

     
  13. #67



    Jeepo's Avatar

    Join Date
    Mar 2007
    Location
    Northern Ireland, UK
    Posts
    7,083
    Blog Entries
    4

    Re: Project Reality ArmA2

    In an effort to keep you all hooked up about the PR:ArmA mod, I took this from their forums.........

    Quote Originally Posted by R-DEV Gaz
    We are VERY lucky in having been able to attract VERY skilled and experienced modders within the ARMA2 community. One thing people should remember is that the 0.1 release will not include the level of changes that the likes of PR:BF2 has done on the engine itself. That will come in time It will come though...of that I have no doubt. Some people are asking if the 0.1 release will have various other NATO/OPFOR forces that 0.9 has. Note that PR:BF2 has had hundreds of developers and contributors over 7 years and 13 releases to get where it is. The PR:ArmA2 guys have been working flat out to form the base that will plant the seed that can accompish this on a seperate engine, in time, and they have done a hell of a job so far
    And the list of Devs?

    # [R-DEV]UK_Force - Operations Lead
    # StalkerGB
    # Deanosbeano
    # Dr_Eyeball
    # trini_scourge
    # norrin
    # Mandoble
    # fromz
    # Cougar
    # Palehorse1

    Tell me that is not impressive?

    If you have dabbled in the ArmA world, you will know these names, big time players for sure. Fromz is obviously the sound guy, DeanosBeanos (our very own DB)made the island, and StalkerGB made the Brit kits. Norrin we know here at TG, as well as Dr_Eyeball, and OBVIOUSLY Mando...

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

  14.  
  15. #68



    Warlab's Avatar

    Join Date
    Sep 2007
    Location
    Maryland
    Age
    47
    Posts
    3,228

    Re: Project Reality ArmA2

    Thanks Jeepo.
    Excited to say the least !
    Tactical Gamer Content Development Manager


  16.  
  17. #69


    Join Date
    Mar 2010
    Posts
    20

    Re: Project Reality ArmA2

    Indeed, I can not wait to play this. I always felt the BF2 engine was a bit too limiting for PR.

  18.  

     
  19. #70



    Warlab's Avatar

    Join Date
    Sep 2007
    Location
    Maryland
    Age
    47
    Posts
    3,228

    Re: Project Reality ArmA2

    The latest from the Dev's at Realitymod:


    Quote Originally Posted by [R-DEV]UK_Force View Post
    Firstly Hello and a big welcome to the Project Reality ArmA2 Highlights Reel #1. In the same fashion as PR: BF2, we intend to keep the PR Community updated on PR: ArmA2. The last few weeks since announcing our Modification have been, in a word - Hectic. The response to the announcement overall was fantastic, and it already seems to have a good following, although a large update here, I hope this Highlight Reel entices more to the Community, and keeps those already following it up to date with our progression so far.



    - Team Update

    Behind the scenes the Management Team have been looking to expand the PR:ArmA2 team. The response was very positive, with a healthy team in place we should now be able to move forward in other areas of Development. Our current team list below shows the commitment and dedication we now have with some very talented team members.



    - Current Ongoing Work

    As we initially mentioned in our announcement, PR:ArmA2 will be a self contained and self developed Modification, and as you can see over the last few weeks the team have been hard at work both Developing and Brainstorming, in the form of both meetings, steering groups and general chat in our TS3 Server. Inevitably this has now provided us with work to do and here are some of the current things we are Developing. As you can see a lot of them will be Exclusive for PR, and are all being developed internally. All this work is actively under development however only time will tell if they all make v0.1:



    PR Exclusive - Stamina / Weight System

    Something we are looking at developing in a new way, however it will be based on:

    1. the weight of objects carried in the player's inventory

    2. location of the wounds (eg. legs)

    3. level of blood loss, and;

    4. the speed the unit was traveling eg walking vs running vs sprinting

    The player would suffer - shortness of breath, hand tremor, very short black-outs. This is also being looked at for vehicles, which will affect suspension and speed depending on cargo, etc.



    PR Exclusive - Medical & Wounded System

    This is a big area however in short we are looking at a much more accurate and intricate health and medical care system than the one currently available in game. Units may fall unconscious if enough damage, pain or blood loss occurs – these units can be resuscitated - as in the real world with appropriate medical attention. Following resuscitation and depending on their injuries they may continue to take an active part in a mission or they may require CASEVAC and further medial attention.



    PR Exclusive - Firing Personal Weapons from Helicopters & Vehicles

    As we know it's possible already for UH1s, Blackhawks and APCs to use the attachTo command to shoot from them, although not perfect. We are currently looking at a much simpler system which will cover all platforms.



    PR Exclusive - TS3 Plugin (Using British Bowman Radio Models)

    Replacing the ingame VOIP and having a robust defined VOIP for PvP is very important to us, and we are currently working closely with the Developers of the TS3 plug in and our own sound artists to create a PR Version of this. Every soldier has short range capability and direct 3d sound,but they need a radio or vehicle for long range. The plan is to have a Personal Role Radio(PRR ) for the short range radio and a PRC 325 (HF) for the long range radio. Later we will look at having UCD's for vehicles and add medium range radio with a PRC 355/VRC 359 (VHF), as you can see the Bowman Radio Kit is pretty much modeled already.



    PR Exclusive - RCON Tool for Server Admins

    As the title suggests a dedicated set of RCON Tools for Server admins, this will be a god send and help them to admin the PR Server a lot easier. The tool will be customisable too. The Tactical Gamer community are currently helping with the development of this, and will be carrying out private testings of this tool.



    PR Exclusive - Complete Sound Package

    Sounds in PR: ArmA2 will play a huge part to the overall Mod, and we have drawn up a concise and complete plan for the overall Sound Package. In the short term we are looking at building Sound Environments for Afghanistan & the BIS Islands, an immersive combat ambiance (sonic cracks etc) and realistic Infantry weapons. We are also looking at the overall Voice sounds and how best to change these, we already have a pretty much completed sound file library for this.



    PR Exclusive - PR_Atmospherics[Civilians]

    The first of a number of PR_Atmospheric Modules. This initial module will be a framework that allows missions in urban areas to have AI civilians. These civilians are generally non-combatants, but may also provide cover for player-controlled insurgents. If dealt with too harshly by a team, the civilians may become aggressive - creating tactical complications for the mission, it will hopefully add to the gameplay by also being a "Combat Indicator", ie Bluefor noticing that civilians are leaving an area (Usual Signs of Taliban moving in). As the title suggest this will add to the overall "immersion" of the Mod, and hopefully induce tactical awareness, for both sides.



    PR Exclusive - Gameplay

    This is a very large area to cover however in brief the PR game play will include a comprehensive extended version of the AAS game mode, plus some other game modes too. With a new cargo and object handling system which handles a variety of transport methods, we open up the concept of logistics and supply. The armaments system helps provide a fair and balanced combat environment, by limiting access to the uncommon high powered expensive weapons and also makes vehicle combat far more effective. There will be a new squad management system to replace the common ones we've all seen. The concept of depoyable assets, such as firebases, will be further developed. Base deployment will provide a range of fair "fast travel" methods. All tied together with a new object interaction menu system to keep it organised. Further to that a new Insurgency mode is also being looked at and evaluated for future releases.



    Mk7 Helmet / Panther / Texture Tweaks / Field Dressing / Desert Cam Nets / MAN Truck

    These are all ongoing as normal day to day development tasks, we are yet to start on the Jackal and Mastiff.



    Ongoing work on Afghan Island

    - The ongoing work in this Department will take some time, as you would expect on a 25km x 25km Island. This will however prove its worth once complete, with different missions being played out on all areas of the island. So to that end, work continues on the Green zone area, including mud walls and buildings to suit our destructible structure system. This has been incorporated to best suit our game play. Although time consuming all valleys and outlying village areas are being manually sculpted to maximise island usage for the future.

    - A Camp Bastion style Main Base in the south is being worked on to compliment some of our larger missions with helo transport, logistics etc.

    - Even native plant/weed species for clutter and poppy fields are being added, to recreate the area as accurately as possible.



    Project Reality Menu

    For aesthetics the menu, background trailer, loading screens and general look of the default ArmA2 interface are being reworked to give it a cleaner, fresher look.






    - Beta Testing Update

    Beta Testing started this week in earnest, with a focus purely on the Game play at this point. We now have the makings of a dedicated Beta Testing team in place and a test server, so finding those bugs will be their priority. You can still apply to become a PR:ArmA2 Beta Tester in the tester application thread.



    - Release Date

    Due to the increase in the PR:ArmA2 Team, and the Development we have already started on, it is now looking more likely that we will not be releasing v0.1 until at least June / July. The main reason for this is being we have a lot of complex functions and frameworks in development that we need to implement to give us our core release. Not forgetting all of this will need further testing too.



    - Official Project Reality Servers

    As previously mentioned, we always place a big emphasis on Server Admins, and in the next few weeks we will be getting in touch with Server Admins who have shown interest to assist us in developing a robust system and config. This will ensure the PvP servers are in a position to be able to provide the players with a solid and reliable Project Reality PvP server. A place where they can simply join in and experience populated servers, with first class teamwork and a unique gameplay style.



    - Become a PR Developer or Contributor

    If you feel you have something to offer, or would like to be a part of the Project Reality Development Team, please do not hesitate to contact any of the team, or email [R-DEV]UK_Force. 3D Modelers are particularly sought after by the team, and are a priority for us at the moment.



    - Show your support

    If signatures are your thing, feel free to make use of our official user bar, if indeed you wish to display support for Project Reality.



    So there you have it. Lots happening, and these are exciting times for the team. For further information please feel free to browse the Project Reality ArmA2 Forums and become more involved. The community is growing and there are some great ideas coming to the fore. We hope this Highlights Reel answers some of the community's questions. We thank you all for your continued support, and hope you will enjoy the future release .





    - The Project Reality Team


    The full post with pics....
    http://www.realitymod.com/forum/f380...ml#post1304573
    Tactical Gamer Content Development Manager


  20.  
  21. #71

    sapientiea's Avatar

    Join Date
    May 2008
    Location
    Netherlands, Delft
    Age
    35
    Posts
    1,101

    Re: Project Reality ArmA2

    My only problem with ArmaII was that it took so long for the planning and then some more time. The option to be able to plan is very realistic, but I have some doubts if people want to be "idle" for 30 minutes until everything begins.

    Get it to more acceptable limits and this could be very very interesting indeed

    "Don't feel sorry for me I already feel sorry for you!."

  22.  
  23. #72



    Dredge's Avatar

    Join Date
    Oct 2009
    Location
    Keying ACOG's Car
    Age
    26
    Posts
    6,510
    Blog Entries
    5

    Re: Project Reality ArmA2

    Quote Originally Posted by sapientiea View Post
    My only problem with ArmaII was that it took so long for the planning and then some more time. The option to be able to plan is very realistic, but I have some doubts if people want to be "idle" for 30 minutes until everything begins.

    Get it to more acceptable limits and this could be very very interesting indeed
    That is usaully centered around large scale COOP missions. I think for PR since it will be small unit stuff the planning stages will be short.


    Bastion: "I always enjoy it when the mentally questionable are given control of flying the aircraft"

  24.  

     
  25. #73



    Kwalc's Avatar

    Join Date
    Oct 2009
    Location
    Aruba
    Age
    21
    Posts
    1,802

    Re: Project Reality ArmA2

    so will everyone just switch to arma2 pr? or will there still be ppl playing bf2pr?
    Apophis - "TG was created to cater to a VERY specific type of gamer rather than trying to appeal to the greater gaming population....Tactical Gamer is not mainstream. We are not trying to attract mainstream gamers"

  26.  
  27. #74



    Warlab's Avatar

    Join Date
    Sep 2007
    Location
    Maryland
    Age
    47
    Posts
    3,228

    Re: Project Reality ArmA2

    Time will tell, but BF2PR is still being developed and will be with us for a long time.
    Tactical Gamer Content Development Manager


  28.  
  29. #75

    Ferris Bueller's Avatar

    Join Date
    Sep 2006
    Location
    1123, 6536, 5321
    Age
    29
    Posts
    9,244

    Re: Project Reality ArmA2

    Theres going to be a lot of us that dont jump ship for reasons we stated earlier in the thread. Dont worry kwalc, we'll be here with ya!

  30.  

     

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts


  
 

Back to top