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11-12-2006, 04:37 PM #16
Re: Project Reality Mod v0.4 First Impressions
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11-12-2006, 04:46 PM #17
Re: Project Reality Mod v0.4 First Impressions
by everything, you mean.....everything BF2? zomg O_O
Yeah, I deleted the cache, no go.|TG-33rd|Calvin






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11-12-2006, 04:49 PM #18
Re: Project Reality Mod v0.4 First Impressions
I just did the complete reinstall (BF2, SF, 1.4, EP, AF, PR, Tacmod, POE2)
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11-12-2006, 04:55 PM #19
Re: Project Reality Mod v0.4 First Impressions
Do you need SF to play the night maps ?
DB
|TG-6th|Blonov
«That looks like a really nice house except for that horrible bathroom.» Donrhos
PR:How to get started | Teamspeak | Banned ? Kicked ? | The 6th Devils Brigade


















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11-12-2006, 04:59 PM #20
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11-12-2006, 05:06 PM #21
Re: Project Reality Mod v0.4 First Impressions
xpack ( in the mods folder) is my SF folder.
Try this:
The C:\Program Files\EA GAMES\Battlefield 2\mods\pr folder contains a file called shaders_client.zip. It contains that shader.
Copy that file to C:\Program Files\EA GAMES\Battlefield 2\mods\xpack
(create the folder if you have to, if you do, also create a folder called «shaders» under xpack).
PR might be looking for the xpack\shaders folder to unzip the shader into.
DBLast edited by Dick Blonov; 11-12-2006 at 05:23 PM.
|TG-6th|Blonov
«That looks like a really nice house except for that horrible bathroom.» Donrhos
PR:How to get started | Teamspeak | Banned ? Kicked ? | The 6th Devils Brigade


















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11-12-2006, 05:13 PM #22
Re: Project Reality Mod v0.4 First Impressions
So thats why everyone were in the PRM TS channel last night..
Slow is Smooth. Smooth is Fast!
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11-12-2006, 05:17 PM #23
|TG-6th|Blonov
«That looks like a really nice house except for that horrible bathroom.» Donrhos
PR:How to get started | Teamspeak | Banned ? Kicked ? | The 6th Devils Brigade


















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11-12-2006, 05:32 PM #24
Re: Project Reality Mod v0.4 First Impressions
YEAH!!!!!
Blank!!!!!
YEAH!!!
You see folks, You pray and pray to Aires, and he rewards his loyal followers.
After playing single player I have the following to report. Note it could be wrong.
Some SL observations
the SL screen (Press TAB) cannot request things that his/her squad cannot do.
No arty
No supplies
They still can order defense and mines and such.
However, while running around in game, they can use the commo rose to request arty, supplies. Note: SMers can also.
The CO is 100% reliable on the SL for dropping arty and supplies. 100%!! baby.
The CO has the ability to go into zoom mode and only give orders on defense, demolishing, attacking and such. Note: they cannot spot the enemy. Yeah!! Yeah!! Yeah!!!
So now, the team will depend on those on the front lines or recon ( binocs) to request arty if they want it to count not the CO.
The CO after seeing this on his h.u.d can should find some cover, go into his screen and call up the arty guys and bring it.
This type of setup does the following things:
1. makes the player on the front line more repsonsible for calling on the big stick
2. Makes the player expose themselfs to get a good spot for the target.
3. Due to the fact that the CO cannot call arty independently, they are allowed to coordinate attacks and help out were needed until the SL request it. Thier role should be defense or recon (in large games) so they can drop what they are doing to help the team.
4. Requires the CO and SL to communicate better on enemy movements
ie. CO: "Three tangos approaching south they are stopping" CO puts demo icon down. "Keep them suppressed until back up arrives."
5. Decreases the awsome accuracy of the arty from vanillia.
Changes with CO spotting: The way to get around this is for the CO to zoom in, see a bunch of enemy, put an demo icon down and say I want you to requrest arty here.
After SL, does, then the CO can put arty down.
The cool thing about this is that it slows the game down, requiring multible steps and players working together.
Myself, I would have gotten ride of the zoom function for the CO and given them full independence of the arty. I also, would have allowed the SL to request arty over their map.
But at lease this system does balacne out the arty fairly well than before.(PO3) Marcinko_R. (BF2 PR .509) Squad Member
(CPO) Marcinko_R. (BF2 PR .509) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .509) Commander
Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html
Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html
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11-12-2006, 05:40 PM #25
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11-12-2006, 05:49 PM #26
Re: Project Reality Mod v0.4 First Impressions
Quote from the field manual:
"Assault & Secure
aka gpm_cq
Assault & Secure is the core game mode of Project Reality. This replaces Conquest mode. It is not possible to mix AAS and Conquest mode on a single server.
The key difference in Assault & Secure mode is that Control Points must be taken in a specific order. Watch for messages in the upper left of the screen indicating the current objective.
In AAS there is only ever a single CP in contention.
We could provide all kinds of rationalizations about this... "you need to secure a supply line" .. or "you have to follow your orders in the military". But the truth is we just dislike the "whack a mole" that regular BF2 Conquest can degenerate into. Capturing a CP in AAS mode requires a much more team based and thoughtful approach than simply driving a jeep way back where there are no defenders. And nobody wants to defend a bunch of CPs for any length of time."
This is similar to the POE type of Mode.
I hope this is not quickly 86d from the server.
"...Assault & Secure is the core game mode of Project Reality..."(PO3) Marcinko_R. (BF2 PR .509) Squad Member
(CPO) Marcinko_R. (BF2 PR .509) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .509) Commander
Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html
Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html
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11-12-2006, 06:08 PM #27
Re: Project Reality Mod v0.4 First Impressions
|TG-6th|Blonov
«That looks like a really nice house except for that horrible bathroom.» Donrhos
PR:How to get started | Teamspeak | Banned ? Kicked ? | The 6th Devils Brigade


















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11-12-2006, 06:30 PM #28
Re: Project Reality Mod v0.4 First Impressions
No, my BF2 directory is C:\Games\EA Games\BF2 instead of Program Files ~~
that's where PR is also installed|TG-33rd|Calvin






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11-12-2006, 06:39 PM #29
Re: Project Reality Mod v0.4 First Impressions
According to the official site it only requires bf2 1.4
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11-12-2006, 07:16 PM #30
Re: Project Reality Mod v0.4 First Impressions
I don't know but I like having the whole team defend multiple control points. Their logic of disliking the "whack a mole" is negated here at TG because we do not play "whack a flag". Having 25 vs 25 fight over one control point seems roughly the same as having a Karkand river standoff. It quickly becomes tedious. Having it on conquest makes the game much more versatile while on AAS the game is pretty much one dimensional in that you know exactly which flag the opposing team is going to attempt to attack next. I say we stick with conquest for tonight on PR. I expect it to play very similarly to Tacmod with exciting infantry battles in tight, close games.
|TG-12th| jmaker

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