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01-03-2007, 08:25 AM #1
Update on Project Reality v0.5
Originally posted on the PR forums
The team has been working very hard on PR v0.5. Yes, you heard right! Not v0.41 as we had originally planned since we’ve decided to skip a release and introduce more maps, equipment and a new revised AAS system onto the battlefield. The very first test build of PR v0.5 has been released to our group of testers a few days ago and we expect to release v0.5 in January.
PR v0.5 will include a lot more features than what was originally planned for with the scheduled release of v0.41. Here is a list of features we are currently working on to be included in the PR v0.5 release :
- Vehicle crew kits
- Pilot kits
- Officer kits
- Vehicle systems damage (highly experimental and may be deferred to a future release)
- AT4 for US Light AT
- Land Rover
- Merlin
- 3 Type 95 variants for PLA: Type 95 w Optics, Type 95 + UGL w Optics, Type 95 w Iron Sights
- Large collection of new sound effects
- Global sound effects volume overhaul
- AAS v2
- Attack Helo audit
- Tank audit
- APC audit
- New maps to explore and to battle in
Note that when we say "audit" we mean that we've gone through the weapon systems and armor of those vehicle types and altered them to have more realistic characteristics.
Finally some eye candy for your consumption:
And a lil Christmas gift in the form of a Project Reality desktop wallpaper:

You can download the wallpapers package here (3.2mb) :
http://www.gloryhoundz.com/prmm/down...wallpapers.zip
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01-03-2007, 11:40 AM #2
- Join Date
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01-03-2007, 12:40 PM #3
Re: Update on Project Reality v0.5
I saw the title and thought 0.5 had been released. Damn you, Asch.
BFCL TF2 league admin

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01-18-2007, 11:57 PM #4
Re: Update on Project Reality v0.5
It's not confirmed yet, but there may be a surprise or two in this coming release that should please quite a few TGers. That's all I'll say on that topic.
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01-19-2007, 12:22 AM #5
Re: Update on Project Reality v0.5
Ummm....one or both of Kilrogg's maps are included in the next release?
Or the flag capture logic is the same as Tacmod?|TG-12th| jmaker

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01-19-2007, 01:30 AM #6
Re: Update on Project Reality v0.5
darn it that this title withers on the vine...nice work by the PRM team...
|TG-1st|Grunt
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01-19-2007, 02:06 AM #7
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01-24-2007, 08:16 AM #8
Re: Update on Project Reality v0.5
Project Reality v0.5 Media Update
(full article)
Over the past couple of weeks we have been working in high gear finishing up the last few tweaks and bug fixes on PR v0.5. What initially started out as a patch for PR v0.4 has evolved into one of our most feature-rich releases to date. There are some significant changes to how Project Reality and Battlefield 2 are played in v0.5, so we should be updating our player guide with details over the next few days in advance of the final release. Simply put, be prepared for v0.5 to blow your mind!
We currently have a v0.5 release candidate in testing and if everything goes well, we plan to release Project Reality v0.5 next week. If we happen to run into any show stoppers, we will post another update on tentative release dates.
Here are some new screenshots straight from the latest PR v0.5 test build to get you drooling:
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01-24-2007, 03:40 PM #9
Re: Update on Project Reality v0.5
Thanks for the update, Asch. Looking forward to trying this out as soon as the server is updated.
BFCL TF2 league admin

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01-25-2007, 01:02 AM #10
Re: Update on Project Reality v0.5
Goody goody! I finally got my secondary radio channel working after a little reformatting. Specialty kits, arty and supply drops here I come!
Looking forward to this release...|TG-1stMIP|Coridon

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01-27-2007, 12:07 PM #11
Re: Update on Project Reality v0.5
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01-27-2007, 03:05 PM #12
Re: Update on Project Reality v0.5
Cool, they are taking out the slaughter fest that happens on AAS by dividing the struggle between two target flags. Very innovative. I'm going to have to give this a another chance for sure.Now here is where I talk about the biggest new feature. The whole reason why these look so different!
You have your main bases, those are always going to be in red (US/UK) in black (MEC/PLA/INS/ect).
Then every grouping of flags will be a different color. We will use this for an example.
On OGT you are the british, and you start off at the red. And you have one blue, you now have to capture the other blue flag before moving on. Once both blue flags are captured you can move on to the green flags, doesn't matter which one you capture first, but you must capture both green flags before you can move on to the yellow flags. That's how all the maps are going to work. So pay attention to the loading screen because it will help you out alot!
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01-31-2007, 09:16 AM #13
Re: Update on Project Reality v0.5
(original post)
Originally Posted by [R-DEV]eggman from PR site
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01-31-2007, 09:29 AM #14
Re: Update on Project Reality v0.5
Boy,
I'm really looking forward to this...alot of cool stuff in that list. This seems like it is a perfect mix of tactical and good gameplay for TG....Why don't more people play this?? I guess the same could be said for Tac Mod though..
Chappie
"I am the prettiest african-american, vietnamese..cong..person." -SugarNCamo 3/22/06'
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01-31-2007, 09:34 AM #15
Re: Update on Project Reality v0.5
I don't know. I think something new is what this mod needs to get some more ppl back to it. I love it, but it has issues on a large server. The game works better with a lower amount of people on the server IMHO. Conquest allows musical flags. AAS in the current sense causes too much of a slaughter fest on 64 man maps. I think the new AAS might cut down on some of the big head on collisions by both teams and force an even split between flags. It would be very wise tactically to take both flags at the same time.
|TG-12th| tHa_KhAn

XBL GT: Khan58






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