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  • Project Reality Mod Update

    There is a new update posted today over at the Project Reality mod website regarding the status of Project Reality v0.40. Here's what they had to say about all aspects of the mod:<blockquote>Thought I'd chime in and let y'all know where we're at with 040 development.

    Kit Limiting Proof of Concept
    Right now we have a bunch of stuff that we're wrapping up into the first 0401 test build. Some of this stuff is "roughed in" for proof concept, cuz we're gonna try some interesting stuff around kit limiting. We're gonna take a different approach from before and uh... this one might actually work. If it does work, it will be fairly intuitive and will enable us to change the class system quite substantially. We still haven't released the first test build, so we don't even know if our approach is going to work. But it is a focus for this build.

    We are NOT planning to use the EA "unlock" feature in the upcoming BF2 patch for our kit limiting system. Our own system will give us more flexibility (again if it works). We came up with the idea when trying to work around the "no unlocks" scenario and actually think... IF IT WORKS... we have a system that will be fairly intuitive to use and is purely our own to make up the "rules" for kit supply.

    We do plan to use the EA unlock for offering different loadouts as equipment and loadout options once available.

    New Weapons
    If kit limiting works, we'll be doing our final major rejig of the class system. We've read the hundreds of forum posts on here, had many of our own threads on it and have a class structure we're going to go into test with IF our kit limiting system works. If it doesn't work, we're going to still make some needed tweaks to the class system.

    We'll be adding an unguided "Light AT" class to all factions equipped with an Assault Rifle and a single shot /single round lighter AT weapon. These weapon systems, like their real world counterparts, will have trouble with modern MBTs and such, but will be effective against lightly armored targets.

    As canvassed to the community for your feedback, we intend upon adding a Bolt Action Sniper rifle to the MEC and PLA. Worst case, this will be like the M24 which is available on "woodland" type maps and the semi auto "designated marksman" type weapons will be on urban maps. If kit limiting works the bolt action Sniper class will become part of a limited supply kit for all factions.

    Game Modes
    We're introducing some variations on the XTRACT mode. Again still in proof of concept and this first build will let us know if what we want to try is feasible.

    We have another new game mode we've cooked up, which we're calling SCENARIO. We will probably only release it in a limited way with 040 because, like with SOBJ and XTRACT, we don't want to invest too much into it before we know how you guys will receive it. It's more of a scenario builder than a capture the flag like experience, so I am sure there will be a lot to learn from the initial play testing.

    We intend to drop SOBJ (Single Objective) with 0.40 and replace it with SCENARIO.

    We're not sure what we might want to do with AAS. The challenge is resources and with the changes to XTRACT and the new SCENARIO game mode, we don't want to bite off more than we can chew.

    One of the most important areas to address in 040 is what I call "usability issues" with our current alternative game modes. A lot of players don't have a clue what's going on. We need to improve that as much as we can. Game mode announcements, objective indicators and such.

    British Kit Status
    We're chipping away at the Brit Kit stuff and continue to make good progress getting things "in game". I was airborne in the Land Rover on our test map last night.

    The 040 Dev cycle will likely produce many screenshots of some British kit as we introduce it for testing purposes.

    Will Brit Kit be in 040? Not sure. If it is, it will be in limited form, perhaps on some primarily "infantry" maps with some transport vehicles. We're gonna try get it in there, but it depends on how fast production goes (mostly coding).

    Other Stuff
    We've got some death effects roughed in where you have a progressively much more clear indication that you are dying (rather than just the bleeding and rather than a <> health meter). We’ll see how that tests out.

    We've hacked in a slight stun effect when you get hit by a bullet, but not sure if that's going to work either hehe. The way we have hacked in some of these effects is um... a bit creative heh... it might not work.

    Of course we'll be adding the EFX sounds to 040, thanks to everyone who helped organize and of course donate to purchase it for the community.

    We've definitely heard that a lot of folks aren't crazy about the supply drop and arty changes we made, so we'll be doing something about those. We'll also be enabling mappers to have vehicle drops at their disposal, but it won't be "cartillery".

    There are about another 15 or 20 small to medium changes, I can't remember most of them hehe.

    Maps
    We've got quite a few BF2 community generated maps available to us as well as some PR team developed maps that are coming along nicely. Still making some decisions there but we've certainly learned a lot about the importance of level design to game mode playability.

    I'm hugely grateful to the mappers from within the PR community who have been doing some great work with maps. I hope we can include maps generated from within the community in the next release of PR.

    Surprises
    Well we do intend to hold a few things until right near the end of the dev cycle, hopefully as pleasant surprises.

    Timeline
    For sure the 040 release will happen AFTER the BF2 1.31 (or 1.4 as it may be) release. This is because we really need game mode switching back and don't want to have to spend time on our own workaround. EA will be enabling us to run mixed game modes in a single map list with the next BF2 release.

    The move to an open beta for this next BF2 patch is a god send for mod teams. We'll have a clear read on what is broken, if anything, and ideally have a fix in place shortly after the release of the patch.

    Given that EA is doing an open beta for their next patch in July, which translates to sometime in JULY as the EARLIEST possible date you might see a 040 release from us. We do not plan to introduce any other patches or features before that time.

    We'll have to play it a bit by ear. The 040 release date will depend on:
    - How stable the features we have added to 040 are
    - When the BF2 patch releases and what it breaks / adds / fixes
    - How far away we might be from adding a first release of the British Kit

    Thanks for your support, ideas, enthusiasm, and enjoyment of Project Reality.</blockquote>Nice that they have provided us with so much information on the new version as well as kept us informed on its release. Be sure to drop by their site to learn more.

  • #2
    Re: Project Reality Mod Update

    Awsome updated..hehe..don't need any eye candy to be impressed. Funny read too, seem so unsure of yourself. Haha..

    Comment


    • #3
      Re: Project Reality Mod Update

      Sounds good...

      Comment


      • #4
        Re: Project Reality Mod Update

        the kit limiting sounds like we will be able to customize the kits. maybe we could pick our own knives and pistols too. (Desert Eagles and throwing knives?)

        Comment


        • #5
          Re: Project Reality Mod Update

          cant wait!!

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          • #6
            Re: Project Reality Mod Update

            Kit Limiting is basically a number (specified by the server) that will limit certain kits - so everyone can't be sniper, everyone can't be support. Some kits will have no limiting, others will, depending on the class, how often its "abused" and how often its used in RL.

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            • #7
              Re: Project Reality Mod Update

              good to hear about kit limiting
              the support gun is way to good, and it's even worse when the 90% of the enemy team (and mine) is using it.

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              • #8
                Re: Project Reality Mod Update

                Yeah rgr IF WE CAN MAKE IT WORK hehe... kit limiting will have an "algorithm" based on:
                - map size
                - max # players
                - # players connected
                - # squads

                ... as input points in determining the availability of limited kits. Some combination of those elements will be used to determine availability.

                We're not silly enough to make it 1 per squad hehe (and have 8 x 1 man sniper squads running around).

                Again uh.... we'll know within the next 2 weeks if it's going to work the way we hop it will.

                egg

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                • #9
                  Re: Project Reality Mod Update

                  Originally posted by (LNC)silky_z
                  the kit limiting sounds like we will be able to customize the kits. maybe we could pick our own knives and pistols too. (Desert Eagles and throwing knives?)
                  Not in a reality mod.......

                  Comment


                  • #10
                    Re: Project Reality Mod Update

                    Originally posted by eggman
                    Yeah rgr IF WE CAN MAKE IT WORK hehe... kit limiting will have an "algorithm" based on:
                    - map size
                    - max # players
                    - # players connected
                    - # squads

                    ... as input points in determining the availability of limited kits. Some combination of those elements will be used to determine availability.

                    We're not silly enough to make it 1 per squad hehe (and have 8 x 1 man sniper squads running around).

                    Again uh.... we'll know within the next 2 weeks if it's going to work the way we hop it will.

                    egg
                    Why would it be based on # of squads...actually 1 sniper per full squad sound about right to me

                    Hopefully scenario mode will work out, sounds like fun!

                    Comment


                    • #11
                      Re: Project Reality Mod Update

                      I know this wouldnt work, at least not yet, but kit limiting should be based on skill, like real life. Of course not everyone is a sniper or a medic, so you look at peoples stats, or like Americas Army you have training or whatever, which is why I'm saying it won't happen for BF2. Because there are 'noobs' with high-end computers and if they start before everyone then they take up a slot on that limited kit.

                      Comment


                      • #12
                        Re: Project Reality Mod Update

                        Originally posted by KampinKarl1
                        I know this wouldnt work, at least not yet, but kit limiting should be based on skill, like real life. Of course not everyone is a sniper or a medic, so you look at peoples stats, or like Americas Army you have training or whatever, which is why I'm saying it won't happen for BF2. Because there are 'noobs' with high-end computers and if they start before everyone then they take up a slot on that limited kit.
                        /Agree

                        This is a pretty valid point u guys should take in consideration

                        If u can make it based on ppl stats that would be amazing, but then that could be a heavy load for a server i really dont see it happening

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                        • #13
                          Re: Project Reality Mod Update

                          I'm glad you reality freaks finally have a place to call home. :salute:

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                          • #14
                            Re: Project Reality Mod Update

                            We are pretty cautious about stats / ranking / point whoring becoming part of the game dynamic.

                            If we had a facility for "offline certification" we'd certainly look at that, but current round stats and/or ranking stats granting kit availability leads to all kinds of problems imo.

                            So it's a limitation in how far we can go with this given that we're not willing to make "ponts for kit whoring" part of the game dynamic.

                            It's unfortunate that a lot of these games get dumbed down to the lowest common denominator

                            egg

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