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Posted By: [R-DEV]K4on
Posted On: November 1, 2015 | 10:13 am

Project Reality: BF2 v1.3.5 Released!

The award-winning Project Reality Team is proud to announce the official release of Project Reality: BF2 v1.3.5!

First of all, a big thank you to our PR Community for being with us over all these years! You are the heart and soul of Project Reality. Your support is what keeps us going! Today we launch our 36th major update:

Project Reality:BF2 v1.3.5
In PR:BF2 v1.3.5 we introduce brand new vehicles, weapons, three new levels plus a full rework of an existing one and balance adjustments across all AAS map layers, while we still deliver the usual fixes and performance improvements.

For those still awaiting our major content updates, the work on those is in full progress! The Falklands, PR:WWII and multiple community factions along side many additions to our current factions and levels are getting closer to a beta release state. More info will follow soon, but now it's update time!

Enjoy the official Project Reality: BF2 v1.3.5 release trailer here while you're downloading the new update:

ERROR: If you can see this, then YouTube is down or you don't have Flash installed.


Posted By: [R-DEV]Mineral
Posted On: October 17, 2015 | 2:59 pm

Project Reality: BF2 v1.3.5 Announced!

We are happy to finally show you more information about our next release: v1.3.5. When we decided that with v1.3 we would bring a bigger focus on fixes and providing a smoother gameplay, we meant it. We have continued this trend with our recent development and have worked towards another release with a large amount of fixes, balancing, and new features that will make the Project Reality experience much better.

But that's not all of course! PR:BF2's v1.3.5 update will feature, in addition to the Kashan Desert remake, 3 brand new maps! Apart from that, there will be many other new features and changes, some of which you have already seen in other blogs and highlights, such as the new Russian grenades, RPG-7 series, parachute model and mechanics, and the German TPz Fuchs. For the full change-log, you will have to wait until we get closer to release, which won't be much longer. We are currently finishing up by fixing the last issues and testing all new features thoroughly with our QA Team.


Posted By: [R-DEV]epoch
Posted On: September 26, 2015 | 5:49 am

PR: ARMA 3 Development Update

Hi everyone

Back in 2011 we had an idea that became PR:ARMA 2. We gathered together a great team of developers and eventually released a few iterations of a mod that we do believe was really good fun.

However, from the technical point of view PR:ARMA 2 was a bit of a mess - two separate systems from the era of ARMA 1 held together by duct tape. The original idea was to have 100 players on a server. On the day of the launch we did get 100 players on the server, the only problem was that the server reported 0 "FPS", or simulation cycles per second if you will. Now, the networking in ARMA is infamous on its own but the scripts did not do it any favour. The amount of traffic being broadcast from the various scripts was staggering, with the zone capture system being probably the worst offender - every time somebody was capturing a zone the server and all the connected clients would be updated with the capture status of all the zones in the mission. Approximately every 0.1 seconds.

Another major issue was that as the mission went on timed events became delayed. The more people on the server the worse the delay. I remember once playing a mission where a helicopter which was supposed to respawn every 20 minutes had respawned nearly an hour later.

With all of this in mind and with ARMA 3 on the horizon Deadfast and I made the decision to start PR:ARMA 3 from scratch. We weren't naive to think that we could create something that would completely replace PR:ARMA 2 feature-wise. We wanted to start small and create a stable foundation to build upon: infantry-only missions, advance and secure game mode, squad system, kits, rally points. This would then be incrementally built upon.

And we ...