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Old 02-09-2012, 08:32 AM   #1
[R-DEV]epoch
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Default Project Reality: ARMA 2 v0.15 Beta - Features List


Project Reality: ARMA2 v0.15 Features

Common
  • Changed: Performance and network optimizations
  • Changed: Server mission duration: On the server list, it should now show the correct estimated time remaining. Previously 15 minutes would show in all cases.
  • Introduced US Army faction
  • Prevented eavesdropping by dead players
  • Added module that randomly closes houses' doors at the start of the game to all missions
  • Changed and added the in-game help notes and pictures
  • Fixed most of the v0.1 bugs

Dialogs, UI, HUD's, Map
  • Added player names on map.
    • Pressing PR "identify" key with map on will now show/hide the nearby player names for your side within 500m.
    • In addition, for the SL only, it will show all units in your squad and all other SL's at any distance.
  • Added 'Team Support' sub-menu under 'Request' menu. Added 'Sorry' option too.
  • Added 'Asset of interest' to Spot->Structures menu, (as a means to share generic object location with squad more easily)
  • Added distance to request messages
  • Added static weapons map icons
  • Changed squad radar will only auto appear when you join a group
  • Changed squad radar icons and colours slightly. Added medic icon.
  • Changed: Previously squad units were visible at an unlimited distance in squad radar. Now they will be limited to ~200m (currentRadius x4) for subordinates and ~400m (x8 ) for SL, plus SL alone will show for up to 1000m for subordinates. Unit icon colour will fade as distance beyond circle radius increases.
  • Changed capture progress bar. Changed bar into shorter thin line and removed indicator displaying the number of players capturing the flag.
  • Fixed: Prevent Squad Menu key operating while map is open. Otherwise map click dependent options won't work. Solves various issues.
  • Fixed: Request pickup menu option was showing your player name instead of caller's in icon's caption

Medic System
  • Changed: All medic requests are now limited to 500m
  • Removed "Restrain" option
  • Fixed bug with treated patients remaining unconscious
  • Fixed bug where getting injured while healing oneself would render you stuck in animation/unable to interact
  • Fixed several similar bugs
Cargo System
  • Added: When loading cargo, vehicle list will now indicate any vehicles squad locked by your squad for easier identification
  • Changed: Load Cargo menu now provides a choice of where to load it
  • Changed: certain Landrover Special & UAZ vehicles with weapons can now carry a cargo item
  • Changed cargo menus and messages to use new short object display names
  • Changed: prevent ZU23 being transported or dragged
  • Changed: Drag action can now be aborted early during first few seconds by pressing your move forward key
  • Fixed bug with unloaded cargo dropping through floor on ships and roof tops
  • Fixed bug with rotated objects dropping through floor on ships and roof tops
  • Fixed shortcut support for more than 10 items. (Now handles up to 36)
  • Fixed attachTo death bug: Added workaround for bug introduced by patch 1.60
  • Fixed: Certain supplies containers may not have been getting replenished
  • Improved various aspects and issues

Squad Management
  • Added icons to every player indicating their weapon class
  • Added 'Request to Join' a locked or full squad
  • Added: SL can change his squad size limit from 4-[8/10/12], depending on total players. Default is 6.
    • Added: SL can override his own set squad size limit when recruiting.
    • Changed: Squad size limit and "full" status is now indicated in the group's status bar (eg: "(6/6) [Full]").
  • Changed: player can assign/unassign himself to/from any FT. SL can lock this option.
  • Changed: FT leader can reassign (non-FT) members to join/leave his FT
  • Fixed Name Squad edit box hiding itself while editing, when info refreshes
  • Fixed bug with dead players appearing in squad with no name

Armaments dialog
  • Changed various kit availability rates
    • Decreased HAT kit requirements from 1 in 24, to 1 in 18
    • Decreased AA kit requirements from 1 in 24, to 1 in 15
    • Decreased Combat Engineer requirements from 1 in 6, to 1 in 4
  • Fixed: your backpack will not reset each time you leave Armaments
  • Fixed various minor bugs - backpack icons, kit icon widths, list sizing, dialog loading speed, blocked blank slots, etc
  • Fixed exploits in Armaments - premature access
  • Removed MG kit from Armaments at insurgents base for CI game mode. You now need to use the cache.

Base Deployment/Respawn dialog
  • Added respawn penalty times to Base Deployment dialog
  • Added support for base deployable vehicles (boats/amphibians at LHD)
  • Changed: your backpack will not reset each time you leave Armaments
  • Fixed various minor bugs - Fixed cancel button, text flicker, list contents, etc
  • Fixed exploits in base deployment - vehicle transport
  • Fixed players occasionally being active but "unconscious" after respawn, preventing action menu use, etc.
  • Fixed LHD floating respawn bug
  • Fixed deployment screen flickering if you had the map open in the background

Models
  • Added woodland FV510 Warrior
  • Fixed damaged state on FV510 Warrior
  • Added static weapons ammo supply models for all factions
  • Added 3 retextured east Landrover vehicles with different camo's
  • Added 2 replacement cargo transport trailer models for towing tractor (single & double)
  • Added replacement cache model (for CI)
  • Removed PR Hesco's and custom fortifications from this release

Weapons
  • Introduced weapon switching system via numeric keys
  • Added tracer rounds for many weapons
  • Added NVG/scope block for some weapons
  • Added zeroing for some weapons (various SVD's, AKS-74 PSO & more)
  • Added new weapon variations
  • Removed 'Touch off' and 'Place satchel' action menu options
  • Changed: Combat Engineer kit can now be obtained at mortar
  • Changed mortar: removed automatic messages, removed map from HUD, removed artificial round tracking on map
  • Added WP & Illum mortar rounds with custom effects
  • Fixed mortar ammo name display in mortar HUD
  • Fixed mortar bug where assembled mortars would lose access to the mortar HUD
  • Changed static & HAT METIS launchers to include normal vision mode
  • Changed All static weapons now start off empty
  • Added 40+ backpacks with all new contents for all kits/factions
  • Added 5 basic ammo boxes for all factions
  • Changed all kit loadouts, to encourage squad cohesion
    • Many weapons added or removed
    • Binoculars removed from most military kits
    • Insurgents get binoculars for most kits
    • NVG's removed from all Insurgent kits, except SL
    • Removed all laser designators
  • Removed Igla static weapons from Insurgent factions
  • Fixed bugs related to Satchels menu (via Squad menu)
  • Fixed recoil on M249 and L110
  • Fixed recoil on DMR
  • Removed AP mines/claymores pending improved future implementation

Ammunition and Maintenance
  • Changed: overhauled vehicle maintenance system
  • Removed generic rearming ability from VSP's
  • Added ammunition system for static and vehicle weapons
  • Added static weapons ammo supply (new models), to separate it from VSP
  • Added cargo menu to VSP's for access to ammo/maintenance objects
  • Added separate ammo boxes/pallets for every vehicle & static weapon ammo type
  • Added transportable repair containers for helicopters and armour field repairs. These are in VSP.
  • Added menu option Maintenance->Supported Ammunition, which lists (and remembers) all supported ammo types for the vehicle or static weapon. Remembered items are highlighted in VSP cargo menu.
  • Fixed tyre repairs sometimes not remaining fixed

Vehicle Specific
  • Added PR config'd Jackal & Wildcat AH11 with woodland camo
  • Added vehicle locking feature, by squads with at least 2 players in them. Any squad member can lock/unlock. Cargo seats are not locked, only crewman seats are locked.
  • Added crew checking features:
    • Added same-squad crewman seat occupancy rules. You may not crew the gunner seat with crewmen from other squads.
    • Added solo armour gunner rules. You may not crew the vehicle by yourself. The gunner seat may only be occupied while a driver and/or the commander seat is occupied by another person.
  • Added construction materials box to armoured vehicle to allow tank emplacements to be built
  • Added reminder message if vehicle has no ammo upon boarding
  • Added towing ability to towing tractor to tow trailers
  • Removed 'Manual fire' action menu option
  • Removed all ammo, repair and fuel trucks (to prevent unlimited supply exploits)
  • Changed: Many vehicles have changed configs
  • Changed: added zu23 ammo boxes to cargo in Zu23 ural truck by default
  • Reduced vehicle respawn duration of unarmed cars and trucks from 10 to 4 minutes
  • Improved cargo airlifting system - hook alignments, LHD support, roof top support, etc.
  • Fixed zeroing on woodland & desert Warrior
  • Fixed rear-view mirror bug, where you couldn't exit camera mode
  • Fixed duplicated parachute appearing when bailing from choppers
  • Fixed major bug with 'unconscious' players in armed vehicles becoming invincible to fire but still able to shoot back

A&D Game Mode
  • Changed A&D game mode mechanism & rules
    • Attacking side will have tickets. If these tickets reach zero, they will lose the match. They can only win by securing all zones.
    • Defending side will now also have tickets. When these tickets reach zero, they will not be able to spawn at FO's, RP's or HO's, but can use FB's.
    • Changed: Upon securing/losing a zone, the tickets for both sides will reset.
  • Changed A&D starting tickets
    • Changed: Set starting tickets to 120 for attackers
    • Added 80 starting tickets for defenders
    • Added 20 starting bonus tickets for both sides (until first zone secured/lost).

CI Game Mode
  • Fixed multiple issues with CI gamemod
  • Removed Watchtower concept from CI missions
  • Removed general ticket bleed for CI game mode
  • Fixed: bug in CI where sometimes cache #2 was revealed before #1
  • Fixed: bug in CI where you could reveal 3+ caches (but limit is 2)
  • Fixed bug where destroying a tunnel entrance would count as destroying a cache
  • Added marker to indicate destroyed tunnel entrances

General Game Mode changes
  • Changed default mission duration from 240 mins to 180 mins
  • Added Battle prep time at start of mission. First 1.5 minutes are for squad management and briefing where vehicles have no fuel, then next 2 minutes are for vehicle preparation and cargo handling.
  • Changed end game result due to game time limit expiration, has been changed to a "Stalemate" for game modes: CI and A&D, rather than flags held
  • Changed RP deployment rule - it must now be deployed near a friendly zone or FO. This can now be checked via the Build Boundaries sub-menu.
  • Changed vehicle spawn conditions, to make missions playable with lower numbers
  • Changed zone capture rates were changed for low/high player numbers. (With few players it will take longer than before and with many players it will take less than before.)
  • Changed RP: The team size rates have changed to be less, which determines whether you need 1-4 squad members nearby when setting up RP, depending on total players
  • Changed sandbags from weapons crates can now only build basic sandbag walls, (unlike FO)
  • Added minimum spacing of 200m for HO's
  • Added minimum spacing of 50m for RP's
  • Removed FO MG/AT containers from medium FO supply. FO's will now need to bring their own heavy weapons.
  • Added: vehicle respawn times increased, if sides unbalanced
  • Added: player respawn times increased, if sides unbalanced
  • Fixed bug where packing up RP would delete your current backpack
  • Fixed bug of unconscious units still contributing to the capture of zones


Scoreboard & ROE Violations Dialogs
  • Added: Scoring now supports JIP, so it remembers scores & penalties upon re-joining, even if different slot used.
  • Added: everyone will now receive a short ROE violation message when one occurs. No details in message, just that it occurred, so that you can check the log for full message yourself.
  • Changed: airbourne aircraft over safezone (over 25m) are now allowed to be shot down without ROE violation. It should help with choppers firing from inside protected safezone.
  • Fixed bug with dead JIP players not appearing in scoreboard
  • Fixed bug with scoreboard not updating statistics after certain events
  • Fixed various other scoreboard bugs
  • Removed red TK indicators on scoreboard


Scoring & Penalties
  • Changed/Added/Fixed various awarded score points plus penalties and criteria
  • Added scoring: first aid will now get points: 2 for CPR or field dressing and 1 for quick injections.
  • Fixed bug with cache destruction scoring being incorrect
  • Fixed: Differentiate between a TK and a "crew kill" (your crew). Also, for a crew kill, the killers are not the gunners but the driver.
  • Changed: crewed vehicle kill scores are now roughly doubled based on vehicle value
  • Changed: empty friendly vehicle kills now have lower penalty (vehicleValue), than crewed ones (3*vehicleValue + TK's)
  • Fixed work point from 1 to -2 for suicide


Sounds
  • Replaced Jackal L111A1 and L7A2 sounds
  • Replaced Chinook Rear gun sound
  • Replaced BTR and BRDM KPVT sounds
  • Replaced Lynx M621 sound and impact sounds for HE ammo
  • Replaced various vehicle and weapon sounds
  • Added Menu music

Maps
  • Introduced Chernarus

Missions
  • Added 6 new missions for Chernarus
    • A&S - Battle for Sobor (UK)
    • A&S - Operation Chainsaw (UK)
    • A&S - Electricity (UK)
    • A&S - Gorka (UK)
    • A&D - Portside (UK)
    • A&D - Take Down (UK)
  • Added 2 new missions for Takistan
    • CI - Endless Blood (US)
    • A&S - 'skirmish' mission: First Light (US)
  • Changed missions Sisyphus and Strength & Honor missions to use US faction
  • Modified layouts on some existing missions
  • Changed Battle for Rasman to default as night mission
  • Changed default starting times and weather conditions on all missions for variety
  • Fixed issues with Iron Forge mission not progressing
[R-DEV]epoch is offline
Last edited by [R-DEV]2Slick4U; 03-16-2012 at 03:02 PM..
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LinkBack to this Thread: http://www.realitymod.com/forum/f440-pr-arma2-general-discussion/107375-project-reality-arma-2-v0-15-beta-features-list.html
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ArmA2Base.de - News?bersicht This thread Refback 03-23-2012 09:57 AM
ArmA2Base.de - News, Mods, Addons und Missionen f?r ArmA2 - Operation Arrowhead - Combined Operations - British Armed Forces - Private Military Company This thread Refback 03-18-2012 03:44 AM
Project Reality: ARMA2 v0.15 BETA ??????? - ?????2 (ARMA 2) - ???????????????VME??- ?????????????????????????? - Powered by Discuz! This thread Refback 02-25-2012 03:25 AM


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