A Brief Timeline of PR's 15 Year History (and Counting...)
Important Notes:
If no source is given then the info is from the History of PR thread by the retired developer CodeRedFox. Which was the main inspiration of why I decided to make this timeline for the PR documentary and eventually decided to post it here for everybody to see and enjoy it.
As you might've already noticed, almost everything is archived, except videos. If anybody wants to do that, feel free to do so and give me the links at some point.
This is by no means a complete look at the history of PR. There can be a lot more added and some things are missing. Most notably when the various PRTs started, which I was unable to find any sources for.
For some this timeline might contain info that is unrelated to PR, like all Battlefield game releases, but to me those contextualise PR's place at those times. BF and PR are very closely linked in my mind, without one the other wouldn't be what it is.
This info is as is and I can't guarantee everything in it is 100% true. Some of it is vague, missing or has been edited at some point. So not everything is 100% factually or timeline wise accurate.
I might or might not edit this in the future with more and newer events. Getting it to this point took me months of work, so anything more is going to be bonus.
On the topic of "PRTA bias" and other communities:
This project is not affiliated with PRTA or Foxtrot or the developers or any community I'm part of.
The reason why there's so many mentions of PRTA on the timeline is because it's a well documented and popular server on the PR Forums here. Note that I mostly went through the official channels of the forums here: News, Changelogs, Dev blogs and highlights and Events. That last one was the biggest contributor in PRTA related entries in the Timeline.
I picked the most interesting events from it and how dominant PRTA became in the last several years (in terms of event organizing) shows. The simple truth is I'm not going to include all of the "tactical mumble night" events. It doesn't add much. If you want to argue if there's too many One-Life's, go for it.
All this discussion tells me I need to scour the Server Feedback subforum as well. I'm sure there's a lot of information about old communities out there.
As I pointed out in the Important notes at the top of the OP, this Timeline is not complete. If anything it's infinitely expandable, but the info needs to be accessible, non-bias and archivable for it to fit the format I've gone for.
Download Link to a PDF file (v1.2.2), because some of you asked. I had to quickly turn the whole thing into a pdf, so not all of it looks great, maybe one day I will pretty-fy it.
Timeline was last updated on: 28th of February 2021
-> PR is featured in an article in Computer Games Magazine's February issue 14th: BF2 v1.2 released, removing Dolphin Diving 18th: Project Reality Tournament: Campaign 1 Starts 25th:PR: BF2 Mini-Mod v0.25 released: New Project Reality Developers:
Changed round start delays to 90 seconds for all game modes
New Maps:
EJOD Desert by [R-DEV]Thomazz (USMC vs MEC)
Mao Valley by [R-CON]xtrm2k (USMC vs PLA)
Hongshangu Winter by Ga-KnomboeBoy (USMC vs PLA)
Goods Station by [R-CON]spfreak (USMC vs MEC)
Road to Jalalabad by Customized for PR
Songhua Stalemate by Makes a return
Spoiler for October:
2nd: DICE is acquired by Electronic Arts for almost $24 million 17th:Battlefield 2142 is released
Spoiler for November:
6th: Project Reality Dev Team joins Black Sand Studios mod group 11th:Project Reality: BF2 v0.4 is released, no longer a Mini-Mod New Project Reality Developers:
[R-DEV]Alex L.
New Features:
Kit Limiting System
New Kit loadouts and new kits (Light AT, Heavy AT, Anti-Air, Anti Infantry)
New HUD that is less visible/takes up less screen space
New sound effects for several weapons and vehicles
Equipment: UGL launched smoke (All Factions), Field Dressings (All Factions), Grappling Hook from BF:SF (All Factions)
Vehicles: T62 Tank (Insurgents), Saxon APC (British), A10 Warthog (USMC), ECH365 Scout Helicopter (PLA), Support HMMWV from USI (USMC), Technical 50cal from BF:SF (Insurgents), Civilian Car from BF:SF (Insurgents), Big Red Bomb Truck from BF2:SF (Insurgents)
New Maps:
Al Basrah (v1) by [R-DEV]duckhunt (USMC vs Insurgents)
Gulf of Aqaba by Khrimson (GB vs Insurgents)
Hills of Hamgyong by [R-DEV]NikovK (USMC vs PLA)
Mao Valley by [R-CON]xtrm2k (USMC vs PLA)
Operation Ghost Train by [R-DEV]Rhino (GB vs PLA)
Operation Greasy Mullet by Ga-Knomboe Boy (USMC vs MEC)
Qwai River by [R-DEV]IronTaxi (USMC vs PLA)
Raid on Mosykie by [R-DEV]matt.b (GB vs Insurgents)
Once the British faction is complete the mod will be v1.0 ready
Militia faction to be released that is more militaristic than the civilian based Insurgents
Overhaul spawning mechanics in v0.5 and beyond
Plans to add new ranking system to prevent new players from using important assets
A tease for randomized objectives
3-5 maps every 45-60 days
Move Project Reality to an alternative platform (like ET: Quake Wars)
26th: Project Reality wins "Silver Spanner for 2006" on Mod DB (2nd place)
Notable quote from Eggman about the community:
"Because of the steep learning curve and unforgiving nature of Project Reality our gaming community has developed a reputation for being "elitist" (that's 3L337157 for some of you btw). If we're not careful, we may become so leet that there's no competition because people will get turned off of being berated about not having read the 3,000 word player guide."
Spoiler for February:
9th:Project Reality: BF2 v0.5 is released New Project Reality Developers:
As of v0.5 the mod had become more popular than ever - devs are restricting server side modding (very limited access to configuration files). No access to .zip files :
"Server side modifications can dramatically affect how the mod plays. That level of impact on game play is not something the Project Reality team wishes to hand over to server administrators. The mod will play how we designed it."
More tournaments:
Enemy Down [seems like a ladder league that went on to for a year or two]
Added Compass [not on any changelogs, but videos prove it]
Major Changes:
New Spawning Systems:
1. Except for main bases, ALL of the spawning systems in Project Reality v0.6 are controlled by players AND destroyable
2. Commanders can build bunkers that the entire team can spawn on
Heavy vehicles spawn in waves (delayed)
Kit Limiting Updated
We have now cut our unlimited kits down to only 4, and made kits like Grenadier and Light-AT limited kits
You will no longer see one squad taking up all sniper kits for example
Increased engagement distances at up to 1Km. Improved BF2 engine's rendering system to get vehicles and buildings to draw at these ranges and to get the weapons working as realistically as possible
Server licensing system implemented
You now must click and hold the medic bag to heal somebody
Small Changes and Additions:
Insurgent Civilian Kit
Commander can put razorwire with the help of engineers
New Maps
Al Basrah (v2) by [R-DEV]duckhunt (GB vs Insurgents)
Al Kufrah Oilfields by [R-CON]DarkOverlord (GB vs MEC)
Assault on Mestia by [R-DEV]IronTaxi (GB vs Militia)
Bi Ming (Night) by [R-DEV]Dr.Rank (GB vs PLA)
Kashan Desert by [R-DEV]duckhunt (USMC vs MEC)
Seven Gates by [R-DEV]IronTaxi (GB vs PLA)
vbf2 Zatar Wetlands (USMC vs MEC)
vbf2 Daqing Oilfields (USMC vs PLA)
Items removed/retired:
Extract Game Mode
Of note:
US sniper kit still has the old BF2 bush camo model
19th: The Project Reality team meets up at the British Royal Armored Corps' Bovington Camp, to become more acquainted with the British Army's weapons and armoured vehicles.
Picture with the devs: Dr. Rank, e-Gor, JS.Fortnight.A, Matrox, Rhino, Stigger, Sim, UK_Force, MrD, DarkPowder and Thunder.
Spoiler for September:
1st: Project Reality is 1st place in the FPS category in the GameFlood mod contest 19th:Project Reality: BF2 v0.61 is released (v0.612 Manual) Major additions and changes:
Added WAH-64 Apache (for Kashan Desert, US)
Revamped British Woodland and Desert Skins (by Spush and Shiftys1023)
Minor changes:
Servers can run localized versions of the server messages for kit request, rally points, commander assets, etc.
Ammunition can be obtained from rally points like intended.
Insurgency game mode has been overhauled [fixed?].
Crewman kit does not have a wrench anymore.
Totally new parachute logic (depending on the time from opening until you hit the ground you take different amounts of damage - 30s for no damage).
Commander trucks can now be requested at bunkers and firebases.
Scoring system encourages teamwork and staying together as a squad.
Deviation system added for soldiers, emplacements and heavy ground vehicles
Jet and Helicopters have laser guided ordinance
The Commander, Officers, and Special Forces can laser designate targets with their SOFLAM
New Commander Features: GPS Guided Bomb Area Attack and SAT Guided Air Strike
Counter-Attack Game Mode - defenders receive reinforcements if they hold CPs for long enough and are able to initiate a counter-attack
New Weapons/Equipment: M16A4 ACOG and Iron Sights (USMC), RPG-7 (Insurgents / Militia), IED (Insurgent)
New Vehicles: Scimitar Recon (British), Challenger 2 Main Battle Tank (British), Eurofighter Jet (British), BRDM2 Spandrel (Militia), ZIS-3 Anti-Tank Emplacement (Militia)
Major Changes: Squad Leaders can now build assets/emplacements
Removed many of the 'auto' rearming places in Project Reality and made ammunition resupply a much more easily identifiable location and a much more strategic element
Game play in v0.6 was far faster paced and arcade like than we thought it would have been. New system puts the spawning capabilities of a team ENTIRELY in the hands of the players
Minor Additions and Changes:
Ground vehicles only resupply from structures and can only be repaired by engineers
No tickets are used for building structures
Only the bunker, fire-base and sandbag wall need active construction
All structures need to be placed within 50m of a supply truck
For every 2 CPs under the team's control a bunker and a fire base can be built
Added sounds for weapons at long range (cracking)
All infantry weapon sounds redone or tweaked
New Maps:
Battle for Qinling by [R-DEV]Rhino (GB vs PLA)
Bi Ming (Day) by [R-DEV]Dr Rank (GB vs PLA)
Fools Road by [R-DEV]IronTaxi (GB vs Militia)
Items removed/retired:
Infantry Minimap
Spawning on SL
Saxon APC (British)
2008:
Spoiler for January:
1st: Project Reality wins "Best Mod" on Total Gaming Network Awards 2007[Most anticipated game was "Battlefield 3" (the to be released Bad Company)] 23rd: Project Reality Chat on Xfire
New Weapons/Equipment: M4 Carbine (US Army), M249 SAW/Minimi (US Army, USMC and British), SSGP1 Sniper Rifle (MEC), G3SG1 Rifle (MEC), RPG26 Anti Tank (MEC), L85A2 Bayonet (British), L86 Light Support Weapon (British), Zipties on Insurgency (BLUFOR Factions), Lee Enfield No.4 Rifle - Ironsights and Scoped (Militia and Insurgents), Medic Tools - Resuscitate Compression and Epinephrine Auto Injector (All Factions), Cellphones, RKG-3 Anti Tank Grenade and Molotov Cocktail (Insurgents)
New Vehicles: M2A2 Bradley APC (US Army), UH-60 Blackhawk (US Army), M1126 Stryker ICV (US Army), HMMWV (US Army / USMC), Stormer Anti Air Vehicle (British), RAF Tornado GR4 (British)
Major Changes:
Slowed down sight transition and reload times for all weapons; Handheld missile launchers have extended deploy times, with animations accompanying them
New visual effects such as smoke, missile trails, cannon fire, impacts, grenade explosions and area attack impacts
Deviation System Overhauled Again
Enterable Command Post - Required for all commander functions
Spotting system for squad leaders and commander
Deployable Hideouts for Insurgents
Minor Additions and Changes:
Commander placeable map markers to help team coordination
SKS updated (Militia and Insurgents)
New Maps:
Korengal Valley by [R-DEV]CodeRedFox (US Army vs INS)
Muttrah City 2 by [R-DEV]Rhino (USMC vs MEC)
Operation Barracuda by [R-DEV]duckhunt and [R-DEV]Dr Rank (USMC vs PLA)
2nd: "Karbala" dev journal by ~KILL~Pirate (Images) 5th: "Deviation tweaks" dev journal by Jamyz 9th: "Feyzabad map" dev journal by CodeRedFox (On indefinite hold since Apr 2009)
Communities can buy PR servers from Alpha Networks (defunct since 2016)
PR is also sponsored by them
Spoiler for June:
2nd:AD Online Admin tool is released 8th:Soft announcement of Project Reality 2, using C4 engine 17th:ArmA 2 released 19th:Project Reality: BF2 v0.86 is released (Details) New Project Reality Developers:
[R-DEV]Twisted Helix, [R-DEV]Kaijleor, [R-DEV]Hans Martin Slayer, [R-DEV]77SiCaRiO77, [R-DEV]Z-Trooper
Major Additions:
Added 360 degree Commander periscope to all APC driver positions
PLA WZ551A with new QJC-88 MG (Chinese APC)
New sounds for several weapons and vehicles
Major Changes:
Updated insurgency to only have 2 caches available at a time instead of 3
Added officer requirement to the command post
Added new medic system, after being revived player has a 60s timer, if shot again within this 60s timer, player is killed instead of critically wounded
Increased wounded time to 5 min
Combat Medic is now a limited kit
Heavily improved the server browser in the main menu
Added new code to not allow gunners without drivers in tanks, APCs
Euro Force and Armored Fury are now free and included in the base game.
Added Widescreen support
BF2.exe can now use more than 2GBs of RAM
Added Battlefield 2142 style prone deviation (going prone will now cause reduced accuracy for a brief period)
4th:Project Reality: BF2 v0.87 is released (Details)
Compatibility with Battlefield 2 v1.5.
Added commander UAV to conventional armies (full color) and Chechen command posts (greyscale)
Added informants logic that will report to Insurgent and Taliban commanders if 6 or more enemies are near a waypoint set in the map. The report takes around 60 seconds to reach the commander and it takes 5 minutes to start reporting contacts after the marker is placed. Vehicles are reported no matter the number of players in them.
Canadian Forces (CF), Israeli Defense Force (IDF), Islamic Resistance Movement - Hamas (HAMAS)
Co-Operative/Singleplayer (AI controlled soldiers) is now fully integrated into PR v0.9
Vehicle Warfare, a mode that focuses on large amounts of heavy armour
Added many new weapons, ranging from suits of IDF and CF to many more
Vehicles: Added M1A1 Main Battle Tank (USMC), M1A2 Main Battle Tank (US-A), Chinook Transport Helicopter (CF, GB, US-A), MAN Supply/Logistics Truck (GB), Leopard 2A6 Main Battle Tank (CF), LAV-3 APC with fully modeled interior (CF), G-Wagon Jeep (CF), BTR80 APC (RUS), BTR80A APC (RUS), MiG 29 Fighter (RUS), Merkava MK4 Main Battle Tank (IDF), M113 Light APC (IDF), VN3 Armored Reconnaissance Vehicle (PLA), CROWS HMMWV (US-A), Dumpster Bomb Truck (INS, TALI, HAMAS), unarmed variant of BRDM-2 (RUS, MIL), unarmed variant of Big Red Truck (TALI, INS, HAMAS), different colored variants of civilian bomb cars (TALI, INS, HAMAS), Ammunition Resupply Technical (TALI, HAMAS, INS, MIL), Alternative Technical from BF2:SF (TALI, HAMAS, INS, MIL)
Maps: Added Beirut (IDF vs RU) (AAS), Dragon Fly (GB vs MIL) (AAS), Gaza Beach (IDF vs HAMAS) (INS), Iron Ridge (RU vs MIL) (AAS, Insurgency), Lashkar Valley (GB vs TALI) (Insurgency), Siege at Ochamachira (GB vs MIL) (AAS), Silent Eagle (US ARMY vs RUS) (AAS, CNC, Vehicle Warfare), Yamalia (CF vs RU) (AAS, CNC, Vehicle Warfare)
Added new Anti-Tank Guided Missile (ATGM) emplacements, limited to 3 placed at once
Added new Foxholes with better construction and protection against artillery and high explosives
Added alternative kits selections to nearly all main kits
Added new "Unarmed Kit" - right-click on the kit request button this will "drop" your kit, you now need to pickup the unarmed kit that spawns at your feet
Added PR Mumble integration into the v0.9 installer as an option
Added New loading screen and main menu music
Added new Spectator "PR Bot" vehicle for movie makers and server admins, with six axis of movement and camera zoom abilities (Only available on passworded servers, spectator camera deletes itself when you exit)
Major Changes:
New soldier variants to all conventional factions and also Militia
Added new soldier faces for most factions
Added new US Army and Russian Army Kit Geometries
On Insurgency decreased amount of caches needed to be destroyed by BLUFOR (from 10 caches to 7)
In CnC tweaked Forward Outpost deployment rules. The objective is to deploy and defend only 1 FO, and simultaneously hunt and destroy the enemy FO. Destroying the enemy FO (while your FO is still deployed) will cause the enemy to bleed tickets
Readded Remote Detonated Anti Personnel Mines (All Factions)
Added Squad Leader Radio "weapon" to use Squad Leader tools and commands
Added new third person reload animations to most weapons
Updated all third person weapon animations to represent a lowered, resting stance when not in action
Changed all APC passenger cameras with generic HUDS to not have any rotation control
Tweaked all tanks to have realistic turret depression/elevation values
Removed requirement for Commander to be in the Command Post/ACV to use his Command Screen. Commander can now use his Command Screen anywhere (but still needs to be in the ACV to use the UAV)
Updated Mortars/Artillery, they no longer damage ammo caches
Updated Commander requested Mortar strike, they are now representative of a 2 x Mortar team firing a 30 second barrage of 30 81mm HE rounds. Approx. 20m kill radius, up to 40m wound radius
Updated Commander requested Artillery strike, they are now representative of a 4 x Battery team firing a 60 second barrage of 105mm M1 rounds. Approx. 35m kill radius, up to 80m wound radius
Updated Commander requested "JDAM" strike, , they are now approximately representative of a GBU-32 or KAB500L. Approx. 175m kill radius, up to 350m wound radius.
Increased the maximum number of Forward Outposts available from 4 to 6
Changed Forward Outposts build rules, they now only require one supply crate to build (decrease from 2)
Changed all deployable assets (HMG, AA, TOW, Foxhole, Wire) build rules, they now require two supply crates to build and can now be placed up to 200m from the Forward Outpost (increase from 150m)
Changed deployable asset maximum amount of assets deployable per map for a team (3 TOWs, 12 AAs, 24 HMGs). For AAs and HMGs is more than they can actually place, but still a limitation just in case it gets too much for the server to handle
Changed maximum amount of static defences on a map (foxholes and/or razorwire) to be 100 to avoid any issue with server crashing
Updated Vehicle Depots, they now only give vehicle ammo/infantry ammo/kit request to a specific team
Increased Limited infantry kits requirement. You now need a squad of 4 to request or spawn with: Automatic Rifleman, Medic, Grenadier, Rifleman AT and Marksman (increase from 2) Officer kit still requires only 2 players in squad to request
Increased incendiary grenade count on all kits to 2, and for rifleman specialist to 3
Updated drop kit geometry to stay for 5 minutes, the same time a wounded soldier can survive for
Added new SL "Radio" spotting system, Squad Leaders can now place their own markers on the map (max 3 spotted markers per SL)
Updated 16/32/64 layer information in create local to be Inf/Alt/Std to better represent the layer
Increased volume of tyres on ground so wheeled vehicles should be heard further away now and increased distance of third person tank firing sounds
Updated JDAM, Artillery and Mortar sounds, they should not be audible until they are incoming
Tweaked all Insurgency maps to have a Vehicle Depot for Insurgents in their main spawn (placeholder until we get an insurgent specific vehicle depot)
Minor Additions and Changes:
Added new British Desert Soldier Textures
Added new Rifleman AP kit with remote detonated anti-personnel mines.
Changed faction name for Chechen Militia to Militia (MIL)
Added new bot names from the PR Team
Tweaked the amount of deployable assets that can be built in CnC, now you can deploy double the amount of defences: 20 static defences (foxhole and/or razorwire), 2 AAs, 2 TOWs and 4 HMGs. All deployable assets can be built 400m from the FO (up from 200m)
Increased points for neutralizing and capturing flags to 50p each (used to be 30p each)
Increased the time you need to avoid getting critically wounded again after revive to 120s (was 60s)
Changed all destroyable runways to be Non Destroyable since it did not have the desired effect on gameplay and contributed to a program error
Changed the bridge on Fools Road to be Non Destroyable since it impacted negatively on gameplay
Added Salute and Surrender "weapons" on pilot and unarmed kits
Decreased the effective range on buckshot shotguns, these weapons will now do very little damage past 50m
Updated Melee system to be less spammy and more a matter of timing and positioning
Anti Personnel Mines have a 25m kill radius and 50m wound radius in a 60 degree forward arc, with a maximum of 4 mines deployable at any one time
Updated all IED's and VBIED's to now have realistic blast radius and damage values
Changed High Explosive UGL grenade reserve capacity from 9 to 20 rounds on Grenadier kits
Tweaked AA Missiles to only do 1/10th their damage to non-air assets (vehicles and buildings)
Changed the parachute to be less manoeuvrable, can only control left/right rotation, you move forward constantly, very slightly
Changed free-falling soldiers to go straight down, with no forward movement
Updated prone third person animations for Surrender "weapon" so it appears like the person is covering their head with their face in the ground
Updated prone third person animations for Cellphone "weapon" so it appears like the person is talking on the phone while lying on his stomach
Added a new vehicle-deployable Wooden Ammunition Resupply Crate for unconventional factions
Updated all tank commander view levels to be 2.5x, 8x and 20x (used to be 1x, 2.5x and 20x)
Updated Tank Driver position and removed black/white screen from tank CO view (All Factions)
Changed all technicals to have the new DShK MG
Added new commander mutiny system accessible to Squad Leaders
Added Armored Command Vehicle (ACV) for all factions, this replaces all Command Trailers for most factions and is where you can use the UAV (Carriers still have command post)
Decreased number of players needed to be close to disable RP to one (used to be two)
Changed Rally Points, they now expire after 60 seconds from being placed.
Changed Rally Points, they now cannot be placed with a single enemy close (100m radius)
Changed Rally Points, they are now limited to only one placement before needing to be "rearmed"
Updated spawn time code so if you are supposed to have less than 5 seconds to spawn (killed while wounded, wounded time is over or gave up after 30 seconds) you will have 5 seconds to select a new spawn point instead of insta spawning
Changed Forward Outposts build rules, they can now be built 200m apart (decrease from 300m)
Updated Insurgent & Unconventional Faction Weapons Caches with new weapon & ammo models
Decreased Sniper's field dressing count to 1 (reduced from 3)
Swapped Field dressing and Incendiary Grenade keybinds, 9 and 8 respectively
Reenabled selecting and reserving kits while wounded
Added new custom deployable and request comm rose per faction
Added new GLTD comm rose system to place CAS marker on map
Added new "spotted" markers to the list of spotted commands
Added many new different support requests (armor, cas, technical, bombcar, jeep extract, etc)
Updated all comm rose options with new graphic icons
Updated mine markers code to limit the creation of markers to 3 per player
Updated various weapon selection and kit selection icons
Added new Next Map List feature to the Server Info menu, providing the server supports it
Added PR protocol, adding direct launch support to PRSPY. Open a PR server by going to pr://iport/
Updated pr.exe with BF2 (Steam version) support, profile fixes and various other bug fixes
Updated credits menu with randomised PR Team pictures
Added New Russian and Hebrew Commander, SL and Grunt voices
Decreased volume of all waterfalls/waves/rapids ambient effects by 6dB
Changed the way factions, inits, and spawners are loaded on each map. It "should" decrease loading times and resource usage
Changed Small-arms damage to small ammunition crate drops. This should prevent small crates and trucks being destroyed too easily by small arms fire
Updated code that blocks people using the wrong kit on limited vehicle positions, so they can't just switch position and drive for another 10 seconds. It will decrease more and more the interval of time the player has to switch seats, but if he stays off any wrong seat for more than 30s it resets back to the default interval
Fixed TOW Launcher vulnerability to small arms fire
Removed:
Dynamic light flash on firing both small arms and large caliber weapons
Sunset City map
Training mode
vbf2 M1A2 retired
Identifiable kit bag for conventional factions as it's just too much work to maintain and resource hungry, will eventually replace all kit bags with weapon models
Project Reality in ARMA 2 - bringing PR's style of gameplay and philosophy to the RV3 engine
Will start off with a British and Taliban faction, mirroring PR: BF2
Self contained development - devs don't want to use assets and features developed outside of their group
Initial concept by UK_Force. ARMA 2 moders have joined the team in official capacity to develop the mod: [R-DEV]StalkerGB, [R-DEV]DeanosBeano, [R-DEV]Dr_Eyeball and [R-DEV]trini_scourge
Created by "Project Reality Studios" (later renamed to Reality Studios) [website was never launched fully AFAICT]
1st: PR: Vietnam is announced as an April Fool's joke 5th: PR: Vietnam is confirmed not to be an April Fool's joke 9th:PR: BF2 v0.91 is released (Manual):
Forward Outposts can't be deployed too close to the edge of the map.
Lowered maximum number of TOWs per team from 3 to 2.
Medic kit requires 2 players in the squad to be requestable, instead of 4.
PR Sound engineers go to the Armor Centre in Bovington Museum to record large calibre guns and British vehicles.
Organized by UK_Force, who works there.
Bohemia Interactive Australia is offered to join them, with a deal to be made after the recording session is complete. Lead developer from BIA is sent.
The trip was from 18th to 24th of July
Daily diary is kept of the process (Pages 1, 2, 3)
Maps: Added Burning Sands (4km) (MEC vs GBR) (AAS, Skirmish), Iron Eagle (Bijar Canyon) (4km) (MEC vs IDF) (AAS, Skirmish), Kokan (2km) (TAL vs USA) (Insurgency, Skirmish), Wanda Shan (4km) (PLA vs RUS) (AAS, Skirmish)
Added Close Support Bridges (CSB) that can be deployed from Logistics Trucks to cross small rivers or destroyed bridges.
Added 3D scopes to all handhelds and functional UGL sights
Added various German specifics weapons (G36, MG4, RPGs, etc.)
Added new Canadian weapons; vBF2 MP7 with Zpoint (Germany), M60 Machinegun (Militia), more AK, M16 and M4 variants; Added detonators for C4 and claymores; new snipers: SVD Dragunov (variants include: Wooden and Synthetic, Scoped and Irons), SV98 (Russian), L115A3 (British), M24 (US)
Added Thermal Imaging Systems for all Vehicles that have them in real life.
Vehicles: Added Su-25 Jet Bomber (Russia), Eurofighter Jet (German), Tornado Jet (German, credits to OPK), Leopard 2A6 Tank (German, credits to OPK), Tiger UHT (German), UH-1D Helicopter (German, credits to OPK), Puma APC (German), M557A2 ACV (German), MT-LB series (MT-LB, MT-LB with NSVT, MT-LB 6MB, Shturm-S tank-killer), Strela-10 AAV, AAVP7A1 APC (USMC), Namer APC (IDF), SPG-9M Technical - white (Insurgents, Militia, Hamas, Taliban), Kiowa Helicopter (US Army)
Added Commander Rally Point that requires minimum of 12 players in the team, at least 6 players close (2 of them SLs), no enemies close and a 5 min interval to set a new one after the previous one or after it got overrun. No expiration while the commander is close to it (100m radius) and alive. It's not available in Skirmish or for Insurgents.
Added new Commander UAV so it now flies autonomously and Commander can now zoom in and lase targets (1200 seconds overall flight, 180 seconds to relocate position and 600 seconds to refuel). Conventional UAV's have Thermal Imaging and Unconventional UAV's don't have laser targeting (Militia).
Added deployable mortar. Mortars are disabled if no fire missions are available. Mortars can only be deployed in the same area next to each other (50m radius).
Added deployable AT for Insurgents and Militia: SPG-9 Recoiless Rifle. HE-FRAG has a 9m kill radius, 18m wound radius. HEAT is a little more powerful than a regular RPG round.
Added a right-click feature to the "DEPLOY ASSET" comm rose button that deletes the closest wrecked asset from the player (6 meters max).
Updated map grid to be more detailed and have a scale.
Major Changes:
New kit geometries for: British, Taliban, Hamas, Militia, Insurgents and USMC.
Updated Silent Eagle and Lashkar Valley (TAL vs GER)
Updated several other maps with some layout changes.
Updated Intel Points so killing regular insurgents with shotguns gives regular intel points now, it will only give max intel with civilian collaborators.
Updated insurgency so caches are never close to each other (400m, 800m and 1200m for 1Km, 2Km and 4Km maps respectively). It will lower the distance in decrements of 50m if the number of objectives wasn't reached and try again (350m, 300m, etc).
Updated Weapon Cache damage materials, small arms will not damage them at all now; it should take 3 incendiaries to take it out; reduced Unguided Air to Ground rocket damage vs Weapons Caches by 50% to prevent CAS runs taking out caches in cover; 1 C4 will now destroy it.
Increased time for a cache to be revealed to the coalition from 180 to 300 seconds, to give them more time to prepare the defence.
Removed area attacks for Insurgents (they now have deployable mortars).
Added default 30 ticket loss when losing a Control Point in AAS (neutralized + captured, not recapping or cap from neutral). In Skirmish it's 10 ticket loss.
Added ticket loss when going wounded.
Added paradrop supply crates that spawn near a Squad Leader that just landed from an airdrop spawn point. It only lasts for 5 minutes and only serves as a kit request and rearm location.
Updated mapper placed Rally Points to only allow 12 players to spawn on it and it disappears after 5 min. Players that spawn on that location have a 10 min delay for placing RPs.
Added code that prevents players from using enemy kits other than rifleman variants indefinitely (rifleman, rifleman specialist, rifleman at, rifleman AP). It gives a message for 15-20 seconds (enough time to get ammo/field dressings), then it blacks out the screen for 15 seconds more after which it kills the player if he doesn't drop it.
Updated grapple hook to (in theory) last much longer in the world (originally around 1 minute).
Updated all handheld shoulder launched rockets (RPG7, AT4, M72) with a 10-15meter arming delay.
Updated all ATGMs (Eryx, TOW, SRAW etc) with a 30-40meter arming delay.
Updated all Stationary Weapons to be team locked.
Added and updated many animations
Updated some vehicles with TOW-style weapons so they need to stay stationary for approximately 7 to 14 seconds to operate their TOW-style weapons (TOW Humvee, M2A2 Bradley, Spandrel and Puma).
Updated all attack helicopter and jet bombers with click-to-target missiles, replacing the old wire guided ones.
Updated vehicle HUD so it always display the little boxes showing which seats are occupied also all 8 passengers names are shown in the list
Updated missiles launched from aircraft so they are released at near 0 velocity and accelerate to full speed.
Increased APC/IFV/MBT hitpoints but increased the critical/disabled damage point by the same amount. Should result in better crew/passenger survivability but will not effect the vehicles combat effectiveness (exceptions: Scimitar, BTR-60 and T-62).
Standardized traverse and elevate speeds on all APCs, IFVs, Recon vehicle turrets and also on all MG/HMG cupola's and mounts that are on vehicles
Added Commander ability to deploy all deployables instead of just the Forward Outpost, and allow other auxiliary calls like repairs, transport, ammo, etc.
Added code so players cannot drop their kit for 15 seconds after you leave a vehicle position or spawn (to avoid exploit).
Added code so that all deployable assets must be deployed more than 200m away from the Command Post (to avoid building stuff too close to the Main Base).
Updated Forward Outpost deployment check to 10 meter around the border of the map on AAS, and 200 meters for CnC.
Added Taliban Pickup Kits (demoexpert, LAT, PKM, SVD).
Updated Pilot kits, you CAN'T use a pilot kit in an AIR vehicle unless you are piloting or gunning.
Updated Medic, AA, AT, Grenadier and Officer with incendiary grenade.
Removed 3D markers for ranges of more than 125m.
Added 2D indicator to Compass which shows direction to your squad's map marker. This only appears at ranges of more than 125m.
Added indicator for the range to your squad's map marker which appears when you bring up your map. This indicator only shows increments of 50m (50m, 100m etc). This only applies to squad leaders and players in the deployable mortar.
Updated installers to now have 3 parts (PR was too big for 2 installers).
Update to overall way BF2 PR handles vehicle sounds. Distance delay will now work properly, objects further than 1km will obstruct/muffle sound and distance attenuation should work better.
Added distant sounds to all small arms; explosion sounds; impacts for artillery, cannon shells, etc.; distant firing sounds for heavy ground vehicles
Minor Additions and Changes:
Updated Insurgency objective markers for coalition to be more precise (25-50m).
Updated all Iraqi Insurgents to now get field dressings.
Updated single player variant vehicles so they can only be driven by bots, but can be gunned by human players.
Updated the bot bombs to act a little more naturally in flight since they are 'dumb'.
Updated vBF2 stationary LMG's (m249, RPK-74 and QBU88 ) to be up to PR standard.
Updated all Stationary LMG's to have a 5s delay to use.
Updated GLTD and some Sniper Rifles with second stage zoom, without the transition.
Updated IED's and Claymores to have primary and secondary group detonation options. Users can place multiples and choose which ones to detonate.
Reduced C4 damage radius to 15m.
Updated all Stationary MG, AT and AA emplacements to be reloadable by ammo bags (like the other deployables)
Updated all vehicle mounted LMG's to have a 5s delay to use.
Updated MEC BTR-60 passengers so they have people attempting to apprehend them while they travel ruggedly.
Reduced Rally Point rearm period from 10 min to 5 min. Once you arrive at a friendly Forward Outpost the RP will be available right away
Updated supply crates, they will now break when dropped from more than 5 meters above ground.
Updated deployable AT launcher, 60% splash damage reduction, 25% overall damage reduction on direct hits, reload time increased to 20 seconds from 14 seconds, second magnification level removed - now only 1x and 4x.
Updated deployable weapons (HMG, Mortar, AT and AA) so they spawn 50% wrecked. It now takes some time to get them built up and usable after deploying (not after first shovel).
Updated all deployables so they can no longer be built by repair crates.
Updated deployable HMG, AT and AA zoom keys to be Right Mouse Button instead of X.
Added Specialist and standard Rifleman to kit request menu.
Added new kit bags for all factions
Updated all Snipers to have radios now (if SL they can now place markers).
Updated Pilot kits to have handguns once more.
Added all new Challenger 2 sounds from the sound trip.
Added new 1st person tank main gun firing sound.
Updated incoming artillery sounds.
Reduced volume of grapple latching sound.
Reduced volume of many Ins vehicles
Reduced ambient sounds in all helicopters and jets so pilots don't have to lower their effects volume to hear comms.
Added fade-in effect to all reflex sights and GTLD HUD.
Added custom muzzle flash and shell ejection effect to BTR-60/80 and BRDM2.
Removed:
Insurgent Browning HP.
Bayonets on all US factions (too many variants to keep up with).
"Damage-loss-over-distance" code from all missiles/rockets since it made no sense.
Molotov Cocktails.
Ability to use renderer.drawHud 0.
vbf2 SVD and M24
19th: Start of PR: BF2 v0.957x server side hotfix releases (b, c, d, e)
5th: Project Reality Progress Update (Part 1) 6th:2nd Annual PR WorldCup is announced, hosted by PRTA 8th: Project Reality Progress Update (Part 2) 11th: Project Reality in Mod Hall of Fame & 2010 Christmas Map Pack is released
Project Reality is selected as top mod for 2006 on this new (now defunct it seems) initiative by Mod DB
Prior to releasing v0.1 devs are organizing training sessions for newcomers to the ARMA 2 engine
Spoiler for July:
4th: Patrick Söderlund from EA confirms "we are not going to make any modding tools" for Battlefield 3 9th:MeRk Retro server is online 15th:PR: BF2 v0.96 is released (Details, Manual) Notable New Additions
Added Shijia Valley
Added Panther CLV, Kiowa with AGM114 Hellfire rack (US Army)
Added new game mode: AAS Routes (AASv4), to compliment, not replace, previous versions of the main game mode. Control points are ordered in a logical battle route. Multiple routes are then predefined and chosen randomly upon map start. Unlike AAS Random (AASv3) where flags could be selected resulting in illogical flag orders.
Added new shovel for all factions
Flags that cause ticket bleed now have different color attack and defend markers to identify them as bleed flags.
Added new destructible gate effects
Added spawn block to prevent accidental spawning. You need to click "done" when you want to spawn.
Added prbot2 spectator camera vehicle with a "steadicam" style control mechanism
Notable Changes
Updated bleed/hit screen effects; getting hit and bleeding produces a sharp eyes-shut 'wincing' effect as opposed to the original method of covering the screen in semi-transparent red blood.
Updated Burning Sands, Dragonfly, Jabal Al Burj, Iron Eagle, on Kokan added Canada to Alt layer and other maps with different tweaks (tickets, mortar shields and more)
Updated the server browser to only show servers running the version the player is running
Updated the installer heavily with several new features
Updated commander rally point to require 5 team members close and squad leader
Increased soldier movement speed
Increased minimum energy required to sprint
Decreased sprint recharge time
Decreased soldier movement acceleration time to let momentum impact more
Updated various civilian vehicle and all tank cameras
Updated all AA's, AT's and Rifleman AT's to launch their missiles from their barrel
Updated grappling hook staying now 180s
Removed arming delay from mortar rounds. This means they will detonate if fired underneath anything
Notable or Funny Bug Fixes
Fixed 9mm pistol distant sounds travelling the entire map and loud volume
16th:PR: ARMA 2 v0.15 BETA is released (Details) Important Additions:
Introduced US Army faction
Added 6 new missions for Chernarus, 2 new missions for Takistan
Added Battle prep time at start of mission.
Added woodland FV510 Warrior
Introduced weapon switching system via numeric keys
Added Menu music
Introduced Chernarus
Added player names on map.
Added vehicle locking feature, by squads with at least 2 players in them. Any squad member can lock/unlock. Cargo seats are not locked
Everyone will now receive a short ROE violation message when one occurs
Important Changes:
Added and tweaked various awarded score points plus penalties and criteria
Performance and network optimizations
SL can change his squad size limit from 4-[8/10/12], depending on total players. Default is 6.
Added icons to every player indicating their weapon class
Player and Vehicle respawn times increased, if sides unbalanced
Changed A&D game mode mechanism & rules:
1. Attacking side will have tickets. If these tickets reach zero, they will lose the match. They can only win by securing all zones.
2. 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 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
Overhauled vehicle maintenance system
Fixed most of the v0.1 bugs
Removed:
"Restrain" option
Watchtower concept from CI missions
All ammo, repair and fuel trucks (to prevent unlimited supply exploits)
No video for this one, as the originals for the previous ones were reuploaded to AfterDune's channel, but this one isn't (A playlist remains with the title and length)
Various airplane and helicopter changes, new light supply crate, all new aircraft
4th: Start of PR: BF2 v1.0.31-36 minor releases (31, 32, 33, 34, 35, 36)
Added new keybind options in PRLauncher and Mumble (1.0.31)
Added receive and faction specific audio cues when using PRMumble (1.0.35)
You can toggle BUIS by pressing "C" (1.0.36)
Various fixes and tweaks (through all minor versions)
-> Sometime here RealityMod.com/PR2 FAQ is updated to say the game is using CryEngine 3 21st: PR: BF2 supports Xfire - in-game overlay program, similar to Steam Overlay 22nd: Sign-ups for Eastern Turmoil campaign are up 24th: "Op. Annoying Chair (One-Life)" event by PRTA
Standalone sequel to PR on PC, Free to Play model, using CryEngine 3
Will start with small scale, infantry based 1-2km maps with the AAS mode
Fools Road, Laskar Gar and a training map. Sant Elm in the future
Factions will be British and Insurgent/Rebel with the US in the future
"Our mission is to create the most realistic, immersive and demanding shooter within a virtual combat environment, focusing on encouraging teamwork through tactical gameplay."
16th: Forgotten Honor's #2 tournament is announced "Nordic Storm"
Spoiler for December:
4th: "What's happening with PR: BF2?" devblog by AncientMan
"There are a few maps that are WIP and are very near completion (Sangin!!!), and there's some other features that are being worked on as well. There's also Falklands and Normandy that can hopefully get finished to PR quality by the community and released properly as well. So yeah, there's still stuff we can do. But in the grand scheme of things, you're not going to see massive updates anymore, not after v1.0. It's going to be small updates every now and then instead. Pretty much as long as there's players, there should be developers making stuff." 8th: PR v1.0 Soundtrack is released by Scott Tobin (Spotify link)
"MeRk's Christmas Map Pack" is announced
Costs for the website, servers, domains, etc. were reliant on donations and Google AdSense, which was disabled and coupled with 2Slick4U's personal problems prompted the devs to ask the community for financial help to keep the mod alive
DDoS attack took down the PR Master server and further attacks were initiated during a period when the devs responsible for the MS couldn't deal with the situation properly
Server providers for hosting the MS changed to mitigate future accidents of this scale.
The other services will also be moved to new infrastructure
New armour damage system - rear is weaker than the sides and front is strongest
Major Changes:
Muzzle flashes for night maps
New flight physics for airplanes
Updated maps: Al-Basrah, reworked Gaza and Beirut, Assault on Grozny, Kozelsk, Wanda Shan
Flag attackers need to be twice the numbers of defenders in order to keep capping flags
Added USMC faction with less scopes
Maps have unique loading music
Small Additions and Changes:
Updated Python libraries to v2.7.12 eliminating bugs and improving performance
Updated ragdoll
FOB's take 90s to be active after building, also updated overrun mechanics
Civis who use shovels or are medics can be killed
Caches rearm 3 times slower
Repair drops disappear after repairing 200% damage and can be destroyed with small arms
Added prone fire-delay
Added US-Army Division patches to soldier skins
Added Mistrel FR and Milan MIRA to FR and GER
Added more weapon variants to various irregular forces
Added smoke effects and dynamic lighting to flaregun
Japanese localization
Some British vehicles have Slate RPG cages
Updated statics
Deployed mines sink into the ground
Many map layer tweaks and changes
30th: Start of PR: BF2 v1.4.1-6 minor releases (1&2, 3, 4, 5, 6)
Added experimental Disable LOD setting in PRLauncher (1.4.5)
Added WHOT/BHOT thermal switching for applicable vehicles (1.4.5)
Removed undeployed mode from MEC MG3 AR (1.4.5)
Various fixes and tweaks (through all minor versions)
Spoiler for December:
5th: "War of the Factions - USMC vs Russia on Adak" event by BASED 31st: PR: BF2 v1.4 Official Retro Map Pack is released 21 maps included from PR's past 11 years of history: Airport, Al Kufrah Oilfield, Battle for Quinling, Daqing Oilfields, Desert Storm, EJOD Desert, Goods Station, Gulf of Oman, Helmands Return, Hills of Hamgyong, Inishail Forest, Mao Valley, Operation Greasy Mullet, Operation Phoenix, Qwai River, Road to Kyongan Ni, Seven Gates, Steel Thunder, Street, Sunset City, Zatar Wetlands
2nd: Start of PR: BF2 v1.4.12-14 minor releases (12, 13, 14)
Second beta map: Route E-106 (RU vs US-Army) (1.4.12)
Added C7NLD, C8NLD and reworked MINIMI rifles for Dutch forces (1.4.12)
Added binos to AA kits (1.4.12)
Fixed the client bug that wiped players from a server (1.4.12)
Effects settings are now forced to high (1.4.12)
Updated Mumble to 1.3.x (1.4.12)
Added new chat commands - !givelead, !rp, !reportplayer, !report (1.4.13)
Reverted handheld weapon damage to how they were before 1.4.8 (1.4.13)
Updated thermal smoke systems - multistage on some vehicles, new variants with different transparency and decay, moved smoke counter measures from driver to gunner on applicable vehicles (1.4.13)
Reverted to old Mumble (1.4.14)
Close Bridge System no longer needs crates (1.4.14)
Various fixes and tweaks (through all minor versions)
Accumulated points from building FOBs can be used to buy assets
18th: PRT C13 is announced
Start of PR: BF2 v1.4.15-17 minor releases
Added new Russian scope to various kits - 1P78 Kasthan on the AK-74M (1.4.15)
Added SA-342 Gazelle to FR (1.4.15)
Added driver and commander view/cameras to armored vehicles (1.4.15)
Added Driver Vision Enhancement (DVE) to US armour vehicles (1.4.15)
Improved flares and its effects (1.4.15)
Added !fps command (1.4.15)
Replaced US with Dutch forces on Route E-106 (1.4.15)
Various fixes and tweaks (through all minor versions)
Spoiler for September:
5th: "Manhunt #3" event by PRTA 10th: "One-Life - Grozny" event by PRTA 23rd:Test to see if 100 players will be shown in the PRSPY 30th: Hell Let Loose Kickstarter is launched, eventually reaching its goal with over AU$ 308K and over 5K backers (Gameplay: 1, 2)
New skybox on Tad Sae. Daytime is foggy, AAS16 is night layer
4th: "One-Life - Op. Thunder" event by PRTA 5th:PR: BF2 v1.5.2 is released with various fixes and improvements 18th: "Iron Ridge updated" dev highlight by Outlawz7 (Image album: 1, 2) 24th: Start of PR: BF2 v1.5.3.0-3 minor releases
Added HD fonts (previously a community mod by Tbob) (1.5.3)
Complete rework of Iron Ridge, changed it to Poland vs RU or MIL (1.5.3)
Sahel no longer beta, also updated (1.5.3)
Various fixes and tweaks (through all minor versions)
Added "PERF BETA" option that offloads some UI elements to the back-end PR service which is responsible for PRLauncher and Mumble to increase performance (1.5.4)
128 layers are now alternate layers, like 32 (1.5.4)
All users have PERF BETA enabled by default (1.5.4.3)
PERF BETA changes fully integrated (1.5.4.5)
Various fixes and tweaks (through all minor versions)
Except master servers and download manager, all PR services shutdown temporarily due to security concerns and long time neglected backend systems which were upgraded in the meantime
13th: "CommanderRole" introduced to SQUAD in beta 17 public testing 26th: Squad Beta 17 released and introduction of Whitelisted
Mods (detailed changelog by Fuzzhead with lots of good info)[*]Whitelisted mods are dev approved and certified mods that will be featured in the main server browser like normal licenced servers 30th: Contact Tournament Season 2 announced by PRTA (Original post, Trailer by yours truly)[*]GSI vs PRF
Timeline lacks a lot of mentions on events, PRTA games is no doubt an event worth to mention, but then you probably should mention other events outside PRTA? Russian PROS, Yablochko, Gamepolis, RUPRC; Brazilian DIVSUL, Chinese OWLS, Japanese Catfood, Ukrainian VBIOS, they all didn't exist? Where cheaters, DDoSers, 9/14, stolen donations, where the history of PR drama?
No doubt you won't be able to embrace all volume of the history. Maybe need to set up borders properly then?
The whole spoiler setup doesn't work very well IMO, requires a hell of a lot of clicking to look through which is going to bore people to the point they will stop looking. Would use indents or quotes instead.
The whole spoiler setup doesn't work very well IMO, requires a hell of a lot of clicking to look through which is going to bore people to the point they will stop looking. Would use indents or quotes instead.
I disagree, I liked it. Felt more organized and looked even more like a window to memory lane.
Cant give 10/10. For better and for worse drama is a core part of PR, there are events that should be added there :P
Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
Nice work Deviro. That surely required a ton of effort.
I know this request could be a bit annoying but how about making a website out of this [MENTION=62105]reality[/MENTION]mod?
The idea of a general PR timeline for visitors to browse through isn't that bad, or is it?
I imagine something like 'the internet archive' where you have a timeline with clickable events. That would be awesome.
?Ford!" he said, "there's an infinite number of monkeys outside who want to talk to us about this script for Hamlet they've worked out.?
― Douglas Adams
Last edited by tobi-the-fraggel; 2018-10-13 at 12:32..
Tbh a webpage build out of this would result in the same as our old Team page and some other pages that just become outdated. Too hard to maintain. A forum post (sticky or not) is much easier.
Tbh a webpage build out of this would result in the same as our old Team page and some other pages that just become outdated. Too hard to maintain. A forum post (sticky or not) is much easier.
I totally agree on the 'maintaining' issue. Keeping that thread updated is as problematic though. Deviro is the only one who can edit it (aside from website staff) and no one is watching the data logged in the postings.
Keeping a dedicated website updated could be easier then it sounds like. It just depends on how it is created. If the timeline would be generated out of a database of timeline entries, you'd 'only' need to update this database with new entries. That could be even easier then watching the content in this thread. Imho the biggest issue is creating such a page. Depending on the experience of the one doing it, it can be a tremendous task. For me it would be one, as I am not a web developer. A final page, maybe with an interface to insert new data, could be a lot less problematic though, as long as there is someone dedicated to this task.
However, I guess I do understand the issue you want to point out. Simply as I've denied quite similar requests on PRTA.
It's questionable whether the creation of such a page is worth it in the end. However, I know that you have some talented web developers and I like the idea of a community timeline. Well, maybe someday we can get back to this topic.
?Ford!" he said, "there's an infinite number of monkeys outside who want to talk to us about this script for Hamlet they've worked out.?
― Douglas Adams