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30 May 2024, 00:00:00 (PRT)
PR:BF2 General Discussion General discussion of the Project Reality: BF2 modification.

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Old 2018-10-13, 09:36   #1
PR:BF2 QA Tester
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Exclamation The Great Project Reality Timeline

A Brief Timeline of PR's 19 Year History (and Counting...)

-->>Download the PDF version!!!<<--

Notes from Project Reality's one and only (second) self-proclaimed historian:
  • This whole project came about while I was working on a documentary about PR. I had to keep record of a lot of events and decided to create a timeline. After the cancelation of said documentary I realized the timeline was worth publishing and maintaining.
  • If no source is given then the info is from the History of PR thread by the retired developer CodeRedFox. Almost everything else IS archived, EXCEPT VIDEOS. Those are a lot trickier and time consuming. If you want to go back and archive them I would appreciate it. With all that said, nobody can meticulously archive decades of history if some of it is already behind them. I've done my best here but I'm not perfect and as such I can't guarantee everything is 100% factually correct. I made this whole thing and even I find imperfections in it every time I look at it.
  • It's the worst when I want to double check the answer to some obscure information and the website I logged is gone, so all I'm left with is an archive of it. Or worse, I forgot to archive it and when I go back to do it it's gone forever. Despite all of that I've continued updating this gigantic mess in the hope that it will be useful to somebody at some point, long after PR or me are gone. If even one of those are true - Hello fellow time traveller!

If you have any questions or concerns you can contact me on:
Email: [email protected]
Discord: deviro/Deviro#8506

Initially published on 13th of October 2018.

Last updated: 1st of January 2024 (v1.5).

This project uses data from the Wayback Machine and Archive.Today.

If you enjoyed this check out the PR Tournaments Chronicle. Which is all about the official PR Tournaments and the battles. Results and dates are compiled for your pleasure.

Above is a graph showing concurrent PR:BF2 playerbase numbers throughout the years. It was made by Suchar, one of the developers.

The above image shows other games that spawned from Project Reality: Battlefield 2.

The inspiration is born

10th: Battlefield 1942 is released by DICE

20th: Desert Combat mod version .1 for Battlefield 1942 is released by Trauma Studios

Project Reality conceived

17th: is created, a fan site for the Battlefield 1942 Desert Combat mod (by druneto (Drew on PRF))

19th: Battlefield 2 is announced

-> Sometime this month or the next Requiem makes a thread in the off topic section of Desert Combat's forums in PlanetForum's Battlefield division which leads to the creation of Project Reality

23rd: First post in the forums, later merged with
26th: Dr. Zero posts on the BF1942 modding forums about Project Reality titled "It's DC: Realism for BF2"

1st: Trauma Studios is bought by DICE for $500K
5th: Earliest post on
25th: Project Reality is announced on the Mod DB forums

11th: Interview with Requiem on

17th: Desert Combat mod's development ends with one last version titled DC: Final

20th: EA owns 19% of DICE and plans to buy 25 more, raising it to 44%
30th: is registered

First steps in transforming Battlefield 2

25th: EA owns almost 60% of DICE

7th: Trauma Studios is closed
21st: Battlefield 2 is released

13th: Project Reality: BF2 Mini-Mod v0.1 is released (Changelog)
New Project Reality Developers
  • [R-DEV]JS.Fortnight.A, [R-DEV]requiem, [R-DEV]UK_Force, [R-DEV]ArchEnemy
  • Option between SABOT and HEAT 120mm rounds for tanks
  • Option between buckshot/slug rounds for shotguns
  • 2 new materials to differentiate between 5.56, 7.62, and 9mm. calibres
  • Reduced jump height and distance
  • Changed handheld weapon Muzzleflashes / ROF / Recoil / Velocities / Damages
  • Tweaked Vehicle Physics
  • Gave grenades/explosives more power/radius
  • Altered Sniper Rifles Damage/Zoom
  • Destroyed vehicle model visible time increased
  • Doubled the shake sensitivity of the camera
  • Supplies from Commander no longer repair damaged battlefield assets, such as vehicles and structures
  • Increased the sound radius of weapon discharges
  • Kill and hit Indicator, reticules
  • Parachutes
  • Sidearm
  • All 3rd Person views
  • UAV and Satellite Scan from commander screen

4th: BF2 v1.03 is released
  • Added Wake Island 2007 map
27th: PR: BF2 Mini-Mod v0.2 is released (Details)
New Features:
  • Added HEI/AP rounds for APCs
  • Added zoom to MBTs/APCs/AAVs
Items removed/retired:
  • Call UAV ability from squad leader/commander commo rose
-> Sometime in October JS.Fortnight.A takes over PR leadership from Requiem

21st: BF2: Special Forces is released

3rd: PR: BF2 Mini-Mod v0.2 Revision 1 is released
  • Makes PR compatible with BF2: SF and v1.12

Creating kits and the death of Digital Illusions

-> 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:
  • [R-DEV]BlakeJr, [R-DEV]Black Beret, [R-DEV]Eddie Baker, [R-DEV]Evilhomer, [R-DEV]eggman, [R-DEV]TR, [R-DEV]Stigger, [R-DEV]SHEPEIRO
New Features:
  • New Assault and Secure (AAS) Gamemode
  • Minor tweaks to weapons, new visuals, infantry load out adjustments
  • MH-6 Littlebird (USMC)
New Maps:
  • Oasis by Dr. Mabuse (USMC vs MEC)
  • Steel Thunder by Illicit Films (USMC vs PLA)
  • Strike at Karkand 2 by Hrothgar (USMC vs MEC)
  • All vBF2 maps Converted for PR

3rd: Kaos Studios is formed by Trauma Studios veterans
14th: BF2: Euro Force booster pack is released

11th: PR: BF2 Mini-Mod v0.3 is released (Details)
New Project Reality Developers:
  • [R-DEV]JavaMoose, [R-DEV]Happy, [R-DEV]Ghostrider, [R-DEV]AiRfOrCe, [R-DEV]Exel, [R-DEV]RipFire, [R-DEV]KingofCamelot, [R-DEV]Rhino, [R-DEV]TheRealFritz, [R-DEV]Katarn, [R-DEV]Gaz, [R-DEV]e-Gor, [R-DEV]Wraith, [R-DEV]Wolfmaster
New Features:
  • Many Weapon and Class Changes
  • New points system called "Threat and Worth Scoring"
  • New Gamemodes: Xtract and New Single Objective
  • Night vision for night maps
  • SPR S-MOD Rifle (USMC), P226 Pistol (USMC)
  • Black SUV (USMC)
New Maps:
  • Muttrah City v1 by [R-DEV]Rhino (USMC vs MEC)
  • Jabal Al Burj by [R-DEV]Ali-Tom (USMC vs MEC)
  • CP Abadan by [R-DEV]Ali-Tom (USMC vs MEC)
  • Road to Kyongan’Ni by [R-DEV]NikovK (USMC vs PLA)
  • Jungle Fever by Dr. Mabuse (USMC vs PLA)
  • Operation Nightshift by BierPizzaChips (USMC vs MEC)
  • Zhianjing Security Area by Khrimson (USMC vs PLA)
  • El Alamein XXL by Mr. Burns (USMC vs MEC)
  • Sharqi Night by Stringer Studios (USMC vs MEC)
  • Karkand Night Ops by Stringer Studios (USMC vs MEC)
  • Mashtuur Night by Stringer Studios (USMC vs MEC)
  • 8 vBF2 maps converted for PR
25th: BF2 v1.3 released

6th: BF2: Armored Fury booster pack is released
Project Reality Mini-Mod patch v0.31 released (Details)
New Project Reality Developers:
  • [R-DEV]RikiRude
  • Makes PR compatible with BF2 v1.3

5th: BF2 v1.4 is released
  • Added Road to Jalalabad map
12th: Project Reality: BF2 Mini-Mod v0.32 Map Pack Patch is released
New Project Reality Developers:
  • [R-DEV]2Slick4U,[R-DEV]Fullforce, [R-DEV]MasterTom,[R-DEV]NikovK, [R-DEV]qwerty4030, [R-DEV]sofad, [R-DEV]Stinger, [R-DEV]Thomazz, [R-DEV]xW0LFx
New Features and Changes:
  • Compatible with BF2 v1.4
  • 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

2nd: DICE is acquired by Electronic Arts for almost $24 million
17th: Battlefield 2142 is released

8th: 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
  • Reduced name tag draw distance
  • New Insurgent faction introduced
  • New British faction introduced
  • Weapons: L85A2 SUSAT (British), L85A2 Iron Sights (British), L115A1 Sniper Rifle (British), L7A1 Mounted GPMG (British), L1191A (British), L9 Pistol (British), LAW80 (British), RPG7 from BF:SF (Insurgents), Remote Detonated Claymores (All Factions), Molotov Cocktails *early version (Insurgents)
  • 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)
  • Street by [R-CON]spfreak (GB vs Insurgents)
  • Sunset City by [R-DEV].:XDR:.FRIJJ (USMC vs PLA)

Redefining realistic gaming

3rd: Roadmap for 2007 (and beyond) is released
  • PR will continue to be part of Black Sand Studios
  • Aiming for a 45-60 day release cycles for updates
  • 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."

9th: Project Reality: BF2 v0.5 is released
New Project Reality Developers:
  • [R-DEV]duckhunt, [R-DEV]IronTaxi, [R-DEV].:XDR:.FRIJJ, [R-DEV]BrokenArrow, [R-DEV]jarleif, [R-DEV]dbzao, [R-DEV]dizzy, [R-DEV]fuzzhead
New Features:
  • Added new Squad Rally Point and new Vehicle Damage System
  • Added Tank & Pilot Kits
  • Destructible Environments
  • Advance and Secure (AAS) v2 - Several control points at the same time
New Weapons/Equipment:
  • QBZ Rifle Series (PLA), M-14 Marksman Rifle (USMC), AT4 Light AT (USMC)
New Vehicles:
  • Merlin HC3 Transport Helicopter (British), Land Rover (British)
New Maps:
  • Airport by [R-CON]spfreak (GB vs MEC)
  • Al Basrah (v1.5) by [R-DEV]duckhunt (USMC vs Insurgents)
  • Helmand Province by [R-DEV]duckhunt (GB vs Insurgents)
  • Inishail Forest by |TG|Kilrogg (USMC vs PLA)
  • Operation Phoenix by |TG|Kilrogg (USMC vs MEC)
  • Forward Spawn Points from Flags

23rd: Dev blog: "Update on v0.6"
  • 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]
  • 52nd Combat Group [couldn't find when or if they played PR]
  • PR League [notably the current Rusty in Places community from SQUAD was in there. Site was defunct by 2011 it seems]

1st: April Fool's joke that PR is being taken down
PRT C5 is announced

17th: Project Reality: BF2 v0.6 is released (Guide)
New Project Reality Developers:
  • [R-DEV]Spearhead, [R-DEV]Matrox, [R-DEV]Dr Rank, [R-DEV]Jaymz
Major Additions:
  • Militia faction with its own new map - Assault on Mestia
  • First 4 Km map - Kashan Desert
  • Insurgency Game Mode
  • EAX sound support
  • New Weapons/Equipment: Shovel/E-Tool (All Factions), G3A3 Assault Rifle (MEC), QBZ-95 UGL Rifle (PLA), SKS Carbine (Militia, Insurgents), M40 Sniper Rifle (USMC), PPSH (Militia), Stones (Insurgents)
  • New Vehicles: Warrior IFV (British), AH-64 Apache Longbow Attack Helicopter (British)
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: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.
  • Soldiers Magazine is with them and PR is featured in 2008's April issue
  • Picture with the devs: Dr. Rank, e-Gor, JS.Fortnight.A, Matrox, Rhino, Stigger, Sim, UK_Force, MrD, DarkPowder and Thunder.

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.

13th: PRT C6 Sign-Ups are opened:
  • Nato vs CATA teams
  • AAS, Ins and Recon game modes

9th: "River Rapids Effect" dev journal by Rhino (Videos: 1, 2)
"JDAM (WIP)" dev journal by M.J.Patterson (Video)
10th: "Fallujah West (WIP)" dev journal by duckhunt (Image)
11th: "Changes to Commander Assets" dev journal by dbzao
12th: "The Battle for Quinling" dev journal by Rhino
15th: "Revised Spotting System" dev journal by dbzao
23rd: "New icons, markers and textures" dev journal by dbzao
26th: "Distant Weapon Sounds" dev journal by Jaymz (Video)
27th: "Laser Target Designation and CAS Overhaul" dev journal by dbzao (Video)
28th: "Revised AA missile locking and Flare systems" dev journal by dbzao
31st: Project Reality: BF2 v0.7 is released (Changelog, Manual)
New Project Reality Developers:
  • [R-DEV]Outlaw22, [R-DEV]MacNeill_USA, [R-DEV]M.J.Patterson, [R-DEV]AtlantaFalcons, [R-DEV]Rico
Major Additions:
  • 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:
  • Added Compass
  • 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:
  • Removed the Auto-Spotting system
  • Infantry Minimap
  • Spawning on SL
  • Saxon APC (British)

Becoming more and more professional looking

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

2nd: Project Reality is 2nd in Mod DB's "MOTY 2007" awards
3rd: "Spec Ops Kit changes" dev journal by dbzao
4th: "Crewmans get PDWs instead of rifles" dev journal by Jaymz
6th: "The message system to display awards, ranks and ribbons is replaced by player specific messages for rules, kits, vehicles, etc." dev journal by dbzao

1st: "Sangin Map (WIP)" dev journal by Dr Rank (Images)
17th: Project Reality: BF2 v0.75 is released (Details)
Major Additions:
  • New suppression effect (New Shader Effects by [R-CON]jodonnell)
  • New bleed out effect and black screen when dead or critically wounded
  • Smoke launcher batteries in tanks and IFVs have 3 sets of smoke
Major Changes:
  • New iron sights for most handheld weapons
  • In Insurgency only up to 3 weapons caches exist in the game world at any time
  • Added a delay to use for all stationary and vehicle weapons
  • Added silenced pistol, grappling hook and C4 to special operations kit
Minor Additions and Changes:
  • PR tips to loading screens
  • Heat signature and flares back to light helicopters
  • Gave carbine rifles to crewman kits where available (China, MEC, US)
  • Added deviation model to grenades. Also lowered throw distance and raised timer
  • Jeeps and IFVs can drop small ammo boxes now
  • Replaced pistols from anti-tank kits with rifles (2+1 mags)
  • Commander assets can be built within 50m of two supply crates
  • Replaced deployable AA gun with deployable AA missile system
  • Added slugshot shotgun to engineers as secondary weapon for door breaching, moved the mines to the 9th slot
  • Added trip flare to marksman kit
  • Added Molotov cocktails to insurgent AA and RPG
New maps:
  • Bi Ming (day) by [R-DEV]Dr Rank
  • Operation Archer by [R-CON]DVB-PARAMEDIC.CA
  • Ammo bag from AR
  • Flashbangs from officer and special operations kit
  • Missile lock warning tone from all armored vehicles
22nd: "Suppression effect tweaks" dev journal by Jaymz

9th: Project Reality featured in Soldiers Magazine
12th: "Operation Barracuda" dev journal by Dr Rank (Images)
26th: "Chinook Heli" dev journal by UK_Force
"New Afghan compound statics" dev journal by Rhino

2nd: "Medic systems overhaul" dev journal by dbzao
4th: "Deployable .50 cals" dev journal by Rhino
6th: "Loading Menu Redesign" dev journal by AncientMan
12th: "Korengal Valley" dev journal by CodeRedFox
18th: "Major changes to Deployable Assets" dev journal by dbzao
19th: "Stormer HVM" dev journal by Stigger (Images)
22nd: "Fallujah West progress" dev journal by duckhunt (Images)

27th: "Smoke grenades and their colours" dev journal by M.J.Patterson
31st: "PR v0.8 Soundtrack" dev journal by Jaymz (Video)

8th: "Korengal Valley progress" and "WIP Cave-ins and Landslides" dev journals by CodeRedFox
13th: "New Training, Skirmish and CnC gamemodes; standardization; AAS v3" dev journal by dbzao (Images)
25th: "Mutrah City v2.0 overview" dev journal by Rhino (Many Images)
26th: "3 different Area Attacks - Mortars, Artillery, JDAM" dev journal by dbzao
27th: "Ramiel" dev journal by OkitaMakoto
29th: Project Reality: BF2 v0.8 is released (Manual):
New Project Reality Developers:
  • [R-DEV]AfterDune, [R-DEV]AncientMan, [R-DEV]A.J.Sawyer, [R-DEV]CAS_117, [R-DEV]Cheeseman, [R-DEV]Chuc, [R-DEV]CodeRedFox, [R-DEV]foul_killer, [R-DEV]LeadMagnet, [R-DEV]Masaq, [R-DEV]Mosquill, [R-DEV]Nickbond592, [R-DEV]ohnomelon, [R-DEV]OkitaMakoto, [R-DEV]TrahnLee, [R-DEV]Undies
Major Additions:
  • US Army faction
  • Total animation and sound overhaul to immerse the player in the battlefield
  • Deployable Heavy Machine Guns for All Conventional Factions and Militia
  • Commander deployed off-map artillery, mortars and JDAM strikes
  • AAS V3, includes random control points
  • Command and Control (CnC) "Hardcore, open ended" mode of play
  • Skirmish Gamemode: "perfect for clan matches"
  • Training Mode
  • Underbarrel Grenade Launchers - M4 M203, M16A4 M203, G3 HK79, L85A2 AG36
  • 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)
  • Ramiel by [R-DEV]OkitaMakota (US Army vs INS)
  • Tad Sae by [R-DEV]Nickbond (USMC vs PLA)

9th: "Fallujah Minimap compared to real life" dev journal by duckhunt (Images)
13th: Project Reality LAN party with devs and players is organized, around 30 people show up.
28th: "Siege of Ochamachira map" dev journal by IronTaxi (Making-of)

2nd: "Karbala" dev journal by ~KILL~Pirate (Images)
5th: "Deviation tweaks" dev journal by Jaymz
9th: "Feyzabad map" dev journal by CodeRedFox (On indefinite hold since Apr 2009)

5th: ".50 cals with more cover" and "Sandbags deployable" dev journal by CodeRedFox
7th: "Insurgency changes" dev journal by dbzao
9th: "Operation Archer Redux" dev journal by PARAMEDIC.CA (Images)
13th: "7Armd Bde - Desert Rats" Weekend Event
  • UN kits
  • Lots of armoured vehicles
  • Slightly different Kashan
"Booby traps" (Video) and "Fallujah West overview" dev journals by Rhino (Many Images)
15th: Project Reality: Singleplayer (PRSP) v0.8 is released
  • Supports 16 maps, but no Ins and CnC
19th: "New field statics" dev journal by Rhino (Images)
29th: "Sprint and Stamina changes" dev journal by Jaymz

First community faction and last BF2 patch

1st: "Logistics overhaul" dev journal by dbzao (Audio Interview)
8th: "BMP-3 Progress update" dev journal by Jaymz (Video)
10th: "German Forces progress update" dev journal by marcoelnk (Many Images)
14th: "Kozelsk" dev journal by Deer (Images)
18th: "Asad Khal" dev journal by Deer (Images)
23rd: Project Reality: BF2 v0.85 is released (Details, Manual)
New Project Reality Developers:
  • [R-DEV]bosco, [R-DEV]Deer, [R-DEV]Drav, [R-DEV]GeZe, [R-DEV]Hitperson, [R-DEV]~KILL~Pirate, [R-DEV]Nosferatu, [R-DEV]PRC_Heavy_Z, [R-DEV]Pride, [R-DEV]ZZEZ
Major Additions:
  • Russian Faction - first community faction added to the game
  • Taliban Faction - replaces Ins on Afghan maps
  • Added new Foxhole deployable, improved HMG and AA
  • 2 man logistics trucks carrying crates which are necessary to build FOBs and request kits. They also deploy repair stations for vehicle repairs
  • Added new incendiary grenade, which primary role is destroying enemy deployables, as well as unmanned trucks and jeeps.
  • New Weapons: Several New AK-47 and AK-74 variants, Al-Quds RPK (Iraqi Insurgent, Taliban), Artillery IED (Iraqi Insurgent), Grenade Trap (Iraqi Insurgent, Taliban), PF-98 Heavy Anti-Tank (PLA), RPG-7 Tandem Warhead (Russians), Trip Flare (All factions)
  • New Vehicles: BTR-60 APC (Russia and MEC), Gaskin Anti-Air Vehicle (MEC), Humvee Avenger Anti-Air Vehicle (USA), Logistic Trucks (All Factions), Lynx AH-7 Transport Helicopter (British), T-72 MBT (MEC)
Major Changes:
  • Added new team specific large supply crates, which can be used to request kits
  • Crates are now faction specific
  • Increased soldier sprint times and distances. Soldiers can now sprint continuously for 30 seconds, taking 90 seconds to regain all stamina back.
  • Increased volume and distance of engines and tracks on most Jeeps, APCs, Tanks as well as civilian vehicles
  • Vehicles can now repair and reload at the new Vehicle Depot located at the main base.
  • Updated Insurgent and Chechen factions with new models and kit loadouts
  • Kits can now be requested from Faction-Specific Supply Crates and friendly APC
Minor Additions and Changes:
  • Increased wounded time to 3 minutes.
  • Updated dirt bike with new driving mechanics and leaning ability using the mouse
  • Added new kit icons for all kits
  • Overhauled BMP-3 weapons
New Maps:
  • Asad Khal by [R-DEV]Deer (GB vs MEC)
  • Fallujah West by [R-DEV]duckhunt (USMC vs INS)
  • Karbala by [R-DEV]KillPirate (US Army vs INS)
  • Kozelsk by [R-DEV]Deer (RUS vs CHECHEN)
  • Operation Archer Redux by [R-DEV] (USMC vs TALIBAN)
  • Counter-Attack game mode from v0.85, will return in the future, bundled together with the new "Scenario" game mode
  • Player and soldiers direction indicators on map.
  • Wrench ability to repair vehicles, instead it is able to remove mines and traps
  • Jeep spawning from Forward Outposts
  • vbf2 Vodnik (MEC)
  • vbf2 Nanjing (PLA)
  • Ghillie Suit from all Snipers
  • Spec-Ops Kit
  • Weapons from pilot kit
  • Dirtbike passenger ability to fire weapons (no more drive-by IEDs) [lol]
25th: "Mortar system teaser" dev journal by Matrox

16th: "Devils Tower - CF map" devblog by PARAMEDIC.CA (Images: 1, 2, 3, 4, 5)

2nd: Project Reality wins MOTY 2008 on MODDB
3rd: Project Reality is awarded "MOTY 2008" and "Best Multiplayer", the former grants the devs a Torque Game Engine license as a prize
"Sangin progress update" dev journal by Dr Rank (Images)
7th: "Auto Deploy" dev journal by AncientMan (Video)
8th: "PR2 R&D #2 - more wacky stuff" devblog by eggman (Video 1, 2)

1st: "Sangin Valley Map Open-Beta" April Fool's Joke
5th: "Iron Ridge" dev journal by ~KILL~Pirate (Images)
11th: Saluting animation teaser devblog by Chuc (Image)
19th: "Lashkar Valley overview" dev journal by Hans Martin Slayer (Many Images)
22nd: "Dili - Timor map" dev journal by CodeRedFox
28th: "Spawn menu kit changes" dev journal by dbzao
Events sub forum is created for upcoming official and community ran events

25th: Project Reality Official Server Provider is announced
  • Communities can buy PR servers from Alpha Networks (defunct since 2016)
  • PR is also sponsored by them

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
  • Standardized vehicle engine sound distances. Cars/wheeled vehicles = 200m, tanks/tracked vehicles = 600m, helicopters = 800m, jets = 1000m.
Minor Additions and Changes:
  • Added new background movie, greatly decreasing file size
  • Added "Auto-Deploy" to automatically join full servers when a slot is free
  • Changed all faction LMG's to now have 4x zoom on the deployed mode, and no zoom on undeployed
  • Many weapon damage and accuracy tweaks
  • Commander radio voice messages for all spottings (only shows text now) to lessen the unpleasant audio spam when CO is doing heavy spotting

10th: "Dragon Fly" dev journal by Nickbond592 (Images)
20th: "New commander UAV" dev journal by dbzao (Videos: 1, 2, 3, 4)
24th: "Commander informants for Unconventional forces" dev journal by dbzao
29th: "British MAN trucks" dev journal by Stigger (Images)

3rd: "Honda CB500 bike" dev journal by tupla_s (Images)
"Things you come across while testing..." dev journal by ReaperMAC (Videos: 1, 2, 3)
4th: "New jungle vegetation statics" dev journal by GhostDance101 (Images)
17th: PR:BF2 "Highlights Reel #1" - Dev Blogs detailing what the devs are working on
20th: "3p animations show weapon mode" dev blog by Chuc (Images)
21st: PRT C8 announced
22nd: "Tavor Assault Rifle" dev journal by ZZEZ
"Uruzgan 4km WIP map" devblog by Hans Martin Slayer
27th: "New Chinese statics" devblog by Z-trooper

1st: Battlefield 2 v1.5 released:
  • 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.
20th: PR:BF2 "Highlights Reel #2"
27th: Project Reality: BF2 Single Player v0.87 is released
  • Supports 25 maps

7th: "Merkava and Namer" dev journal by motherdear (Images)
11th: "Russian soldier models" dev journal by THE.FIST (Images)
12th: "PRSPY coming soon" dev blog by GeZe
24th: PR:BF2 "Highlights Reel #3"
27th: "Uruzgan map flyover with Apache" dev journal by Glimmerman (Initial thread)
31st: "MG3" dev journal by Kaijleor (Images)

2nd: Project Reality: BF2 v0.874B - Public test to tune the spawning systems of PR
  • Removed Rally Point spawning
4th: "Armoured Command Vehicles" dev journal by Rhino (Images)
7th: Charity and Remembrance Day Awareness (Help for Heroes)
11th: "Bayonets" dev blog by Chuc (Image)
15th: "Artillery Update" dev journal by dbzao (Video)
17th: Project Reality: BF2 v0.874C - Further tuning of PR's spawning systems
24th: "Eyl Somalia map" dev journal by CodeRedFox (Videos: 1, 2)
25th: PR reaches 500 MBs in statics, compared to BF2 with its 750 MBs
27th: Project Reality: BF2 v0.874D - Final spawn systems tuning event

8th: "Bamyan progress" dev journal by HangMan_ (Original announcement)
9th: "Lashkar Valley media update" dev journal by Hans Martin Slayer (Images)
15th: PR:BF2 "Highlights Reel #4"
16th: "Silent Eagle (formerly Airborne)" dev journal by marcoelnk
17th: "Operation Snow Storm" dev journal by Rhino (Minimap, Images)
21st: Project Reality v0.87 Holiday Map Pack is released:
  • Desert Rats - Kashan Desert redux (GB vs MEC)
  • Helmand's Return - Helmand Province redux (GB vs TALIBAN)
  • Operation Outlaw - Brand new desert map (GB vs TALIBAN)
  • Operation Snow Storm
26th: "New USMC base in Fallujah" dev journal by duckhunt (Images)
28th: "Russian desert camo" dev journal by dbzao (Images: 1, 2, 3, 4, 5)
31st: "ATGM emplacements" dev journal by Rhino
"Map loading backgrounds" dev journal by AncientMan (Images: 1, 2, 3)

PR: BF2 maturity and the infancy of PR: Arma 2

4th: "Improved Area Attacks for v0.9" dev highlight by Jaymz
11th: "Introduction of prbot" dev highlight by AncientMan (Image)
15th: "Introduction of SL radio and spotting overhaul" dev highlight by dbzao (Video)
21st: Deviation changes and heli sound bug fixing dev blog by Jaymz
"Al Kut map" dev blog by OkitaMakoto (Based in RL, never released)
"Sangin mini-update" dev blog by Dr Rank
23rd: "Major gameplay changes in v0.9" dev highlight by dbzao (Images: 1, 2, 3)
26th: "Beirut" dev highlight by Deer
"20 new tracks from Alkali in v0.9" dev highlight by Jaymz (Video)

1st: "Yamalia" dev highlight by Deer
5th: Project Reality: BF2 v0.9 is released (Details)
New Project Reality Developers:
  • [R-DEV]Alkali, [R-DEV]GhostDance101, [R-DEV]J.F.Leusch69, [R-DEV]motherdear, [R-DEV]Ninja2dan
Major Additions:
  • 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 HUDs for a lot of ground vehicles
  • Updated kit slots order. Conventional forces = officer, officer alt, rifleman, rifleman alt, specialist, medic, support. Taliban/Hamas: officer, officer, insurgent1, insurgent2, scout, medic, support. Insurgents: officer, insurgent3, insurgent1, insurgent2, insurgent4, civilian, sapper. Militia: officer, officer, militant, militant alt, scout, medic, support
  • 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
  • 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
16th: "Mil Mi-8 'Hip' trans" dev highlight by Stigger
21st: "3D scopes tease" dev blog by Chuc (Image)

12th: PR: ARMA 2 Mini-Mod v0.1 is announced:
  • 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]
25th: PR: ARMA 2 - Highlights Reel #1:
  • Expanded the dev team, adding R-CONs
  • Stamina/Weight System - dependant on equipment, health and speed of traversal
  • Medical & Wounded System - more intricate behaviour (falling unconscious, resuscitation)
  • Firing Personal Weapons from Helicopters and Vehicles
  • TS3 Plugin - adding more radio channels
  • RCON Tool for Server Admins
  • Complete Sound Package - planning to make combat sounds more realistic, also planning to change the voice sounds
  • PR Atmospherics - AI civilians reacting to the battlefield
  • Gameplay - Better AAS, Ins, transport methods, logistics, firebases, deployables, squad management
  • Afghan Island - 25x25km map

1st: PR: Vietnam is announced on April Fool's day
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.
  • Updated Deployable MG nests to have 4x zoom.
  • Added rangefinder to GLTD
12th: PR v0.9 Soundtrack with 25 songs by Scott Tobin is released (Link to store page)
21st: "PR WorldCup event" is announced (Website)

9th: "Baghdad community map test" event by UKWF
10th: PR WorldCup Semi-final results
14th: "Mosul map" dev highlight by Outlawz7
19th: "Alpha Project Launch" event is announced with custom objectives
23rd: "Jabal 2 beta testing" event by Tactical Gamer

1st: "Jormdarreh Range beta" event
3rd: "PR inspired event in ArmA 2" by ISAF
4th: "Norwegian Forces weapons, equipment, etc. showcase" dev highlight by pleym
6th: "New light choppers" dev highlight by Rhino
9th: "Wake Night with Wake Atoll map" event by PX
10th: "Jormdarreh Range map" dev highlight by Amok@ndy
12th: "Close Support Bridges system" dev highlight by Rhino (Video, Making-of)
19th: Project Reality: BF2 "Highlights Reel #6"
23rd: "Orbiting UAV change" dev highlight by Sniperdog (Video)
24th: "PR v0.5 Retro" event by Tactical Gamer
26th: "Skirmish Tournament" event by Blackwater

16th: Project Reality Sound Recording Trip 2010 is announced:
  • PR Sound engineers go to the Armor Centre in Bovington Camp 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)
18th: "Mumble Zombie Madness" event by OD-S
19th: "MT-LB series announcement" dev highlight by DankE_SPB

2nd: "German Forces infantry preview" dev highlight by Chuc
5th: Project Reality: BF2 "Highlights Reel #7"
13th: PR: ARMA 2 "Highlights Reel #2 Part 1"
16th: PR: ARMA 2 "Highlights Reel #2 Part 2"
"US-A and AusF in PR: V" dev highlight by HangMan_
19th: PR: ARMA 2 "Highlights Reel #2 Part 3"
20th: "Improved distant sounds" dev highlight by AfterDune (Video)
"BMP-2 IFV tease" dev highlight by SashaSK8
21st: "Adjustable 3D sights for UGLs" dev highlight by bosco_ (Video)
22nd: PR: ARMA 2 "Highlights Reel #2 Part 4"

3rd: "Karez Offensive test" event by PRTC
5th: "Deployable mortars showcase" dev highlight by Sniperdog (Video)
"Al Basrah II" event by Battlearena
24th: "More Canadian weapons" dev highlight by bosco_ (Images: 1, 2, 3, 4, 5)
"Burning Sands map" devblog by Rudd
27th: "More unconventional weapons" dev highlight by bosco_
28th: "Initial results from the 2010 soundtrip" dev highlight by Jaymz (Videos: 1, 2, 3)
29th: "Wanda Shan" dev highlight by Outlawz7 (Images: 1, 2, 3, 4, 5)
30th: PR: ARMA 2 "Highlights Reel #3"

1st: "More US/UK weapons" dev highlight by bosco_
2nd: "POW" event by RealityModLa
5th: PR Teamwork Alliance (PRTA) is founded
7th: "Kokan" dev highlight by Deer
8th: Start of PR Developer Weekend 2010
  • Organized by UK_Force and StuartCADT
  • At the AFV Gunnery School in Lulworth, UK - from 8th to 10th of October
  • 14 developers attending the event
  • Daily diary is kept (Pages 1, 2, 3)
15th: PR: BF2 v0.95 is released (Details, Manual)
New Project Reality Developers:
  • [R-DEV]DankE_SPB, [R-DEV]Hauteclocque, [R-DEV]marcoelnk, [R-DEV]Outlawz, [R-DEV]Rudd, [R-DEV]SashaSK8, [R-DEV]Sniperdog, [R-DEV]strima
Major Additions:
  • German Forces
  • 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.
  • 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)

15th: "Op. Ghost Train Revival" event by NEW (Trailer)
17th: "Extra asymmetrical POW RP" event by MeRk
18th: "Raid at Dawn map for NL" dev highlight by Glimmerman (Video, Images: 1, 2, 3, 4, 5)
24th: "Community Matches are back" event by PRTA

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
Christmas maps:
  • Northern Lights
  • Barentz Invasion
  • Operation Snow Storm
13th: "CSB improvements" dev highlight by Rhino
14th: "AASv4 - randomized clusters of flags on routes" dev highlight by AFsoccer
18th:"Siege of Barentz Xmas map" event by UK Warfare
29th: PR: ARMA 2 receives an award for "Best Upcoming Mod" for 2010 on Mod DB
31st: "Jungle Fire map update" dev highlight by Amok@ndy

Branching out

11th: PR:ARMA 2 "Highlights Reel #4"
16th: "Fences and doors overhaul" dev highlight by Rhino
26th: Start of a series of 128 player server tests, eventually going as high as 256

1st: "Burning Sands v2 test" event by PRTA
3rd: Battlefield 3 fully announced in GameInformer's March cover story (More)
7th: PR: ArmA 2 small arms sounds teaser devblog by TwistedHelix (Video)
19th: "Operation Marlin playtest" event by PRTA (Thread)
26th: "Chinese weapons overhaul" dev highlight by motherdear

5th: Project Reality Podcast #1 is released
  • Members of the dev team answer questions about PR: ARMA 2
  • Participants: AfterDune (Host), UK_Force, MotherDear, Burton, DeanosBeano, DeadFast, Trini_Scourge, WormEaten
  • UK_Force says he is the last member of the dev team from the inception of the mod, he started as a military advisor
12th: PR WorldCup Sing-ups opened

1st: "Reality Studios bought by EA DICE" April Fool's Joke
5th: "Sangin update" devblog by Dr Rank
20th: PR SP v0.95 Map Pack is released
  • 14 maps can be played in Co-Operative gamemode
"The Golden Easter Egg" event by UK Warfare
24th: "Xiangshan playtest" event by NEW (Trailer)
25th: "128 player playtest on Karez" event by PRTA

17th: PR:ARMA 2 "Highlights Reel #5"
2nd: "Black Gold playtest" event by PRTA
13th: Kaos Studios is closed
15th: "PR: ARMA 2 Training for the PR Community" event is announced
  • Prior to releasing v0.1 devs are organizing training sessions for newcomers to the ARMA 2 engine

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
  • Fixed Lynx "sleeping" passengers [?]
  • Wanda Shan
  • Zeev jeep
"Basic Infantry, Gameplay, Vehicle training" event by TGU
27th: "One-Life" event by PRTA
28th: "New tent statics" dev highlight by Rhino
30th: "128p layer maps" event by Sisu

[B]21th: PR: BF2 v0.97 is released (Details)
  • Added field dressings to civilians
  • Increased number of field dressings for all factions medics to 12
  • And various improvements, fixes and tweaks
Sangin update devblog by Dr Rank

2nd: PR: ARMA 2 v0.1 BETA is released (Details, Manual)
Retired Developers and Contributors:
  • Deanosbeano, Stalkergb, Foxhound72, SNKMAN
Important Additions:
  • Added Suicide Vests, VBIED's, Cargo & dragging, Hesco structures (WIP), FX and Mines addon, Class selection and customization, Squad management, ROE violation tracking, Scoring and scoreboard, CommoRose,
  • Added missions for Takistan, Zargabad, Afghan Village
  • Added A&D, A&S, CI modes
  • Added Warrior, British MTP Soldiers, Merlin, Chinook (WIP), Apache, Jackal, SV MAN Trucks
  • Added Vehicle Maintenance system - Rearming, Repairs, Refuel at certain service points, plus offsite tyre repairs. These are manually initiated.
  • Added Airlift system - for cargo transport via helicopter; and Basic airdrop options from aircraft.
  • Added Medic system - for limited self first aid, plus assistance first aid, plus full medic first aid.
  • Added Drag out unconscious wounded from vehicles.
  • Added Respawn dialog, Squad comm's menus, Player name & Crew Names HUD.
Important Changes:
  • Changed: AGM-114K Hellfire Missiles are now optically guided (Mando Missile ArmA)
  • Added Various mini HUD's: compass, range finder, messages, etc.
  • Added all British Weapons (BAF Retexture - Placeholder)
  • Removed all automatic rearming, refuelling and repairing from all trucks and ammo crates.
  • Removed Jackal (BAF Lite Jackal used as Placeholder), SV MAN Truck Variants (BI MTVR Placeholder)
17th: Start of "PR CON 2011" (Diary, Video)
  • In Rivermead Leisure Complex in Reading (Berkshire, England, UK) from 17th to 18th
  • 2 day LAN party with a capacity for 100 players, plus devs
  • Features guest speakers and devs presenting their developments in PR
  • Includes PR: BF2 and ARMA2, ARMA 2 (AO) and Red Orchestra 2
  • Attendants must pay an entry fee. All profits are donated to the "Help for Heroes" charity
20th: PRT CX/10 preview #1
21st: PR: Vietnam update devblog by Matrox
25th: "Zombie/Scenario" event by OD-S
29th: PRT C10 is cancelled and the PRT is on hold

1st: "Skirmish Championship 2011" event with cash prizes by Blackwater
8th: "Teamwork and Reality Tournament (TART)" announced (Website)
12th: Sangin update devblog by Dr Rank
16th: "Complete overhaul of Airbase system" dev highlight by Rhino
25th: Battlefield 3 is released

11th: "PR: Mumble Public Beta v1.0" dev highlight by dbzao [hard to tell what the original announcement was, post was edited in 2015]
22nd: "Only objective: kill the enemies" event by PRTA
27th: PR: Normandy is released

1st: "v0.973 map pack interviews 1 of 4: Black Gold" dev highlight by AFsoccer
4th: "v0.973 map pack interviews 2 of 4: Vadso City" dev highlight by AFsoccer
6th: "v0.973 map pack interviews 3 of 4: Operation Marlin" dev highlight by Afsoccer
7th: "Christmas Map Pack" event by NwA
12th: v0.973 map pack interviews 4 of 4: Pavlovsk Bay" dev highlight by Hauteclocque
13th: BF3: Back to Karkand is released
16th: PR: BF2 v0.97 map pack is released
New maps:
  • Black Gold
  • Operation Marlin
  • Pavlovsk Bay
  • Vadso City
Old maps, updated and overhauled:
  • Assault on Mestia
  • Operation Ghost Train
  • Tad Sae Offensive
"Christmas Gaming Week" event by PRTA
21st: 200 player server test event
30th: "PR: Normandy 64p test" event
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Last edited by Deviro; 2024-04-21 at 16:25..
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Old 2018-10-13, 09:39   #2
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Exclamation Re: The Great Project Reality Timeline

Addon bonanza

6th: "PR: Normandy 200 player" event by PRTA
14th: "Saaremaa beta with 128p test" event by NEW (Images album, minimap, trailer)
18th: 128 player TART announced
25th: Officer sign-ups for TART 128 are opened
  • CORD vs MULE teams

10th: "Underplayed maps" event by American Warfare
12th: "Winter" event by PRTA (Trailer)
20th: "200p play with the mod staff" event by PRTA

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
  • "Restrain" option
  • Watchtower concept from CI missions
  • All ammo, repair and fuel trucks (to prevent unlimited supply exploits)
20th: "Basrah 128p Scenario" event by PRTA

2nd: PR: Falklands MM is announced by Rhino
6th: PR: BF2 Vietnam beta addon is released
  • Will be fully released with v1.0
  • 3 Factions: US Army, Marine Corps and North Vietnamese Army
  • 4 Maps: Battle of Ia Drang, Dien Duong, Barracuda and Tad Sae
  • 20 new vehicles: including the A1H Plane, UH-1C Gunship and PBR Patrol Boat
  • 14 new weapons, including the M20 Super-Bazooka, fully-automatic M14 and M79 grenade launcher
  • Complex tunnel systems
  • Fully functioning airplane dropped napalm
21st: PR Clan League is announced by PRTA
27th: PR: BF2 Vietnam Beta 2 addon is released
  • Added Ins layer to Dien Doung
  • Various improvements

3rd: "Happy Birthday and map playtest of Gaza v2 and Perdition" event by NEW (Trailer)

3rd: "PR: Falklands 128p test" event by PRTA
9th: BUIS system is fully integrated
"PR: F update #3" featuring night layers, devblog by Rhino
15th: PR Launcher account system teased in a devblog by AncientMan

15th: "100p VW" event by PRTA (Trailer)
16th: Fans discover "Project Reality 2 - The Beaten Zone" on CryEngine's website, devs deny it
31st: "Bagdhis Mountains map test" event by PRTA
TART Season 3 is announced

13th: "Strict teamwork night" event by OD-S
15th: "Argentinian player models" devblog by Rhino
  • A combination of MEC and US Vietnam models

5th: "Burning Sands v1.5 test" event by PRTA
7th: PR v1.0 Deviation test event
20th: "PR: Falklands - Goose Green test" event by PRTA (Trailer)
25th: "PR: Falklands Progress Update #7" dev highlight by Rhino (Wheels video)
26th: "PR: Vietnam - Charlie's Point test" event by 762
27th: "Air Traffic Control system for PR: F" dev highlight by Rhino
28th: "Complete overview of PR: Falklands" dev highlight by Rhino (Minimap 1 and 2)

1st: "Ulyanovsk pictures" devblog by Hans Martin Slayer
5th: PR: BF2 Falklands v0.1 Addon is released (Details)
  • Introducing Mega Maps: The Falklands (8x8km)
  • Layers are based on the 1982 Falklands War
  • Added Falklands War based 17 weapons and 12 vehicles
  • A lot of placeholder and retextured/remodeled assets until the MM can be developed further
7th: The making of "Ghosts of the Falklands song" devblog by Jafar Ironclad (Video)
15th: "3rd Annual Zombie Madness" event by OD-S
17th: "PR: Normandy - Brecourt Assault map test" event by PRTA
23rd: After banning users for using colour corection mods for BF3 and promising to add a feature to tone down the blue hue in the game, DICE backtracks
29th: GTA:VC intro but in PR, by Gore (Video)

16th: PR "Devcast #1" (Video)
  • PR developers showing new features with commentary
  • This episode shows the new weapons, sounds and animations for the upcoming v1.0
28th: "The PR Atlantic War - EU vs NA clans match" event by PRTA

4th: "Normandy, Vietnam, Falklands minimods test weekend" event by PRTA
14th: PR: Falklands v0.192 is released
  • Added Goose Green map and Argentinian voices
22nd: PR: BF2 v0.98 is released
  • No new content or changes
  • A package to unify all PR Addons in one place:
  • PR v0.97 Map Pack - 7 new maps
  • PR Vietnam - 5 new maps, 3 new factions
  • PR Falklands - 2 new maps, 2 new factions
  • PR Normandy - 4 new maps, 2 new factions

A finish and a start line

4th: PR "Devcast #2" (Video)
  • New Spawn Screen with kit changes, New Spotter and MG kits, Back Up Iron-Sights (BUIS)
"PR Spy v2" dev highlight by AncientMan
12th: Survival Games (last squad standing/ladder) tournament by 3dAC announced
31st: "Shikotan Island map test" event by PRTA

1st: Eastern Turmoil tournament is announced by Forgotten Honor
  • Teams: ISAF vs Solidarity
19th: 2013 PR Movie Nominees are announced (Announcement, Main page)
A roadmap for Venice, a tool to modify BF3 is announced by NoFaTe
22nd: Closed beta sign ups open for Venice Unleashed
25th: 2013 PR Movie Award Winners are announced

1st: PR: ARMA 2 v0.16 BETA is released
Notable additions:
  • Afghan Village - Desert terrain with villages, farmland and strategic river crossings.
  • F.A.T.A. - Thick vegetation, rugged terrain and dense urban areas.
  • Always-on Compass and Stance indicator
All future PR ARMA efforts will be focused on the upcoming ARMA 3
4th: "Zhi-9 and Panther helicopter series overview" dev highlight by Rhino
16th: Survival Games Season 2 is announced by 3dAC
18th: "Goose Green v2 testing" event by PRTA
19th: "New logo & intro, BMP-1, new explosives" devblog by K4on (Video)

1st: PR: BF2 v1.0 Sandbox Beta April Fool's Joke (Gameplay)
  • New map - Sandin, featuring a small scale King of the Hill battle
  • "Physics based objects that react to weapons and explosions"
  • Green vs yellow coloured "toy soldiers" motive
6th: "Ulyanovsk update" devblog by Hans Martin Slayer
9th: PR "Devcast #3"
  • 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
11th: "Muttrah City Insurgency" event by BigD
12th: "Elaborating on heli and crate changes from Devcast #3" dev highlight by Rhino
13th: "PR Launcher and Updater reveal" dev highlight by AncientMan (Video)
25th: "Op. Moonshine (Vietnam One-Life)" event by CIA

19th: "CSB improvements #2" dev highlight by Rhino (Images: 1, 2, 3, 4)
Rocket Techie devblog by Rhino
20th: Drought map devblog by billoute (Video)
28th: "New map icons for all vehicle types" devblog by Rhino
"Alert map test" event by PRTA
30th: "Improving PR's atmosphere with better effects and sounds" devblog by -=anders=- (Video)

8th: "D-Day and WW2 rememberance" events by CIA and Terra
10th: "Bi Ming is now Hill 488 for PR: V" dev highlight by Dr_Rank (Images: 1, 2, 3, 4)
"Operation Marlin will be FR vs MEC in v1.0" devblog by billoute
27th: "Water Container IED" devblog by Rhino (Images album)
28th: "v1.0 weapons showcase" dev highlight by Chuc
"Major C4 changes" devblog by K4on (Video)
29th: PR: BF2 v1.0 Open BETA starts
  • An open beta with limited features to stress test PR from June 29th to July 7th
  • Only 2 servers planned to see how the game performs at the new 100 player capacity

10th: PR: A3 development update
  • Developers are starting from scratch on the new ARMA 3 platform, using all of its content as placeholder and focusing on getting the gameplay right
  • Infantry based AAS with basic PR features like RPs, Kits and Squads
  • After that new systems like the medic and transport will also be added
  • In the start it will be just a mission pack and only in the future releases it will evolve into a download package with new weapons, vehicles and maps
14th: Survival Games Season 3 is announced by 3dAC
20th: Night flares teaser by Chuc (Image)

2nd: Project Reality: BF2 v1.0 is released (Details, Manual)
Major Additions:
  • Factions: French Forces (FR), African Resistance Fighters (ARF), Vietnam era USMC, US-Army and North Vietnamese Army (NVA)
  • Maps: Dovre, Hill 488, Khamisiyah, Saaremaa, Wanda Shan, Xiangshan
  • Added 100 player servers and 8 man squads
  • New vehicle disabling system that only affects certain parts of the vehicle (turret, wheels)
  • Added PR Launcher and Updater that keeps player profiles and their settings
  • Added PR Mumble that is seamlessly integrated into the game
  • New vehicles: Coyote, F/A-18, VAB, BMP variants, WZ550 variants, Zastava, Zhi-9 variants, AMX-10RC, Leclerc, Rocket Technical, NH-90, FV101, Mi-24 variants, Su jet series variants, M67 "Zippo", M1114 series, MV-22 Osprey
  • Backup Sights (BUIS) for applicable weapons
  • Adjustable sights and reticules for rocket launchers
  • New weapons: Famas series, FN MAG series and many more
Major Changes:
  • Added new kit geometries for Canada, MEC, Vietnam era factions
  • Updated game modes, layers, asset layouts and tickets on all maps
  • Added Heavy and Light supply crates
  • Now you need C4 and Demolition Charges to destroy deployables, caches and doors
  • Caches only spawn physically when BLUFOR collects enough intel points
  • Added COOP (SP) for almost all maps
  • Ability to select standard and alternative kits on spawn screen
  • Updated visual effects for all weapons, ordnance, fire, explosions and vehicle destruction
  • Added more passenger seats to many transport vehicles
  • Updated many weapon models, textures, animations and behaviour
  • New American, British and Vietnamese voices
  • Updated all vehicle, weapon, soldier and impact sounds
Small Changes and Additions:
  • Tweaked Rally Point and FOB overrun systems
  • Crates can only be destroyed by heavy guns, explosions and breaching equipment
  • Decreased total number of caches from 7 to 5
  • Added new Intro and main menu movies
  • Updated all vehicle HUDs
  • Added Spotter and Machine Gunner kits
  • New ragdoll system
  • Updated vehicles physics across the board
  • New explosives: Small C4, Victim operated IED, TNT and Dynamite
  • New vegetation models
  • Added Enhanced Strategic AI (ESAI)
  • Iron Eagle is now named Bijar Canyons
  • Maps: Battle of Quinling, Dien Doung, Siege of Ochimira
  • Theaters of War: Falklands and Normandy to be integrated in future releases
  • Ability to request kit at a rally point
  • No need for mortar fire missions to use them anymore
  • Binocs from most conventional kits
  • Flashing Lights from all aircrafts as they are not used under combat conditions
  • Weapons: Al-Quds LMG, Artillery IED, vBF2 C4 pack, Incendiary Grenade, JDAM, No.4 Lee Enfield, Pipebomb IED.
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 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

2nd: "Flareguns" devblog by Chuc (Video)
6th: DRK Scenario Sundays (POW, VIP, Spec Ops missions) are now monthly
12th: ArmA 3 is released
15th: "Op. Necessary Eagle (One-Life)" event by PRTA
17th: "World At War Campaign XXVIII ( 28 )" tournament is announced
21st: Project Reality 2 is announced ( Forums)
  • 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."
27th: "Vietnam One-Life campaign #1" event by PRTA

10th: "PR: Normandy is now PR: WW2" dev highlight by AfterDune
28th: "MeRk vs the World" events announced

16th: Forgotten Honor's #2 tournament is announced "Nordic Storm"

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

GameSpy shutdown and Squad announcement

3rd: PR: BF2 v1.1 is released
  • Added check for missing CD key on launch
  • Muzzle flashes on night/dusk layers
  • Added Various smoke and light effects to weapons and equipment
  • New French (grunt and SL) and German (grunt) voices
  • Some new weapon sound effects
  • Added healing indicator for medibag and fire mode indicator when zoomed
  • STD and ALT medic kits for CH, GB and RU - on request and spawn menu
  • Fixed various sound effects for vehicles and weapons
  • Optimized LODs
  • Scopes for medics on conventional forces
  • Ins get RKGs and booby traps
  • BMP-2M now has thermals
  • Added spinning trajectory to ATGMs to simulate inaccuracy
  • Added Enter Vehicle Spawn on Mutrah docks
  • Various tweaks and improvements on weapons, vehicles and maps
  • UAV lasing ability
4th: PR: BF2 v1.1.1 is released
  • CD Key check now accepts Amazon style keys
  • Various other fixes and improvements to maps, weapons and vehicles
11th: New PR2 FAQ with more specific info
22nd: War of the Factions - BR vs GER announced
24th: "Bomb loadout overhauls" devblog by Rhino
27th: PR: Zombie Open Beta

2nd: "Sbeneh test #2" event by JFT
14th: War of the Factions - MEC vs CAN, by PRTA

11th: "Hades Peak map test" event by JTF
15th: PR: BF2 v1.1.4 is released
  • Syrian Rebels faction
  • Sbeneh Outskirts map
  • 5m sandbag wall
  • New US grunt voices
  • Added mobile and stationary ZU-23-2 AA cannon, Su-25a
  • Paveway LG bombs
  • Added !scramble command
  • Increased player climbing ability slightly
  • Replaced collaborator with light combat medic. Unarmed class has binos and radio to provide intel
  • Updated lasing and bombing systems
  • Various fixes and improvements to vehicles, maps and weapons
  • UAV from Korengal Valley
18th: "Syrian Community Faction update" dev highlight by Rhino

1st: "Winter is Coming" April Fools
  • Adding arctic warfare to PR in the form of Dovre Winter
  • Retiring Kashan Desert
PR: BF2 v1.1.6 is released
  • Added Dovre Winter
  • Updated Infantry movement speed
  • Removed back-beep from various vehicles
  • Various fixes and improvements to vehicles, maps and weapons
7th: Forgotten Honor's tournament #3 "Op. Hunter-Killer"
12th: "Another Sangin update" devblog by Dr Rank (Video)
13th: Nuijama map devblog by Rabbit
20th: "Shorts Blowpipe" dev highlight by Rhino (Video)

16th: GameSpy Shutdown and New Master Servers are announced
  • PR and FH2 developers have made their own master server
  • It will come in v1.2 before the servers go down at the end of the month
17th: Sangin update (Video)
24th: "Serious Boat Wars" event by BigD
25th: PR: BF2 v1.2 is released (Details)
Major Additions:
  • PRMasterServer replacing GameSpy, players need to make new accounts
  • Dutch Forces
  • Maps: Arctic Lion, Hades Peak, Shikotan Island
  • Vehicles: Apache, Boxer, Fennek, F-35A, ZSU-23 Shillka
  • Various Dutch weapons (Diemaco series)
Major Changes:
  • "Anti Human Shield" - dying collaborators next to insurgents inflict penalties
  • Deployable ATGMs have zoom again
  • Now you need 6 players in a squad to get Marksman, Grenadier, MG; 3 to get AA, HAT, Spotter, Sniper, Engineer
Small Changes and Additions:
  • Illumination Flares on some night maps
  • Area attacks cover a bigger area, but are more scattered
  • Ammo indicator to show approximate amount of bullets
  • Night kit variants for Dutch, GER, Mil, PLA, RU factions
  • Added Dutch version of various already existing vehicles in PR
  • Many vehicle fixes and changes
  • Added INS layer for Burning Sands

6th: Scenario Sundays by DRK return (Trailer)
15th: "Outpost map test" event by OD-S
30th: BF 1942, Vietnam, 2 and 2142 are no longer available due to GameSpy' shutdown
"Unofficial v1.2 Retro Map Pack" by K4on is released
  • Al Kufrah Oilfield Retro (the clash of tanks)
  • EJOD Desert Retro (the classic)
  • Qwai River Retro (asymmetrical warfare at dusk)
  • Songhua Stalemate Retro (swampy infantry combat)
  • Steel Thunder Retro (forest skirmish with armor support)
  • Zatar Wetlands Retro (CounterAttack mode based - defend until reinforcements arrive)

1st: "Retro maps teamwork night" event by NEW & 3dAC
12th: War of the Factions Tournament is announced
21st: "Nuijama map test" event by PRTA
23rd: "PR: F Update #15" dev highlight by Rhino (Images: 1, 2, 3, 4)
26th: "War of the Factions - Syria vs Militia" event by PRTA
27th: PR: BF2 v1.2.1 is released to fix 2 GameSpy related issues
"PR Spy for Android by U_Turista" dev highlight by Mineral

14th: "Polish Forces update #1" dev highlight by ddeo
22nd: "Teamwork night with retro maps" event by NEW
31st: Return of the PRT is announced (C10)
  • Teams: PAC vs EMF
  • New tournament system

9th: "Nuijama testing #2" event by PRTA
11th: War of the Factions tournament sign-ups open
14th: "Grozny map test" event by PRTA

10th: Squad is announced on the PR Forums (Videos: OWI, BD42)
  • Due to licensing issues, this is not PR2, but a commercial spiritual successor in Unreal Engine 4
  • Made by past and current PR devs in a new studio called Offworld Industries
18th: "PR: WW2 Mini-Update #1" dev highlight by AfterDune (M1919 video)
19th: Shahadah map devblog by Rabbit

25th: "Changes to Sbeneh Outskirts" devblog by Rabbit

10th: "Wargames (POW, VIP, etc.)" event by PRTA
12th: "Vikings team (WoF) against the public" event
16th: "PR: WW2 Mini-Update #2" dev highlight by AfterDune
"PR: WW2 Alpha playtest" event by NEW and PRTA
"PRT Free-For-All" event
21st: Proposition to release PR: A3 Milestone 1 under open source

Triumphs and funerals

4th: "Community Wargames" is announced by OD-S
6th: "Official INS 2.0 Alpha test" event is announced
"WW2 planes" event by PRTA
8th: 3dAC's 4th Anniversary with map testing White Dragon and Nuijama (Trailer: 1, 2)
9th: "Winter is coming" event by PRTA

4th: "Wargames" event #1 by OD-S
17th: "Bamyan test" event by PRTA
20th: PRTA RU #1 server is announced
30th: "Operation Bobcat map test" event by NEW

1st: Jamaica (Operation Soul Rebel) map April Fool's joke
3rd: "Map pack test" event by PRTA (Trailer)
7th: Sbeneh update by Rabbit
8th: PR Emergency Fundraising Campaign (Clarification)
  • 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
9th: "PR: WW2 Mini-Update #3" dev highlight by AfterDune (Videos: 1, 2, 3, 4)
14th: "Operation Bobcat map test #2" event by NEW
27th: "Shahadah test" event by NEW

5th: "Road to Perdition map and test event" devblog by Amok@ndy
16th: Bug fixes and stability are a focus in v1.3 (Video)
26th: Squad Kickstarter is launched, eventually reaching its goal with over CA$434K from 4458 backers
27th: Episode #1 of "PR in 60 seconds" is released
30th: PR: BF2 v1.3 is released (Details, Manual)
Major Additions:
  • PR: BF2 is now standalone, no longer requiring BF2 to play
  • Added PRISM server administration tool
  • Added Nuijama
  • Deployable Roadblocks
  • Vehicles: CH-146 heli, ZTZ-99 tank, Bushmaster
  • Added AKM and AKMS series rifles
Major Changes:
  • Better vehicle smoke and IR-blocking on some
  • Heavy vehicle spawn timers increased to 20 mins from 15
  • UAVs have a fuel system
  • Asset info overview on the squad screen
  • Added ATGMs with realistic delay (need to hold fire button until launched)
Small Changes and Additions:
  • Faster sighted-in movement for soldiers
  • New CD key system where it's now machine locked
  • Reduced max mortar emplacements to 2 from 3 per FOB
  • New FOB model
  • Reduced use-delays on SAMs to 5s and ATGMs to 10s
  • Smokes are more effective
  • Syrian Army needs crates only for emplacements and no FOBs
  • Rally Point changes and tweaks
  • Time to use enemy kits is shortened
  • Added view cone to player on map
  • Dead enemies have the same color as alive ones on the scoreboard
  • German AA and AT have G36 now instead of the MP7
  • Added Woodland camo for MEC and updated RU skins
  • Lazing ability for Merkava gunner
  • All land vehicles burn a bit longer before exploding
  • UAV is based on map view distance. Maps with less than 400m VD have no UAV
  • Added super tiny splash damage to .50 cal impacts
  • Slower climbing speed on grappling hook
  • Improved all map overviews, separated logi and trans trucks and added mortar icons
  • Added CNC 32 to Hades Peak - NL vs Mil and 64 - NL vs RU
  • Added Night layer to Sbeneh - INS
  • Many improvements to weapons, vehicles and maps
  • Night muzzle flashes (because of CTDs)
  • Compass no longer visible when dead (and wounded?)
  • Brief invulnerability after respawning or being revived
  • Voice message for spotting aircraft
  • On-map mortars from CnC
  • Maps: Arctic Lion, Shikotan Island
  • INS layer from Burning Sands
  • CNC 32, 128 layers from Kashan Desert

2nd: Some PR stats since its inception and v1.3 by AncientMan
14th: PR: BF2 v1.3.1 is released with various bugfixes

6th: "White Dragon map test" event by NEW
12th: Project Reality 2 is officially cancelled

5th: New RPG rounds teaser by Rhino

5th: PRT C11 is announced
  • Teams: PDI and MRF
  • Dynamic campaign world map that requires planning to win each operation.
8th: "Arctic Lion (remastered) map test" event by HOTSPOT
9th: "Assault on Grozny map test" event by Russian Reality
21st: "Autumn map-pack" event by PRTA
  • Adak
  • Bamyan
  • Borovsko Bridge
  • Steel Viper
26th: PR: A3 development ceases
  • Not enough manpower to effectively code the systems
  • Source code is released under CC 4.0 licence on GitHub

7th: "Kashan Desert Overhaul" dev highlight by potatochan (Minimap)
10th: "New Parachute system and model" dev highlight by Rhino
24th: Outlawz7 is back after 3 years of absence and some statics update
27th: "RPG-7 series warheads overhaul" dev highlight by Rhino (Images: 1, 2, 3)

1st: PR: BF2 v1.3.5 is released (Details, Trailer)
Major Additions:
  • Deviation indicator to compass
  • New grenade types - RGD-5, RGO, M26A2
  • Introducing RPG warhead classes - light, medium, heavy
  • Vehicles: TPz Fuchs, Boragh, MIG-21
  • Maps: Assault on Grozny, Soul Rebel, Ulyanovsk, Fully reworked Kashan Desert
Major Changes:
  • Added RU faction without scopes and winter camo models
  • Updated all ground vehicle turrets to better represent their real traverse and elevation capabilities
Small Changes and Additions:
  • Made all 128 layers to have more tickets than 64 for longer rounds
  • 5 seconds more sprint to factions without body armour
  • New parachute system and a model
  • Destroying unused civi cars nets penalties
  • Map vote command works only in squad chat
  • Flight ceiling is 10km
  • Low ticket siren is now 50 instead of 10
  • Win 10 support for PRLauncher
  • Zipties to FR for INS
  • Added AK variants to more factions
  • AI mortars
  • STG-44
  • Many maps have higher res minimaps
  • Different INS layers have different amount of caches
  • vBF2 parachute model
  • Mortars from attacking team on INS
  • renderer.drawHud command and Low effects quality setting to prevent exploits
  • Sniper's ability to impersonate Darth Vader [?]
  • Night layer 32 from Dovre, replaced with dusk
3rd: Start of PR: BF2 v1.3.6-9 minor releases (6, 7, 8, 9)
  • Removed realistic traverse and elevation speeds until better implementation can be found. (1.3.7)
  • Various fixes and tweaks (through all minor versions)
11th: "Polish Community Faction update #2" dev highlight by ddeo
22th: "Adak map test" event by Russian Reality

6th: "Sahel map test" event by PRTA
15th: Squad is released on Steam EA
16th: "Official Op. Bobcat and Steel Viper maps test" event hosted by NEW
28th: "PR: WW2 Mini-Update #4" & "PR: WW2 Beta start" dev highlights by Mineral (Teaser)

Falklands and map packs

8th: "Winter Warzone-land" event by PRTA
20th: "Type 912 Director Radar for the Type 21 Frigate" devblog by Rhino
25th: "PR: Zombies Open beta" event is announced
29th: "CLOS SAM systems" dev highlight by Rhino (Video)

7th: End of the 1 week Master Server Outage
  • 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
28th: "Beirut updated" dev highlight by Outlawz7

4th: "War of the Factions - BR vs NL" event by BASED
6th: "VIP extraction" event by PRTA (Trailer)
4th: "Kozelsk updated" dev highlight by Outlawz7
12th: "Al Basrah updated" dev highlight by Outlawz7
14th: "Tank armour changes" dev highlight by Mats391
15th: "5th anniversary with Sandbox map and moonshine" event by 3dAC

1st: New "gamemode" for v1.4 Public playtest April Fool's Joke
22nd: "Musa Qala map test" event by Hardcore Gaming

15th: "Wanda Shan updated" dev highlight by Outlawz7
18th: "PR: WW2 beta revival" event by BASED
30th: "One-Life - Sbeneh" event by PRTA

6th: "D-day commemorating WW2 beta" event by BASED
19th: "One-Life - Shijia Valley" event by PRTA
27th: "Return to Oman" event by DRK (Trailer)
  • Gulf of Oman
  • Strike at Karkand
  • Kubra Dam
  • Zatar Wetlands
"One-Life - Black Gold INS" event by PRTA

11th: "One-Life - Yamalia CnC" event by PRTA
17th: "Gaza updated" dev highlight by Outlawz7
25th: An announcement is made regarding the PR Forums Breach
29th: "WW2" event by SAGA
31st: Map gameplay changes #1 for v1.4

2nd: Post Scriptum is announced (Trailer)
  • Total conversion mod for Squad
  • Set in WW2, covering Op. Market Garden
  • Made by Periscope Games - merging of PR: WW2 and La Voie de La Liberté mod team members
5th: "ManHunt #1" event by PRTA
6th: Ground vehicles are added to Squad in Alpha 7
7th: "v1.4 Public Python beta testing" dev highlight by Mats391
9th: "One-Life - Hill 488" event by PRTA
17th: "WW2 beta" event by BASED
21st: "ManHunt #2" event by PRTA

3rd: PRT C12 is announced
  • Teams: APN vs EMC
  • 2 maps per operations instead of 4
  • New recruitment and management system made to automate some processes for the admins and managers
7th: "Celebrating 1 year anniversary with a map pack" event by BASED (Trailer)

5th: "One-Life - Fallujah Ins" event by PRTA
15th: "v1.4 Public Python beta testing 2" dev highlight by Mats391
30th: PR: BF2 v1.3.9 COOP Map Pack is released
Bluedrake42 announces "Operation: Harsh Doorstop" - new tactical shooter, inspired by PR, developed by Drakeling Labs, free and open source

26th: PR: BF2 v1.4 is released (Details)
Major Additions:
  • The Falklands War (1982) with it's own British and Argentinian factions, vehicles, weapons and maps
  • Weapons: Bren, Sterling, Tigercat, Rheinmetall, Blowpipe AA, Mk17 1000lb GPB, Mk82 "Snakeye" 500lb, Obrez
  • Vehicles: A-4 jet series, Mirage IIIEA, IAI Dagger, Sea Harrier, FRS.1, Harrier GR.3, M163 AAV, Volkswagen and T-72 variants
  • Maps: The Falklands, Goose Green and Bamyan
  • 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)

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

Beta maps and additional spiritual successors

7th: Musa Qala map update #1
25th: Winter event & and Legacy server for older conflicts is announced by PRTA
26th: "Battle of Ia Drang recreation" event by FCV
27th: Map gameplay changes #2 for v1.4

10th: "One-Life - Muttrah" event by PRTA
19th: Rumours surface that Post Scriptum will become standalone (Video)

12th: "One-Life - Burning Sands" event by PRTA
17th: Musa Qala update #2

3rd: Operator Unit Tournament (community skirmish ladder) is announced by PRTA (Trailer)
9th: "One-Life - Silent Eagle" event by PRTA
13th: Start of PR: BF2 v1.4.7-9 minor releases (7, 8, 9)
  • Introduction of Beta maps in PR. Starting with Sahel (FR vs ARF) (1.4.7)
  • Increased maximum grenadiers to 8 (1.4.8 )
  • Beginning of infantry weapon damage overhaul, starting with pistols (1.4.8 )
  • Further tweaks to infantry weapons damage values (1.4.9)
  • Various fixes and tweaks (through all minor versions)

-> Sometime here RealityMod: Battlefield 3's development starts
7th: "One-Life - Ramiel POW" event by PRTA
19th: Start of PR: BF2 v1.4.10-11 minor releases (10, 11)
  • Added DShK Tripod as AA for unconventional forces (1.4.10)
  • Added CH146 CAS armed with M134 (1.4.10)
  • Engineers can no longer repair choppers (1.4.10)
  • Deployable assets can be placed on steeper terrain (1.4.10)
  • Updated various maps (1.4.10)
  • Various fixes and tweaks (through all minor versions)
24th: Hell Let Loose game teased
  • Standalone game, inspired by Project Reality and set in WW2
  • Developed by Black Matter in UE4
28th: "Vadso City updated" dev highlight by Outlawz7

24th: Post Scriptum confirmed as standalone title, published by OWI, slated for 2018 (Video)
26th: "One-Life - Korengal POW" event by PRTA

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)

1st: "One-Life - Black Gold VW" event by PRTA
4th: BASED Clan Tournament (community skirmish ladder) is announced by BASED
5th: PR: BF2 v1.4.14 COOP Map Pack is released
  • A collection of 6 vanilla BF2 and community made maps: Al Sbeneh Region, Basra, Borovsko Bridge, Karkand Redux, Operation Compton, Temelin
6th: PR: BF2 v1.4 Official Retro Map Pack Update is released
  • Adds Al Basrah Retro and Muttrah City Retro
  • The other maps are updated as well
8th: "Command and Control Redux test" event by AREA 94
  • 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 Kashthan 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)

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)
2nd: "One-Life - Sahel" event by PRTA
15th: "One-Life - Dovre Winter" event by PRTA
25th: "Manhunt #4" event by PRTA
29th: Start of PR: BF2 v1.4.18-20 minor releases
  • Added building restriction to emplacements in DOD (1.4.18 )
  • GLTDs now require constant sight of line to laze (1.4.18 )
  • Updated various maps (1.4.18 )
  • Various fixes and tweaks (through all minor versions)
"One-Life - Bamyan" event by PRTA

12th: "One-Life - Wanda" event by PRTA
26th: "Manhunt #5" event by PRTA

28th: PR: WW2 December Development Update (Video)

Polish Forces

8th: "Winter" event by PRTA

2nd: PR: BF2 v1.5 is released (Details, Manual)
Major Additions:
  • Polish Forces
  • Weapons: PPZR GROM AA, Spike ATGM, UKM 2000 MG, WZ. 96 Beryl series, BOR .762, TRG-22, H&K L134A1 GMG
  • Vehicles: W-3W/T Sokol choppers, KTO Rosomak APC, Dzik-3, Honker 2000 and Skorpion-3, BRDM-2-M97 Zbik, PT-91 Twardy, Star 1466 and 944 trucks, GAZ Tigr-M, DAF YA-4442 trucks
  • Maps: Operation Thunder, Outpost, Shahadah
Major Changes:
  • Overhauled Map Gallery
  • Player Manual is now web based
  • Overhauled crate system. They have more points and resupply the player faster, but requesting kits consumes points
  • Updated PR Tracker
  • BLUFOR on Karbala is now Poland
  • Replaced some vehicles with GAZ Tigr on some maps
Small Additions and Changes:
  • Ticket bleed stops if defending team starts recapturing the bleed flag
  • Added exponential ticket bleed - the longer it bleeds the faster it gets
  • Added on/off status to GLTD lazing status
  • Polish versions of Mi-24/17 choppers, Shillka, BMP-1, Spandrel, HMMWV, BRDM-2, F-16
  • Slowed down Challenger 2 movement speed
  • BLUFOR on Karbala is now Poland
  • Many map layer changes and tweaks
  • 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)

11th: "New World Insurgency" event with revised gameplay by NWG (Trailer)
  • BluFor special kits amount increased, while OpFor's are reduced
  • Only 1 active cache at a time
  • Can pick up and use enemy kits
18th: All PR Services migrated

1st: "Sangin update" devblog by Dr Rank (Page 2, 3)
5th: "One-Life - Kashan" event by PRTA
14th: "Op. Falcon map test" event by PRTA
18th: All PR Services migrated
26th: Start of PR: BF2 v1.5.4.0-5 minor releases
  • 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 (
  • PERF BETA changes fully integrated (
  • Various fixes and tweaks (through all minor versions)

9th: "Yamalia is now a winter map" dev highlight by Outlawz7 (Image album)
17th: PR: WW2 June Development Update (Videos 1, 2)

8th: "One-Life - Nuijamaa" event by PRTA

1st: "Vehicle disable systems updated" dev highlight by Mats391 (Video)
9th: Start of PR: BF2 v1.5.5.0-2 minor releases
  • New beta map: Operation Falcon (RU vs Dutch) (1.5.5)
  • Route E-106 no longer beta, also updated (1.5.5)
  • Turned Yamalia into a snow map, Karbala also reworked (1.5.5)
  • New weapons: QJY-88 machine gun and Tavor X95 assault rifle (1.5.5)
  • New AMK Dzik armoured jeep for MEC (1.5.5)
  • New consistent HUD across vehicles with weapons (1.5.5)
  • Simplified spotting system by removing ability to set distance (1.5.5)
  • Reserved slots now work (1.5.5)
  • Overhaul of vehicle disabling system, can now disable individual guns (
  • Various fixes and tweaks (through all minor versions)
Post Scriptum is out on Steam (Trailer)
29th: "Panzer tank scopes for PR: WW2" devblog by Mats391

11th: "One-Life - Goose Green" event by PRTA
22nd: "Smokes work against bots in SP" devblog by Arab (Video)
28th: "Arbalet-DM RWS for Tigr-M, eq. to CROWS" devblog by Hokunin

Airborne but quiet

6th: "Contact!" Tournament announcement by PRTA (PR Forums link)
  • A replacement for the absent PRT
  • RIF vs BGB teams
25th: "Gewehr 43 animations" devblog by w0lf3k (Videos 1, 2)

19-25th: PR website upgrade (also detailed explanation in a devblog by Senshi)
  • 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
28th: "Flying Kitties" dev highlight by Rhino
  • New and updated versions of Lynx choppers

2nd: PR v1.6/WW2 March Status Update
2nd: RM: BF3 recruits additional testers/developers (Forums: SQUAD, PR)

6th: Hell Let Loose enters Early Access (Trailer)

9th: SQUAD A14.1 released:
  • Support for auto-downloading mods, like Source engine games
19th: Roadmap for SQUAD released (website)
26th: Canadian Armed Forces added to SQUAD (Trailer)
  • Released in the form of free DLC
  • Previously known as CAFMOD (community faction)
31st: ATHENA, a mod inspired by PR is released for SQUAD (History: 1, 2, 3)

30th: Start of PRTA IRL 2019 event meeting (Announcement, Post event: PR Forums)
  • 19 attendees, spanning 4 days until Sept. 2nd
  • Held near Munich, Germany
  • Video by yours truly

23rd: Choppers are publicly available to test in SQUAD, to be added in A16
29th: PR: BF2 v1.5.5.3 minor fix released

16th: "LPD] ship static for Russian faction" devblog by Hokunin
25th: "Ka-52K Katran helicopter" devblog by Hokunin

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

8th: "1.6 - WW2 Weapons Feature" highlight by Mineral, showcasing weapon models and textures

PR enters the WW2 scene and Squad reimagines Fallujah

15th: Contact Tournament Season 2 is terminated prematurely after 4 battles
24th: "Beyond the Wire" announced (OWI post, Steam page, Trailer)
  • Developed by Redstone Interactive, published by OWI
  • Set in WW1, made with UE4, uses OWI Core
31st: "Sangin" devblog by Dr Rank

1st: "PR: BF2 v1.6 Announced!" - release approaching (Screenshots: 1, 2, 3, 4, 5)[*]Body dragging confirmed
12th: "PR v1.6 Devcast" showing off new vehicles being added to modern combat scenarios
23rd: "Brecourt Assault historical layer explanation" devblog by Rusty_42
30th: PR: BF2 v1.6 is released (Manual, Full changelog, Trailer)
Major Additions:
  • WW2 theatre including German and US forces with their own maps, vehicles, weapons and gear is fully integrated into the main branch of Project Reality
  • Maps: Kafr Halab, Omaha Beach, Carentan, Brecourt Assault, Reichswald and Merville
  • Vehicles: Arbalet RWS variant to Gaz Tigr, MTP-LB logistics, Mi-8 AMTSh, Ka-29 Helix-B, KamAZ 4350 and 5350 trucks, CV9035 APC, Lynx AH.9A, M8 Greyhound, M4A3 Sherman, M10 tank, Willys MB-2, GMC CCKW, Kubelwagen jeeps, SdKfz series (251C, 231, 233 Stummel), Pnzr III J, Pnzr IV D and F2, Stug III B, Opel Blitz, LCVP landing craft, BMP-2M “Berezhok
  • Weapons: P38 pistol, FG 42, M1A1 Bazooka, M1A1 AT mine, M2A3 AP mine, K98, K98 Schiessbecher GL, MG 34, MP 40, Gewehr 43, Panzerfaust recoilless AT, Panzerschreck AT, M1919A6 Browning MG, MG 42, M1928A1 Thompson, M1918A2 Browning, 8.8 cm Flak 18 artillery gun, Flak 30 anti-aircraft, 105 mm Howitzer, Pak 36 and 40 AT, M24 grenade in single and Geballte Ladung configurations, NB39 smoke grenade, S-mine, M1 Garand, M7 GL for M1 Garand, M1 Carbine, M2 satchel, dynamite charge to WW2 German Forces, Mk 2 grenade, WW2 variants of entrenching tools, ammo bags, bandages and medic kits
Major Changes:
  • Added new PR Account login system (Devblog)
  • Ability to drag wounded bodies
  • Updated vehicle weapons operated by passengers to have their projectile’s trajectory and initial position lag-compensated
  • Updated main and loading menus to have 16:9 aspect ratio and updated design
  • Added networking for tank shells, giving better feedback of where the shell actually goes
Small Additions and Changes:
  • System to automatically force players out of vehicle seats they don’t have access to
  • Ejector seats to all appropriate aircraft
  • Added new lock sounds to all flying assets, SPO15 and ALR67 for OPFOR and NATO
  • PR installation procedure to no longer uses the ISO format
  • Updated client to server networking, improves small aim adjustments
  • Updated ragdoll physics
  • Added victory and defeat music for German, Canadian and French Forces
  • Ivan Gren-class landing ship “Vladimir Andreyev” to Russian Forces
  • Added smoke grenades that block vision of AI in COOP
  • Updated more vehicles to support single seat configuration in COOP
  • Updated AI to run away from incoming AT, grenade launcher and handheld LMG projectiles below 10m away
  • Updated AI to give up if wounded and no friendly medic is within a 40m radius
  • 9K121 Vikhr ATGM system to several aircraft
  • Douglas C-47 Skytrain for WW2 US paratroopers
  • Parachutes deploy automatically when spawning
  • Added B-8M1 Rocket pod for S-8 rockets to several aircraft
  • Added icons on the minimap for all stationary map-placed weapons that aren’t machine guns
  • Updated recoil settings of Polish Beryl rifle series
  • Updated aiming down the sights animations on all pistols to be slower
  • Updated HUD for many tanks and APCs with realistic and sharper textures
  • Updated flight physics on some jets and helicopters
  • Updated PR Mumble to the latest open source Mumble version
  • Updated kits to have a 15 seconds delay before dropping off a wounded soldier
  • Updated vehicle HUDs to show vehicle speed in km/h
  • PRSPY now shows all 100 players on a server
  • Fallujah West: added AAS64
  • Sbeneh Outskirts: switched MEC to MEC ironsight
  • Falcon out of BETA
  • Removed paradrop from Dovre and Dovre Winter
  • Removed the laser mark from the HUD of the GLTD as it was unreliable and misleading
"Operation: Harsh Doorstop" announced again (Video, Steam page, Trello, PR Forums: 1, 2)
  • Developed by Drakeling Labs, free and open source, made in UE4
  • Funded through Patreon and sales of Warfare 1944, another game developed by the same studio with the same tech
  • In partnership with MicroProse Software

1st: Start of PR: BF2 v1.6.0.1-3 minor releases
  • Removed some mortars and logistic trucks on several layers in Omaha because they gave too much advantage to the German side (
  • Various fixes and tweaks (through all minor versions)
17th: "v1.6.1 - Gameplay changes" dev highlight by Mats391
  • Explanation of upcoming changes to stamina after revives, UAV, vehicle disabling, ATGM damage
18th: Start of PR: BF2 v1.6.1.0-3 minorreleases
  • Added Discord Rich Presence: will show your game status if you use Discord Desktop (1, 2, 3) (1.6.1)
  • Fresh revives always start with 0% stamina. Dropping a patch before the revive also doesn't allow the revived soldier to sprint like before (1.6.1)
  • UAVs now continue to work while moving and are shown on the map (1.6.1)
  • Removed delay until a kit is dropped from a wounded soldier (1.6.1)
  • Added new rallypoint models for WW2 factions (1.6.1)
  • Updated kit request system to allow requesting custom variants such as paratrooper variation (1.6.1)
  • Added !jetdod chat command to re-enable the warnings when flying outside the map and inside DOD (1.6.1)
  • Updated chance to get disabled to be lower by starting at 65% vehicle health compared to the old 80% (1.6.1)
  • ATGM damage to frontal tank armour is roughly as an AP shell (1.6.1)
  • Added new Ka-29T variant without copilot machine gun. This is the new default for all maps (1.6.1)
  • Various fixes to armoured vehicles' firing sounds (matching RPM and better sync) (1.6.1)
  • No more black-and-white screen effects for critically wounded soldiers (
  • Updated time to wait after jumping to fire weapon again from 2s to 1.25s (
  • Updated stamina cost of jumping from 40% to 25% (
  • Added grappling hook to the specialist/breacher classes of the WW2 factions (
  • Various updates and fixes to COOP bots (
  • Added COOP support for Carentan, Falcon, Operation Thunder (
  • Various fixes and tweaks (through all minor versions)
20th: "Sweat,Fields and Fighters" dev highlight by Ason
  • First 4K WW2 map in PR called Fields of Kassel
  • Portrayal of a fictional battle
  • First use of the P-51D Mustang and BF 109E in PR

30th: "Masirah"dev highlight by Outlawz7
  • New map by Rabbit
  • New carrier models

18th: "v1.6.2- Update" dev highlight by Mats391
  • New map: Masirah
  • New ATGM for Russian faction: 9K135 Kornet
  • New mortar for non NATO factions: 2B14-1 Podnos
  • Various improvements to backup Ironsights
  • Added ability to see amount of ammo left in all crates and ammo boxes
19th: Start of PR: BF2 v1.6.2.0-3 minorreleases
  • Added new map Masirah - BETA (1.6.2)
  • Added ability to check remaining supply points in both friendly and enemy supply crates and ammo boxes (1.6.2)
  • Updated wounded screen while dead to slowly fade to black (1.6.2)
  • Updated mouse sensitivity to scale with vehicle zoom levels (1.6.2)
  • Updated BUIS to allow toggle while scoped in (1.6.2)
  • Added 2B14-1 Podnos mortar to Russia, China and Militia (1.6.2)
  • Added 9K135 Kornet ATGM to Russia and Syrian Rebels (1.6.2)
  • Updated mortars to have 10 second warm up delay after entering (1.6.2)
  • Updated exit damage when leaving moving vehicles to be more accurate (1.6.2)
  • Updated Chinook to have moveable ramp. It automatically raises and lowers as you take off and land (1.6.2)
  • Removed blood effect when hitting soldier with small arms (1.6.2)
  • Fixed inconsistencies in bodyarmor between kits on some factions (1.6.2)
  • Fixed Polish commander missing some voice messages (1.6.2)
  • Updated Polish sniper kit by swapping standard and alternative kit layouts (1.6.2)
  • Many COOP changes to various maps (1.6.2)
  • Updated manual (1.6.2)
  • Fixed possible cause of error 1103 (
  • Fixed cause of error 1103 (
  • Fixed performance issues with thermals (
  • Various fixes and tweaks (through all minor versions)
24th: Burning Lands Vietnam announced by Zero Hour Interactive (FAQ)
  • Studio previously worked on the Aussie Mod for Squad under the name Midnight Interactive, before selling it to OWI
  • ZHI is made of ex-OWI employees, founded by ChanceBrahh
  • Made in UE4

23rd: Squad v1.0 released (leaves Steam Early Access)
  • New faction: MEA (equivalent to PR: BF2 MEC)
  • A completely reimagined Fallujah map (winner of a poll to re-create a PR map in Squad)
  • 100 player servers
26th: "v1.6.3- Update" dev highlight by Mineral (Devcast video, Seat limit devblog by Mats391)
  • 2 New maps, new sub-faction, all vehicles now have more seats, 3 new vehicles
27th: Start of PR: BF2 v1.6.3.0-2 minor releases
Major changes and additions:
  • New maps: Ras el Masri, Musa Qala
  • New sub-faction: People's Liberation Army Navy Marine Corps
  • New vehicles: Dongfeng EQ1108 truck and Mengshi CSK131 armoured car to PLA, BTR-82AM to Russia, civillian Buick for WW2 maps
  • Many trucks, helicopters and APCs now have more seats (new seats HUD only showing crew of vehicle as dots plus passengers as an amount)
Minor Changes and additions:
  • Added Spike ATGM as heavy AT to German army
  • In-game chat moved to top left, showing only 6 lines. Reduced chat characters to 60 from 150
  • The F8 key now cycles player to next available seat in vehicle
  • Range finder (e.g. GLTD) is now more accurate
  • Fixed delays when opening main menu while playing
  • Fixed server messages getting pushed off screen too quickly
  • Updated vehicles to go to sleep faster after stopping (less sliding)
  • Added 3p fire rate switch sounds
  • Ammobags now contain 200 points of supply
  • Fixed AA missiles using lag compensation. This fixes AA blowing up the aircraft despite hitting flares
  • Added workaround to change faction language (voices) per layer
  • Deviation now carries over between weapon switches (no more running with knife as AR and switching to MG for perfect deviation) (
  • Various fixes and tweaks (through all minor versions)
30th: Venice Unleashed announces it will release in December 2020 (Trailers: VU, RM)
21st: Beyond The Wire released on Steam Early Access
30th: PR: BF2 v1.6.3.3 released
  • Added option to adjust selection menu hide delay
  • Added option to disable LOD switching for vegetation and terrain
  • Updated thermals
  • Updated networking to send more updates per packet
  • Updated audio settings
  • M1 Garand, Gewehr 43, MG42, MG34, M1919, BAR and FG42 now require two hits to kill
  • Added AAS64 to El As Masri: PLA vs IDF
  • Updated commander to require officer kit to place markers

6th: PR: BF2 v1.6.3.4 minor hotfix released

1st: PRTA announces Contact Season 3 tournament - based on platoons and not teams
14th: PR: BF2 v1.6.4 released (Announcement, Trailer)
  • 3 maps - Adak, Icebound and Hiberna
  • Increased map faction variety - added many more layers to maps. BLUFOR faction changed on many maps
  • BMP-3M with thermals
  • Added tracking of missiles to realitytracker
  • Added supply counter for ammo bags
  • Reintroduction of CF on Op. Marlin
19th: PR: BF2 v1.6.4.1 released
  • Various fixes and tweaks
28th: PR: BF2 places 3rd on Player's Choice for best mod of 2020 on MODY awards by ModDB
30th: "Rounding off the decade" announcement for PR: BF2
  • The developer team looks back at the past decade of PR: BF2 and its short term future
  • New weapon, emplacements, vehicles and 2 new maps announced

Gungame and PRTA shutdowns

28th: PR: BF2 v1.6.4.2 released
  • Mines are now auto-marked on the map
  • Added counter for current crew count in a vehicle along with the passenger counter
  • Added options to change chat position and chat size
  • Added back Taliban grenadier to spawn menu and kit requesting
  • Added civilian Zil-131 truck
  • Various new layers to maps, alongside many changes
  • Updated required supply points to rearm infantry weapons (More details)
  • Improved support for non 16:9 widescreen
  • Updated shaders to use newer DirectX 9 version
  • Updated deployed weapon deviation (LMG, MMG, DMR, Sniper):
  • 1. Reduced settling time after deploying weapon and after moving
  • 2. Deployed full auto weapons suffer greater penalty from firing
  • 3. Deployed weapons suffer greater penalty from swaying
  • Updated M1 Garand and G43 to kill in one hit again
  • Lowered Al Basrah view distance to 500m
  • Removed seasonal maps Icebound and Hiberna
  • Fixed squad leader and flag icons sometimes not showing on the map
  • Fixed "Ran out of memory" crash
  • Fixed black smoke from vehicle damage being always visible
  • Fixed AA missiles always targeting the furthest away target

1st: Start of PR: BF2 v1.6.4.3-4 minor releases
  • Fixed broken road shader causing massive FPS drops
  • Fixed WW2 weapons shooting blanks
  • Updated Brazilian Portuguese localization (
  • Various fixes and tweaks (through all minor versions)

1st: PR: BF2 v1.6.5 released
  • Flat Earth map (4KM) for April Fools
  • Added ironsight focus, activated by pressing C while ADS
  • Added confirmation dialogues for switching teams, suiciding and giving up
  • Updated in game HUD to better support widescreen resolutions
  • Updated in game menus to have more modern look
  • Updated in game map to open faster, removed transparency and border
  • Many changes and fixes to maps
Squad 2 announced by OWI for April Fools
2nd: PR: BF2 v1.6.5.1 hotfix released
  • Removed blur from focus zoom due to bug
  • Reverted some changes
  • Fixed various crashes
6th: "v1.6.5 - HUD & menu changes" dev highlight by Mineral
  • Thanks to Ekiso (from Forgotten Hope 2 mod) the devs were able to update the menus, HUD and UI of PR to support modern widescreen resolutions
12th: PR: BF2 v1.6.5.2 patch released
  • Added back blur to focus zoom
  • Added minimap to tank, APC and IFV commanders
  • Various UI changes
  • Updated AAS with new flag routes on Op. Marlin
  • Various fixes and tweaks
14th: SQUAD v2.5 released
  • Basic replay functionality added, works similar to PUBGs system
16th: "Operation Bobcat map" dev highlight by Outlawz7 (Images: 1, 2, 3, 4, 5, 6)
18th: "Updated FG42, Garand and Bren sounds" devblog by Arab
24th: "Corvus Chaff Launcher for the Type 21 Frigate" devblog by Rhino

12th: PR: BF2 v1.6.6 released (changelog)
  • Added an option for crouch toggle
  • Added Operation Bobcat map
  • Added information to show reason for not being able to spawn
  • Updates to L4 Bren and M1 Garand sounds
  • Various fixes and tweaks
  • Removed maps: Flat Earth and Operation Archer
20th: PR: BF2 v1.6.6.1 minor patch released
  • Unarmed RHIB added
  • Added Vietnam layers to Xiangshan
  • Various fixes and tweaks

9th: PR: BF2 v1.6.7 (changelog)
New Features:
  • Gungame - new game mode designed for low pop servers, available on Black Gold, Wanda, Dovre, Asad, Basrah
  • PP 87 mortar for PLA
  • Updated rally spawn and joining squads while dead logic
  • Updated kit requesting and picking up after being revived logic
  • Commander placed laser
  • QJY88 MG for PLA, the mod it came from never allowed for it to be used by others
22nd: PR: BF2 v1.6.7.1 minor patch released
  • Changes and fixes related to GunGame and COOP layers
  • Various other adjustments and tweaks
Battlefield 2042 Portal announced (Trailer)
  • Developed by Ripple Effect (formerly DICE LA)
  • Contains remakes of factions and maps from BF1942, BC2 and 3
    • Maps: Alamein, Bulge, Arica, Valparaiso, Caspian, Noshahr
  • Logic editor to customize and create new game modes
27th: Hell Let Loose comes out of Early Access with Update 10/v1.0 (Trailer)
  • Adds Soviet Front with Kursk and Stalingrad maps
  • Roadmap shows British forces for the future
  • Published by Team 17

4th: Start of PR: BF2 v1.6.8.0-1 releases (Changelog, DevCast video)
New Features:
  • Test Airfield and Bootcamp maps included in the main game
  • Off-map airbases - expanded air space for CAS only
    • Previously available on Falklands and Masirah
    • Now available on Silent Eagle (plans for more in the future)
  • Top-attack capability for compatible ATGMs - handheld and mounted
  • Added COOP layers to: Dovre Winter, Kafr, Karbala, Kokan, Musa, Bobcat, Marlin, Outpost, Shahadah, Xiangshan, Yamalia
  • Rewritten recoil code
    • Better sync between client and server
  • Faster shooting in single fire mode for rifles
  • Updated iron sight focus - decreased time to focus and tunnel vision effect, increased zoom slightly
  • Mines can be destroyed by C4 /TNT, mortars and artillery, also cost more
  • Updated in game menu mouse pointer to be more responsive
  • In COOP updated the game to no longer damage empty vehicles with less than 50% HP
  • Added option in launcher to change to new hardware mouse (
  • Slow zoom-out when switching weapons while zoomed in
  • Shadows showing up through walls
  • Being able to pick up kit instantly after automatic kit pickup

1st: PR: BF2 v1.6.8.2 released
  • Added option to increase LOD switch distances for statics and overgrowth but removed the option to disable it
  • Added packet loss indicator to scoreboard
  • Added an option for SLs of asset squads to toggle Asset Claiming System in squad management menu
  • Several map adjustments and fixes
  • Various fixes and tweaks
2nd: PRTA shuts down, after almost 11 years since its foundation
  • Due to lack of interest, management and financial issues
  • Thread of videos made by its community
22nd: "Rotatable WASD cameras for stationary deployables" devblog by Arab

12th: Battlefield 2042 is released

30th: "PR:BF2 v1.7 Update" highlights
  • FCS - Fire Control System - different vehicles now aim their projectiles in different ways, some require ranging with sight markings while others are more automated (accounting for vehicle speed, barrel height, etc.)
  • BF109, P51D, JU-87B Stuka, ZBL-08 IFV (with new HJ-73C missile)
  • Fields of Kassel ( minimap comparison)

New UI and the impossible mod

1st: PR: BF2 v1.7 released (Changelog, Manual, Devcast)
Major Additions
  • Maps: Fields of Kassel (first 4K WW2 map),Icebound Seasonal
  • Vehicles: P51D, Ju87B, BF109, Flak 38 Opel Blitz, M45 Quadmount M3 for WW2; ZBL-08 IFV
  • Fire Control System (FCS) - All vehicles now shoot from the barrel; Fired projectiles follow ballistic trajectory; Vehicles have authentic systems to account for ballistic drop
Small Additions and Changes
  • Added option to look around in HMGs using WASD keys
  • New HJ-73C missile for several Chinese IFVs
  • All snipers now have a single zoom level
  • Iron sight bolt action rifles now scope in slightly faster, stay scoped after shooting and cycle bolt faster
  • KPV MGs can now fight vehicles
  • Removed high zoom from Fennek gunner but added thermals
  • Updated Warrior, Scimitar and MAN SV cage armour to negate RPG 50% of the time.
  • Updated various vehicle gunner sights to be higher quality
  • Added AAS Lrg (CAN vs PLA) and off-map airbase to Bamyan
  • Removed on-map airfields and added off-map ones on Khami
  • Added INS Lrg (FR vs Tali) and various other adjustments on Kokan
  • Updated off-map airbases and increased view distance to 1400m on Silent Eagle
  • Fixed several rendering issues related to smoke grenades, undergrowth and other objects
7th: PR: BF2 v1.7.0.1 released
  • Added desert camo to ZBL-08
  • Added new loading music to Test Bootcamp
  • Balance changes to Kassel's AAS layers
  • Increased ticket bleed delay to 15 minutes (from 10) in Coop
  • Various fixes and tweaks
21st: PR: BF2 v1.7.0.2 released
  • Added Ukrainian fonts
  • Added Apache AH64 without Hellfires and reduced ammo
  • Updated vehicle HUD
  • Fixes to vehicles
  • Changes to maps

20th: "2022 Community Update" - the developers highlighted 2 recent videos by the community and a request for players to donate to the Doctors Without Borders charity in light of the recent invasion in Ukraine
  • Camo's tribute video which attracted over 100K views in under a week, prompting a surge of new players and over 500 players during peak hours
  • A PR tutorial video by community member Unicode
  • A few statistics about how much content is in PR:
    • 70 maps and 27 factions
    • 107 aircraft and 166 ground vehicles
    • Over 450 different weapons and items

1st: "PR:BF2 v1.7.1 Update" highlights
  • New 4K map - Ascheberg & Korbach Offensive (modern Kassel)
  • Deployables and logistics update - emplacements spawn without ammo
  • UI changes to the compass, sprint and magazine checking
3rd: PR: BF2 v1.7.1 released (Trailer)
New maps:
  • Ascheberg (made by Ason) and Korbach Offensive (modern version of Kassel)
UI changes:
  • New graphics for sprint bar, fire selector, compass
  • Ammo check indicator is now in middle of the screen
  • Flag cap is now visible when enemy is neutralizing, cap progress bar is now divided into 4 sections
Emplacements and logistics changes:
  • New salvo of 5 shells for mortars
  • Hideouts slowly generate supplies for rearming
  • Emplacements spawn without ammo, changed how much ammo they hold and how they rearm
  • Removed delay to use mortars
  • Reduced time to dig deployable ATGMs, delay to reload and use by 5 seconds
Gungame gamemode changes:
  • Semi-randomized progression at start of a match
  • Level skipping removed
  • Reduced number of levels from 35 to 20
  • UI elements now show various statistics like number of kills required to progress, top player's level
Smaller changes:
  • New bleed icon and effect that scales with HP lost
  • UAVs now spawn without fuel
  • Tigr armor is now comparable to a normal Humvee
  • Automatic GLs are now less accurate
  • Updated Zu-232 sounds
  • Kassel: Improved performance of southern town
  • Added new loading music to Ramiel by SGT.CHRISTIAN
  • Increased rearm times for logis
  • AI can now use area attacks. Disabled in SP for balance related reasons.
Removed map:
  • Icebound
8th: PR: BF2 v1.7.1.1 minor patch released
  • Added hit effect for taking damage in vehicles
  • Updated bleed and hit effects due to community feedback
  • Decreased rate of fire of mortars due to community feedback
  • Balance changes to Ascheberg and Korbach
  • Other minor fixes and changes

26th: The PR SPY app for Android is available again
  • Additional player stats can be viewed through

22nd: Squad v3.0 is released (Changelog, Trailer)
  • Amphibious warfare added with boats and APCs (no swimming soldiers)
  • USMC faction and Black Coast map added; some of the old maps have been updated to showcase the new amphibious gameplay

17th: BF3: Reality Mod v0.1 released (Trailer, Guide)

7th: "Improving Animation Systems" devblog by Suchar (Video)
31st: Beyond The Wire v1.0 is released (Trailer, Changelog)

18th: Start of PR: BF2 v1.7.2.0-4 releases (Changelog)
Major changes and additions:
  • Map: Kunar Province (4K, BETA)
  • Updated all shaders to SM3
  • Fog is now range based (no more side screening)
  • New server notification system for server messages
  • Added notification tab with history of messages and voting menu
  • Mounted MGs now allow for zeroing and have 1.5x zoom, no longer have stabilization
  • Trans choppers rearm at different speeds now, the bigger they are the slower the rearm is
Minor changes and additions:
  • Battlerecorder now supports widescreen ratios
  • New bushes with better visibility while inside them (for now in Korbach, Ascheberg, Kassel and Kunar)
  • Added civilian kit to Taliban
  • Now only one martyr kill is counted when multiple civilians are killed at the same time
  • IDF kit changes: LAT now uses MATADOR-MP (which is tuned for light armour vehicles) and M72A7; HAT uses Spike MR
  • You can now shoot longer bursts with slower firing auto-cannons before overheating
  • Updated animation systems for various equipment and weapons (bags, binos and AK-74M to name a few)
  • Stinger now has a bigger field of view
  • AT mine count is back to 1 per kit (from 2)
  • AT mines are more visible from distance
  • Added Indonesian localization by TommyFederal (v1.7.2.3)
  • Updated kinetic projectiles to have higher damage drop-off over distance (v1.7.2.4)
  • Updated various ATGM damage values (v1.7.2.4)
  • Updated dynamic lightning, fog and shadows (v1.7.2.4)
Changes to existing maps:
  • Added AAS16 to Masirah
  • Added AAS32 to Shahadah and increased tickets on 16 (by 200) and 64 (by 250)
  • Updated AAS64 on Muttrah, removed 32 and 16
  • Added 5th flag to west route on Marlin AAS, removed east route
  • Increased tickets on Saaremaa AAS16 (by 100) and 32 (by 50)
  • Increased tickets by 100 on both Shijia and Vadso AAS16
  • Increased tickets on Wanda AAS16 by 150 and 32/64/128 by 200
  • Added new loading music to Barracuda by SGT.CHRISTIAN
  • Balancing and asset changes to Kunar (v1.7.2.3)
  • Various fixes to AI-controlled area attacks in COOP
  • Fixed FOV being too high on multiple choppers causing issues with ultra-widescreen resolutions
  • M2 from being heard across the map
  • Removed impossible caches from caves on Lashkar
  • Added scopes for USMC on Kunar INS64 (v1.7.2.2)
  • Updated all gun launched ATGM to shoot out at an angle. This results in 150-200m minimum distance before hitting where you aim (v1.7.2.3)
Removed content:
  • Inappropriate messages from graffiti and posters
  • Maps: Jabal and Qwai

26th: Start of PR: BF2 v1.7.3.0-2 releases (Changelog)
Major additions and changes:
  • Seasonal maps: Quan (2K) and Icebound (4K)
  • Vehicles: Mi-8 AMTSh and Ka-29T CAS variants
  • Shaders now use logarithmic depth buffer to eliminate z-fighting issues
Minor additions and changes:
  • All concrete bridges are 5 times harder to destroy (v1.7.3.2)
  • Updated concrete bridges to show which parts are destroyable (v1.7.3.2)
  • Added option to disable advanced shaders (v1.7.3.2)
  • Updated all grenade launchers to now shoot normal smoke grenades
  • Raised default FPS lock to 200 (from 100)
  • COOP bots' kits and respawn times can now be randomized with the addition of a new module
  • CS bridge collision is easier to drive across
  • In game map now shows location of possible CSB crossings (v1.7.3.2)
  • Road truss bridge is no longer destroyable (v1.7.3.2)
  • Heli flares spawn closer to mounted countermeasure system
Map changes:
  • Added the new Ka-29T to Adak, Beirut, Pavlovsk and Vadso
  • Added off-map air base to Kafr-Halab and reduced view distance from 650m to 500m
  • On Muttrah all MEC logis are delayed and all USMC Hueys now respawn
  • Building FOBs and emplacements inside statics
  • Optimized bleed effect texture in menus
  • Optimized sky and vegetation shaders (v1.7.3.2)
  • Shturm not needing a driver to operate
  • IDF Humvee not sinking in water
  • Not being able to exit Kamaz truck if driver exit is blocked
  • Critical bugs introduced with previous patch (v1.7.3.1)
28th: Snazzy Duckling (Community Manager of Post Scriptum) talks about whole Periscope Games dev team being fired by the CEO due to undisclosed reasons

Don’t be sad, this is always how it works out

7th: Operation Soberania map playtest event
  • Map set in 1978, by ismaelassassin
  • Factions are Chile 1978 vs Argentina 1982
23rd: "Adopting Shader Model 3 for PR: BF2" devblog by papadanku

8th: Squad v4.2 introduces cosmetic microtransactions (changelog)
  • Self-admits previous leadership promised this to not happen
  • For now emote and gesture packs, weapon and uniform skins are strongly considered
  • Deeply unpopular within the community
  • Engine upgrade to UE4.27 with the addition of DX12 and AMD FSR 2.1
15th: Operation: Harsh Doorstop (OHD) released into Steam Early Access
  • Free To Play
  • Access to dev builds and private servers is behind a one-time "donation"
  • Features dedicated servers, modding SDK and bot matches
  • Includes paid early access to 3 additional "operations" (eras of warfare), which will be released as free updates in the future:
    • Michael (WW1)
    • Rolling Stone (Vietnam War)
    • Overlord (WW2)

1st: Start of PR: BF2 v1.7.4.0-2 releases (Changelog[1], Trailer)
Major Additions:
  • Maps: Road To Damascus BETA - 4K (AAS and VW) (GIF); Zakho - 2K (AAS and INS); Moon - 4K (AAS); Deagle 5 and Shipment for Gungame
  • Vehicles: F15I Ra'am jet for IDF; Leopard 2A4 tank for Polish forces; ZBL-08 without ATGM; Armoured VBIED (cars and trucks)
Minor additions and changes:
  • Added menu to pick a new squad leader for the squad. After picking the leader, kicked players automatically rejoin the squad
  • Added more bayonets to factions
  • Added a tractor static (undrivable)
  • Added optional dynamic bot spawn-times for COOP
  • Updated ATGM sights to reduce FOV when activating thermals
  • Updated German DMR to use HK417 on STD and G3SG1 on ALT.
  • Updated Polish alt LAT to use Mini Beryl.
  • Updated Ka-29T physics
  • Updated Russian jets to use OFAB-250 model
  • Updated interior texture of Argentinian Volkswagen
  • Updated thermal shaders to show clouds in the sky
  • Updated Insurgent and WW2 German soldier faces
  • Updated PRLauncher to use .net Framework 4.7.2
  • Updated Support info in PRLauncher to include the content of log files
  • Renamed ML-63 to PAM1
Map Changes:
  • Assault on Grozny - Moved initial Militia spawnpoints to the south of the river on AAS32/64
  • Fields of Kassel - Reduced tickets on all layers (COOP)
  • Khamisiyah and Silent Eagle - Removed spawnpoint on off-map airbases
  • Kfar Halab - Added armoured VBIED vehicles to some layers and many other changes
  • Kokan - Cut down the trees in BluFor main base and removed Taliban command post
  • Muttrah City (AAS64) - Updated hills to be out of bounds for everything but helicopters and reduced AH1Z and BMP-2M spawn delay to 10 minutes
  • Operation Thunder - Updated terrain, flags and assets for all layers
  • Ramiel - Updated flag layout and changed asset layout (AAS64); Updated layout (INS16/32/64); Added British as BluFor ( INS128 )
  • Road to Damascus - Added CNC (v1.7.4.1); Numerous fixes (v1.7.4.1-2)
  • Soldiers being able to walk through walls of H-Shaped building
  • Dynamic lights not working on statics
  • Ka-29T floating on water
  • British and German trucks banking to the right
  • Appeased the cat (v1.7.4.1) [IYKYK]
  • Bijar Canyons
  • Seasonal maps

27th: Operation Soberania map test event #2 (Image) hosted by U777 community

18th: Start of PR: BF2 v1.7.4.3-5 releases
Major additions and changes:
  • Vehicles: Fennek 1A1 MG3 and GMW variants
  • Updated Coop AI with Kestrel behaviour changes
  • Added and/or improved coop on several maps: Kassel, Nuijamaa, Thunder, Sbeneh, Yamalia, Zakho
Minor changes:
  • Updated time for kit to drop after dying from 4 to 10 seconds
  • Fixed suppression effect duration depending on FPS. Now plays for same length for everyone
  • Updated vegetation and static meshes lighting to be calculated in world-space
  • Ascheberg - Updated lighting; forests with new trees and bushes; added trenches; lowered amount of tickets on all layers
  • Grozny - AAS32: central flags are neutral at start
  • Iron Ridge - AAS128: added Russia vs Militia
  • Korbach - Lowered amount of tickets on all layers; tweaks to AAS64 layer
  • Lashkar - Replaced Pumas with the new Fennek 1A1 variants on INS64
  • Improved lighting on Damascus and Shipment
  • Zakho - Improved lighting; new INS32 with USA vs Syria; INS64 is now Syria vs Ins; new AAS32 with MEC vs Syria; asset changes on AAS64

25th: "Extended Commander Icons by bahiakof" devblog by Arab (Image, Video)
  • The idea dates back to Jan 2017
  • For upcoming v1.7.5, alongside a few more adjustments for the UAV
29th: PR: WW2 Stalingrad teaser video by Ason

9th: "New Kit, Vehicle, Weapons Minimap Icons by CAS_ual_TY" devblog by Arab
  • The idea dates back to Jan 2017
  • For upcoming v1.7.5
27th: Squad V6 "Infantry Combat Overhaul" update released (Changelog)
  • From the ICO announcement: "Influenced by prevailing shooter trends and the desire for broader appeal, we found ourselves at times prioritizing individual skill and instant gratification over the core principles that made Project Reality exceptional. The evolving gaming industry, with its emphasis on fast-paced action and solo play, gradually seeped into Squad’s design choices, leading to mechanics and features that favored a more independent playstyle and somewhat diluted the importance of teamwork and coordination."
  • The overhaul is designed to slow the pace of the game and prolong firefights, incentivising players to See -> Think -> Speak -> Do
  • 8 playtests of refinements and converting all factions and their gear to the new systems
  • Suppression rework: more intense and higher calibres supress even more
  • Meaningful trade-offs between using scoped vs unscoped rifles
  • Movement and vaulting changes
  • Picture-in-picture scopes
  • Deviation indicator added to compass like PR to aid players

18th: PR Twitter account will no longer be used by the team
  • "We will not be actively posting our own posts on Twitter anymore due to all the changes to this platform. Follow us through our website and other social channels like on our brand new Instagram page!"
  • New Instagram account
19th: S84/98 bayonet teaser on Instagram for PR:BF2 v1.7.5
21st: Vung Ro map playtest event by SBOON
  • Map by Rusty42; Hosted on Mafia server
25th: Project Reality October 2023 Q&A with 70 questions answered, arguably one of the single biggest communication pieces they've ever posted, answering all sorts of questions
27th: Burning Sands Vietnam Kickstarter is launched with a goal of AU$78K (Trailer)
  • Focus on asymmetrical warfare, through access to different types of vehicles and classes
  • Everything shown has been made by a team of volunteers, without any salary
  • Engine changed to UE5 since reveal in 2020
  • Some unique features: tunnels, sling loaded crates and fog of war on the map
  • Plans for eventual launch on consoles
  • First stretch goal reached in 41 hours, called "Continue Development", worth AU$78K
  • Over the course of next few weeks some limited tiers would see their quantities increased while entirely new tiers would also be added

11th: Operation Fading Reach map playtest event by SBOON community
  • Map by izmash; Hosted on Mafia server
12th: BLV development team goes on strike
  • Developer's original statement:
    • "...various issues were raised by team members about specific elements of management's direction, structure, and transparency. We had many internal discussions about these issue, but they never yielded what we believed to be the necessary changes or improved temporarily. In the weeks leading up to the launch of the Kickstarter campaign, these ongoing issues finally reached a breaking point. This culminated in a team strike to demonstrate our collective resolve. Instead of delaying the launch and addressing the issues, the Kickstarter proceeded against our wishes."
  • ChanceBrahh's response:
    • "Five hours ahead of going live [with the Kickstarter campaign], I was thrown a curveball and was given a list of terms to be abided by:
      • Step down as Director & Project Lead immediately.
      • Bring on a Board of Directors.
      • Take up a standard level design role under an appointed design lead.
      • Financial transparency - which was underway, awaiting an Australian business commbiz account acceptance for transparency."
  • A few hours later another statement added:
    • "I find it concerning that demands about the board structure surfaced just hours before our campaign, with members having had up to 3 years for such involvement."
    • The project will progress with or without Kickstarter funds;
      the game isn't dead.
  • The Kickstarter is ultimately unsuccessful, with backers pulling back their money, 26 Nov 2023

8th: Official PR:BF2 Instagram launch & ModDB 2023 MOTY
14th: Post Scriptum is acquired by OWI and rebranded into "Squad 44"
  • "Chapter Mercury" mod purchased and will be implemented in the full game; Mercury Arts will help with development
15th: PR:WW2 Eastern Front: Part 1 - Unleashing the Soviet War Machine
20th: OHD v0.13 released, first major update since launch
  • New 2K map: Jaziira
  • Added server auto-mod download feature (like Source engine games)
  • Added new player animations
  • New lighting
  • Added player voting system with votekick feature
  • Updated bot AI
24th: "Reviving the Testing Team" devblog by Suchar (Template for those interested)
  • "We have reformed the old, extremely outdated, complicated and inefficient tester recruitment system with the intention of making it internally transparent for all developers and contributors as well as making it more candidate-friendly and easily accessible."
27th: PR:WW2 Eastern Front: Part 2 - Battlegrounds of Valor
  • 6 maps revealed - Belyaevo, Battle of Debrecen, Battle of Kerch, Operation Brunswick, Rzhev, Stalingrad (summer and winter variants)
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Last edited by Deviro; 2024-01-01 at 11:47..
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Old 2018-10-13, 10:13   #3
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Default Re: The Great Project Reality Timeline

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?
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Old 2018-10-13, 10:26   #4
Retired PR Developer
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Default Re: The Great Project Reality Timeline

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.

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Old 2018-10-13, 10:47   #5
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Default Re: The Great Project Reality Timeline

Nice work!

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Old 2018-10-13, 11:41   #6
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Default Re: The Great Project Reality Timeline

Originally Posted by Rhino View Post
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!
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Old 2018-10-13, 11:52   #7
Default Re: The Great Project Reality Timeline

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.
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Last edited by tobi-the-fraggel; 2018-10-13 at 12:32..
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Old 2018-10-13, 12:33   #8
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Default Re: The Great Project Reality Timeline

Splendid work!

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.

Would be nice though to see this perhaps added as a link on in the future

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Old 2018-10-13, 12:37   #9
Retired PR Developer
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Default Re: The Great Project Reality Timeline

Originally Posted by UTurista View Post
I disagree, I liked it. Felt more organized and looked even more like a window to memory lane.
Well maybe a spoiler for each year rather than each month.

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Old 2018-10-13, 13:03   #10
Default Re: The Great Project Reality Timeline

Originally Posted by Mineral View Post
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.
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great, project, reality, timeline
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