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PR:BF2 General Discussion General discussion of the Project Reality: BF2 modification. |
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#1 | ||||||||||||||||||||||||
Retired PR Developer
Join Date: Nov 2005
Posts: 5,889
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Location: ZZ9 Plural Z Alpha
Blog Entries: 9
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The history of Project Reality releases and features (WIP)
**NOTE** Joint Operations Reality Mod has no affiliation with Project Reality ** Quote:
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Last edited by fuzzhead; 2011-08-04 at 22:05..
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#2 |
Retired PR Developer
Join Date: Nov 2005
Posts: 5,889
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Location: ZZ9 Plural Z Alpha
Blog Entries: 9
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Your all welcome to add and improve this as I need to get some work done today
![]() Please only add useful information, all spam and "I dont like, that was bad" posts will be removed. At the end I will remove/replace this with a cleaned version |
![]() "apcs, like dogs can't look up" - Dr2B Rudd |
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Last edited by CodeRedFox; 2009-02-06 at 19:31..
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#3 |
Retired PR Developer
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Retired PR Maps ( as of PR v0.9 )
Code:
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Last edited by fuzzhead; 2010-02-04 at 14:02..
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#4 |
Retired PR Developer
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Too lazy to edit it in and select the most relevant entries but for 0.8 straight from my manual:
3 new game modes: Command & Control, Skirmish and Training Critically wounded soldiers can be revived for up to two minutes. They can use the “Give up” button on the Caps-Lock map to opt out of waiting for a medic Medics can now resuscitate downed soldiers which untangles them from the ground. This is useful to make sure the epipen will do it's job Insurgents can build hideouts to spawn at Regular armies and the militia can deploy a heavy machine gun emplacement The spotting system has been overhauled. Automatic spotting is practically gone. Squad leaders can send a contact report to the commander. The commander can confirm those reports and place markers on the map to warn the rest of the team Artillery and mortars have been added to the list of possible area attacks Pistols & SMGs do not suppress other players. Shots also need to travel some distance before they have a suppression effect Weapons need to be reloaded manually Bunkers & Fire bases do not resupply soldiers and vehicles anymore Deployable assets can be placed without permission if no commander is on the team Rally points can be placed anywhere. They are overrun and destroyed if 3 enemies get close to them or if 6 squad members die in their vincinity Grenade launchers need to be fired at targets at least 30-40m from the shooter or the grenade will not detonate All factions have a command post which is enterable by the commander. The commander can only use his map while inside the post. The enemy tickets are not displayed The main gun in any armored vehicle has a 30s usage delay Soldiers start to bleed out when their health drops below 75% Civilian collaborators will always respawn after 2 minutes regardless of how they died Insurgents can be arrested using the restrainer or the shotgun Insurgents need to defend at least 3 out of 12 weapons caches Capturing a control point takes at least 3 men Limited kits have been reduced in number and are only reallocated every 10 minutes Light machine guns can be used in deployed and undeployed modes. When deployed they can only be fired while prone but are very accurate Deploying bunkers & fire bases does require 2 supply crates. A supply truck is not needed. Other assets just need to be build close enough to a forward outpost and do not require any supplies |
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#5 |
Retired PR Developer
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I joined in 0.2 days, just after the release, first release I was [R-DEV] for was 0.25, first release I was lead for was 0.3.
I still have the PM conversations from the mod leads at the time who were considering packing the project in hehe. I asked if I could take over as lead for v0.3 to see if we could turn it around ![]() I developed AAS for a bunch of community made maps for PRMM v0.2. I got permissions from the map authors to use them for PR. Some of those maps made it into PR v0.25 which was released after I joined the team. Most of them were not suited to PR, but I hated the vBF2 maps. The main thing that I learned from that excercise was stuff people were adamant would not work, actually turned out to work very well (large cap radii, very long cap times, etc). For 0.25 after I joined the team as an R-DEV I lost my mind because there was no code repository hehe. Myself and TheRealFritz got a code repo set up for v0.3 development just after v0.25 released. That was hosted at CVSDude, then we moved it to a GloryHoundz server for.. I think v0.4 (the size of the mod got so large that our hosting costs at CVSDude got close to $200 / month which I was covering out of my own pocket). I think v0.2 was the last release where the mod folder was version specific. Meaning it was called "prmm_01" and "prmm_02". For v0.25 I think we changed it to be just "pr". That was important because it allowed things like Game Monitor to see "pr" as a single mod, whereas prmm_02 was - as far as game monitor was concerned - a completely different mod. The code repository was a really critical juncture for PR imo. We greatly simplfied the process to get relesaes done and standardized a lot about how we could conduct concurrent testing of builds while still allowing public play to a tester's existing PR install. We would have "pr" as the normal publicly released build, but then have "pr_0305" as the 5th test build in the 0.3 dev cycle. This made it so we could easily have multiple builds in testing and public release without screwing up players / testers. By the time v0.4 rolled around the build process was mostly scripted and for v0.7 the build scripts were completely re-written to almost totally automate the process. But it was an important process and supporting tools in allowing PR to release early and release often .. listening to community feedback, then addressing it in upcoming releases. Also for v0.3 that was when we started to track PR player populations. Fritz set up a brilliant system where we could track the history of PR concurrent player populations. I was insatiable for data about how releases were doing and we've been tracking player populations ever since. This really helps us evaluate when people are saying "j00 kilt teh PR" because their favorite sniper rifle was removed or the like. We have always evaluated quantitaviely: - are people playing it? ... and qualitatively: - do we like playing it? Anyways.. um.. this started out as "I joined as R-DEV in 0.25" hehe. Or um.. in January 2006 iirc. |
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#6 |
Retired PR Developer
Join Date: Dec 2005
Posts: 1,783
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Location: Berlin, Germany
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i startet working for PR in 06/2006 as a R-CON with recording the british grunt voicesamples.
since 07 or 08/2006 i got R-DEV and started the massive sound overhaul beginning in V0.4 |
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#7 |
Retired PR Developer
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#8 |
Retired PR Developer
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#9 |
![]() Join Date: Jan 2007
Posts: 680
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Location: Ahol kúrt a farkú malac
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I think the map "Airport" featuring British para vs MEC is also retired.
First joined: v0.5, first map: original Muttrah. I just wanted to look what map is played the most and draw conclusions from that gameplay to be the worst(like strike at karkand in vBF2), but it was not bad. After that I tried Al Basrah(with the cobras and A10s still there ![]() ![]() ![]() Ahh, good memories. Keep up with the good work Devs ![]() |
The most exciting phrase to hear in science, the one that heralds new discoveries, is not "Eureka!" [I found it!] but "That's funny . . . "
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#10 | |
Join Date: Mar 2010
Posts: 337
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Tags |
history, project, reality |
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