Project Reality Mod .5

Started by Sarge · 65 posts · 11,928 views

  1. #1
    With the .5 release getting to be not that long off, I thought I'd try to gather the info on the release that I had seen so far into one place.


    PR Mod Team wrote:The team has been working very hard on PR v0.5. Yes, you heard right! Not v0.41 as we had originally planned since we’ve decided to skip a release and introduce more maps, equipment and a new revised AAS system onto the battlefield. The very first test build of PR v0.5 has been released to our group of testers a few days ago and we expect to release v0.5 in January.

    PR v0.5 will include a lot more features than what was originally planned for with the scheduled release of v0.41. Here is a list of features we are currently working on to be included in the PR v0.5 release :

    • Vehicle crew kits - [won't be able to operate tanks/apc without this kit]
    • Pilot kits [won't be able to operate jet/helo without this kit]
    • Officer kits [more detail below]
    • Vehicle systems damage
    (highly experimental and may be deferred to a future release)
    • AT4 for US Light AT [replaces SMAW]
    • Land Rover
    • Merlin
    • 3 Type 95 variants for PLA: Type 95 w Optics, Type 95 + UGL w Optics, Type 95 w Iron Sights
    • Large collection of new sound effects
    • Global sound effects volume overhaul
    • AAS v2
    • Attack Helo audit
    • Tank audit
    • APC audit
    • New maps to explore and to battle in


    This was posted before Christmas, but I am starting to see more information such as:
    • Adding destructable razorwire to some of the maps that can have sections blown up with explosives.
    • Adding a warm up time to many vehicles - especially air vehicles. If you attempt to go full throttle and take off immediately you will crash.
    • Adding destructable buildings to some of the new maps. Put a tank shell into a wall and it will collapse along with part of the roof. Still provides cover for infantry with the rubble.
    • You will have to enter vehicles from where their hatches are. Tanks mean climbing on top, APCs near the back or side hatches. Some APCs will carry up to 8 people too.

    Info on the capabilities of the officer kit.

    Eggman wrote:We're working through the issues on some major changes to the spawning system. There are changes coming across the next 2 releases.

    The first set of changes in v0.5 affect Squad Leaders and static spawn points on maps. The second set of changes relate to the Commander and are planned for v0.6.

    We tried removing squad leader spawning, but it was really problematic. We added it back.

    IMPORTANT: some of this stuff is still in testing ironing out some kinks (a couple of them major kinks). So behaviour might change by the time we release.

    APCs now act as mobile spawn points. APCs are now the most powerful and versatile vehicle in the game imo. We've tried to tweak their capabilities to reflect more of an Infantry support role. They carry 8 men, require a crewman kit to operate, are a mobile spawn point, are a limited kit supply point and also act as an ammo supply point (way more ammo than in the past). They have had their TOW launchers removed and should really be used in an Infantry Support role and not in a tank hunting role. Oh and you need to enter them from more realistic locations than anywhere within 10 feet hehe. Entry is from the top and doors as per the model. That's also where you need to stand to get ammo from the vehicle.

    Most maps are having the spawn points removed from "forward" CPs. Unless it's an obvious Army Base type facility or a major CP where troops might "garrison" there will be no spawn points at those CPs.

    Instead Squad Leaders will have an ability to request an Officer kit. If the squad leader is using an Officer kit, they have the ability to "set a rally point".

    Insurgents do not have the training to set Rally Points.

    Rally Points also have a store of limited kits.

    The rally point is a clump of knapsacks that acts as a spawn point for their squad. There are some rules on where / when these can be placed (you can't place them too close to an enemy CP for example). Each squad leader can only place one at a time. They can be destroyed by a grenade or similar type weapons. So these forward spawns can be destroyed.

    Additionally we are using a similar mechanism as team specific spawn points. So a CP might have spawn points for Blue Team, but not for Red Team. Or a CP might have spawn points for Blue Team on the East side and Red team on the West side. These can also be destroyed, potentially denying an enemy the ability to spawn at a CP for a period of time.

    This should make for very unpredictable spawn locations, completely at the discretion of the Squad Leaders (and APC drivers). You can still spawn on your squad leader, but ideally that SL has also set a rally point nearby so you can get into the action fairly quickly.

    This should help reducing spawn camping possibilities at many CPs. It is also one step toward making maps more dynamic (we're working on some other stuff as well).

    This places much more onus on the players (a good and bad thing hehe).

    There is another element to the spawning mechanics we'll release in v0.6, but will hold off on disseminating information about that until we work through some of the basic implementation issues.

    We'll see how it goes. It's an experiment that some will like, some won't. For the type of players we want to see playing the mod, we think they will like it.. just not sure if there's enough of them out there
  2. #2
    WoW! I am really impressed at what they have done with this engine. Who would have guessed it could do all of that.

    Great job PR!

  3. #3
    I'm liking a lot of what I'm seeing from PR. I still have a fundamental problem with not having a damage indicator. . .it seems LESS real to not have an indicator, as I usually know how I feel, and whether I'm in bad shape or not. I stub my toe=OK. I fall and bust some ribs=not so good.

    Still, they're putting a lot of effort into this mod, and it shows.

    Any clan members that still do not have the Project Reality (PR) mod, and the Point of Existence mod (PoE), please click on the link below and see the FIRST msg in the thread to DL and install one or both of these mods. The links have been there for 2 weeks. These are the two best mods for BF2, and many of us are playing them.

    http://forums.gamersradionetwork.com/Battl...Info-t3518.html

    Consider using the bittorrent option for the PR mod, as it's a large mod, and it seems to give the best DL speed.

    Don't forget the mappack for PoE, they've added 19 new maps! ! !
  4. #4
    DocJon wrote:
    I'm liking a lot of what I'm seeing from PR. I still have a fundamental problem with not having a damage indicator. . .it seems LESS real to not have an indicator, as I usually know how I feel, and whether I'm in bad shape or not. I stub my toe=OK. I fall and bust some ribs=not so good.


    It took me quite a while to get past that. The key is that you know when you start to bleed out because you get the "oooh" and other pain sounds. Remember that most kits have the small medkit that gives you a +20 health points and in most cases wills stop you from bleeding out. Usually it is 7 or 8 on your weapons selection. Another key is to keep at least one medic in your squad - in a full squad I like to have 2. The shock paddles just revive you so having another one there with their med kit out makes a big difference.


    missed this earlier. From the developer, this is approx. 60% of the changes....

    Eggman wrote:1. Officer Kits use the Support kit player model; this is so they can be identified distinctly
    2. Support Kits use the Assault player model but carry an SAW
    3. Medics no longer auto heal in vehicle operator or gunner positions, only in passenger positions
    4. No Rhino is gay!
    5. Helicopters are faster and attack helos are much more deadly
    6. Light AT doesn't work effectively against MBTs
    7. APCs as mobile spawn points, they now have 8 seats.
    8. You need to enter, get kits and get ammo at the doors of the APC
    9. New insurgent class structure for realism and balancing purposes. Insurgent Sniper is a pickup kit. Added RPG gunner with a pistol and 2xRPG7 rounds. Renamed "Mountaineer" to "Insurgent" and tweaked the kit a bit.. jack of all trades master of none. Cop carries flash bangs, no more tear gas. Some other tweaks to, but I think those are the highlights.
    10. Huge amounts of text chat spam have been removed from commo rose commands. NOTE this will require that players pay more attention to the minimap, particularly when localized languages are enabled.
    11. bolt action snipers and weapons above .50 caliber can penetrate materials marked as "penetrable" (like thin sheets of plywood and such)
    12. VIPs can join squads in xtract and have a map icon
    13. Spec Ops no longer has a parachute
    14. Low on ticket sound is now an air raid siren
    15. Smoke nades now behave much more like real smoke nades and take a few seconds to build up a good cloud of smoke
    16. Insurgents can no longer have a commander
    17. Support Vehicles (ammo supply and repair trucks) now have an ammo and a wrench on the model and can only be operated by Engineers and Crewman
    18. Map has 2 sets of grid squares: 4 large quadrants (NE, NW, SE, SW) and finer detail grid squares (A1, D7, etc). Map also have the 4 compass indicators (N,E,S,W).
    19. APCs carry a huge amount of trooper ammo
    20. Tracers reduced to 1 in 5 for most rifles, none for spec ops; tracer effects toned down significantly
    21. Insurgents have slightly lower marksmanship skills than conventional armies (except those classes that have had formal firearms training)
    22. AT4 is new US Light AT
    23. Static AA cannons (ZPU4 and M167) will never re-spawn and can NOT be destroyed, only wrecked. You will have to repair these assets to regain their use. If you capture a CP you will not get an AA weapon and cannot use the enemy AA cannons. They should probably be wrecked so if the enemy retakes the CP they have to repair them before they can use them.
    24. All static weapons and army vehicles are now team locked, so a USMC trooper cannot drive a Vodnik. Unarmed civilian vehicles are not team locked, but spawners and suicide bombers are team locked.
    25. Marksman and Snipers are available concurrently on the same map. Reduction in the # of sniper kits to accommodate.
    26. The RIB should be faster.
    27. One map "Helmand Province" has buildings on it where almost all of the buildings are destroyable.
    28. You are now revived at 13% health. Just enough time to duck for cover before the LSD kicks in.
    29. Insurgents can't set Rally Points
    30. Heavy AT weapons take about 30s to load a second round.
    31. Heavy AT has multiple levels of zoom.
    32. Medic healing radius reduced, need to be really close to heal
    33. Supply Crates carry much more ammo
    34. Attempted to dramatically reduce the amount of damage vehicles take form terrain
    35. APC cannons and .50 cal mounted weapons are now much more accurate
    36. Tanks should behave like Tanks in that they are very powerful and difficult to take out; need to be hit from the rear with heavy AT
    37. The A10 and Su25 cannon rounds are much more powerful; A10 cannon heats up very quickly; A10 and Su25 hit points beefed up, should be much more capable of sustaining battle damage and remaining effective. You know you only have a couple of strafing runs left when the engine is flaming a bit
    38. Helicopters need about a 30 second warm up period before they can be flown.
    39. Fixed all known causes of server crashes
    40. Removed the "SHOOT ME HERE" icons from the field dressings and ammo kits
    41. Need a Pilot Kit to operate Aircraft and a Crewman Kit to operate driver and gunner positions on APCs and Tanks; Insurgents need a Mechanic to operate their heavy assets
    42. Vehicles can suffer disabling damage such as getting tracked or damaging the turret **still a bit experimental
    43. Major improvements to causes of lag on Basrah, Hills of Hamgyong and Greasy Mullet
    44. Tanks need to be entered at the hatches on the top of the vehicle
    45. Dirt bikes are a bit less mental
    46. Complete volume overhaul for all sounds so stuff that should be loud will be loud; dozens (hundreds ?) of new sounds
    47. Added some requirements that there are a minimum number of players in a squad to be able to get a limited kit, varies by kit type
    48. Exiting moving vehicles will give you significant damage, less at lower speeds
    49. TK'ing for kits will be bad for your health
    50. New HUD layout for limited kits using a pop-up menu from the center of the ‘T’ commo-rose
    51. Officer Kits are available to squad leaders. They have signal smokes, binoculars and the ability to place rally points, which act as spawn points.
    52. Rally points can be placed outside of CP areas by Squad Leaders using the Officer kit and act as a squad spawn point.


    Heh uh…that’s about 60% of the change log lol... which is about 30% of the comments into our code repository. There are a lot of changes in this release. Will post more detailed info once we are on the last test build (soon).
  5. #5
    Sarge wrote:
    From the developer, this is approx. 60% of the changes....


    #4 is a change I thought was long overdue. . .
  6. #6
    4. No Rhino is gay!

    Huh?
  7. #7
    Atomm wrote:
    4. No Rhino is gay!

    Huh?


    Rhino is one of the developers. Must be some sort of running joke as to his gayness.
  8. #8
    "Leaked" video showing some of the new features in .5

    Shows the IED, destructable buildings, and a tank ambush - although I'm not sure what's new regarding the tank ambush.

    http://www.youtube.com/watch?v=koCfJ8HfZ_o
  9. #9
    Cool I am psyched
  10. #10
    I don't know now. I think I may have to try the mod during the week or Saturdays first. FnF is really not good for learning something new.... I may just play vanilla or 2142. I may still be on TS with you guys though. 😉

    I remember we tried it that one time and I really did not care for it then and unless it changed a lot for the better, it may not be for me.

    We will see.
  11. #11
    Sarge wrote:
    "Leaked" video showing some of the new features in .5

    Shows the IED, destructable buildings, and a tank ambush - although I'm not sure what's new regarding the tank ambush.

    http://www.youtube.com/watch?v=koCfJ8HfZ_o


    The tanker kit prolly the change.. and the very low profile mine...


    And Paladin.. its the same game, nothing is truly that different. Still point and shoot. just the weapons are a bit more realistic and the teamwork is much more present.
  12. #12
    Paladin,

    I am asking you to step outside yourself and give this a chance just like a bunch of us did on Saturday with UT for Lexx.
  13. #13
    Atomm wrote:
    Paladin,

    I am asking you to step outside yourself and give this a chance just like a bunch of us did on Saturday with UT for Lexx.



    I am just thinking I may wait until the new version then jump right into that. I am also not sure I want to learn something new right now just to have it really change soon. I like all the cool features that they list above and cannot play with that until it comes out 😉

    It looks like a really cool mod and may be the best new thing.
    I just really hope they can get people to play the damn thing since it is non-ranked...

    FnF last week was really fun. That new map rotation was really good and I would like to use our server at least once a week you know.... it is cool, you guys have fun. I will see if I can get our server started. Not a huge deal and I suck so you guys won't really need me anyway 😉


    P.S. I wish they would add in mortars again. I REALLY REALLY miss that from DC. Those were a LOT of fun! They are talking about it in the forums at least.
    I just hope they do them similar to DC, allowing them in infantry. It is a game after all and they were fun! I do not think they would be too strong as it took half of the ammo just to find the right spot and by then most targets move anyway.
  14. #14
    wasn't there mortars being added to one of the MODs.. thought it might be the EOD.. but I have seen modeled pictures of them in the bf2 scene. just can't remember which site it was at.
  15. #15
    I miss BFV. I just came across those disks last night. I may just reinstall it for a couple of kicks. I'd like to see a mod that copied BFV right down to the maps and music in the choppers and tanks.

    To date, which mod this group is going to stick with the most?
  16. #16
    lexx wrote:
    I miss BFV. I just came across those disks last night. I may just reinstall it for a couple of kicks. I'd like to see a mod that copied BFV right down to the maps and music in the choppers and tanks.

    To date, which mod this group is going to stick with the most?



    I like PR.. I get killed a lot but at least I know whats going on for the most part in it.

  17. #17
    lexx wrote:
    I miss BFV. I just came across those disks last night. I may just reinstall it for a couple of kicks. I'd like to see a mod that copied BFV right down to the maps and music in the choppers and tanks.

    To date, which mod this group is going to stick with the most?



    Come test EOD with us then Lexx!!!!!!

    EoD does have mortars by the way. Although they don't have any of the BFV maps, it has that awesome intensity that BFV was lacking except for the Ho Chi Mihn Trail, Hue, and that other city map whatever it was called with all of the destroyed buildings.

    If we are going to play PR tonight, we need to find an empty server to play around on for a while. This will give everyone a chance to familiarize themselves with the weapons, hud and teamwork aspects without being pwned by people who have been playing it every day for a month. Once people are more steady we can switch to a server that has more people if we need/want to.

    The key to the mod is that you have to work with your squad. You can't survive long as a lone wolf and you do a lot waiting around to respawn.

    There are almost always a couple hundred people out there playing PR and the servers are 99% tard free.
  18. #18
    Sarge wrote:
    Come test EOD with us then Lexx!!!!!!


    There are almost always a couple hundred people out there playing PR and the servers are 99% tard free.



    Sarge I see you broke 600 hrs on your BF2 readout in xfire .. GJ.
  19. #19
    Okay I will ask then. Which mod is better EOD or PR???

    We need to find one really good mod and promote the hell out of it..

    What time on Thursdays will they need players for the 2 hours? I can do it if it is between 7-10PM. Sunday I could fit it in for 2 hours at some point during the day.
  20. #20
    Testing for EoD is 8-9:30 or 10:00 EST Thursdays and Sundays. I think we have stayed later than 10 once so far but if you could show up until 9 or 9:30 I think that the developers would be fine with that.

    There is a huge difference between EoD and Project Reality. EoD for BF2 is more like what DC was for BF1942 since I know you played that mod some. Different setting, weapons and other stuff, but still similar in many ways. The goal of the PR mod is to make it as realistic as possible while still "fun" and so many of the changes are much more radical. Does that help?
  21. #21
    Sarge wrote:
    Testing for EoD is 8-9:30 or 10:00 EST Thursdays and Sundays. I think we have stayed later than 10 once so far but if you could show up until 9 or 9:30 I think that the developers would be fine with that.

    There is a huge difference between EoD and Project Reality. EoD for BF2 is more like what DC was for BF1942 since I know you played that mod some. Different setting, weapons and other stuff, but still similar in many ways. The goal of the PR mod is to make it as realistic as possible while still "fun" and so many of the changes are much more radical. Does that help?


    Yes I loved DC very much. We play a LOT of hours of that. I think EoD sounds more like my speed. PR sounds cool but may be a bit "too" real for me but I will try it again when .5 comes out 😉

    I can play until 10 easily so that sounds cool. Maybe I will sign up as long as this won't go on for months.
    I will have to think about it.
  22. #22
    They've set the release date for Project Reality .5 for February 8th, 2007. Look for it 😀

    New screenshots up yesterday showing the squad leaders "rally point" as well as a "tracked" tank. With the addition of systems damage to vehicles it will make the engineer a much more important role.

    http://www.realitymod.com/

  23. #23
    two short videos posted on the PR site today highlighting some of the important changes in v.5

    A must see if you are planning to play this one.

    http://www.realitymod.com/
  24. #24
    PR Website wrote:We're into the final stages of the v0.5 release of Project Reality. Sometime before midnight in Honolulu on Thursday we should have links up for the server and client.

    Server will be released earlier than the client and weighs in at about 65 mb. Client will be a full installation, weighs in at about 1.6 gb and requires that you uninstall v0.4 before installing v0.5.


    Looks like no playing tonight for me if they aren't expecting to release until near midnight Hawaii time....
  25. #25
    I admit from a reading/video perspective this mod looks awesome. Playing it was another matter and a bit confusing. I admit I simply had no idea what I was doing so it made it not only frustrating but no fun at all. I really am not a fan of certain ways they do things. I had no idea of my health or if I was indeed healing anyone or not while medic etc...

    As I said before I will try it again with this new patch. I did not want to get too used to the old one since a lot seems to have changed in this version. I have no idea why they would not call this 1.0.
    (EDIT: After more reading maybe it is not as much as I first thought.)

    Selecting kits on the fly with this new patch does seem rather cool but I have no idea of its limitations yet. I suggest everyone watch the videos as it helps at leas a little bit. I wish they would make more detailed ones to basically explain the entire game.

    I am going to read the manuals and learn what I can. it may turn out to be a very fun mod. They added the 2142 equivalent of a span beacon so you can span on your SL or the spot he selects. This is a great option in 2142 and should be fun in this mod. keeps you close tot he flag you are trying to get even if the SL gets killed. Just place it somewhere so it does not get destroyed. 😉

    Anyway I will get this. I will say though that I do not think I will like any better than the last time and I certainly will not unless we can get a good team and some training with it. If we find servers with smacktards it will make it simply unplayable as there is a HIGH learning curve as is.

    I am open to it though and will give it a few nights of play so at least I tried.

    When do you guys want to try it again?
    I am unsure FnF is the time to do so.

    Is our server still ranked for this week? Will it be running this? What is our current status with it?
  26. #26
    Server is still ranked. I had no plans of running this, but I do have POE plus the map pack ready to run if needed on our unranked server.

  27. #27
    I would still prefer to see our server run a mod and get some play time... but that is neither here nor there
  28. #28
    From PR site today:

    Hey Folks,

    The Project Reality v0.5 Server files are now available for download. Client files will be available shortly .. as in before midnight Honolulu time 😛
  29. #30
    1.6GB.... Ouch....

  30. #31
    I jumped on the torrent when I got home from work yesterday at around 5:30 and had it downloaded in about 5 hours. That included pausing it completely for two hours while I played EoD. I am seeding the torrent right now and will continue all day today.
  31. #32
    Sarge wrote:
    I jumped on the torrent when I got home from work yesterday at around 5:30 and had it downloaded in about 5 hours. That included pausing it completely for two hours while I played EoD. I am seeding the torrent right now and will continue all day today.



    I am also getting it from the torrent. I will leave that running all day to help others get it. Like you the FIOS 2MB UL should help. I wish I could mask my IP from end user view though. I do not like Torrents for this reason. There is an option to specify what host/IP is reported to the tracker, which I set. I am unsure if this will do it good enough though.

    Sarge, how did you un-install it?

    Maybe we can try this out tomorrow night if others here get it.
  32. #33
    Paladin wrote:
    Maybe we can try this out tomorrow night if others here get it.

    Whats on for tonite, a mod, vanilla, or a movie?

    1.6gig sounds like quality, I hope it looks and plays well. I may stop by your house for a direct copy Paladin. Lately wife and kids are using Lynda.com to download tutorials for photoshop/indesign and its killing my limited bandwidth.
  33. #34
    lexx wrote:
    Whats on for tonite, a mod, vanilla, or a movie?

    1.6gig sounds like quality, I hope it looks and plays well. I may stop by your house for a direct copy Paladin. Lately wife and kids are using Lynda.com to download tutorials for photoshop/indesign and its killing my limited bandwidth.



    So that is what it takes to see you again? 😛

    No problem man, I will slap it on a DVD for you when I get home.

    I feel like Mulder here with this mod. I want to believe. 🙂

    I think it is very very cool in principle. It just has a very high learning curve. I think once we learn it it will be a lot of fun from everything I read. Even though I hate it, I understand the lack of cross hairs etc... it is supposed to be reality, its in the title 😉

    This may be like CS on steroids! I am willing to really give this a shot again especially now that they added some cool new things like -Forward Spawn Points. Having to walk a long way just to get killed was annoying.

    Seems they also added a conquest mode back in instead of just push. I love push but when new to the game it was harder because everyone was at one spot. Normally this is fine but not when you are learning.

    If we play this I really would like for us to play on the same team and use TS effectively or it simply will not be worth it. If we HAVE to split up we use separate TS channels or I am not bothering. Not being a jerk it is just the way it has to be played. Giving the enemy all kinds of info while trying to take a flag is just not fun.

    I think if we can learn this and get a good team, all in TS, it may be a blast to play.

    =======================================================================
    NEW FEATURES AND GAME MODES:

    -Forward Spawn Points
    The default Battlefield 2 spawn system has been completely overhauled and reconfigured so that you will now have to rely on your squad leaders, the newly added “Rally Points”, and APC’s for forward spawn points on the battlefield. You heard right, spawn points have gone mobile!

    -Vehicle Damage System
    Another major feature included in PRv0.5 is our revolutionary new Vehicle Damage System, which has been implemented on almost all vehicles currently available in PR. This new system affects vehicle mobility and/or operational status once they become damaged. If you are in a tank and take damage from an anti-tank round, you may loose the ability to rotate your main turret or one of your tracks may become damaged rendering you immobile. This new system is not limited to just ground forces, as aircraft (including helicopters) are just as vulnerable!

    -Tank & Pilot Kits
    Building on top of our "Kit Limiting" system in the v0.4 release, we have included a new "Pilot" and "Crewman" kit that must be requested and obtained before a player can pilot an aircraft or operate a tank. Don’t worry though, some vehicles, including light jeeps, are still operable by players without a specific kit.

    -Destructible Environments
    Included in this release is our first map with a fully destructible environment! All the buildings in Helmand Province can be destroyed with explosives, such as an RPG round or C4 charges. While this map is relatively small, we will expand on this concept in the future!

    -Advance and Secure (AAS) v2
    In this game mode, each team battles over a "group" of control points (flags) at any given time. A team must capture the entire group of control points before moving on to the next designated group of control points. A "group" of control points can have as little as one control point in them, or as many as 5. One should expect fierce battles erupting over those flags, with very concentrated action where you get both a lot of attack and defense!


    NEW WEAPONS AND VEHICLES:

    -Chinese QBZ Rifle Series
    The Chinese forces have received a much needed upgrade and are now armed with the powerful QBZ-95 rifle series. There are two variants of the rifle, the QBZ-95 “Assault Rifle”, which has a 4x optical sight, and the QBZ-95 “Iron Sights” variant, which is the standard, non-scoped version of the rifle. The version equipped with a UGL will be seen in a future Project Reality release.

    -USMC M-14 Marksman Rifle
    After many requests from players, the US faction is now armed with the highly coveted M-14 Marksman Rifle. This gas-operated, 7.62mm rifle packs a powerful punch with amazing accuracy and is sure to make any Battlefield 2 sniper jump with joy.

    -US AT4 (Anti-Tank)
    The US faction has received yet another new weapon to its arsenal, the AT4 Anti-Tank system. This relatively small, but extremely powerful, anti-tank system has been used by the US military for years and now is included in the Project Reality mod as the USMC light AT weapon.

    -British Merlin HC3 Transport Helicopter
    We have continued building on our foundations of the British Armed Forces in the last release and have included the Merlin HC3 helicopter. This mammoth of an aircraft can transport up to 6 players and includes a fully functional rear loading ramp which is opened and closed by the co-pilot.

    -British Land Rover
    The British forces have finally been blessed with the addition of the Land Rover. This light jeep is armed with two 7.62 calibre GPMGs (General Purpose Machine Guns) and can carry up to 3 players.


    All of these new game play changes combined with the addition of new vehicles, weapons, and maps, promise players the most realistic gaming experience available for the Battlefield 2 platform. The Project Reality Player Guide will be updated with change logs and other important content within the next 48 hours, so keep a close eye on the Project Reality website for more detailed information on v0.5’s features.

    As always, the Project Reality Team would also like to thank all of the supporting Battlefield 2 mod websites, server providers, and of course our dedicated community for all of their hard work and continued support. In particular, we want to send a special thanks to our tester crew who did a fantastic job helping us sort out some very complex issues with this release. THANK YOU TESTERS! Without all of your combined efforts and contributions, Project Reality would not be where it is today!
  34. #35
    heheeh 900KB/sec... love that free file planet account
  35. #36
    If it were up to me, I'd play this tonight instead of Vanilla.

    You're right though, it does have a steep learning curve but is fun and extremely teamwork oriented once you get past the immediate learning stages. The thing to do to start is to first pick a server that has just a few people in it and get used to the different HUD, weapons, etc. If the server doesn't fill up and you are feeling more comfortable there are always a couple going that have 40+ people.

    Second thing is to play as a rifleman/grenedier or medic to start. All squads need these guys and you perform the valuable function of healing/reviving or providing ammunition.

    Third thing is to find a good or at least adequate squad leader that talks and sets objectives. I prefer to not be the SL and will attempt to talk to the others in the VOIP and if I get little to no response, I bail from the squad. Fortunately, there seem to be a lot of guys out there that are good and willing to be SL.

    Finally, you have to use the cover and concealment. Standing in the open will just get you dead. Smoke grenades and cover fire are critical. With a single shot incapacitating you in many cases, people tend to keep their heads down when they come under fire.

    The mod has always had conquest mode, but people don't play it much because of the less need for teamwork. This new version of AAS should make the push mode much for enjoyable for the attackers because they aren't locked into attacking a single flag in most cases but have groups of flags that they need to capture (in any order) before they can move onto the next group. Since the defenders have to defend more locations, you have a better chance of success.

  36. #37
    FYI can't be there rtoinght... back still killing me
  37. #38
    Paladin wrote:
    So that is what it takes to see you again? 😛

    No problem man, I will slap it on a DVD for you when I get home.

    Don't burn it unless I come over first though.
  38. #39
    Sarge wrote:

    Finally, you have to use the cover and concealment. Standing in the open will just get you dead. Smoke grenades and cover fire are critical. With a single shot incapacitating you in many cases, people tend to keep their heads down when they come under fire.

    The mod has always had conquest mode, but people don't play it much because of the less need for teamwork. This new version of AAS should make the push mode much for enjoyable for the attackers because they aren't locked into attacking a single flag in most cases but have groups of flags that they need to capture (in any order) before they can move onto the next group. Since the defenders have to defend more locations, you have a better chance of success.



    Yes but taking cover sucks as you have no idea where you getting shot from. So you simply die not knowing g why. So lets look at the UAV, woops, they removed it. Come on.. UAV's are REAL! They can transmit info to small screens carried by soldiers.

    See my problem is they try to be so real that it ruins the fun. It is a GAME after all, not a war sim. This is where I think in the end it will fail for most that want a game.

    I am open to trying it but I think it is just going to be frustrating and not much fun in the end man. To get good teamwork you need a good team and finding that on pubs has never been good.

    I asked before...how did you un-install the old mod?

    lexx wrote:
    Whats on for tonite, a mod, vanilla, or a movie?



    Vanilla is always best for FnF as everyone has it. Other clans, like the ice guys, do not always have mods or other maps etc...

  39. #40
    Everyone has their own perspective on what is fun, and it may be that the mod is not for you and that is fine. I enjoy it immensely but will likely switch mostly to EoD when that comes out and to Forgotten Hope when that comes out as I miss the sense of "history" that modern combat has.

    I am pretty much playing Vanilla only on Friday nights and that is fine if people want to do that tonight. What i've been trying to say about PR is that because of the steep learning curve it is critical that you play it more than one night. I also think it is critical to play on a small server to start and get a feel for the game. I also think that it has the teamwork elements that you are looking for. With GRB members or otherwise people have to work together on this mod and most of the people playing are truly interested in doing that. I even had a guy calling me "sir" one night when I was squad leader 😆

    I meant to answer your uninstall question earlier but forgot - If there isn't an entry under the add/remove programs then I believe that you just need to delete the Project Reality folder under BF2/mods. I haven't done this yet but that is usually how it works with BF2 mods.
  40. #41

    Okay the vote is in now I think.

    Its Cool.

    I Played PR about two hours on Friday before FnF's and DocJon, ebb, Fox and I played PR last night for over 5 hours. I played it over 7 as I was in by myself earlier.

    It takes some getting use to but we were having a good time. It is a fun mod and the fact that everyone there wants to play a game and not stat whore is a good thing. 😉

    We also played a bit of SF ghost Town in I/O mode and that was a blast as well. That is a GREAT I/O map and with the Zip lines etc.. very cool. I was thinking that if we keep our server we should run some I/O during the week as Lexx mentioned, and include some SF maps in it. I think it would draw people in.

    So anyway the new PR seems cool as long as you have a good server.

    Man those little bird helicopters are a bitch to fly though, mine kept flipping over 😉
  41. #42
    Paladin wrote:
    Okay the vote is in now I think.

    Its Cool.

    We also played a bit of SF ghost Town in I/O mode and that was a blast as well. That is a GREAT I/O map and with the Zip lines etc.. very cool. I was thinking that if we keep our server we should run some I/O during the week as Lexx mentioned, and include some SF maps in it. I think it would draw people in.

    So anyway the new PR seems cool as long as you have a good server.


    QFT!
  42. #43
    Well it's about F*ckin' time you guys figured this out 😉

    I haven't even had a chance to try the new version yet 🙁
  43. #44
    Sarge wrote:
    Well it's about F*ckin' time you guys figured this out 😉

    I haven't even had a chance to try the new version yet 🙁


    I did say I would try it again and be open minded when the new patch came out so.

    Well there are still things that make it a pain to play. My biggest complaint is not knowing who the enemy is.
    They also make it very hard to do simple things like drive a tank etc... BUT that also means it is that way for the other side so that is cool. 🙂

    I also think if we get on very large servers it may get a bit hard and frustrating but so far the game play has been okay. It started to get a bit weird so we simply changed servers and all was well again.
  44. #45
    Yea, I hate when they lock you into first person view in a vehicle.... I get sick playing that way......

  45. #46
    Atomm wrote:
    Yea, I hate when they lock you into first person view in a vehicle.... I get sick playing that way......

    I would like to see that for tanks tho, would stop the damn whoring in them real quick.
  46. #47
    lexx wrote:
    I would like to see that for tanks tho, would stop the damn whoring in them real quick.


    You don't see a lot of whoring going on in PR with armor because it is tough to keep them alive. I understand that they beefed them up some from the .4 version, but even so, with a separate driver and gunner, it is tough to coordinate and so either the gunner is looking in the wrong direction or the driver is going in the wrong direction making it much easier for infantry to get a couple of at rounds into them or a mine under a track.
  47. #48
    lexx wrote:
    I would like to see that for tanks tho, would stop the damn whoring in them real quick.



    The PR mod is like that Lexx. You cannot see very well in them within the mod. PR does indeed cut back on the tank whoring. As Sarge said it takes two to use them and you can easily sneak up on them if need be. We got a good raping from one the other night though so they can be effective with a good crew. it did not last long though, unlike BF2 can.
  48. #49
    Any of you actively playing this?

    I'll start getting on the TS Server when I do. Which has been often lately.

    I like it a lot. This mod forces people to play as a team if you want to win, and a few servers I've been on will kick if you are not on a squad.
  49. #50
    Hymen_Slaughter wrote:
    Any of you actively playing this?

    I'll start getting on the TS Server when I do. Which has been often lately.

    I like it a lot. This mod forces people to play as a team if you want to win, and a few servers I've been on will kick if you are not on a squad.



    Yes I started playing it really when .5 came out. before that I did not like it as much.

    Join us tonight man. We are goign to do some IO, at least for awhile. We may change to whatever later on....

    Miss you in game man.
  50. #51
    Sorry I missed ya!
    Tried to get down and play got tied up in a good flick.
  51. #52
    Hymen_Slaughter wrote:
    Sorry I missed ya!
    Tried to get down and play got tied up in a good flick.



    No probs. We do it every Friday so hope to see you in one soon. 😉

    If you ever want to play some PR during the week, let me know. I can play up until about 10PM EST.
  52. #53
    I spent the majority of my Sunday playing PR.5 and had a pretty good time. I'm pretty burned out on BF2142 and it was a nice change. Maybe a good FNF for the future.
  53. #54
    EasyJesus wrote:
    I spent the majority of my Sunday playing PR.5 and had a pretty good time. I'm pretty burned out on BF2142 and it was a nice change. Maybe a good FNF for the future.



    We've done it once or twice for FNF, but not since .5 first came out. I haven't played it in weeks. While I enjoy the mod, the developers attitude of late has kind of turned me off of it. They are definitely orienting towards the more hardcore "realism" folks at the expense of the more casual gamers.

    Thankfully EoD will be out soon 😀
  54. #55
    EasyJesus wrote:
    I spent the majority of my Sunday playing PR.5 and had a pretty good time. I'm pretty burned out on BF2142 and it was a nice change. Maybe a good FNF for the future.


    Heh, I'm just replying 'cuz I love that sig 🙂
  55. #56
    Sarge wrote:
    We've done it once or twice for FNF, but not since .5 first came out. I haven't played it in weeks. While I enjoy the mod, the developers attitude of late has kind of turned me off of it. They are definitely orienting towards the more hardcore "realism" folks at the expense of the more casual gamers.

    Thankfully EoD will be out soon 😀


    I've been playing on the CDU server in the evenings this week and they modded some of the maps and the respawn times so it only takes 15 seconds to get back into the game after you die. Check it out, see what you think.
  56. #57
    EasyJesus wrote:
    I've been playing on the CDU server in the evenings this week and they modded some of the maps and the respawn times so it only takes 15 seconds to get back into the game after you die. Check it out, see what you think.


    I heard about that actually. It is/was all over the PR forums for a while and because of that the next release will limit the ability to do server side modding and would keep CDU or others from doing dropping the spawn times. They basically have it in their head to play a certain way and if you don't fit that mold, they don't want you to play. They were giving the [OSF] clan a bunch of crap because their server had FF set to 25% or something.

    DCon is out this week and EoD will be out in April so some good alternatives are out there.
  57. #58
    Sarge wrote:
    I heard about that actually. It is/was all over the PR forums for a while and because of that the next release will limit the ability to do server side modding and would keep CDU or others from doing dropping the spawn times. They basically have it in their head to play a certain way and if you don't fit that mold, they don't want you to play. They were giving the [OSF] clan a bunch of crap because their server had FF set to 25% or something.

    DCon is out this week and EoD will be out in April so some good alternatives are out there.



    Well that is it for me ever playing PR again. I liked it as it was something different but these guys are basically just lame. Enough said. Let them, their 4 servers and maybe 50 people have fun. The rest of us will play other cool mods. I am un-installing this.

    It really was not my favorite thing to begin with to be honest. I was trying it more because others here really wanted to. Then the new patch for it came out and it was not bad as I said above. Weird thing is right after the latest patch all of a sudden no one here played it again. So why bother, it ls clear no one likes it.
  58. #59
    It pretty much has ended it for me with that mod as well. I really, really enjoyed playing it and had some great battles where tactics were key to survival and winning playing the .4 version. The .5 patch and the developers attitude just took it too far imo. I think it was the crewman kits that really killed it for me. BF has always been about multiple roles and when you have to take extra time to get a special kit just to drive something bigger than a hmmv or fire anything larger than a mounted machine gun, it just gets too aggravating to be any fun. I can't even count how many times I died because I was standing still trying to get a special kit to use the APC that was near a contested flag 😒

    What they should do is combine a couple of the infantry kits and create a crewman kit that you can spawn with that allows you to fly planes, helos and drive the vehicles/fire the weapons. Combining the grenadier and the Assault class using the unlock system to balance the kits should be a no-brainer.

    Really liked AAS in .5 too. It focuses the battles without making it a slaughter at single flag.

    I know that I'll try it again the next version, but I think it has jumped the shark for me....
  59. #60
    EasyJesus wrote:
    I've been playing on the CDU server


    Cindy-who?


    (not quite as funny now that we have a Sindy in the clan, and no this isn't an insult to her, it's an old joke)

  60. #61
    Sarge wrote:
    It pretty much has ended it for me with that mod as well. I really, really enjoyed playing it and had some great battles where tactics were key to survival and winning playing the .4 version. The .5 patch and the developers attitude just took it too far imo. I think it was the crewman kits that really killed it for me. BF has always been about multiple roles and when you have to take extra time to get a special kit just to drive something bigger than a hmmv or fire anything larger than a mounted machine gun, it just gets too aggravating to be any fun. I can't even count how many times I died because I was standing still trying to get a special kit to use the APC that was near a contested flag 😒

    What they should do is combine a couple of the infantry kits and create a crewman kit that you can spawn with that allows you to fly planes, helos and drive the vehicles/fire the weapons. Combining the grenadier and the Assault class using the unlock system to balance the kits should be a no-brainer.

    Really liked AAS in .5 too. It focuses the battles without making it a slaughter at single flag.

    I know that I'll try it again the next version, but I think it has jumped the shark for me....


    Hardly sounds like it's worth it to DL when you know they are taking it a direction you don't want to go. Think I'll pass on the next patch. Hell, I haven't even played it since I formatted/reinstalled. I'm sorry I installed it again. . .I'm looking forward to giving DCon & EoD a try tho.
  61. #62
    The ironic part of all of this Sarge is you wanted us to play it. I did not like the old version which you played a lot. I was practically forced into playing it kicking and screaming but I kept an open mind to it as I promised.

    Then once the .5 version came out it was not as bad and I started to finally like it and you STOPPED playing it.

    WTF?? 😉
  62. #63
    Paladin wrote:
    The ironic part of all of this Sarge is you wanted us to play it. I did not like the old version which you played a lot. I was practically forced into playing it kicking and screaming but I kept an open mind to it as I promised.

    Then once the .5 version came out it was not as bad and I started to finally like it and you STOPPED playing it.

    WTF?? 😉


    Guilty. And I do appreciate it that everyone tried the mod a few times. Like I said, I really liked it, and I initially liked the .5 version - and I still do enjoy much of it. It made me a much better Vanilla player while I was playing it regularly. That being said, part of my "being done" is related to changes to the game, but the bigger issue that I have is the developers attitudes.

    I think also that part of it was that I just haven't had time to play it for a couple of months. For most of the winter I was able to play something almost every night. Due mostly to a lack of time, I've pretty much been testing EoD twice a week and playing FNF, and that's it. I was kind of burned out on BF2 for a while and didn't want to expend much energy playing anything. A couple of really fun beta testing sessions on EoD, some recent fun FNFs, and other mods making their debuts has re-energized me a bit.

    Like I said, I will probably be suckered in by the next release 😀
  63. #64
    Sarge wrote:
    Guilty. And I do appreciate it that everyone tried the mod a few times. Like I said, I really liked it, and I initially liked the .5 version - and I still do enjoy much of it. It made me a much better Vanilla player while I was playing it regularly. That being said, part of my "being done" is related to changes to the game, but the bigger issue that I have is the developers attitudes.

    I think also that part of it was that I just haven't had time to play it for a couple of months. For most of the winter I was able to play something almost every night. Due mostly to a lack of time, I've pretty much been testing EoD twice a week and playing FNF, and that's it. I was kind of burned out on BF2 for a while and didn't want to expend much energy playing anything. A couple of really fun beta testing sessions on EoD, some recent fun FNFs, and other mods making their debuts has re-energized me a bit.

    Like I said, I will probably be suckered in by the next release 😀


    I hope you won't be burnt out on EoD when it is finally released.
  64. #65
    No! I can't wait to play with a full server and without having to look for potential problems. 😀

    It's also much less "realistic" than PR so no extra long spawn times, having to stop and request a special kit, or any of that business.