View Full Version : Friday the 23rd of January, 2009-0.85 release
[GCA]Socketman
01-19-2009, 06:01 AM
Rhino;906452']We are currently wrapping up work on Project Reality v0.85, and have what you've all been waiting for; a release date! Project Reality v0.85 will be released on Friday the 23rd of January, 2009. The Project Reality Team has been hard at work over the last few months, as you can see by the various dev journals that have been posted, to bring you this completely new version. 0.85 includes numerous gameplay changes, weapons, vehicles and maps which we hope will make your current realistic combat experiences on the Battlefield 2 engine even better!
Mod of the Year 2008 Phase 2 Voting
It's that time of year once again, when players vote for their favourite mods in the annual Mod of The Year (MOTY) competition over at ModDB.com. As many of you are aware, Project Reality has made it into 2nd place 2 years running. We are hoping that, with your help, PR will be able to break the cycle this year and finally claim the title of MOTY 2008. We have made it into the top 100 mods, and now Phase 2 of the voting has started; this is where YOUR vote really matters to us. We ask that you vote for your favourite mod(s) from across the board. If you think Project Reality deserves your vote and deserves the MOTY award, we would very much appreciate your participation. Every vote counts - registering is free, quick and easy. Winning the MOTY award is definitely something we have been aiming towards for the past 2 years, as it gives the whole team a tremendous sense of accomplishment and a huge boost to our motivation level in continuing the project. For more information on MOTY and how to vote, click HERE.
British Army's AAC Lynx AH-7
The Lynx AH-7 is the fastest rotary aircraft in the world, and one of the many new assets for you to play with in v0.85. The Lynx will act as the Light Transport Helicopter for the British, much like the MH-6 Littlebird for the US Army. The Lynx can fit an entire 6 man squad in the back, plus pilot, and can transport them at fast speeds across the battlefield. Credits go to [R-DEV]foul_killer & Wybl for the model, [R-DEV]Pride for the textures and [R-DEV]TrahnLee for exporting and coding.
New Maps in Project Reality v0.85
Like with every release of PR, the most anticipated additions are new battlefields to fight on, and in PR v0.85 we have spared no expenses. There are four brand new maps made exclusively for Project Reality with v0.85 gameplay in mind. In addition, most current maps have received updates and overhauls, with bug fixes and various improvements to improve gameplay.
- Asad Khal
British Forces v. MEC
Map By: [R-DEV]Deer
This map features a rural middle eastern landscape with open fields and old village buildings. An AAS infantry battle between the British and MEC forces with four main objectives. For more information and screenshots, click here.
- Fallujah West
USMC with US Army Support v. Insurgents
By: [R-DEV]duckhunt
Created by [R-DEV]duckhunt, with lightmapping and bugfixing by [R-DEV]Rhino while duckhunt was away on tour in Afghanistan with the Royal Marine Commandos, Fallujah West gives a whole new meaning to urban warfare in Project Reality. This map is very compelling at capturing the environment of the recent conflicts in Iraq. Fallujah makes full use of the insurgency game mode with Insurgents defending Ammo Caches in many hidden locations inside buildings, compounds and underground bunkers, along with being able to setup ambushes for advancing USMC troops (with US Army Bradley support). For more information and screenshots of this map, click here.
- Karbala
US Army v. Insurgents
By: [R-DEV]~KILL~Pirate
More Iraq-themed urban combat which hopes to offer tight CQB fire fights in a hostile city, one of the major strongholds of the Iraqi Insurgent forces. For more information and screenshots of this map, click here.
- Kozelsk
Russian Forces v. Militia
By: [R-DEV]Deer
Kozelsk offers some incredibly detailed woodland combat, mixed with Russian-style missile bases. This map features the new Russian Forces, who are attempting to secure an abandoned missile silo in a remote forested region. This region was recently overrun by Chechen Rebels, and the mighty Russian Army is rolling in with it's heavy armour and APCs. The Chechen Rebels will need to rely on defensive choke points - kitted out with ZiS-3 Anti-Tank Field Cannons. For more information and screenshots of this map, click here.
We hope to see many of you on the battlefield with us this coming weekend playing PR v0.85. Keep your eyes on the forums for more information on v0.85 and it's impending release!
- The Project Reality Team
about time:p
http://www.realitymod.com/forum/f12-project-reality-news/52239-project-reality-v0-85-release-date.html
[GCA]Le_Damner
01-19-2009, 06:04 AM
Mmmmmmmmmmh ... Delicious Peter !
[GCA]BloodAce
01-19-2009, 08:24 AM
Derkkkka!!! Thats the news we were all waiting longtime!
[GCA]Sgt Bilko
01-19-2009, 09:56 AM
Houah!
[GCA]Lt_Mic
01-19-2009, 12:49 PM
Derka !!
[GCA]Wyspa
01-19-2009, 01:46 PM
Hahaha and I'm downloading files already xD.
I can't give U the link though...
[GCA]BloodAce
01-19-2009, 01:50 PM
Ohhh damn You, better be quiet now or i will find where you live and steal your computer!
[GCA]Socketman
01-19-2009, 02:24 PM
fuzzhead;906924']Sorry about not giving everyone an earlier headsup, its been a hectic developement cycle with v0.85.
I know everyone is anxious to recieve the updated server files, they will be ready either wednesday or thursday, with the client release planned on friday.
Bear with us as there might be a few bugs to work out, and we will be posting any necesary hotfixes in these forums, stay tuned
only 2 days to set things up:eek:
Good luck Richy!
[GCA]Cichy
01-19-2009, 04:48 PM
Does anyone know, how big the files are?
[GCA]Deme
01-19-2009, 04:59 PM
Saddle up guys, four days left!
Richy
01-19-2009, 05:19 PM
its a early april fools joke
[GCA]Lt_Mic
01-19-2009, 06:12 PM
http://media.realitymod.com/pr085sig.gif
t-72? on that sig?
LeChuckle
01-19-2009, 06:29 PM
aye
Eye-1
01-19-2009, 08:51 PM
Oh joy, We welcome tanks with nearly no devriation, we welcome that about 2-3 seconds of .50 fire will destroy a gunship, welcome the 5 second cooldown on the hellfires. Oh yes, 0.85.. And not to mention the anti-realism induced in the lack of power in grenades, devriation, and other issues, for instance the fail that is the J10,and SU32.
And ofcourse the fail that is the lasing system in general.
[GCA]Sgt.Sheep
01-19-2009, 09:07 PM
Lt_Mic;1197']http://media.realitymod.com/pr085sig.gif
t-72? on that sig?
Yes. For the MEC.
MaxBoZ
01-20-2009, 02:14 PM
Oh joy, We welcome tanks with nearly no devriation, we welcome that about 2-3 seconds of .50 fire will destroy a gunship, welcome the 5 second cooldown on the hellfires. Oh yes, 0.85.. And not to mention the anti-realism induced in the lack of power in grenades, devriation, and other issues, for instance the fail that is the J10,and SU32.
And ofcourse the fail that is the lasing system in general.
Well.. Ofcourse We welcome the new and awesome OPFOR factions, which I think will be better than what we have now as Ins and Reb.
[GCA]H1tman
01-20-2009, 03:13 PM
around 1.4 gigs
[GCA]Bisshop
01-20-2009, 03:18 PM
2-3 seconds of .50 can get a gunship? Nice.
But a bit on the unarmored side I think. Can't they at least take a punch IRL?
[GCA]Salah ad Din
01-20-2009, 04:21 PM
Bisshop;1384']2-3 seconds of .50 can get a gunship? Nice.
But a bit on the unarmored side I think. Can't they at least take a punch IRL?
Check here http://www.bellhelicopter.com/en/aircraft/military/pdf/AH1Z_PG_3-06_web.pdf
Rotor systems: Can sustain 23mm direct hit and continue to operate.
The fuel cells are crashworthy and provide self-sealing protection up to 0.50 caliber on all wetted surfaces
The fuel cells provide overall ballistic protection to 0.50 caliber
So, technically, the Cobra is safe against .50 cals, BUT the 0.50 caliber is the upper limit. That means that its not 100% safe to fire 0.50cal at an AH-1Z.
ESpecially, since the Airframe is mainly made of Aluminum and Fiberglass, with a bit of added Steel and Titanium here and there.
Btw, those airframe graphics on pages 12-13 look like BF2 Editor files, no?
Also, I would like to know what happens if a 50cal bullet hits the payload of a Hellfire missile.
[GCA]Socketman
01-20-2009, 06:50 PM
Mi -24 was made as a BMP literally.
Mi-28 and Ka50 (su-25 and others) both have titanium capsules enclosing the pilots.
not sure about PR.
[GCA]Le_Damner
01-22-2009, 12:33 PM
The faction for us:
http://realitymodfiles.com/rhino/pr_news_21-1-09/taliban02.jpg
[GCA]Kravixon
01-22-2009, 01:01 PM
We MUST start taking promo shots with this faction.
[GCA]Le_Damner
01-22-2009, 01:13 PM
In talek !!!
[GCA]Crisisk
01-22-2009, 07:51 PM
i wanan play this :DD
[GCA]Socketman
01-22-2009, 10:11 PM
http://www.realitymod.com/forum/f196-pr-dev-journal/52428-features-project-reality-v0-85-a.html
Project Reality v0.85 Feature List
General Gameplay
- Updated Weapon Deviation for all weapons, hand held and stationary/mounted, has been completely overhauled to be more realistic. This includes the speed and techniques used for reloading, sighting in and deploying the weapons. Weapons are more accurate but still retain great advantages for firing in a stationary position.
- Updated limited kit request system - kits can now be requested from Faction-Specific Supply Crates and friendly APCs. Kit request removed from Forward Outposts and Rallypoints
- Added new logistics system, with 2 man trucks supplying crates that are necessary to build Forward Outposts as well as request kits. These trucks also deploy repair stations for vehicle repairs.
- Added and improved new 1st person weapon animations for nearly all handheld weapons.
- Decreased kit allocation times, infantry kits now take 5 minutes to return to the request pool after disappearing from the game world.
- Increased automatic rifleman max kits on a team from 3 to 6.
- Increased soldier sprint times and distances. Soldiers can now sprint continuously for 30 seconds, taking 90 seconds to regain all stamina back.
- Decreased transition time from prone to crouch stance
- Increased wounded time to 3 minutes.
- Added new ticket penalty system for destroying vehicles (jeeps/trucks -2 tickets, transport helicopter/apc/recon -5 tickets, tank/ifv/jets/attack helicopters -10 tickets)
- Updated Vehicle repair system - vehicles can now repair and reload at the new Vehicle Depot located at the main base. Vehicles can also get repaisr from repair stations. Wrench no longer repairs vehicles.
- Removed Jeep spawning from Forward Outposts
- Updated Wrench to now remove landmines, tripflares and grenade traps.
- Updated the overheating system on HMG's, cool down timer is now much longer for all .50 caliber weapons.
- Updated Scoring system, score for a player who has 2 punished teamkills will get his score reset to 0 (retaining all negative teamwork score).
- Added new incendiary grenade, which primary role is destroying enemy deployable assets such as Forward Outposts, HMGs, AA, foxholes and razorwire, as well as unmanned trucks and jeeps.
Game Modes
Assault & Secure v3 (AAS)
- Updated maps to use the new random AAS mode (randomly selects the CPs at start of round): Battle for Qinling, Fools Road, Kozelsk, Operation Barracuda, Qwai River
Insurgency (INS)
- Updated insurgent spawn timers, wounded insurgents can now be revived by epipen
- Updated ammo cache weapon spawns, on Iraqi Insurgent maps ammo caches spawn 1 Al-Quds RPK, 1 PKM and 1 RPG-7
- Added kit request ability to ammo caches on Insurgency maps with the Taliban faction
- Added rallypoint system for Taliban faction
- Added insurgent spawn points on all unrevealed ammo caches. When an ammo cache gets revealed the spawn point is deleted after 2 minutes
- Updated Intelligence Points System. Intel does not accumulate when all 3 caches are revealed.
- Updated Civilian ROE system: civilian player is flagged for 1 minute when equipping the medic bag and epipen, during this time the BLUFOR will not receive penalty for killing civilian player
- Updated ammo cache armor, cannot be destroyed by small arms and takes many grenades to destroy now, primary way to destroy ammo cache now will be with incendiary grenade
Command and Control (CNC)
- Removed Main Base flag captures
- Added new ticket bleed system: build all 4 of your forward outposts, and destroy all 4 of the enemy forward outposts, and the enemy will start a rapid ticket bleed
Skirmish (SKM)
- Increased capture radius for most skirmish layers
- Added Supply Crates at most CP's for kit requests
- Updated many maps to include more CP's for skirmish
- Updated ticket bleed on many skirmish layers
Counter-Attack (CA)
- Removed Counter-Attack game mode from v0.85, will return in the future, bundled together with the new "Scenario" game mode
Maps
- Added Asad Khal (MEC vs UK)
- Added Fallujah West (USMC vs INS)
- Added Karbala (USA vs INS)
- Added Kozelsk (RUS vs CHE)
- Updated Korengal Valley with new areas and 3 distinctive game modes (USA vs TAL)
- Updated Operation Archer with new statics, textures and lighting (USMC vs TAL)
- Updated all maps for gameplay, ticket and vehicle adjustments
Weapons
- Added Bayonets for Russian AK, Chechen AK, UK L85
- Added new Trip Flare (All factions)
- Added Artillery IED (Iraqi Insurgent)
- Added Grenade Trap (Iraqi Insurgent, Taliban)
- Added Proximity IED (Iraqi Insurgent, Taliban)
- Added Incendiary Grenades (All Conventional Factions)
- Added PF-98 Heavy Anti-tank (PLA)
- Added RPG-7 Tandem Warhead as a temporary placeholder (Russians)
- Added Al-Quds RPK (Iraqi Insurgent, Taliban)
- Added AKS-74u (Russians, Insurgents, Chechen, Taliban)
- Added AK-47/AKM (Insurgent, Taliban, Chechen Rebels)
- Added AK-74M Scoped, Ironsight and UGL (Russians)
- Added AK-74 Scoped, Ironsight, UGL (Insurgents, Taliban, Chechen Rebels)
- Added M16A4 w/ M68 (USMC)
- Added new buckshot and slugshot weapons for Insurgent class
- Updated shotgun firing and reload sounds and animations
- Updated G3A3 CQB Rear Apiture Sights (MEC)
- Updated M4/M16 series with new 3D Aimpoint (USA, USMC)
- Updated Eryx Scope (MEC)
- Updated Smoke Grenade skins
- Updated landmines, max deployable 20 with 20 minute decay timer after death
- Updated all assault rifle animations to look more "urgent", and averaged out the reload times to about 6-7 seconds
- Updated all light machine gun deviation to be more accurate but take longer to gain that accuracy
- Updated all light machine gun animations
- Updated AT mine deployment animation which is aprox. 5 seconds long
- Decreased field dressing deploy/reload time
- Decreased Assault Rifle scope zoom in time to 0.75 seconds
Vehicles
- Added Lynx AH-7 Transport Helicopter(British)
- Added BTR-60 APC (Russian and MEC)
- Added T-72 Tank (MEC)
- Added Gaskin Anti-Air Vehicle (MEC)
- Added Humvee Avenger Anti-Air Vehicle (USA)
- Added Logistic Trucks (All Conventional Factions)
- Added new HUD's for all Attack Helicopters
- Added new HUD's for all Russian vehicles
- Updated dirtbike with new driving mechanics and leaning ability using the mouse
- Updated Un-armed Jeeps to include more passenger seats (All Conventional Factions)
- Updated all vehicle wreck models and textures to be more realistic
- Improved and completely overhauled the BMP-3 APC weapon systems (MEC)
- Improved Huey Transport Helicopter maneuvering and flight physics (USMC)
- Fixed the HUD's for all APC passengers
- Increased explosive range of APC HE rounds (3m to 6m)
- Decreased blast radius of suicide bomb car blast
Deployable Assets
- Added new improved Razor Wire deployable
- Added new Foxhole deployable position
- Added new improved HMG deployable position
- Added new improved AA deployable position
- Updated the HMG deployable ironsights to be more helpful
Equipment and Team Assets
- Added new team specific large supply crates
- Updated the new large supply crates so that they are now team locked. Players can only rearm and request kits from your own teams crates, crates are marked with the faction flag to indicate ownership. Cannot rearm or request off enemy crates.
- Added new Vehicle Depot to all main bases for vehicle and infantry rearming, repairs and healing
- Added new deployable repair station, deployed from logistics trucks, this station slowly repairs vehicles in a 20 meter radius, each logistics truck can deploy 1 repair station
Factions
- Added new Taliban Faction for all maps based in Afghanistan
- Added new Russian Faction
- Updated Iraqi Insurgent Faction with new models and kit loadouts
- Updated Chechen Rebel Faction with new kit loadouts
- Updated All Factions to include new faces, each faction now has 4 distinct faces
Kits
- Added new class: Rifleman Specialist, spawnable infantry kit with shotgun and grapple hook
- Added incendiary grenade to all conventional army infantry kits (officer and medic included)
- Updated Combat Engineer, now a limited kit (max 2 per team) with C4 and landmines
- Updated Civilian Collaborator, now with Medic Bag and Epipen
- Removed Ghille Suit from all Snipers
- Removed Spec-Ops Kit
- Removed weapons from pilot kit
- Added GLTD to sniper kits (All conventional factions)
- Added shovel to Cell Leader kits (Iraqi Insurgent and Taliban)
Icons and Map Display
- Added new kit icons for all kits
- Added new Squad Leader Command icons: Attack, Defend, Observe, Build
- Added new icons for Command Post and Vehicle Depot
- Added all new kit icons on the kit dropbags (so kits on the ground will now have accurate kit icons)
- Removed ammo counter background
- Removed icons above nametags with "3d map" on
- Removed direction arrows on minimap soldiers
- Updated CP name coloring on the map so they are easier to read
- Updated the red screen overlay when bleeding, to tone down the blood texture a bit
- Updated many vehicle icons to have their own unique icon (TOW humvee, logistics trucks, unarmed jeeps, etc)
- Updated compass transparency and outline to be a lighter grey, but more visible
- Updated position of VOIP, heal and ammo icons to be bottom right instead of middle of screen
Sounds
- Added many new weapon and vehicle sounds
- Update to the BF2 EAX audio system
- Updates and improvements to the PR Distant sound system
- Added new military-style radio filtering for the Q and T commo rose commands
- Added new loading music for some of the new maps
- Added new win/lose music for the Russians
- Added new British Commander Voices
- Added new voip activate/deactivate sounds when speaking to Commander "V".
- Added 1/2 second of silence to the start of air asset lock warnings. This means that AA missiles should be headed your way before you get the warning.
- Increased volume and distance of engines and tracks on most Jeeps, APCs, Tanks as well as civilian vehicles
- Updated coaxial reloads so they are now on the left or right channel only
- Updated APC firing sounds to be louder and more realistic
- Removed "running low on reinforcements" bf2 voices
- Fixed ZIS3 AT Cannon reload sound
Effects
- Added new muzzle flash effects
- Added new helicopter rotor wash effect
- Added many new explosion effects
- Added new bullet impact effects
Misc Changes and Bug Fixes
- Updated Main Menu screens
- Fixed a bunch of statics that were not properly drawing at long range
- Fixed training mode so it no longer appears in server browser with the list of public internet servers (must go into training tab to join these servers)
- Fixed the soldier dead bodies, they will no longer fade out / look transparent (still disappear after 3 minutes)
- Added carrier protection so AA missles can no longer destroy helicopters on the deck of the carriers.
- Added (not by choice :P ) new consequences for picking up enemy weapons. Now if you pickup an enemy kit, you will also pick up their helmet, mag pouches and gear.
- Removed dirtbike passenger ability to fire weapons (no more drive-by IEDs)
- Updated Re-allocation rules for Officer kit to allow Squad Leaders whom may have lost their kit to easily obtain a new one
- Updated Forward Outpost Logic, must be set at least 300m away from another FO.
- Updated Forward Outpost Logic, must be set at least 300m (600m on 4km maps) away from your Command Post.
- Updated Forward Outpost Logic, can be deployed by a squad leader with the Officer or Engineer kit.
- Updated Forward Outpost Logic, FO will lose their spawn point if 3+ enemies get close to it. After killing the enemy, the spawn point will reappear in a minute or two.
Insurgents ftw,:eek:
don't know about the "new" bikes":rolleyes:
edit*
H1tman;1382']around 1.4 gigs
It's levels+core like 0.8/0.7
Double the trouble - big will have a new meaning.
Could be the size of a DVD.(under 4gb)
Minimod is no more.
[GCA]Wyspa
01-22-2009, 11:13 PM
Both files have 3.2 Gig
1.8 Gb core
1.4 Gb maps
So this should fit DVD :)
Eye-1
01-23-2009, 10:30 PM
Bah. I will give 0.85 a go, but this is likely to be the end of PR for me.
I mean, RELOAD TIME on the hellfires? Sorry, no realism in there, you can fire em as fast as the firesolution you`re using allows, and thats when you have all the avionics and sutch.. Having this fucking limitation, among serious AA buffs, and serious Air nerfs.. as I pilot, I no longer have any hope for PR..
Arma 2, here I come.
[GCA]Bisshop
01-23-2009, 11:21 PM
meh, the RPGs got nerfed, forget about the flying stuff.
the RPgs are way worse, I can drive around in my Lav taking 3 hits if theyre not all 3 on my back and jsut keep on driving.
[GCA]NickO
01-23-2009, 11:35 PM
Bisshop;1781']meh, the RPGs got nerfed, forget about the flying stuff.
the RPgs are way worse, I can drive around in my Lav taking 3 hits if theyre not all 3 on my back and jsut keep on driving.
+ RPG HAT kits... just stupid
[GCA]Socketman
01-25-2009, 01:29 AM
Added new ticket bleed system: build all 4 of your forward outposts, and destroy all 4 of the enemy forward outposts, and the enemy will start a rapid ticket bleed
That's why there was no bleed Khidr has to be
4 FOB's and 0 for the other side.
[GCA]Uncle Blues
01-25-2009, 08:47 AM
I so fu$@)ng positively surprised with the new PR version. Especially with the Kozelsk map. The level of awesomeness of this map is just making me high or drunk, don't know well. :D
[GCA]SnowControl
01-25-2009, 09:56 AM
I'd have to agree. It has definetly sped up the gameplay again, with the rifles being faster, what seems to be longer sprinttimes, better sights etc etc.
Its enjoyable again! :D
vBulletin® v3.8.4, Copyright ©2000-2012, Jelsoft Enterprises Ltd.