craig.turner 10 Posted September 30, 2010 - Portacabin To compliment the FOB, we are working on a portacabin static, something you will always see inside FOBs of this scale, and another addition to our objects pack: Share this post Link to post Share on other sites
craig.turner 10 Posted September 30, 2010 - Updated UI Work as ever continues on improving our UI. Here's some information on our latest work. Project Reality Main Menu concept We now have a fully working proof of concept of the main menu. While there is nothing wrong with the original per se, we felt a unique main menu would fit Project Reality's image much better. Project Reality Main Menu warning Project Reality introduces two new key assignments: A Player menu (default: T key) and the Interaction menu (default: Left Windows key). These controls are critical for the gameplay, hence why we implemented a warning screen to alert players who do not have the keys assigned. This can be done easily in the new Project Reality controls category in the Controls options. Project Reality Controls Within the Interaction Menu we have now added a dedicated section for the Project Reality Controls to keep things organised and simple for the player. - Become a PR Developer or Contributor The Project Reality Team are still actively recruiting talent! If you would like to be a part of an established development team, with some experienced developers and many more contributors, or you have a skillset within ArmA2 and would like to help out, please don't hesitate to contact any of the team, or email [R-DEV]UK_Force. Whatever your skill, let us know. We are always recruiting. So thats it for September, we still have so much to show you all and still a lot of work. Every month something else is being reworked, tweaked or improved, and that may delay us even further. What we can promise you though is that the wait should be worth it. Thanks once again for reading this Highlights Reel and supporting Project Reality as a community. Until the next time..... - The Project Reality Team Share this post Link to post Share on other sites
LEEROY_UK 10 Posted September 30, 2010 (edited) OMG!!! This is soo good im speechless, too much for one man to take this early in the morning lol Brilliant job lads This IS Project Reality !........ on steroids !! Edited September 30, 2010 by LEEROY_UK Share this post Link to post Share on other sites
clawhammer 10 Posted September 30, 2010 Nice work ! :) Share this post Link to post Share on other sites
Yano 18 Posted September 30, 2010 Very nice, im looking forward to the gameplay. Share this post Link to post Share on other sites
Wiley -GER- 10 Posted September 30, 2010 Awesome,purely Awesome ;) greetz from the German Northsea Share this post Link to post Share on other sites
SnR 1 Posted September 30, 2010 Looks great. Is there any information on Server requirements, regarding configs settings and flexibility with all difficulty settings. Share this post Link to post Share on other sites
papanowel 120 Posted September 30, 2010 Counter Insurgency Overview, this game mod looks great. Like the merlin where you can open the back door. Thanks for the infos. Share this post Link to post Share on other sites
sxp2high 22 Posted September 30, 2010 ... impressive ... :butbut: Share this post Link to post Share on other sites
galzohar 31 Posted September 30, 2010 Looks nice, though I'm a bit worried about the forward spawns. I hope there are effective counters to them and that it would be possible to destroy them without first spawn camping everyone that respawn there until their respawn time is high enough for you to advance? Overall one of the main things I really hope I won't see in PR is having me respawn near enemies or have enemies respawn near me. Hopefully you manage to make it so players never really respawn closer than 500-1000m away from their nearest enemy and never inside their enemy's direct line of sight (nor behind an object that is in their enemy's direct line of sight), as those kinds of respawns really ruin the PvP experience IMO. At least for me. Have you already done something to avoid the above? If so, what? Share this post Link to post Share on other sites
sabre 244 Posted September 30, 2010 They have already done a system for that in the BF2 version, where the rally point or forward outpost is 'overrun' when there is an enemy within a certain distance of it and you can't spawn in on it. Also with the BF2 version it is possible to destroy the FO's. So hopefully we will see that in this version too. Share this post Link to post Share on other sites
bigpickle 0 Posted September 30, 2010 Stunning, you guys had me hooked with BF2, but this is something else. I cant wait. :) I really hope PR-A2 will include a CTI mode where players game against AI. Share this post Link to post Share on other sites
minimalaco 30 Posted September 30, 2010 Very nice !!! Share this post Link to post Share on other sites
galzohar 31 Posted September 30, 2010 Hopefully the definition of "overrun" will be adjusted for the combat zones we'll have in Arma 2, then. If you look at stuff like current public (vanilla) AAS for Arma 2 you'll see that due to their definition of "overrun" you still often spawn inside the combat zone while it is under fire. Anyway I can see how this can work, hopefully it will ;) Share this post Link to post Share on other sites
abs 2 Posted September 30, 2010 I'm so excited about this! :D Abs Share this post Link to post Share on other sites
dunnobe 10 Posted September 30, 2010 ZOMG, this is gonna be intense! Looks better than I expected. Hope it brings the PR Gameplay to another level! That super F.O.B looks like a labyrinth though. How will I ever find my way out? o_O Share this post Link to post Share on other sites
nuxil 2 Posted September 30, 2010 Ahh you guys got some sweet stuff going on there. looking forward to this mod. keep up the good work Share this post Link to post Share on other sites
dredge 10 Posted September 30, 2010 That super F.O.B looks like a labyrinth though. How will I ever find my way out? o_O C4. Make your own exit :p Share this post Link to post Share on other sites
cole 0 Posted September 30, 2010 C4. Make your own exit :p Special Forces style! Just blast your way through anything.. I love the PR command circle. Finally stuff is gonna be easier to control and manage :) And the fact that you're using ingame Options menu for the key changing is also nice and easily usable. Oh and great work with the sounds as well. I'm really liking what I see so far. Keep it up guys! Share this post Link to post Share on other sites
11aTony 0 Posted September 30, 2010 Ive just seen new AAS videos on armaholic and I have to say it got my interest. Im looking forward to this. Share this post Link to post Share on other sites
Thunderbird 0 Posted September 30, 2010 Impressive. My only grip is about the weapons sounds effects. They don't meet the quality of the rest. Maybe get a look at the JSRS MOD. Regards, TB Share this post Link to post Share on other sites
dredge 10 Posted September 30, 2010 The sounds are still a WIP. Everyone is taking great care in creating the best content they can. Share this post Link to post Share on other sites
Smurf 12 Posted September 30, 2010 Impressive work! What I like the most is the new User Interface Graphics, simple, clean and easy to use. Thats what BIS games needed from the start. Share this post Link to post Share on other sites