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craig.turner

Project Reality Development

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Why don't you use the Arma 2 default map and save your time then? with a bit of desert spots around? in fact I think that's whats happening anyway looking at the trailer

The Op Arrowhead map is 'Takistan' a fictional place, if the PR devs follow what they did in BF2PR then we will see satellite images used to make maps for their Afghanistan map.

It will be neat to see which area they pick. If I was a betting man I would think Helmand Province. :)

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Well as I said in the first thread, really impressed thus far. You can really see the quality in what has been presented to us so far (especially loving that video! :D ). I've enjoyed the work that PR put out on BF2 for sure. In fact, PR is the only reason I still own BF2 and install it. So it's going to be pretty exciting to see what you guys do for ArmA2. Wish the PR team all the best with their goals!

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I would like to welcome you on board.

I think it is great news for the ArmA 2 community that a team capable of producing a content with very high quality has joined it, as the quality is what matters most in the end and Project Reality is renown for great quality.

As for the fear your mod may be a little bit different, I think a little more versatility will do the community good anyway. The world is big and there is lot of place for many different kinds of games or mods.

Regarding the people telling you vocally what you should and should not do, well, you can do the same that has proven extremely healthy to us during development:

Dogs bark but the caravan goes on.

... but being experienced as you are, I guess you probably already know this.

One more time: Welcome on board.

Now that's one hell of an endorsement. Thanks, Suma.

[R-DEV]Masaq

(Project Reality Management Group)

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I will try to answer most questions when we put out an update, in about a week or so.

Thanks

UKF

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Well as I said in the first thread, really impressed thus far. You can really see the quality in what has been presented to us so far (especially loving that video! :D ). I've enjoyed the work that PR put out on BF2 for sure. In fact, PR is the only reason I still own BF2 and install it. So it's going to be pretty exciting to see what you guys do for ArmA2. Wish the PR team all the best with their goals!

Same here, the only reason I have BF2 installed is for PR, and now I'll have a reason to reinstall ArmA2.

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The beauty of this mod is you could really have a few different maps, all detailing different areas.

You could have semi desert type mountains for high player missions, a large desert style map = good FPS

For close quarter battles a small map with a few small villages (Not sure of the Afghan word for it) walls etc, mostly using the same textures again would be pretty good on FPS

Plenty of options on top of that add in the assets theat will come with OA i all looks very good.

Southy

Edited by Eble

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I would like to welcome you on board.

I think it is great news for the ArmA 2 community that a team capable of producing a content with very high quality has joined it, as the quality is what matters most in the end and Project Reality is renown for great quality.

As for the fear your mod may be a little bit different, I think a little more versatility will do the community good anyway. The world is big and there is lot of place for many different kinds of games or mods.

Regarding the people telling you vocally what you should and should not do, well, you can do the same that has proven extremely healthy to us during development:

Dogs bark but the caravan goes on.

... but being experienced as you are, I guess you probably already know this.

One more time: Welcome on board.

Thank you very much, Suma. Placebo, cheers for your work :)

The team seem to be very excited to see what they can do with the engine, which is great to see! Thanks for the kind words.

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Hey guys, I was an active realitymod.com forum member, not so much here ;)

If there's anyway I can be of help, just let me know :) I'll gladly do what I'm asked for, if possible ;)

BTW I know you guys probably already have the Afghanistan map done by now. But if for some reason you don't... this video that I just watched shows pretty nicely how everything in Southern Afghanistan looks like (reminds me of Operation Archer from PR:BF2).

http://www.youtube.com/watch?v=m9sOgjpmd4c&feature=fvw

m9sOgjpmd4c&feature=fvw

Edited by goguapsy

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Archer is nice, i wonder since this first map is a 10x10 km, if we will get more maps, and then how large they are?Truly am looking forward to this mod.

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I think I speak for alot of mainly SP players who are ready to break out into MP once this comes out. In my own experience I've always had a tough time finding a room with good PVP in which players actually care about the objective rather then points or being sociopathic rambos.

I'm the type of player that doesn't mind a chain of command even if my job is simply to move supplies around as long as the whole team is on the same page -it's rewarding.

Best O' luck to you guys!

Cheers, exactly my kind of gameplay!

In a PR match i stayed for over 20 minutes with my squad in a capping zone without engaging a single enemy because that where the orders of the commander. Sound boring but it wasn´t since we got 5 minutes of an extensive firefight with a OPFOR squad trying to cap the zone!

Imho NO other game, commercial or mod, has better teamplay on public servers than PR because the game design is enforcing this and i hope the same strong restrictions will apply for PR/ArmA2 too!

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Cheers, exactly my kind of gameplay!

In a PR match i stayed for over 20 minutes with my squad in a capping zone without engaging a single enemy because that where the orders of the commander. Sound boring but it wasn´t since we got 5 minutes of an extensive firefight with a OPFOR squad trying to cap the zone!

Imho NO other game, commercial or mod, has better teamplay on public servers than PR because the game design is enforcing this and i hope the same strong restrictions will apply for PR/ArmA2 too!

I feel encouraged by this because these are exactly the kinds of experiences I've frequently had in ArmA, albeit co-op. You get people who are willing to run transport for an entire mission without firing a shot or even seeing the combat in some cases. I've played in missions where people have formed the supply column for armoured vehicles for a mission that lasts several hours! I've personally done similar things and probably anyone who's played organised co-op for any length of time has too.

I wouldn't blame someone for thinking this is a bit over the top - it's certainly an acquired taste - but I think it's proof that the ArmA 2 community has a great many people with a great team-oriented mindset that will enhance the mod immensely.

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Hi. in the original thread that got locked, i mentioned how at first, PR had no plans whatsoever to port this on Arma 2 engine and many people in the forum laughed at me for suggesting it.

i have found my post here:

http://www.realitymod.com/forum/f10-pr-bf2-general-discussion/64002-what-we-community-expecting-here-0-9-a-7.html#post1089335

---------- Post added at 08:48 AM ---------- Previous post was at 08:38 AM ----------

Cheers, exactly my kind of gameplay!

In a PR match i stayed for over 20 minutes with my squad in a capping zone without engaging a single enemy because that where the orders of the commander. Sound boring but it wasn´t since we got 5 minutes of an extensive firefight with a OPFOR squad trying to cap the zone!

Imho NO other game, commercial or mod, has better teamplay on public servers than PR because the game design is enforcing this and i hope the same strong restrictions will apply for PR/ArmA2 too!

If you join a clan you can enjoy a similar experience. i was/think im still in a clan that we had a session where it was us vs the AI and we had to trek to a specific point in a map and along the way encountered hostiles in the main roads. we all got into position and waited for the order via teamspeak and we managed to take them all down successfully.

10-15min later we reached our main objective which was an air strip base filled with loads of hostiles. we began taking them out from a distance but we diddnt really co-ordinate properly so most of us died during what seemed to be a 30min+ fire fight(i ran out of ammo a few times!).

Only about 3-4 of us reached their base and when we was inside the hanger, we was practically surrounded and stayed their for like 20mins defending ourselves and taking cover!

Their was only two of us left and i told they other guy we should leg it to the chopper that was right outside so we did and managed to get to the chopper safely and took off and picked up one of our snipers further away! after we picked him up we was air born and bloody hell the hostiles must have called a chopper on us and blew us out of the sky LMAO.

what a game and that is one of my most memorable sessions in Arma 2.

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Welcome to Arma!

I once played with the very nice Charlie Foxtrott community (PvP battles for zones), but it was a little too time consuming for me to stay with it. So I am really looking forward to what might bring more structured PvP to public servers.

I hope the PR team could explain the intended game mode a little more since I never played PR before. Are these features a hint at what we can expect?

Edited by schaefsky

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Sounds good, my only fear is this, and tell me if it's irrational, just thought I'd throw it out there:

It's very insular and not at all designed with other mods in mind (the CBA debate). No doubt it's going to be insanely popular with the BF2 refugees (:D) alone, but PR also has some of the best ArmA modders so as far as the "competition" debate is concerned, there probably won't be any. Furthermore, it's going to be pretty simple to set up from what I've read so expected popularity is already at 150%.

Back in ArmA1 from what I can remember everyone played with the ACE mod, I can see this being similar with PR:A2, or possibly even more so, however ACE was pretty damned compatible and so there were plenty of other mods out there running side-by-side, however this won't be the case with PR will it? Furthermore it was said there's be tight control on servers to make sure they were running the way PR wanted them to be run?

Now here's where it gets tricky: this effectively means that you have a giant and virtually impenetrable wall between Project Reality and every single other mod out there. Once you hit >50% of player in PR then the rest of the community takes a back seat and developers essentially have to develop with PR or nobody can use their addons (ok they can but you know what I mean).

Correct me if I'm wrong but this is almost like a takeover bid on the entire ArmA2 community, lol :p

Just good old pessimistic speculation but thought I'd get that out, I don't mean to come off all doomsday "end of the world" on you all ;) Also it's late and my mind 'aint working all that clear so forgive any major grammer/logic flaws above :D

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developers essentially have to develop with PR or nobody can use their addons

Hm... That sounds like it is with ACE2 at the moment. ACE2 isn't really (easily) compatible AT ALL with other mods. Try any none-ACE vehicle or launcher with ACE2 and you will see what I mean.

So, if this is no problem now, it won't be when PR:ArmA2 is released. It won't exclude modders any more than ACE does.

Anyway, I'm eager for the first release of PR :)

Edited by Dimitri_Harkov

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If you join a clan you can enjoy a similar experience

Since that is the absolute last thing I want to do, I can't wait for PR either. I know what they have done, can do, and will do... and it will be what Arma public PvP does not currently have. Almost everything about the public PvP scene (servers, tournaments, missions, etc) in Arma right now is pretty pathetic in my opinion.

Thanks for coming to Arma, and welcome, you made my day with the news.

And I am glad you're not using anything else, but your own work, and just making it stand alone. Their are other great mods of course (I love them all), but you don't have to use them because someone else calls them a 'community standard'. If you all do what you say you'll do, this will become the standard...

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Hm... That sounds like it is with ACE2 at the moment. ACE2 isn't really (easily) compatible AT ALL with other mods. Try any none-ACE vehicle or launcher with ACE2 and you will see what I mean.

So, if this is no problem now, it won't be when PR:ArmA2 is released. It won't exclude modders any more than ACE does.

Anyway, I'm eager for the first release of PR :)

Altough not wanting to participate in the discussion, I would like to put some details straight :)

There's 2 different topics that are being mixed up

either

a) Your addon can not use all of the features that are supplied by another mod/addon.

or

b) Your addon can't work/initialize, when a certain mod/addon is loaded.

Incase of a) this is not really incompatibility IMO, this simply means there are specific properties required to make certain (advanced) systems work with your addon.

Incase of b) this is imo really a compatibility issue, as your addon (or at least the system initialization) will not function at all.

for b), Solus and Killswitch designed XEH (Extended Eventhandlers) for ArmA1, and we took that to the next level, and extended on that with CBA for ArmA2,

which a great many addon makers and mod teams have adopted, including ACE.

So basically what i'm saying, is that to be "ACE Compatible" or maybe better called "Community Compatible", one would have to be "CBA" or at least "XEH" compatible.

And to be able to USE some of the (advanced) features of the Mod, with your addon, you would have to apply certain properties.

IMO that's a big difference :)

Edited by Sickboy

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Why are we talking about ACE/CBA and compatibility issue again.. isn't that why the last thread was closed?

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Why we talking about ACE/CBA and compatibility issue again.. isn't that why the last thread was closed?

Oh, my apologies. Haven't really been following, and just read a post I wanted to respond to.

Will withdraw :)

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It's all good, just thought i'd give a heads up :P

on the ACE/CBA compatibility issue UKF posted this

Guys I would just like to make it clear here - there is no "rivalry" involved at all with anyone !!

PR respects the work that ACE 2 do within the ArmA world, however our goal is totally different so really can not be compared.

Our goal is to create a Mod for ArmA2 which is based around PvP (not coop) on well administered "Public" servers, for the players who want to be involved in realistic teamwork, and gameplay - we are currently working on an Insurgency Mode too as we speak.

We will not be using ACE 2 or CBA, everything we do we will be doing in house as a team, for us this is what will work best for us.

Yes it will take a bit of time, however we can then work at our speed, and are not dictated by other Mod Teams, to redevelop so that we remain compatible with them.

This I know is not to everyone's liking, and that's fine, as we want to attract players who want to play our Mod, in the way we have set out to create it, we are not simply putting out a Modification - to see how many players we can get playing, if our Mod is good it will come naturally.

We have a "large" talented team at Project Reality, and think we are up to it. We are fully aware it will take time to get it right, and are happy with our decision.

Thank You - I hope that clears some questions up.

UKF

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Why are we talking about ACE/CBA and compatibility issue again.. isn't that why the last thread was closed?

Matter of fact, what has ACE/CBA mod got to do with this one?

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