craig.turner
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Everything posted by craig.turner
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Is the Arma Communtiy getting too obsessed with legal issuse such as EULA's ?
craig.turner replied to rhaggan's topic in ARMA 2 & OA - GENERAL
I would suggest the Creative Commons Licence is not just a "silly" set of rules as was mentioned earlier: PR indeed has one of these licences too: http://www.realitymod.com/licensing.html http://creativecommons.org/licenses/by-nc-nd/3.0/ Legal Licence for those that wish to read: http://creativecommons.org/licenses/by-nc-nd/3.0/legalcode Who else uses Creative Commons Licences? Al Jazeera Flickr Google WikiPedia whitehouse.gov To name a few ?? . -
Is the Arma Communtiy getting too obsessed with legal issuse such as EULA's ?
craig.turner replied to rhaggan's topic in ARMA 2 & OA - GENERAL
I see the debate has continued here now, such a shame as its not even a PR Thread. Posts like this are why we had the PR thread locked, as it was not worth the hostility. However to explain whilst people are talking about PR here The whole reason for us going down this EULA route is because it actually "works" for PvP, and it ensures the players that want to play PR can - easily. If we allowed our content to be ripped apart and used as a "free for all", within a month of release we will end up with servers running all manners of PR Variations ......... that puts the MP Scene exactly where it is now, with certain add ons required for certain servers - For PR that is what we do NOT want. Please feel free to stay clear from the Mod, if you do not agree, its quite simple. Many people have put down the Mod and are hostile to its team (Most of the PR Team are from the ARMA2 Community anyway - which is rather funny), but still waste their breath debating it ...... if your truly not interested why waste your breath with all this discussion? If your interested this explains it further: http://www.realitymod.com/forum/f509-mini-updates-team/101980-15-community-modding-pr-arma2.html#post1652908 Finally: If you wish to continue these hostilities, please feel free to pm and deal with me and not send "threats" to members of the PR Team via pm's on these forums - which is becoming regular over here, I will happily accept your "threat pm's" rather than upsetting the team - who work hard, and do not deserve this. :( UK_Force . -
An appeal for help - show BIS what VON means to you
craig.turner replied to dslyecxi's topic in ARMA 2 & OA - GENERAL
I really agree with this too, a great thread. . -
Project Reality - WIP Discussion
craig.turner replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
@ Franz, I am not sure when I have said that PR are all super Developers, and that we look down on "crappy" add ons ---- far from it ?? Guys I am not sure there is any need for all this hostility is there? The reason we are doing things this way is because we want to have ONE Mod, that can be ran as MP, and ran in such a way that it keeps MP Alive, which has worked fantastic in BF2. By "controlling" the MOD, we still average over 200 players 24/7 on servers - average. Nearly all the other BF2 Mods, have closed down, and the ones remaining are not server populated. If we can bring something like this to ArmA2 then for those that want it, its a plus point for everyone. If it fails with the community here, it fails, and we will happily run with it in the PR Community, which will populate the servers anyway from the outset. Missions - if you want a mission, released and playable on the servers, it just needs running by the team to check it fits in with the gameplay modes, and we will add it to the Mod, with Credits of course. Like BF2, we will also fully embrace Community work, in the same way we have always done ....... again, controlled it will simply ensure it is smooth, and fits in with PR well. We are merely trying to do something different in ArmA2, as what has been attempted before to really bump the whole MP scene has not worked yet, and maybe this just might ? I am sorry if you guys do not see that, it is clearly better if PR refrains from posting in these forums, as it is causing people to become very wound up about something that in essence is a "game", which you can either play or not. All information on PR: ARMA2, as always, can be found on our site www.realitymod.com @ a Moderator as far as PR is now concerned you may close the thread if you wish, as we will not be updating PR in these forums anymore. -
Project Reality - WIP Discussion
craig.turner replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
My apologies fully, in my haste to post whilst under bombardment from the other posters, I should have worded it: which I have edited, I used the term STHud, as it was commented by someone about it, and referring to it as such. A little better, meant "for our gameplay style" Again a rush post, which is never a good thing to do. Apologies, no offence meant what so ever . -
Project Reality - WIP Discussion
craig.turner replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
lol, I will let you continue to discuss, we have work to do to get this BETA release out now ;) . -
Project Reality - WIP Discussion
craig.turner replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
On a decent server spec with low Pings, its fine. Again a lot depends on pings and the actual server specs, which we have trialled various specs to test them (Details of which will follow) For the release we will have 4 official PR servers running, all are high spec and will cover most parts of the world, apart from Asia, as one dropped out last min. To run just these servers for the first 4 weeks, will hopefully ensure decent amounts of players on them, which in turn will give us good feedback. Nope, the LAN Factor has already been taken into consideration, and it will have no effect on hosting/running a LAN server at all. . -
Project Reality - WIP Discussion
craig.turner replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
It amazes me how nearly 80% of this thread is spent discussing how/why and the legalities of ripping this MOD apart to use as people want, instead of discussing the actual Mod itself. I must have said over 20 times in this thread why and how we are doing it the way we are. The server issue, is covered using a server whitelist on our realitymod host, that will cross reference with the client. Meaning if a client attempts to join a non official PR server (ie not on the whitelist), the screen will black out and he will be unable to join. . -
Project Reality - WIP Discussion
craig.turner replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Dr_Eyeball has created the game modes fully from scratch, and is based on 7 years of PR: BF2 Gameplay. edit: - Apologies ........The Squad HUD we use is also 100% ours, and if anything is a little better for our Gameplay style. Anything we have used is in the credits (in the manual), and we have a full archive of the agreements in place if required in the future. Extracts from the PR: ARMA2 EULA -
Project Reality - WIP Discussion
craig.turner replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
No, hence I said EULA & the Legal Agreement with Bohemia ie, The BAF stuff will be covered by the agreement The EULA will cover our assets as "our responsibility" . PR: ARMA2 is not an addon we have created to be stripped apart by the community as they wish, its a PvP game mode - hence we want our work protected. The whole reasoning for PR: ARMA2 was to enhance the MP area, and keep it simple with not having to worry about 6000 addons to play on a server. There always seems to be a huge debate around this area, when actually its quite simple, we don't want our work ripped apart - that is our decision. realitystudios, which is our commercial side also has these assets available for the Game industry, and this is another reason for preventing them being ripped out. It has been proven over the years, that one of the main problems with ARMA2 Public MP, is the fact that Mods/add ons are stripped apart, diluted with other mods, making 1 - it hard for the public to play on the server, and 2 - possible errors when combining mods which throw up errors/bugs on the servers. PR is attempting to come at this at another angle, and be able to provide ONE Mod that is simple to join and play PvP, without all the problems I have mentioned. If you do not agree, or like this concept then please look elsewhere for something that may suit your style of gaming. Its all about choices, which surely is a good thing. :D . -
Project Reality - WIP Discussion
craig.turner replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
There will be nothing "technically" stopping you do this no. Of course you may do what you want in the editor, and in private for your own use as per the EULA.... However the EULA, and the Signed Legal Agreement with Bohemia - will mean you can not make these available to the public. This is the same for the whole of the PR Team. ie even the Developers MUST sign this individual Legal agreement, before they work on PR: ARMA2. This means providing non offical servers with "bits" of PR, Missions to the public with "bits" of PR etc etc will NOT legaly be allowed. All of our Assets, as per the Legal Agreement have had to be watermarked, and covered under the legal agreement we have in place. Otherwise the spread of BAF assets would be ridiculous for Bohemia. The only way to "release" missions for PR, is via speaking with our team. The only way to "legally" run a server with ANY PR assets, is via signing for a server licence - where you will then agree to the terms and conditions to allow you to run a PURE PR Server. Failure to do this will mean you are in violation of our EULA, and also will put you in a Legal problem with Bohemia. . -
Project Reality - WIP Discussion
craig.turner replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
As most of you are all already aware of, the upcoming release of the Project Reality: ARMA 2 modification is going to be BETA only. The primary goal of this first release is to incorporate the Project Reality style of gameplay into the ARMA 2 game. With that said, some assets have not been included in the v0.1 BETA build. However, we have included a few placeholders to cover what assets did not make it in. The aim of PR:ARMA2 remains to thoroughly test the PR gameplay and ensure we prove the concept before we continue adding other assets into the mod. Project Reality: ARMA 2 Manual The Project Reality Team is proud to announce the first official release of the Project Reality: ARMA 2 Manual. There are currently two different versions of the manual available for download: an interactive PDF that contains instructional videos embedded directly into the document and a standard, non-interactive PDF that contains links to the instructional videos. The non-interactive manual should be used if you wish to print the manual out. Download the Project Reality: ARMA 2 Interactive Manual Here Download the Project Reality: ARMA 2 Standard Manual Here The manual will be a constant work-in-progress and as the PR:ARMA2 mod is updated and changed we will be sure to keep the manual up to date. Current discussions may mean we move to a wiki for the more detailed information in the future, leaving this document for the "Basics". Project Reality: ARMA 2 Instructional Videos The Project Reality: ARMA 2 instructional videos are also available on the Project Reality YouTube Channel: Here is the first one Qbn5haezkg0 The Project Reality Team have worked hard to produce these videos, as we believe it is the best way for people to understand and learn the important concepts we are using. This is the ideal way to get up to speed prior to the PR:ARMA2 v0.1 BETA release. For all those hoping to play PR:ARMA2, we strongly suggest you watch all of these videos and read through the manual, as they are tied in with the basic understanding of ARMA2/OA and should put players in a good position to enjoy the Project Reality style of gameplay. We hope you enjoy the videos, the manual and more importantly we hope that they will help assist players with the upcoming release. Please stay tuned to the Project Reality website for further updates over the next few days regarding the much anticipated release of Project Reality: ARMA 2 v0.1 BETA! -The Project Reality Team -
Project Reality - WIP Discussion
craig.turner replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Have to say that is highly unlikely, as Mrs UK_Force would probably have found out, and I would not be typing this now :D . -
Project Reality - WIP Discussion
craig.turner replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Yep I am aware of what Coop is indeed, we implemented it eventually into PR: BF2, and I have played a few CooP games over the years ;) PR will be Humans v Humans only, always has been that way since we announced PR: ArmA2. . -
Project Reality - WIP Discussion
craig.turner replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
PR: ArmA2, have not removed the editor what so ever, where ever you heard that from is pure gossip. We have not done any development or testing however within SP/CooP - and we will not support it at all either, as PR is a PvP MP Mod only. Well not quite actually ........ our EULA will cover people "fixing" things, along with the the Creative Commons license we have held for 3 years for all our assets. Please see our Licensing page Please note the PR: ArmA2 EULA is out of date on this page, as there has been a recent addition which involves the agreement with BI, and the lack of its use outside of PR. Of course the whole Mod therefore will also be fully binarised. It also restricts its use in any form of Military training, ie the VBS2 Platform (Which I work with daily at work anyway) This was created by PR (after I found over 14gb worth of ArmA/ArmA2 community mods at a certain VBS2 Workplace last year), and has now been deemed the standard for the UK MOD, a DIN (Defence Instructional Notice) has been produced for all the MOD to read and adhere to in regards to the use of ArmA Community assets, and this graphic is shown clearly in that DIN, to ensure the MOD do not use anything without seeking permission. Therefore for all other Mod Teams / addon makes - feel free to use this Graphic and Text if you do not want your work used in the Military Training area. As for a release, we are still on track, but may not get the Jackal or Panther in for v0.1 BETA. (Jackal Placeholder will suffice until we BETA test the Gameplay). . -
RKSL Studios - WIP Discussion
craig.turner replied to a topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Nice Looking Tornado Rock . -
Project Reality - WIP Discussion
craig.turner replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
lol, I remember the Trops as a young lad - excellent bit of kit indeed and they did fade - but these new MTP ones really do fade fast. Yep its really about getting the balance for both Woodland and Desert which is kinda difficult. We may in the future revisit these and take another look though. -
Project Reality - WIP Discussion
craig.turner replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Well owning and using 3 sets of this myself on Ops - I think its correct. The swatch we used came from this also, I think you may be comparing them with pictures from in theatre, where the MTP is very faded and is affected by the laundry system and useage out there? If you google MTP you will see pictures of how it looks from new, and this is how it should look - ie "Multi Terrain Pattern". Of course if your a fellow Squaddie, you will know how quickly it fades on Ops. The UK MOD have looked into the issues with the company who provide this and told them that the speed it fades is something of a concern, as it is not providing that "multi terrain" capability as per the contract. A new system of how it is produced is being looked into already and its hoped in the future they will not fade as quickly. We can not really fade this much more if I am honest, as our first attempt - although looked good in an Afghan environment looked awfull in a Woodland setting ........ something we have to balance out for the Mod. @ RAINF, Current issues stem from the usual one bug fix, creates another - ie our crates at present have stopped loading into Helos for example. We can fix these of course, but it may take us that little bit longer than we expcected. We also lost a Developer that has required a shift around of the team, luckily we have 2 of our BF2 Devs re-trained and doing this work as we speak. We have however currently finished 9 Tutorial Videos, and are just finishing the Manual so that we can Pre-Release these prior to the main V0.1 BETA release, so the community can start to understand the gameplay functions available. . -
Project Reality - WIP Discussion
craig.turner replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Having just finished on a Development meeting it has been decided that due to some current issues and show stopping bugs we will have to delay our release by a few weeks, to that end the "July" release will now slip into August. Normally Project Reality do not announce timeframes for releases at all, however as this is a v0.1 BETA, and has been a long time in development we feel it right to keep you informed of this. We are very close at present, but just need to fix these current issues that affect gameplay hugely and ensuring the assets we need ingame, are indeed completed, on top of that we have also unexpectedly lost one of our Developers who was instrumental in this area. Although not for v0.1, it shows concurrent work and playing with the current camo netting on the Scimitar 2. I know not many people will have seen this vehicle yet, but believe me it will be well known soon in RL ;) - The Project Reality Team -
RKSL Studios - WIP Discussion
craig.turner replied to a topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
v1.5 of VBS2 has an all new TES variant of the CR2 now ;) -
Project Reality - WIP Discussion
craig.turner replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
If you have any questions you want answering in regards to this Mod, please pose them over at realitymod.com (there is a specific PR: ArmA2 Forum), as this is a very busy time for us right now - with most Devs working heads down, also a lot of the posts here get lost in the thread, you will probably find most questions will have been answered over there. Thank you -
Project Reality - WIP Discussion
craig.turner replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
We are still on track for a Mid July release. Documentation will be "pre-released" prior to the main build. . -
Project Reality - WIP Discussion
craig.turner replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Not too sure we will make this in time prior to release, but we are working on Tutorial Videos. We are trying to meet a deadline, and at this point its all hands to the deck . -
Project Reality - WIP Discussion
craig.turner replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Potential Recruitment Post Project Reality are currently looking to enhance our Artist Team, and are interested in skilled Texture artists, for Vehicles / Objects (PR Walls, Buildings etc) and Helo work. If you are available and would like to assist Project Reality at all, please get in touch via pm so we can discuss things further. Of course, we are always looking for config Devs too - but they seem to be very scarce in the ArmA community. Cheers . -
Project Reality - WIP Discussion
craig.turner replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
We did intend to create a short video, however I am not sure if we will get it done in time - trini_scourge is afk with RL work right now, and we have a lot of other stuff to be getting on with to make the release .... so am not sure yet. .