Jump to content

craig.turner

Member
  • Content Count

    258
  • Joined

  • Last visited

  • Medals

Everything posted by craig.turner

  1. craig.turner

    Project Reality - WIP Discussion

    PR: ArmA2 is still in full throttle. .
  2. craig.turner

    Project Reality - WIP Discussion

    If anyone is still thinking of trying out our founder sister mod, or has questions still, we are just about to release one of our more "substantial" updates....v0.95. It may give you some sort of insight into Project Reality. More info is now available on our site www.realitymod.com If not, here is our Trailer for the latest PR: BF2 v0.95 g3uZpVWCZts
  3. Couldn't get on this weekend, how was it ? .
  4. craig.turner

    Brittany map

    Just picked up on this and thought: The Few Mod with Spitfires flying over the white cliffs of dover in the Battle of Britain :( Looks good though.
  5. craig.turner

    Project Reality - WIP Discussion

    - 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
  6. craig.turner

    Project Reality - WIP Discussion

    - 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:
  7. craig.turner

    Project Reality - WIP Discussion

    - Other WIP Work - FOB (Forward Operating Base) A lot of time has been spent on creating our own Large scale FOB for the British Army, this will be a main feature on our Map, and almost its own town. The pictures show the sheer size of it, and we are trying to keep it as realisitic as possible, but still in perspective. As you can see however, there is still a lot of the detail to add:
  8. craig.turner

    Project Reality - WIP Discussion

    Welcome to the September Edition of the PR: ArmA2 Highlights Reel. This month has once again been a busy time for the team, with a lot of outside influences affecting development. Within the Project Reality team we have a lot of serving British Army soldiers, and although we demand realism where possible, we have to realise that this needs to be balanced with the fact that it is also a game that is intended to be enjoyable. We are not a Hardcore Mil Sim and do not claim to be, but we do like to get that balance correct. As you can see we have however made a lot of progress since our last update, some of which is not mentioned here but can be found on our forums. As promised we are featuring gameplay this month, so here is an introduction to our current gameplay modes: - Project Reality Gameplay In PR:ArmaA2 we will be introducing some of the proven modes from PR:BF2, however they will not be exact replications. The ArmA2 engine allows us far more freedoms than the BF2 engine, and this is something we are taking advantage of. Firstly we find the strategy level a lot more intense as this is all based on the real life players decisions. We currently have the following modes: Assault and Secure (AAS) Advance and Defend (AAD) Counter Insurgency (CI) Command & Control (C&C) Skirmish Assault and Secure Overview AAS is a linked objective mode. The ArmA2 engine now gives us the possibility to design complex and varied size missions. This engine theoretically gives us the possibility of 200 objectives in one mission. For the player it's simple; you just have to follow the attack and defend markers on the map as is currently seen within PR:BF2. Once one side lose or capture objectives, they are switched automatically to the next possible objectives in sequence. Objectives are sometimes just simple single locations, while others consist of a group of objectives. For your team to advance, you'll have to capture this group of objectives. The size of these objectives can be set up individually and will strongly depend on map design, therefore the size of it will not be predefined as it technically could be 30m, 100m or 300m. Of course, this is all dependent on what the mission designer sets out to achieve. cTsJ_sWVxXs Advance and Defend Overview AAD is very similar to AAS. The main gameplay difference is that in AAS, all sides move from a similar starting position and could attack and defend at the same time, fighting to establish dominance over the opposition. However AAD is one way directional gameplay. One team defends specific points. Once a flag has been taken by the attacking team, they cannot recapture that point and have to fall back to the next defensive location. Counter Insurgency Overview CI is based on the PR:BF2 Insurgency mode, where BLUFOR have to find and destroy the enemy's ammo caches. However in PR:ArmA2 we have added some new features, like gathering information from dead or captured insurgents to reveal ammo cache positions. Insurgents will know also know all the ammo cache locations but they will not know which one has been revealed to BLUFOR. This opens a battle up to strategic chase play and will be an even more deadly game of cat and mouse. Command & Control Overview C&C brings new features too. Again as in PR:BF2 you first build your FO (Forward Outpost). But now FO's are flexible, and can be redeployed so as you advance you'll get closer to the enemy main base. As your FO gets closer to the enemy main base, the enemy's ticket count will start to bleed at a higher rate. At the same time you will constantly be attempting to push the enemy back to keep their FO as far from your main base. This gives the player unique situations where the same C&C mission will never play out the same, due to everything being based on Human decisions where each side decide their own frontline by use of the FO's. In the near future we intend to record a PR Dev Q&A podcast, so stay tuned for details of how to pose your questions to the team.
  9. I may just pop on to say hello and let people use me as a target .....lol :confused:
  10. craig.turner

    Project Reality - WIP Discussion

    As in I screwed up getting the media to the lead web admin in time to get things embedded etc :o
  11. craig.turner

    Project Reality - WIP Discussion

    Slight hicup in the Media Department ....... should be out midweek all going well. .
  12. craig.turner

    CD-Key

    They are probably virtual drives, ie Daemon tools. .
  13. craig.turner

    WarFX Particles

    @DMC shame the vehicle @ 11 secs just reverses off, as I know it wouldnt in RL ?
  14. craig.turner

    Project Reality - WIP Discussion

    Not quite .... a few days to go
  15. craig.turner

    the FEW

    Just spotted this - downloading now.
  16. I'm sure all will sort itself out in time pal, it usually does, and yes I have been there myself. Take your time real life issues are always way more important. I do find it amazing that even though you posted a real life issue - some are more worried about your add ons than your welfare (evident here to what I just mentioned above) :rolleyes:
  17. craig.turner

    Project Reality - WIP Discussion

    The whole "Leak" incident has been taken care of, I spent most of yesterday on the phone etc - and there has been a good result, with no Legal Action required in this case. Big thanks to the BIS Community for the support. It has not affected the workflow though at all, and we are still on track. .
  18. craig.turner

    Project Reality - WIP Discussion

    Don't even go there ........ :eek:
  19. craig.turner

    Project Reality - WIP Discussion

    After our initial release we are looking at "Community Faction" Based factions. Pretty much like the BF2 way we run now. Applications & proposals will be taken on our forums and a design put together, the faction team leader will then be given access to the Community Faction forums to work on the project with assistance from the PR Team where required etc, etc. .
  20. craig.turner

    Project Reality - WIP Discussion

    MFV is the only way of course. A pack of wipes and a long walk will complete the picture too :) Mind you I usually ditch the shovel myself, and do as the locals do when in those areas ....lol.
  21. craig.turner

    Project Reality - WIP Discussion

    Also some Containers, ammo boxes and Insurgent Ammo Caches:
  22. craig.turner

    Project Reality - WIP Discussion

    Anyway back on topic and just to show we are carrying on as normal: This really shows the "depth" of PR, and that although we have the main work going on as always, with the important stuff, we still have time and manpower to work on the smaller things that to us matter, and add to the overall package: Small update really, but a few new things to show. New Shovel for FOB and Defence Building: We decided to give the Opfor a "cheaper" version: Small Mastiff Update, close up shot: Teamspeak 3 PR Skin: Continued ............
  23. craig.turner

    Project Reality - WIP Discussion

    lol, why so - I just want the community to be aware of this, and if you think stealing work from others prior to release is being a drama queen - then you clearly do not value your own work, or do not understand how a Mod Team work ? .
  24. craig.turner

    Project Reality - WIP Discussion

    Incident 3 from Loosebruce Have found out earlier today that loosebruce decided to try and leak our Material to his clan (Which have since kicked him) ie a PRLite version !! On downloading it - it appears he has indeed stolen our work, and indeed some of which belong to PR Developers that are professional 3d modelers in the industry. Which included 4 of our Vehicle models, and our Main Core. .
×