Project Reality Mini-Mod v0.2 Revision 1

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gribble
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Project Reality Mini-Mod v0.2 Revision 1

Post by gribble »

http://www.realitymod.com/
http://www.realitymod.com/index.php?page=release_prmm wrote: Project Reality Mini-Mod 0.1 - Release Notes

With the release of Project Reality Mini-Mod (PRMM) 0.1, you as a gamer are surely curious as to what gameplay aspects of Battlefield 2 have been changed to make up this modification. Without a doubt we, Project Reality have added many items which redefine the default gameplay of Battlefield 2. Below you will find a list of changes (not complete) and further down a selection of changes (with accompanying images) that we thought would interest you.

General Changes:

Removed the Kill Indicator - Reduced Jumpheight & Distance - Removed Parachutes - Changed handheld weapon Muzzleflashes / ROF / Recoil / Velocities / Damages - Added 2 new materials to differentiate between 5.56, 7.62, and 9mm. calibres - Removed Sidearm - Tweaked Vehicle Physics - Gave grenades/explosives more power/radius! - Altered Sniper Rifles Damage / Zoom - Removed all 3rd Person views - Destroyed vehicle model visible time increased - Increased the shake sensitivity of the camera 2x - Supplies from Commander no longer repair damaged battlefield assets, such as vehicles and structures - Increased the sound radius of weapon discharges - etc. etc

Examples of some other changes:


From the Command Screen, we have decided to remove the Satellite Scan and UAV for our initial release. The Project Reality version of the UAV will be implemented (in a future release) through a more realistic concept which will force the Commander to invest additional effort in the collecting of intelligence through a live feed from the battlefield. As opposed to the default clicking of a single button which then provides all enemy locations within seconds. As a result of the new version UAV, the Commander role will be a much more challenging position to hold and will thusly differentiate the best from the mediocre.

Crosshairs have been removed and aiming is now performed down the length of the weapon, through the iron sights. The only exception being the Grenade Launcher attachments and Shotgun for which we will also be creating and utilizing true sights as found on the M16 or the AK.


As we've removed hit indicators, blood was a natural addition to represent a “hit” on the battlefield. Be aware that if you hit the vest of an enemy, no blood will be seen.


What would a tank be without 120mm projectile variants such as a HEAT or Sabot round? HEAT (High Explosive Anti-Tank) round is loaded with Composition A3 Type II explosive and is based on chemical energy. Sabot is a kinetic energy (KE) armor defeating round which is equipped with a depleted uranium penetrator. Find out in-game which rounds are more effective in which situations!


Life is full of options. With PRMM, carrying a shotgun is evidence of this fact, as the player has the capability of firing different types of shotgun ammo, such as slugs (single lead ball, high accuracy) or buckshot (multiple smaller lead balls, high spread). Be sure to pick the right ammo when you're out there in the field.
Last edited by gribble on Mon Dec 05, 2005 7:24 am, edited 2 times in total.
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FinalStand
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Post by FinalStand »

Sounds interesting!
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gribble
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Post by gribble »

Version 0.2 out
Changelog wrote: http://realitymod.com/index.php?page=release_prmm02
Project Reality Mini-Mod 0.2 - Release Notes

With the release of Project Reality Mini-Mod (PRMM) 0.2, you as a gamer are surely curious as to what gameplay aspects of Battlefield 2 have been changed to make up this modification. Without a doubt we, at Project Reality have added many items which redefine the default gameplay of Battlefield 2. Below you will find a list of changes (not complete) and further down a selection of changes (with accompanying images) that we thought would interest you.

We are now introducing a new style of game play, know as Advance and Secure (AAS). Most gamers know AAS as “Push” or Supply Lines.” For those who are new to this style of game play and for those who need a refresher, AAS involves the capture of control points/flags in a pre-determined order. This capture order requirement forces one side to defend and the opposition to attack the same point. More information can be found here: http://landot.org:8080/landot/aas/

General Changes:

Tweaked Armor Projectile Damage - Added Optical zoom on all Armor - Added AP/HEI rounds for all APCs - Increased Sprint Time - Removed Gray ‘Killed’ Text - Added Infantry Magazine Count and Firemode Indicator - Increased Grenade Damage (tanks unaffected to such damage) - Increased Grenade Launcher Damage (tanks unaffected) - Changed AAV Cannon ammo counts to realistic values - Fixed Mounted Machine Guns not re-supplying ammo - Added New Icons for Shotgun ammo types - Reduced volume on movement sounds - Tweaked explosion effects for various rounds - Added Parachute icon for certain kits

Examples of some other changes:



Representing the quintessential rapid insertion vehicle, the MH-6 “Littlebird” is our first custom model. Providing the player with an alternative to the Blackhawk, the MH-6 allows for expeditious squad deployment. Thanks to its speed and handling, our MH-6, in the hands of a capable pilot, will keep the enemy’s anti-air assets and ground forces guessing. The MH-6 can be piloted in Conquest Mode (no single player mode, at this time) on the following maps:

Gulf of Oman: 32 and 64 players
Operation Clean Sweep: 32 players
Kubra Dam: 32 and 64 players
Shari Peninsula 32 and 64 players
Mashtuur City: 32 and 64 players

With the addition of blood and a reduction in player jump height, the next step was to simulate combat injury with the introduction of the tunnel vision effect. When the player is wounded, vision is narrowed for a brief amount of time. As a result, the atmosphere of the battlefield is intensified.

Tank commanders will now find a highly informative and thusly useful heads up display. In all armor (MBT, AAV, and APC), the player will be able to determine what kind of ordinance is being used as well as the quantity of said ordinance. A range finder and optical zoom have been added creating a more intuitive and real armor experience.

Reflecting what an experienced combat pilot would see, we have taken the ammo quantity and type off the lower portion of the player’s perspective and place that necessary information on the Heads Up Display.
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Stonie
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Executive
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Post by Stonie »

I downloaded that mod........

But what I realy could use: server ip :lol:

BF2 nights looks really cool, if some one has a server ip for that mod.
Cause singelplayer sucks...... even on an nice mod.
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Hashey
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Post by Hashey »

LITTLE BIRDS!!!!! :D
gribble
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Post by gribble »

2.0Rev1 CHANGELOG wrote:
- New SFX added to several handweapons and some vehicle weapons
- APC rate of fire bug *(a small delay between switching ammo has been added)
- Atlas fixed
- Fixed accuracies (MG)
- Increase .50 cal damage vs infantry
- Slightly lowered eryx/smaw dmg vs tanks
- Added AI templates for new weapons
- Only the driver of a vehicle is able to cap a flag
- Decreased MBT reload time for Sabot rounds to match HEAT
- Removed arming delays on Predator and Eryx
- Changed default weapon of AT class to handgun
- Sniper over-accuracy corrected
- Removed unlockables
- Dragon Vallery server.zip added to maps folder
- Mh-6 Seat position bug Fixed
- Slightly lowered splash radius, damage, and accuracy for grenade launchers
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