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Old 2006-06-19, 02:00   #1
JS.Fortnight.A
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Default Project Reality 0.40 Status Update

Hey Everyone,

Thought I'd chime in and let y'all know where we're at with 040 development.

Kit Limiting Proof of Concept
Right now we have a bunch of stuff that we're wrapping up into the first 0401 test build. Some of this stuff is "roughed in" for proof concept, cuz we're gonna try some interesting stuff around kit limiting. We're gonna take a different approach from before and uh... this one might actually work. If it does work, it will be fairly intuitive and will enable us to change the class system quite substantially. We still haven't released the first test build, so we don't even know if our approach is going to work. But it is a focus for this build.

We are NOT planning to use the EA "unlock" feature in the upcoming BF2 patch for our kit limiting system. Our own system will give us more flexibility (again if it works). We came up with the idea when trying to work around the "no unlocks" scenario and actually think... IF IT WORKS... we have a system that will be fairly intuitive to use and is purely our own to make up the "rules" for kit supply.

We do plan to use the EA unlock for offering different loadouts as equipment and loadout options once available.


New Weapons
If kit limiting works, we'll be doing our final major rejig of the class system. We've read the hundreds of forum posts on here, had many of our own threads on it and have a class structure we're going to go into test with IF our kit limiting system works. If it doesn't work, we're going to still make some needed tweaks to the class system.

We'll be adding an unguided "Light AT" class to all factions equipped with an Assault Rifle and a single shot /single round lighter AT weapon. These weapon systems, like their real world counterparts, will have trouble with modern MBTs and such, but will be effective against lightly armored targets.

As canvassed to the community for your feedback, we intend upon adding a Bolt Action Sniper rifle to the MEC and PLA. Worst case, this will be like the M24 which is available on "woodland" type maps and the semi auto "designated marksman" type weapons will be on urban maps. If kit limiting works the bolt action Sniper class will become part of a limited supply kit for all factions.


Game Modes
We're introducing some variations on the XTRACT mode. Again still in proof of concept and this first build will let us know if what we want to try is feasible.

We have another new game mode we've cooked up, which we're calling SCENARIO. We will probably only release it in a limited way with 040 because, like with SOBJ and XTRACT, we don't want to invest too much into it before we know how you guys will receive it. It's more of a scenario builder than a capture the flag like experience, so I am sure there will be a lot to learn from the initial play testing.

We intend to drop SOBJ (Single Objective) with 0.40 and replace it with SCENARIO.

We're not sure what we might want to do with AAS. The challenge is resources and with the changes to XTRACT and the new SCENARIO game mode, we don't want to bite off more than we can chew.

One of the most important areas to address in 040 is what I call "usability issues" with our current alternative game modes. A lot of players don't have a clue what's going on. We need to improve that as much as we can. Game mode announcements, objective indicators and such.


British Kit Status
We're chipping away at the Brit Kit stuff and continue to make good progress getting things "in game". I was airborne in the Land Rover on our test map last night

The 040 Dev cycle will likely produce many screenshots of some British kit as we introduce it for testing purposes.

Will Brit Kit be in 040? Not sure. If it is, it will be in limited form, perhaps on some primarily "infantry" maps with some transport vehicles. We're gonna try get it in there, but it depends on how fast production goes (mostly coding).


Other Stuff
We've got some death effects roughed in where you have a progressively much more clear indication that you are dying (rather than just the bleeding and rather than a <<shudder>> health meter). We’ll see how that tests out.

We've hacked in a slight stun effect when you get hit by a bullet, but not sure if that's going to work either hehe. The way we have hacked in some of these effects is um... a bit creative heh... it might not work.

Of course we'll be adding the EFX sounds to 040, thanks to everyone who helped organize and of course donate to purchase it for the community

We've definitely heard that a lot of folks aren't crazy about the supply drop and arty changes we made, so we'll be doing something about those. We'll also be enabling mappers to have vehicle drops at their disposal, but it won't be "cartillery".

There are about another 15 or 20 small to medium changes, I can't remember most of them hehe.


Maps
We've got quite a few BF2 community generated maps available to us as well as some PR team developed maps that are coming along nicely. Still making some decisions there but we've certainly learned a lot about the importance of level design to game mode playability.

I'm hugely grateful to the mappers from within the PR community who have been doing some great work with maps. I hope we can include maps generated from within the community in the next release of PR.

Surprises
Well we do intend to hold a few things until right near the end of the dev cycle, hopefully as pleasant surprises

Timeline
For sure the 040 release will happen AFTER the BF2 1.31 (or 1.4 as it may be) release. This is because we really need game mode switching back and don't want to have to spend time on our own workaround. EA will be enabling us to run mixed game modes in a single map list with the next BF2 release.

The move to an open beta for this next BF2 patch is a god send for mod teams. We'll have a clear read on what is broken, if anything, and ideally have a fix in place shortly after the release of the patch.

Given that EA is doing an open beta for their next patch in July, which translates to sometime in JULY as the EARLIEST possible date you might see a 040 release from us. We do not plan to introduce any other patches or features before that time.

We'll have to play it a bit by ear. The 040 release date will depend on:
- How stable the features we have added to 040 are
- When the BF2 patch releases and what it breaks / adds / fixes
- How far away we might be from adding a first release of the British Kit

Thanks for your support, ideas, enthusiasm, and enjoyment of Project Reality

[R-DEV]Eggman and the rest of the Project Reality Team

Project Reality Operations Lead v0.2-0.3
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Old 2006-06-19, 02:23   #2
Herb-in-Fighter

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*Drools*

kit limiting? god damnit...

good luck
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Old 2006-06-19, 02:58   #3
Edub
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Thanks for the update!!! cant wait!!
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Old 2006-06-19, 03:17   #4
Crotch-Rot

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Thanks for the update!
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Old 2006-06-19, 06:23   #5
Cerberus
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Excellent news! (the update, I mean)
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Old 2006-06-19, 06:44   #6
Malik
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Awesome stuff! Can't wait to see this develop, and it's great to get news on the next build so early. I guess it's all riding on 1.31, so let's just cross our fingers and hope it all runs smoothly...
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Old 2006-06-19, 06:51   #7
Wipeout
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Thanks for the update! Nice to see.
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Old 2006-06-19, 07:51   #8
Ghostrider
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Thanks for the update. I hope it all works out!

-Ghost


PS:

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Old 2006-06-19, 07:58   #9
Dylan

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When you mentioned the Open Beta does that mean you will be able to tweak some of the things hardcoded in the BF2 engine? I really want some insight in what this will allow you to do, and what it means.
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Old 2006-06-19, 08:05   #10
Ghostrider
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Quote:
Originally Posted by Dylan
When you mentioned the Open Beta does that mean you will be able to tweak some of the things hardcoded in the BF2 engine? I really want some insight in what this will allow you to do, and what it means.

No, we do not have any access to engine-related stuff. You're thinking about "Open Source". Open Beta means that Mod teams will get the patch ahead of regular scheduled release with "better" release notes so that mod teams can work on their mods and update them.

Example:
-patch will be released in day 31
-mod teams get the patch in day 5
-mod teams test it, check what broke/stopped working, etc..
-start to fix it
-when patch arrives at day 31, the mod teams will be done with the fixes, or a lot closer at least

I think you get the idea

-Ghost

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