To IED or not to IED?
14th January 2007
Get the mod over at realitymod.com This build is a public open beta across about half a dozen servers to fully stress test. There are some bugs, but they can be looked past when the maps, gameplay and a whole lot of extras have been brought in. It is out in the form of a 1.4 gig torrent that installs into BF2 and allows you to play vanilla or PR seperately without any problems. Like increased jet speed (to realistic values!) like one map so far at 4k x 4k x 5k ceiling height with 1k view distance added Brit, Militia, Insurgents forces, with appropriate vehicles, aircraft and hardware realistic deviation, sounds and damage. Bleeding out process, new medic system.
21st March 2007
Yeah, I'm totally digging this mod! I wish the PR team could get Battlefield 2's source code because DICE won't patch BF2 anyway, so they could add some really amazing stuff. If you visit the PR forums' Suggestions section you'll see that there are a lot of answers saying "Sorry, we can't do that, it's hardcoded" ....
Webernet Law Enforcement
25th July 2005
sweet i get to walk even farther now
To IED or not to IED?
14th January 2007
There is a new Open Beta release out now with a large number of changes that have become obvious since stress testing with the large numbers of public players who joined in to help. New build is v0.605.
Sir.LilBond will be upping the file to Filefront itself once he has it down.
heres a basic changelog of what has cahnged between the two Open Beta downloads :
CHANGELOG PR v0.604B to v0.605
Quote: VEHICLES: Minor fix to Apache views, BUGGED Gun Camera and gun rotation is buggered up. VEHICLES: added woodland texture for M35 and T62 VEHICLES: Fixed apache lag and lod1 issues. VEHICLES: Updated Warrior exit points VEHICLES: Added more torque to the dirtbike and atv VEHICLES: attempt to fix issue with Warrior where players were not bleeding out VEHICLES: minor tweak to Warrior water damage properties VEHICLES: increased explosion damage and radius of bomb cars; significantly increased explosion damage of bomber truck (red semi) and significantly increased hitpoints of the semi. VEHICLES: Added 1p view to warrior passengers, removed envmap reflections from warrior, updated the landrover max file. VEHICLES: tweaked HP of RIBs down to make them slightly easier to destroy VEHICLES: reduiced dirtbike hitpoints VEHICLES: set flare launchers on helicopters to only be able to be used every 20 seconds VEHICLES: tweaked view range of supply parachute VEHICLES: added subdued Type 98 Tank texture from Geze VEHICLES: warrior should be less shiny (particularly wheels) VEHICLES: Removed the Warrior light and heavy damage effects because they were all weird. VEHICLES: Increased the Tunguska forward entry point radius.
BUGFIX: added missing sky dependency for Bi Ming to avoid CTD BUGFIX: Changed gui index for PPSh41 to add count/fire rate indicator.
WEAPONS: attempt to reduce time delay before secondary propellant kicks in for heavy AT projectiles WEAPONS: tweaked medkit healing radius slightly larger again WEAPONS: minor tweaks to Mosin WEAPONS: increased most weapon damage versus light helicopters; increased some weapon damage versus armored helicopters WEAPONS: set Crewman Wrench to not repair Commander Assets WEAPONS: applied new material type for Crewman Repair to Crewman Wrench WEAPONS: prevented shovels from disabling mines WEAPONS: increased mag count on L86 (Brit Marksman Weapon) to make up for it being a shite marksman weapon WEAPONS: set jet flare launchers to only be able to fire flares every 20 seconds WEAPONS: minor tweak to PPSH recoil effects WEAPONS: set hellfire missiles to 212 m/s velocity (from 125). This is 50% of their real world velocity. Set max range to approximately 1km. Needs play testing. Current 125 m/s velocity is too slow for long range engagements. WEAPONS: increased Medikit healing radius WEAPONS: disabled muzzle view in SUSAT WEAPONS: improved effectiveness of AA missiles by lowering the detonation range, increasing the explosion radius and increasing the damage. also significantly increased the AIM120 damage. WEAPONS: attempt to prevent molotovs from sticking to vehicles WEAPONS: attempt to prevent molotovs from sticking to vehicles WEAPONS: audited vBF2 SAM AA WEAPONS: fixed dummy multiple fire rate issues with SKS / Simonov WEAPONS: removed excessive force on shotgun rounds WEAPONS: very slight increase to Medkit healing range WEAPONS: first pass audit to dual Uzis and M82 WEAPONS: added dual micro UZIs for messing about WEAPONS: added M82A1 Barrett Sniper Rifle and a M82 Pickup kit
MATERIALS: tweaks to razorwire resistance against grenades and 20mm+ shells MATERIALS: set new material type for Crewman Repair MATERIALS: attempt to prevent barbed wire from instant kill to vehicles
SOUNDS: Shovel synced perfectly with animation + volume boost SOUNDS: Applied sofad's changes to the other faction's trucks. Fixed ustrk_m35 object prefixes. SOUNDS: corrected typo in M1 sound volume half distance value (was 5200, should be 200) SOUNDS: added backupbeep and horn to warrior, increased the engine halfvolumedistance to be equal with other apc´s SOUNDS: trucks now have a truck horn and truck gear change sounds SOUNDS: volume boost for M35/ural truck engine SOUNDS: APC/MBT cannon boosts SOUNDS: changed voice messages to be radio voices when played over radio with the 3 flag; deleted unneeded .wav file SOUNDS: PPSH Bass/volume boost SOUNDS: more ppsh fixes - Jaymz SOUNDS: more ppsh fixes SOUNDS: ppsh rof fixed - Jaymz SOUNDS: Militia overhaul phase 1 SOUNDS: New Coaxial 3p sound + M16/M4 3db boost. SOUNDS: G3A3 volume decrease - Jaymz SOUNDS: reduced distances at which helicopters can be heard SOUNDS: bullet and shell impact volumes increased; voice messages volume increased; voice messages that was played over the radio and are NOT radio messages deleted, you hear voice messages over radio now as radio filtered only, otherwise shouted only; added two new effects for 20mm shells and rockets explosions to give attack choppers the exploding projectiles sound back SOUNDS: new G3 and AK47 sounds
README: Updated editor files
HUD: fixed floating mortar button HUD: disabled the display of the weapon icon when selecting weapons in tanks and APCs HUD: added minimap icons for Firebases and Bunkers, only displayed to friendlies on the map, looks like the Rally Point icons, but with a "C" for Commander instead of a squad number. HUD: Removed mortar from kit req menu HUD: fixed some minor errors in credits.con
GAMEMODE: Added specific ticket count for Insurgency. GAMEMODE: Added an area attack marker that set a marker randomly close to the objective. Updated the team messages to help them understand that. GAMEMODE: Updated Insurgency to have a min and a max number of objectives by map size (3/5, 5/7, 7/10). Updated the team messages to help the players understand what are the objectives. GAMEMODE: Updated Insurgency to display instructions messages every 60 seconds. Updated the number of objectives by map size to 3, 5 and 7.
CONFIG: increased default number of Grenadiers, Support Gunners and Light AT by +1 for 24 and 32 configs
PYTHON: Code refactoring in the commander, kits and rally code so the methods that return the objects lists already check for validity and position. PYTHON: Added addTickets method to realitycore. PYTHON: Added ingame debug messages to realityevents so we can catch exceptions ingame without the debugger. PYTHON: Little update when getting the player index in a vehicle to avoid possible bug. PYTHON: Added the apache to the list of vehicles that don't do damage to the player when exiting at high speed. PYTHON: Added points debug messages to CP capture, neutralize and defense. PYTHON: Some fixes to the kill player code to avoid 0 seconds respawn. PYTHON: Added points debug to help track the points system. Removed the courtmartial script as it is not needed anymore. PYTHON: Added the bipods to the list of stationary weapons. PYTHON: Fixed check for civilians inside stationary weapons. PYTHON: Added light damage to militia and insurgents armed vehicles. PYTHON: Added deployable AA as stationary guns. PYTHON: Fixed spawners expiring. For some reason some properties were not being set. PYTHON: Added some more checks to try to make the cmdr assets deploying more stable. PYTHON: removed the spawning of uncappable AAS markers since it's not being used anymore. PYTHON: spawners code cleanup and hopefully fixed expiring spawner objects. PYTHON: Removed the mortar kit from kit request config so it doesn't spawn the white thing. PYTHON: Fixed commander messages appearing for both teams. PYTHON: Fixed rounds not ending by time limit or ticket limit. PYTHON: Fixed a few code parts that couldn't handle kits with variants (nvg, para, mntn, etc). PYTHON: Updated some code for the vehicles that may be causing the bugs with non limited kits driving/piloting limited vehicles.
RALLY POINTS: Removed the rally point expiration when losing a CP and the block when trying to create a new rally point when you already have one. RALLY POINTS: Removed player collisions to prevent various exploits.
SCORING: Removed uneeded code from threatandworth SCORING: Added the amount of points on the debug messages instead of just telling the percentages. SCORING: Optimized the check for squad leader range bonus SCORING: Increased the multiplier of sniper range bonus to count every 100m instead of 50m. SCORING: Added a couple of debug messages to other bonuses in the code. SCORING: Little fix to not count player kills as vehicle kills. SCORING: Fixed threatandworth 25% points for squad members giving to the player that did the kill too. SCORING: Updated the worth of destroying armor to 12 from 6 SCORING: Updated the worth of destroying airplanes to 24 from 8 SCORING: Updated the worth of destroying helicopters to 18 from 6 SCORING: Updated the worth of destroying transports to 8 from 3 SCORING: Fixed killing friendly soldier counting as team vehicle damage. SCORING: 6 points for revive from 5 SCORING: 8 points for heal from 10 SCORING: 6 points for repair from 10 SCORING: 6 points for resupply from 10 SCORING: 8 points for destroying remote controlled from 12 SCORING: 1 point every 10 seconds to driver from 2 points every 10 seconds SCORING: Added debug messages and fixed a double points issue. SCORING: Updated revive points to be half of healing points, and tentative to not give teamdamage when destroying wrecks.
STATICS: added palm and olive trees to PR folder for view distance tweaking STATICS: increased razor wire HP STATICS: tweaked hedgehog disappear distance STATICS: made woodsteel bridge non destroyable STATICS: Made new woodsteel_bridge_segment_static indestructible. STATICS: set Helmand style destroyable buildings to have same armor properties as the new ones. Set new walls to use custom pr_wall explosion effect. STATICS: revised village wall samples from matt.b STATICS: Updated lightmap samples to get rid of lightmaps for wreck models.
KITS: added dual micro UZIs to the M82 kit KITS: added binocs to all conventional army Medic kits KITS: added Binocs to Militia Sapper KITS: set militant to use AK47
CIVILIANS: Moved some civilian config variables to the config files CIVILIANS: 25 points to civilian killer CIVILIANS: minus 1 to the number of kills CIVILIANS: 10 min kit request block to killer CIVILIANS: minus 1 to the number of deaths in the civilian score CIVILIANS: no death attrition penalty for the civilian CIVILIANS: 10s respawn to the civilian CIVILIANS: Added code to kill civilians if they operate stationary weapons.
COMMANDER: Increased the number of sandbag walls in an area to 5 from 2. COMMANDER: Lowered the number of CPs needed to build a bunker to 2 from 3. COMMANDER: Better support for militia commander assets. COMMANDER: Fixed some checks for tickets when deploying assets. COMMANDER: allowed Command Posts to be destroyed, so they can be relocated; allowed AAA to be destroyed so they can be relocated. COMMANDER: Fixed an issue with the check for support vehicle changing another assets lists. COMMANDER ASSETS: Changed bunker, firebase, sandbags to have dynamic shadows to prevent player shadows being visible outside. COMMANDER: reordered some rules to help with performance, updated code to help checking if an asset was really deployed and added feedback message to the commander when an asset is being deployed. COMMANDER: Fixed messaging when deploying assets and one bunker requirement that was broken.
SOLDIERS: new v2 subdued PLA skins from Geze SOLDIERS: revised US kits texture from Geze
Quote: MAP UPDATES
MAPS: reverted Mestia lightmap changes to fix CTD error MAPS: updated Al Kufrah from DarkOverlord; Audit tweaks applied by egg MAPS: added 2 x transport helos to Kashan 64p only, spawn delayed with the rest of the heavy assets MAPS: updated 7 Gates to v5 from Iron Taxi MAPS: Al Basrah update, most issues fixed, needs lightmaps and afew small bug fixes. MAPS: AoM slight tweak to Militia Main CP radius to prevent capture from outside the base. MAPS: significantly increased the Kashan Desert CP capture timers to attempt to slow game play pace and account for travel times. MAPS: added pickup kits to Mestia; tweaked for Game Play MAPS: bleed tweaks to Bi Ming for game play tweaking purposes MAPS: tweaks to Kashan for gameplay MAPS: Hills of Hamgyong update 1.0 from Fuzz MAPS: Gulf of Oman WAC update 1.2 from Fuzz MAPS: updated Operation Phoenix from Taxi MAPS: Qwai River update from Taxi. MAPS: set AoM water anim speed to 1 to prevent crashing issue MAPS: added vehicle drops to Kashan MAPS: updated Bi Ming from Dr Rank
"Custom User Title" eh?
23rd August 2006
"CIVILIANS: 25 points to civilian killer" ?????
-25 intended? Shome mishtake shurely?
Anyway, ill be getting this - 0.5 was awesome, extraction on street is great fun, a change to practice getting squads to really sweep and clear toghter :)