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ArmA 2 : Project Reality

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  • Uzun zamandır çalışan Project Reality Takımının Arma 2 Dev'leri sonunda başarıya ulaştırlar işte 0.1

    http://www.realitymod.com/forum/f380-project-reality-news/77777-project-reality-arma2.html

    Trailer

    http://www.youtube.com/watch?v=K7-MUw9fwZc&hd=1

    Daha fazla bilgi :)

    ArmA 2 : Project Reality


     ArmA 2 : Project Reality


    Q. Is ARMA 2 the super bug filled mess people say it is?
    A. The game was never really as bad as alot of people made out. After the latest patch 1.05 the game is fine. The main cause for concern at release came from a buggy campaign. I personally had made a number of missions in the editor and never encountered a real big problem. As I said, most "bad" bugs have been fixed by now.

    Q. Will ARMA run on my system?
    A. Sites like canyourunit are handy for finding this out. If you are borderline, I advise taking a look at the ARMA2 demo. Although the demo is a pretty poor relresentation of the current 1.05 ARMA2 if you can run the demo the full game with patches will certainly be alot smoother.

    Q. Do mods work on the steam version?
    A. Yes, there are a number of tutorials about the internet for doing this. The only real difference is the location where ARMA2 installs, (steamapps or whatever it is  )

    Q. Can you have (insert idea for game) in ARMA2?
    A. generally the answer to this question is yes, most ideas can in some way be realised in the ARMA engine. The same goes for changing difficulty in game such as 3rd person view. The options are already there to turn it off. Its up to the server or mission maker.

     ArmA 2 : Project Reality


    Q. What are the player limts?
    A. Technically there is no player limit. It will depend on the capability of the server and it's available bandwidth. Large stable games normally consist of 100-120 players on beefy servers. As the years go on and servers become more powerful, you could probably see something like 200 or so.

    Q. What are the map sizes? How many are there?
    A. ArmA2 comes standard with 2 maps. One of them is 225km2, the other is (rough guess) about 25-30km^2. There are a ton of high quality user made maps (no kidding on the high quality part, some of them are truly amazing). They include Isla Duala, Quesh-Kibrul, Razoreniya, Thirsk Island (releasing today i think) and more.

    Q. Does ArmA2 have "kits" or weapon restrictions?
    A. This is entirely up to the mission designer, and I mean entirely. The weapon "kits" can as strict or as open as the mission designer wants it to be. Generally, good missions will include some kind of weapon limitation. A designer can give the players a stockpile of weapons, a specfic set of weapons, or none at all.

    Q. Will the Devs use/borrow/lease third-party mods or will they develop every feature themselves?
    A. "PR:ArmA2 will exist as a standalone modification. It will remain self contained, self developing and not rely on or use externally held add ons from other sources where at all possible."

     ArmA 2 : Project Reality


    Q. Will there be a server license system with fixed servers setting to avoid various customized rules we see on Arma2 servers ?
    A. Anyone who has the mod can host a server using that mod. That is the way the ArmA architecture is. The only thing they could limit is the BIKey files, but that would only prevent unauthorized mods from being used on the server, not prevent people from actually hosting. Also, the server/client files for the mod will be exactly the same. It's virtually impossible to stop people from running custom PR servers as it is with any other ArmA2 mod.

    Q. How will PR: ArmA2 be distrbuted?
    A. Manual Install - 7z file, with a read me etc.
    Installer (Mainly for the potential new players to ArmA2)

    Q. Will this slow down BF2:PR work?
    A. Put simply, no. The DEVs working on ARMA 2 have been recruited from the OPF/ARMA community and are not taken from the team working on BF2:PR.

     ArmA 2 : Project Reality


    Q. What is the latest ArmA2 patch?
    A. The latest official patch is 1.05. You do not need to download any previous patches, 1.05 includes them all. there are also beta paches that are released by BIS everynow and again. Generally they fix/enhance more things in the game. They are also used by BIS for testing parts of the game before official release... sometimes these tests don't go so well. The beta patches are also MP compatible, so you will be able to play on servers with the latest official patch (i.e. 1.05).

    Q. Does TrackIR work with ArmA: II? Does it work well?
    A. Yes, it works extremely well. Search on youtube for "trackIR arma2" for demonstration video of TrackIR5 and ArmA2.

    Q. What are the squad/group size limits?
    A. The limits are roughly:
    - 5 sides (USMC, CDF, Russia, Chedaki, NAPA, 6 if you count civilians)
    - 144 groups per side
    - 400+ men per group (not sure of exact amount)

    so that means you can have more than 288,000 soldiers. I doubt we will be reaching these limits any time soon, if ever.

     ArmA 2 : Project Reality


    Originally Posted by UK_Force  
    Guys I would just like to make it clear here - there is no "rivalry" involved at all with anyone !!

    PR respects the work that ACE 2 do within the ArmA world, however our goal is totally different so really can not be compared.

    Our goal is to create a Mod for ArmA2 which is based around PvP (not coop) on well administered "Public" servers, for the players who want to be involved in realistic teamwork, and gameplay - we are currently working on an Insurgency Mode too as we speak.

    We will not be using ACE 2 or CBA, everything we do we will be doing in house as a team, for us this is what will work best for us.

    Yes it will take a bit of time, however we can then work at our speed, and are not dictated by other Mod Teams, to redevelop so that we remain compatible with them.

    This I know is not to everyone's liking, and that's fine, as we want to attract players who want to play our Mod, in the way we have set out to create it, we are not simply putting out a Modification - to see how many players we can get playing, if our Mod is good it will come naturally.

    We have a "large" talented team at Project Reality, and think we are up to it. We are fully aware it will take time to get it right, and are happy with our decision.


    Thank You - I hope that clears some questions up.



    UKF

     ArmA 2 : Project Reality



    The award-winning Project Reality Studios team are proud to announce that the official first release of v0.1 of the Project Reality ArmA2 Mini-Mod will be coming very soon. Although we are now moving into the Beta Testing stage, we think the time is right to inform the community of what will be coming to you very shortly. Project Reality will enter the ArmA2 battlefield for the first time!

     
     

    Our main aim for PR:ArmA2 is:

    "To create a realistic and immersive modification for ArmA2, which focuses on encouraging teamwork through gameplay"

    As with Project Reality's original conception on the Refractor 2 engine, at this stage PR:ArmA2 should be classed as a Mini-Mod; we have to start somewhere! Don't be fooled though, this release will by no means disappoint, due to the large number of high quality art assets already created by the Project Reality Team, and the considerable experience of the PR:ArmA2 Development Team on the Real Virtuality 3 engine!

    PR:ArmA2 will exist as a standalone modification. It will remain self contained, self developing and not rely on or use externally held add ons from other sources where at all possible. What that means to the player is that it will be a 'one stop shop' as an installation package, with no requirement for additional multiple add on packs.

    We also want to emphasis we are not in direct competition with any of the other great mods out there. However as a team we want to see what we can now do with the Real Virtuality 3 engine, as well as the continued full scale continued development of PR for Battlefield2. We are not in any way changing engines. We have simply expanded the team's reach into ArmA2 with new developers. It is not PR2, nor are we ceasing PR:BF2 development.

     ArmA 2 : Project Reality


    -Official Project Reality ArmA2 Mini-Mod v0.1 Release Trailer
    Project Reality Studios has created the following trailer to showcase many of the features you will find in the PR:ArmA2 v0.1 release. So, dim the lights, grab your popcorn, sit back and enjoy the show!YouTube Video

    -From concept to creation
    The original concept came from [R-DEV]UK_Force over 9 months ago; the aim was to create a modification of ArmA2 in line with the Project Reality vision, bringing PR-style gameplay to the Real Virtuality 3 engine. This project has finally overcome the first hurdle towards becoming a reality with its first release, due soon. The team has drawn on some of the finest ArmA2 modders and developers, and following their amalgamation production, started in earnest with work going on behind the scenes to make this happen before official announcement.

    It now gives us great pleasure to officially welcome the personalities resposible for PR:ArmA2 into the Project Reality development team. In doing so, we would like to take this moment to thank them for their hard work over the last few months. We are very proud to officially welcome [R-DEV]StalkerGB, [R-DEV]DeanosBeano, [R-DEV]Dr_Eyeball and [R-DEV]trini_scourge as the newest additions to the Project Reality Development Team!

     ArmA 2 : Project Reality


    -Features
    Mirroring Project Reality's original goal, the British Army are featured strongly in this initial release, with a Taliban opposition all set on a beautiful Afghanistan-themed map, created by [R-DEV]DeanosBeano.

    The advantages of using a more modern graphical environment really shows off the original PR art assets to their full potential - you'll look at the Scimitar, Challenger and all the others in a whole new light! [R-DEV]StalkerGB has put in many hours working on the infantry models and his work can be seen in all its glory. Ever up-to-date, we even bring you the new British MTP (Multi Terrain Pattern) uniforms announced by the Ministry of Defence last month!

    As you would expect from any Project Reality development, gameplay improvements will feature strongly. These will take some time to get to where we want, however there have already been changes made to reflect PR-style gameplay, courtesy of [R-DEV]Dr_Eyeball, who has brought over his Devastation Mod to the project. This will form the basis of PR:ArmA2 gameplay.

     
    We are now happy to announce that PR:ArmA2 is at Beta Stage, and as we are sure you can understand, due to the gameplay changes implemented, this is a very important part we need to get right. We plan on releasing PR:ArmA2 v0.1 in the near future. Please be patient with us and keep an eye on the newly added PR:ArmA2 Forums, as well as keeping up to date with the latest Project Reality news for future developments on a concrete release timeframe.

    With the creative talents and realism-based goals of the current contributors already in place, this will surely develop into a great ArmA2 mod; so expect a lot more to follow in the future. As always, the Project Reality Studios team would like to thank all those who make our developments possible; in this case the supporting ArmA2 mod sites, server providers, and of course our dedicated community for all their continued support. Without your combined efforts and contributions, Project Reality would not be where it is today and certainly would not be expanding into the ArmA2 arena. See you on the new battlefield soon!


    -The Project Reality Team

     ArmA 2 : Project Reality

     ArmA 2 : Project Reality

     ArmA 2 : Project Reality

     ArmA 2 : Project Reality

     ArmA 2 : Project Reality

     ArmA 2 : Project Reality

     ArmA 2 : Project Reality

     ArmA 2 : Project Reality


    Firstly Hello and a big welcome to the Project Reality ArmA2 Highlights Reel #1. In the same fashion as PR: BF2, we intend to keep the PR Community updated on PR: ArmA2. The last few weeks since announcing our Modification have been, in a word - Hectic. The response to the announcement overall was fantastic, and it already seems to have a good following, although a large update here, I hope this Highlight Reel entices more to the Community, and keeps those already following it up to date with our progression so far.


    - Team Update
    Behind the scenes the Management Team have been looking to expand the PR:ArmA2 team. The response was very positive, with a healthy team in place we should now be able to move forward in other areas of Development. Our current team list below shows the commitment and dedication we now have with some very talented team members.

     ArmA 2 : Project Reality


    - Current Ongoing Work
    As we initially mentioned in our announcement, PR:ArmA2 will be a self contained and self developed Modification, and as you can see over the last few weeks the team have been hard at work both Developing and Brainstorming, in the form of both meetings, steering groups and general chat in our TS3 Server. Inevitably this has now provided us with work to do and here are some of the current things we are Developing. As you can see a lot of them will be Exclusive for PR, and are all being developed internally. All this work is actively under development however only time will tell if they all make v0.1:

    PR Exclusive - Stamina / Weight System
    Something we are looking at developing in a new way, however it will be based on:
    1. the weight of objects carried in the player's inventory
    2. location of the wounds (eg. legs)
    3. level of blood loss, and;
    4. the speed the unit was traveling eg walking vs running vs sprinting
    The player would suffer - shortness of breath, hand tremor, very short black-outs. This is also being looked at for vehicles, which will affect suspension and speed depending on cargo, etc.

    PR Exclusive - Medical & Wounded System
    This is a big area however in short we are looking at a much more accurate and intricate health and medical care system than the one currently available in game. Units may fall unconscious if enough damage, pain or blood loss occurs – these units can be resuscitated - as in the real world with appropriate medical attention. Following resuscitation and depending on their injuries they may continue to take an active part in a mission or they may require CASEVAC and further medial attention.

     ArmA 2 : Project Reality


    PR Exclusive - Firing Personal Weapons from Helicopters & Vehicles
    As we know it's possible already for UH1s, Blackhawks and APCs to use the attachTo command to shoot from them, although not perfect. We are currently looking at a much simpler system which will cover all platforms.

    PR Exclusive - TS3 Plugin (Using British Bowman Radio Models)
    Replacing the ingame VOIP and having a robust defined VOIP for PvP is very important to us, and we are currently working closely with the Developers of the TS3 plug in and our own sound artists to create a PR Version of this. Every soldier has short range capability and direct 3d sound,but they need a radio or vehicle for long range. The plan is to have a Personal Role Radio(PRR ) for the short range radio and a PRC 325 (HF) for the long range radio. Later we will look at having UCD's for vehicles and add medium range radio with a PRC 355/VRC 359 (VHF), as you can see the Bowman Radio Kit is pretty much modeled already.

    PR Exclusive - RCON Tool for Server Admins
    As the title suggests a dedicated set of RCON Tools for Server admins, this will be a god send and help them to admin the PR Server a lot easier. The tool will be customisable too. The Tactical Gamer community are currently helping with the development of this, and will be carrying out private testings of this tool.

     

    PR Exclusive - Complete Sound Package
    Sounds in PR: ArmA2 will play a huge part to the overall Mod, and we have drawn up a concise and complete plan for the overall Sound Package. In the short term we are looking at building Sound Environments for Afghanistan & the BIS Islands, an immersive combat ambiance (sonic İlaçs etc) and realistic Infantry weapons. We are also looking at the overall Voice sounds and how best to change these, we already have a pretty much completed sound file library for this.

    PR Exclusive - PR_Atmospherics[Civilians]
    The first of a number of PR_Atmospheric Modules. This initial module will be a framework that allows missions in urban areas to have AI civilians. These civilians are generally non-combatants, but may also provide cover for player-controlled insurgents. If dealt with too harshly by a team, the civilians may become aggressive - creating tactical complications for the mission, it will hopefully add to the gameplay by also being a "Combat Indicator", ie Bluefor noticing that civilians are leaving an area (Usual Signs of Taliban moving in). As the title suggest this will add to the overall "immersion" of the Mod, and hopefully induce tactical awareness, for both sides.

     ArmA 2 : Project Reality


    PR Exclusive - Gameplay

    This is a very large area to cover however in brief the PR game play will include a comprehensive extended version of the AAS game mode, plus some other game modes too. With a new cargo and object handling system which handles a variety of transport methods, we open up the concept of logistics and supply. The armaments system helps provide a fair and balanced combat environment, by limiting access to the uncommon high powered expensive weapons and also makes vehicle combat far more effective. There will be a new squad management system to replace the common ones we've all seen. The concept of depoyable assets, such as firebases, will be further developed. Base deployment will provide a range of fair "fast travel" methods. All tied together with a new object interaction menu system to keep it organised. Further to that a new Insurgency mode is also being looked at and evaluated for future releases.

    Mk7 Helmet / Panther / Texture Tweaks / Field Dressing / Desert Cam Nets / MAN Truck
    These are all ongoing as normal day to day development tasks, we are yet to start on the Jackal and Mastiff.

    Ongoing work on Afghan Island
    - The ongoing work in this Department will take some time, as you would expect on a 25km x 25km Island. This will however prove its worth once complete, with different missions being played out on all areas of the island. So to that end, work continues on the Green zone area, including mud walls and buildings to suit our destructible structure system. This has been incorporated to best suit our game play. Although time consuming all valleys and outlying village areas are being manually sculpted to maximise island usage for the future.
    - A Camp Bastion style Main Base in the south is being worked on to compliment some of our larger missions with helo transport, logistics etc.
    - Even native plant/weed species for clutter and poppy fields are being added, to recreate the area as accurately as possible.

    Project Reality Menu
    For aesthetics the menu, background trailer, loading screens and general look of the default ArmA2 interface are being reworked to give it a cleaner, fresher look.

     


    - Beta Testing Update
    Beta Testing started this week in earnest, with a focus purely on the Game play at this point. We now have the makings of a dedicated Beta Testing team in place and a test server, so finding those bugs will be their priority. You can still apply to become a PR:ArmA2 Beta Tester in the tester application thread.

     ArmA 2 : Project Reality


    - Release Date
    Due to the increase in the PR:ArmA2 Team, and the Development we have already started on, it is now looking more likely that we will not be releasing v0.1 until at least June / July. The main reason for this is being we have a lot of complex functions and frameworks in development that we need to implement to give us our core release. Not forgetting all of this will need further testing too.


    - Official Project Reality Servers
    As previously mentioned, we always place a big emphasis on Server Admins, and in the next few weeks we will be getting in touch with Server Admins who have shown interest to assist us in developing a robust system and config. This will ensure the PvP servers are in a position to be able to provide the players with a solid and reliable Project Reality PvP server. A place where they can simply join in and experience populated servers, with first class teamwork and a unique gameplay style.

     ArmA 2 : Project Reality


    - Become a PR Developer or Contributor
    If you feel you have something to offer, or would like to be a part of the Project Reality Development Team, please do not hesitate to contact any of the team, or email [R-DEV]UK_Force. 3D Modelers are particularly sought after by the team, and are a priority for us at the moment.


    - Show your support
    If signatures are your thing, feel free to make use of our official user bar, if indeed you wish to display support for Project Reality.


     ArmA 2 : Project Reality



    So there you have it. Lots happening, and these are exciting times for the team. For further information please feel free to browse the Project Reality ArmA2 Forums and become more involved. The community is growing and there are some great ideas coming to the fore. We hope this Highlights Reel answers some of the community's questions. We thank you all for your continued support, and hope you will enjoy the future release .


    - The Project Reality Team

     ArmA 2 : Project Reality


    PR Özel - Stamina / Weight System
    PR Özel - Medical & Wounded System
    PR Özel - Firing Personal Weapons from Helicopters & Vehicles
    PR Özel- TS3 Plugin (Using British Bowman Radio Models)
    PR Özel - RCON Tool for Server Admins
    PR Özel - Complete Sound Package
    PR Özel - PR_Atmospherics[Civilians
    PR Özel- Gameplay

     ArmA 2 : Project Reality

    PR Özel - PR_Atmospherics[Civilians]

    Hayırlısı olsun.

    Haziran/Temmuz'u dört gözle bekliyoruz.
    PR Özel- Gameplay







  • hadi gözumuz aydın olsun ...
  • Katılıyorum.Project Reality Ekibinin nereye eli deyse güzelleşiyor zaten birdaha öyle olacağından şüphem yok.
  • Bf2 nin kazma motorundan kurtulmak güzel olacak.
    dört gözle bekliyorum...
  • Mükemmel bir haber
  • BF 2 : PR devam edicek bu sadece ek bir proje Vietnam gibi :)

    http://forum.donanimhaber.com/m_39420701/tm.htm
  • Welcome to the first of what will be a number of PR:ArmA2 Highlight Reels over the next week or so.

     ArmA 2 : Project Reality


    Apologies for keeping the community waiting a long time for this second installment. Things have been pretty hectic with the team, as you will see. As a thank you for your patience, we will be releasing a bumper number of Highlight Reels over the next 7-10 days, to show you all that the team is still beavering away at PR:ArmA2.

    Since our last update, the team have been concentrating and testing on our main focus - its dynamic gameplay for PvP.  During this time we have lost a few members of our team due to personal reasons, and we all wish them luck in the future. The PR door is always open to them, as they know. We have had to shuffle around some of our work load, and some of our intial concepts are currently on hold for future releases.

     ArmA 2 : Project Reality


    - Important Engine news

    With the recent release of Operation Arrowhead and its good reviews, we have now had the chance as a team to evaluate it. We have come to the conclusion during the evaluation that this is the preferred engine and environment to be used. As such, we wish to officially announce that [B]PR:ArmA2 will require Combined Operations in the future.[/B]

    Combined Operations means: Both ArmA2 & OA as 'separate' installs or Combined Operations bought as one package.

     ArmA 2 : Project Reality


    - Current Ongoing Work

    As we initially mentioned, our main focus is on gameplay with a minimal British Faction. The reason for this being we need to take everything one step at a time, to ensure our gameplay is sound. This element alone is what PR is best known for. Testing so far has proven a lot of concepts, and we now have testers reporting back that it now "feels like PR", which is exactly what we are aiming for. Although not 100% complete, and some still only concepts here are our possible current game modes:

    - AAS
    - Attack & Defend - (one directional AAS/front-line flow)
    - Command & Control
    - Skirmish
    - Insurgency

    We'll be showcasing more in the future about gameplay with a dedicated Highlights Reel concentrating on this one subject at a later date, this will answer all your gameplay questions we hope. A selection of screenshots are shown below of our most recent work with the OA engine.


    - 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.



    That's it for now, but we'll be showcasing some more exciting assets and gameplay elements in a few days. Watch this space!


    - The Project Reality Team


     ArmA 2 : Project Reality

     ArmA 2 : Project Reality

     ArmA 2 : Project Reality



    < Bu mesaj bu kişi tarafından değiştirildi Rezza -- 13 Ağustos 2010; 18:56:05 >




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