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=VG= Melon Muncher

VG Clan Member (Administrator)
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Everything posted by =VG= Melon Muncher

  1. Setting this up now, maps are going to be changed around so it might take a while
  2. So yeah, thought about this to spruce up the server a bit more, and give the regulars a change of pace. )Opfor event, in case you missed the thread name) I'll fix up all the maps so that they aren't just base-rape extravaganzas and should have a bit more playability. I was thinking run it for two weeks or so, rather than just a weekend event.
  3. New devcast http://www.realitymod.com/forum/f380-project-reality-news/119310-project-reality-devcast-3-a.html#post1883856
  4. Another changelog http://www.realitymod.com/forum/f196-pr-highlights/119288-prbf2-v1-0-0-0-v1-0-8-0-encoded-changelog.html Incase anyone is bored.
  5. Devcast #2 released http://www.realitymod.com/forum/f380-project-reality-news/117411-project-reality-devcast-2-a.html
  6. I'll update as its released. Devcast #1 http://www.realitymod.com/forum/f380-project-reality-news/116128-project-reality-devcast-1-a.html DevCast #2 http://www.realitymod.com/forum/f380-project-reality-news/117411-project-reality-devcast-2-a.html French Forces 1.0 teaser http://www.realitymod.com/forum/f380-project-reality-news/116804-project-reality-bf2-v1-0-french-forces-teaser.html BETA http://www.realitymod.com/forum/f380-project-reality-news/120542-project-reality-bf2-v1-0-open-beta-released.html
  7. Honestly I think we still have a fair bit of sway over the PR and FH2 populations. I know for a fact people still play on the PR server even though it constantly crashes. Most VG players who get on the servers end up leaving pretty quick because no-one has been able to get admin status on the recent server and the few previous servers have had people not having admin because they can't get on when someone's available to give it to them. Morrison I don't know what problems happen on the FH2 server but I'm more than happy to take a look/fix them but I can't if I have no idea what's wrong, Fastjack probably can fix some aswell. Chances are at least a few can be fixed server side. EOD is one of many BF2 mods that are just dead they won't come back no matter how much we want them to, Everything ends up this way at some stage. I mean sure we might get a few VG guys organized an in the server but most won't even bother downloading the 3 gigs needed to play it. AIX still has players but people are going to play on a server that they know gets players, This is the reason our FH2 and PR servers are still popular, We used to have an AIX server a year ago and it was never populated then so there's even less of a chance of that happening now. My suggestion if you want to have an event with one of these mods is just to set it up and play it on someone elses server.
  8. well heres the original link if any one is interested. its also got the full list. this ones missing quite a bit. Comments might help a bit as well. No help shall be recieved by me. forgot link http://www.realitymod.com/forum/f196-pr-highlights/114479-prbf2-v1-0-0-0-changelog-first-beta.html
  9. Blud sams a regular player and a good guy he was telling me a few weeks ago that he was getting kicked by PB. I'm quite sure he's not responsible and I'm sure others would agree with me. Blud Albasrah is a very unstable map deployment and coop wise maybe move it to the end of the rotation and will help slow down some crashes.
  10. Aright Yes and No from me I honestley don't have the time to put into seeding the server anymore normally when you do get a few seeders the server fills up quite good but it's just that effort needed to be put into getting the first 10 or so players going. Lack of a PR update is quite a problem. I don't want to see the server gone when 1.0 rolls around because it will be server filling good so maybe swap it over to a different game or something in the meantime. Honestly though the server just needs that little push from a few dedicated players to get the it filling up and then its quite great. thats the reason the insta spawn servers get players is because the teamwork is not required when you have so many assets to abuse and what not.
  11. Are you using TS3.VETERANS-GAMING.COM make sure the port is blank. Also there was something about some people haveing problems with hamachi so if you hae it make sure it is turned off and disabled.
  12. If we can set the server to have the same punkbuster settings as before. that would remove the md5 mismatch for the sound mod. I don't know how to do that.
  13. Do you have Sound mod installed if so try turn it off. Is anyone else having problems?
  14. Updated remember to uninstall the old one if you had it. So much epicness Everything has new sounds. http://prteamwork.com/threads/anders-sound-modification.1688/
  15. yoda add the line from my previous post to your shortcut it will bring up an error message when it ctds
  16. Are you sure its just VG server and none others. Run in windowed mode to get an error message, add +fullscreen 0 +szx 800 +szy 600 to the end of the target line in your shortcut it will make an error message pop up.
  17. I find the reason its so easy at the moment is due to the tiny flag radius coop has to endure, take Ramiel for example if you expand the radius to be larger than one of those L shapes and include a few more buildings then it presents more of a challenge when you need to space out you guys to cover more angles rather than looking one way, Objective echo on Ramiel std the flag is smaller than the actual building its representing now if it were to cover the full building as well as the square across the road then you have more angles to cover. The best example I can think of is south city on Muttrah you can have epically long battles over that flag or they can last 5 minutes depending on whether you can cover all angles or your squad is all looking at the spot the last bot was standing, The fact that it covers more than one building is what makes that flag. Kokan for example takes this and runs with it all flags cover a full compound = multiple angles of attack combined with bots spawning all around the flag but never in the cap, presents a large challenge in coop but still entirely possible if its just you and a mate and bots on your team hard to explain but it works. Lack of AI spawn points is also a game breaker if there is 4-5 spawns for a flag (about average) thats only 4-5 places you need to watch, Look at the compounds on Lashkar mortars can rack up insane kill just by firing in 2 spots. again using Kokan as an example but others have more I tried to average 10-15 spawn points on a flag while keeping no spawn point visible from the cap and most other places, this allows more random attack routes and keeps everyone on there toes, rather than setting up a HMG to watch one direction. Of course there is no possible way to stop people from finding tactics of cutting off enemy reinforcements because if people want to camp they will find a way but doing these things severly limits the abuse of it all. Just because one can respawn on their squad leader, doesn't mean they have to play this like vanilla, infact i've just realised how much i dislike the squad leader respawn, it encourages lax gameplay And robot this can be set to allow only AI to spawn on squad leaders makes it harder for humans rather than just removing it all together.
  18. Fastjack already tested most vehicles need proper aitemplates. some have some parts working like m113 can be driven or gunned on the 50 cal but the m60's will crash cas huey is broken aswell thats all i looked at. I'm goint to try to navmesh dien duong.
  19. We need the infantry Gaza beach in the roatation aswell thats a fun map.
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