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Fritz Schröder

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Friday, 12. March 2010, 11:28

Project Reality für ArmA2 Development

Hallo Zusammen,

habe ne geile News für euch.

Zitat von »UK_Force;1588092«

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!

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.

-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!





-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 responsible 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!


-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!

Head over to
Project Reality Studios for more info



-The Project Reality Team

Paul Stoltenberg

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Friday, 12. March 2010, 11:35

Dann kann ja Bär endlich aufhören PR auf Battlefieldengine zu spielen. :D

Jack Unger

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Friday, 12. March 2010, 11:36

da sieht man mal das auch PR von dem Möglichkeiten der ArmA2 Engine angetan ist. Ich denke die Moddingfeindliche Einstellung von EA und die neusten Releases aus der BF Serie ( ala Arcade BF Bad Company2 / kein richtiger Dedicated usw. ) werden da auch ne Rolle gespielt haben. Aber sie schreiben natürlich auch das sie BF2 treu bleiben um Ihre Fans net zu vergraulen.

Gruß
Jack

Paul Stoltenberg

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Friday, 12. March 2010, 12:55

Die Qualität überzeugt wie immer :thumbup:

Fritz Schröder

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Friday, 12. March 2010, 13:37

jala jala

Ist der Hammer was spielen wir denn wenn alles rauskommt? I44, Liberation, ACE2 oder lieber PRArmA2?

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Friday, 12. March 2010, 14:38

PRArma2 wird sicher noch dauern, können ja nicht alles benutzen da 80% der Models von BF Black Sand Studios gehören =)

Emil Gruber

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Sunday, 14. March 2010, 11:47

Dann kann ja Bär endlich aufhören PR auf Battlefieldengine zu spielen. :D
hehe XD

Fritz Schröder

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Friday, 26. March 2010, 08:30

Zitat

Heute ist es mal wieder soweit, es haben sich in der letzten Zeit wieder viele tolle Addons angesammelt, welche sich zwar noch in Arbeit befinden, aber ein Blick lohnt sich auf jeden Fall.

Da sich zur Zeit sehr viele neue Interessenten unserem geliebten von der Fachpresse als "mittelmäßig" bewerteten ArmA2 zuwenden, fangen wir mal mit der aktuell heiß diskutierten "Project Reality" - Modifikation an, welche ihren Ursprung in der Battlefield Serie hat. Das Team, welches auf der Suche nach einer würdigen Engine bei uns hängen geblieben ist, zeigte heute in ihrem Forum einige neue Screenshots, welche einen weiteren Einblick in den derzeitigen Status der Mod zeigen. Außerdem gibt es nun eine genauere Liste der Features, welche in dieser Mod verwirklicht werden sollen.


Features: Da sich die Mod, der Name ist selbsterklärend, ein realistisches Spielerlebnis auf die Fahne geschrieben hat, wird es ein Ausdauer/Gewichtssystem geben, welches sich nach der getragenden Ausrüstung, Verwundungen etc. richtet.


Dies kennen wir bereits aus der ACE2 Mod, jedoch wollen sie dieses System auch für Fahrzeuge anwenden, d.h., dass ein z.B. voll beladenes Transportfahrzeug sich anderes verhalten wird, als es es mit Leergewicht tun würde. Auch ein neues Verwundungssystem wird es geben, welches Blutverlust, Bewusstlosigkeit u.s.w. simulieren soll.


Das Team arbeitet außerdem an einer Möglichkeit, es dem Spieler zu erlauben, mit seiner getragenen Waffe aus Fahrzeugen/Helikoptern zu schießen.
Wie im letzten Video schon zu sehen war wird der Spieler mit britischen Einheiten + Waffenarsenal in Afghanistan gegen die Taliban kämpfen.


Dazu wird natürlich eine passende Location erstellt. Die Afghanistan-"Insel" wird eine Größe von 25x25 km haben und die selbst erstellten Gebäude (hauptsächlich Lehmhütten) sollen sogar in Teilen zerstörbar sein, so wie wir es von den BIS-Gebäuden kennen.


Das ist aber noch nicht alles, weitere Neuheiten sind ein neues System um den Transport von Objekten zu erleichtern und ein anderes Squad Management. Wie dies genau umgesetzt wird und wie der Spieler damit umgehen soll ist noch nicht bekannt, jedoch wird es wohl in naher Zukunft weiter Informationen dazu geben.


Wenn wir nun euer Interesse geweckt haben, empfiehlt es sich alle weiteren Informationen (Sound Package, RCON Tool, Project Reality Menu etc.) im PR-Forum anzuschauen, denn dies war nur ein kurzer Überblick. Zu letzt sei nur noch zu erwähnen, dass ein erster Release nicht vor Juni / Juli zu erwarten ist.

Jack Unger

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Friday, 13. August 2010, 10:25

Welcome to the first of what will be a number of PR:ArmA2 Highlight Reels over the next week or so.



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.


- 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 PR:ArmA2 will require Combined Operations in the future.

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


- 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!

As always more information and pictures may be found over on:

www.realitymod.com

- The Project Reality Team

Paul Stoltenberg

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Friday, 13. August 2010, 11:01

Ich freu mich drauf :D

13

Monday, 16. August 2010, 21:40

Also wenn PR für Arma raus kommt und man nicht diese verkorkste steurung hat pack ich den braten auch an. :thumbsup:

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Tuesday, 17. August 2010, 14:50

Die ArmA Steuerung ist genial, alles andere ist Arcade und Casual schiss :thumbsup:

Jack Unger

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Friday, 20. August 2010, 12:47



Welcome To Part 3 of the PR:ArmA2 Highlights Special week!


- British Soldiers

One of the things we are keen to ensure accuracy on are the British Forces soldiers, which has caused us to run over our expected timelines. The move across to OA means a lot of config changes and some heavy optimisation is being carried out. Although work is slow, it is ongoing and will be worth it in the end, as optimisation for PvP is paramount.






- New Realtime Sounds

As some of our community are aware, a field trip was recently run for the PR Sound Dept to spend a week capturing UK Vehicle sounds. The chosen location was the Armour Centre in Bovington. We managed to capture 20 vehicles in total (covering hatches, firing, doors closing as well as various engine sounds), and were joined by BISimulations for the trip. More info about the trip, as well as lots of media, by clicking on the image.



With over 80 GB of data captured, the Sound Dept need to now run through Post Production, and editing all of these sounds. This will take time as we are sure you can appreciate. You can be assured however they will find their way into PR:ArmA2 once they are ready. In the meantime, a small preview of initial testing carried out on some of the raw files (no where near the final product, and still very WIP). Initial testing however shows the potential of what great sounds can do for immersion these can be heard in the following Testing videos. (Note we have not implemented the Sight patterns either at this stage).


Please adjust your Sound first





We are already planning the next trip, which will involve the team coming back down for another week, to record UK Small Arms (held on Live Firing ranges). All these sounds will be copyrighted under realitystudios, a commercial branch of Project Reality.


- PR: ArmA2 - Install, set up etc

As we have stated before, we intend to release PR as a complete installer package. One which you can simply install via its own single installer, run with the shortcut provided and instantly join in a Project Reality server, much like the current PR:BF2 system. In this way we can control both client and server files to ensure they match, leaving players with minimal worries about which version they may need. Each release or patch will again be much like PR: BF2 to keep the continuity between the server/client files. We will however provide an additional install package in the form of a compressed file, to manually install, for the users who prefer this method.

A PR:ArmA2 PDF user manual will be provided with every install too, so players can get a better understanding of the dynamic gameplay. This way we can cater for all manner of players, whether you're an ArmA2 veteren or new to the game.

- Recruiting Object Modelers!

The Project Reality Team are still actively recruiting. We are currently seeking a Static Object Modeler to build upon our PR objects pack. Of course if you have any other skill 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.

As you can see, there is a lot of development still going on in the various development areas, albeit behind closed doors, with a lot more still to do. Stay tuned for Part 4 in a few days, and the final chapter in our Highlights Reel Special!

Paul Stoltenberg

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Friday, 20. August 2010, 22:24

Jawohl so muss das sein :thumbsup:

Jack Unger

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Thursday, 30. September 2010, 15:43

Welcome to the September Edition of the PR: ArmA2 Highlights Reel.

This month has once again been a busy time for the team, with a lot of outside influences affecting development. Within the Project Reality team we have a lot of serving British Army soldiers, and although we demand realism where possible, we have to realise that this needs to be balanced with the fact that it is also a game that is intended to be enjoyable. We are not a Hardcore Mil Sim and do not claim to be, but we do like to get that balance correct. As you can see we have however made a lot of progress since our last update, some of which is not mentioned here but can be found on our forums.

As promised we are featuring gameplay this month, so here is an introduction to our current gameplay modes:


- Project Reality Gameplay
In PR:ArmaA2 we will be introducing some of the proven modes from PR:BF2, however they will not be exact replications. The ArmA2 engine allows us far more freedoms than the BF2 engine, and this is something we are taking advantage of. Firstly we find the strategy level a lot more intense as this is all based on the real life players decisions. We currently have the following modes:

* Assault and Secure (AAS)
* Advance and Defend (AAD)
* Counter Insurgency (CI)
* Command & Control (C&C)
* Skirmish

Advance and Secure Overview

AAS is a linked objective mode. The ArmA2 engine now gives us the possibility to design complex and varied size missions. This engine theoretically gives us the possibility of 200 objectives in one mission. For the player it's simple; you just have to follow the attack and defend markers on the map as is currently seen within PR:BF2. Once one side lose or capture objectives, they are switched automatically to the next possible objectives in sequence.

Objectives are sometimes just simple single locations, while others consist of a group of objectives. For your team to advance, you'll have to capture this group of objectives. The size of these objectives can be set up individually and will strongly depend on map design, therefore the size of it will not be predefined as it technically could be 30m, 100m or 300m. Of course, this is all dependent on what the mission designer sets out to achieve.



Attack and Defend Overview
AAD is very similar to AAS. The main gameplay difference is that in AAS, all sides move from a similar starting position and could attack and defend at the same time, fighting to establish dominance over the opposition. However AAD is one way directional gameplay. One team defends specific points. Once a flag has been taken by the attacking team, they cannot recapture that point and have to fall back to the next defensive location.

Counter Insurgency Overview
CI is based on the PR:BF2 Insurgency mode, where BLUFOR have to find and destroy the enemy's ammo caches.
However in PR:ArmA2 we have added some new features, like gathering information from dead or captured insurgents to reveal ammo cache positions. Insurgents will know also know all the ammo cache locations but they will not know which one has been revealed to BLUFOR. This opens a battle up to strategic chase play and will be an even more deadly game of cat and mouse.

Command & Control Overview
C&C brings new features too. Again as in PR:BF2 you first build your FOB. But now FOBs are flexible, and can be redeployed so as you advance you'll get closer to the enemy main base. As your FOB gets closer to the enemy main base, the enemy's ticket count will start to bleed at a higher rate. At the same time you will constantly be attempting to push the enemy back to keep their FOB as far from your main base. This gives the player unique situations where the same C&C mission will never play out the same, due to everything being based on Human decisions where each side decide their own frontline by use of the FOBs.

In the near future we intend to record a PR Dev Q&A podcast, so stay tuned for details of how to pose your questions to the team.

http://media.realitymod.com/news/arma/prarma_07/armour.jpg
http://media.realitymod.com/news/arma/pr…nvoy_ambush.jpg
http://media.realitymod.com/news/arma/pr…/cover_fire.jpg
http://media.realitymod.com/news/arma/pr…anger_close.jpg
http://media.realitymod.com/news/arma/pr…ill_defence.jpg
http://media.realitymod.com/news/arma/pr…ng_the_hill.jpg





- Other WIP Work

- FOB
A lot of time has been spent on creating our own Large scale FOB for the British Army, this will be a main feature on our Map, and almost its own town. The pictures show the sheer size of it, and we are trying to keep it as realisitic as possible, but still in perspective. As you can see however, there is still a lot of the detail to add:





- Portacabin
To compliment the FOB, we are working on a portacabin static, something you will always see inside FOBs of this scale, and another addition to our objects pack:





- Updated UI
Work as ever continues on improving our UI. Here's some information on our latest work.

Project Reality Main Menu concept
We now have a fully working proof of concept of the main menu. While there is nothing wrong with the original per se, we felt a unique main menu would fit Project Reality's image much better.

Project Reality Main Menu warning
Project Reality introduces two new key assignments: A Player menu (default: T key) and the Interaction menu (default: Left Windows key). These controls are critical for the gameplay, hence why we implemented a warning screen to alert players who do not have the keys assigned. This can be done easily in the new Project Reality controls category in the Controls options.

Project Reality Controls
Within the Interaction Menu we have now added a dedicated section for the Project Reality Controls to keep things organised and simple for the player.





- 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.

So thats it for September, we still have so much to show you all and still a lot of work. Every month something else is being reworked, tweaked or improved, and that may delay us even further. What we can promise you though is that the wait should be worth it. Thanks once again for reading this Highlights Reel and supporting Project Reality as a community. Until the next time.....


- The Project Reality Team

Paul Stoltenberg

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18

Thursday, 30. September 2010, 17:42

Ich wills endlich spielen :thumbsup:

hauke

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19

Friday, 1. October 2010, 15:49

das sieht recht vielversprechend aus. bin mit dabei, auf jeden...

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