Submitted By: BamBam on 02/5/2010 @ 7:59 AM CDT
About this File:
Project Reality v0.9 is one of our largest, most featured packed releases to date. Featuring 3 new factions, 8 new maps, an array of new assets and multiple bug fixes, version 0.9 improves upon almost every aspect of Battlefield 2, creating the most realistic, team oriented, online gaming experience available on the PC. Project Reality v0.9 Full Client is made up of two files, both of which must to be downloaded and installed in order to play the mod: - Project Reality v0.9 Full (Part 1 of 2) - Project Reality v0.9 Full (Part 2 of 2) ***Note: Battlefield 2 v1.5 is required. Project Reality v0.9 Features Factions Added new faction: Canadian Forces (CF) Added new faction: Israeli Defense Force (IDF) Added new faction: Islamic Resistance Movement - Hamas (HAMAS) Added new soldier variants to all conventional factions including the militia Added new US Army Kit Geometries Added new Russian Army Kit Geometries Added new soldier faces for most factions Added new British Desert Soldier Textures Changed faction name for Chechen Militia to Militia (MIL) Maps Added Beirut (IDF vs RU) (AAS) Added Dragon Fly (GB vs MIL) (AAS) Added Gaza Beach (IDF vs HAMAS) (INS) Added Iron Ridge (RU vs MIL) (AAS, Insurgency) Added Lashkar Valley (GB vs TALI) (Insurgency) Added Siege at Ochamachira (GB vs MIL) (AAS) Added Silent Eagle (US ARMY vs RUS) (AAS, CNC, Vehicle Warfare) Added Yamalia (CF vs RU) (AAS, CNC, Vehicle Warfare) Updated Qwai River (USA vs PLA) (AAS) Updated Fallujah West (USMC vs INS) (Insurgency) Updated Korengal Valley (USA vs TALI) (Insurgency) Updated Operation Archer (CF vs TALI) (Insurgency) Updated Asad Khal (IDF vs HAMAS) (AAS) Updated Fools Road (GB vs MIL) (AAS) Updated Ramiel (USA vs INS) (AAS) Tweaked Kashan Desert (USA vs MEC) (AAS, CNC, Vehicle Warfare) Tweaked Battle for Qinling (GB vs PLA) (AAS, CNC, Vehicle Warfare) Tweaked all Insurgency maps to have a Vehicle Depot for Insurgents in their main spawn (placeholder until we get an insurgent specific vehicle depot) Game Modes Insurgency (INS) Increased amount of tickets BLUFOR get when a cache is destroyed, now 25 tickets (increased from 10) Decreased amount of cache needed to be detroyed by BLUFOR (7 cache now instead of 10) Tweaked civilian/collaborator rules: (a) no extra spawn penalties unless you get arrested; (b) civilian cannot be run over by vehicles anymore without penalty; (c) getting on a rope/ladder no longer qualifies the civilian/collaborator to be killed; (d) using a medic bag no longer qualifies the civilian/collaborator to be killed Updated meinsurgent unarmed kit to be considered civilian/collaborator and follow the same rules Updated the messages you'll recieve as a civilian/collaborator on these occasions: (a) civie was arrested; (b) civie was shot outside the ROE; (c) civie was shot inside the ROE Co-Operative (COOP) Added new game mode: Co-Operative/Singleplayer (AI controlled soldiers) is now fully integrated into PR v0.9 Added new bot names from the PR Team Vehicle Warfare (VW) Added new game mode: Vehicle Warfare, a mode that focuses on large amounts of heavy armour 300 tickets per team to start default (has a config value so it can be changed on private/password matches if needed) Command and Control (CNC) Tweaked Forward Outpost deployment rules. The objective is to deploy and defend only ONE FO, and simultanously hunt and destroy the enemy FO. Destroying the enemy FO (while your FO is still deployed) will cause the enemy to bleed tickets Tweaked the amount of deployable assets that can be built in CnC, now you can deploy double the amount of defenses: 20 static defenses (foxhole and/or razorwire), 2 AAs, 2 TOWs and 4 HMGs. All deployable assets can be built 400m from the FO (up from 200m) Updated CNC win conditions: Both teams have 10 min to setup the FO before the checks for ticket bleed start. Once your FO is destroyed and the enemy still has theirs, your team will have ticket bleed. You can stop the bleed by rebuilding the old FO, or deploying a new one some other place. Updated CnC default ticked bleed to be 1 ticket every 5 seconds; there is now an enemy ticket bleed multiplier, the further away your FO is deployed in relation to your ACV/Command Post, the faster ticket bleed the enemy will have (starts at 1000m with 1 ticket per second, to 4500m+ with 8 tickets per second) Updated CnC when losing the FO your team will lose 50 tickets Skirmish (SKM) Updated skirmish rallypoint rules, they now expire (like the rest of the game modes) but they are unlimited and dont require a Squad Leader to "rearm" them. There is a 2 minute cooldown between placing RP's and they expire after 1 minute of placement 100 tickets per team to start default (has a config value so it can be changed on private/password matches if needed) General Gameplay Added check for last time you got points for deploying an outpost to stop spammers/exploiters Increased points for neutralizing and capturing flags to 50p each (used to be 30p each) Increased the time you need to avoid getting crtically wounded again after revive to 120s (was 60s) Changed all destroyable runways to be Non Destroyable since it did not have the desired effect on gameplay and contributed to a program error Changed the bridge on Fools Road to be Non Destroyable since it impacted negatively on gameplay Weapons Added Tavor 21 and CTAR/STAR variants (IDF) Added M4 with MARS and MEPRO21 reflex sights (IDF) Added Negev LMG with ACOG, MEPRO21 and ironsights (IDF) Added GALIL SAR (IDF, MIL, HAMAS) Added M72A6 LAW (IDF, CF) Added Jericho 941 pistol (IDF) Added Matador HAT Launcher (IDF) Added Buttstock melee smash with M4 and TAR21 rifles (IDF) Added C7 with Elcan Optics (CF) Added C9 and C9A2 (CF) Added NLAW AT Launcher(GB) Added AK47S (TALI, HAMAS, INS, MIL) Added M16A1 and sawed off variants (IDF, HAMAS) Added MG3 with Elcan Optics and ironsights (MEC) Added RPG-7 Tandem Warhead (RU, MIL) Added Type 82 Fragmentation Grenade (PLA) Added Browning Hi-Power (INS, MIL, TALI, HAMAS) Added Remington 870 shotgun (IDF, INS) Added Milan Stationary ATGM (MEC) Added DHsK Heavy Machine Gun (TALI, MIL, HAMAS, INS) Added M4 and M16A4 bayonets, mounted on the weapon with increased range (USA) Added QBZ95 bayonets, mounted on the weapon with increased range (PLA) Added LMG, Grenadier, Rifleman AT, and Marksman rifles with new Ironsight variants (All Factions) Readded Remote Detonated Anti Personnel Mines (All Factions) Anti Personnel Mines have a 25m kill radius and 50m wound radius in a 60 degree forward arc, with a maximum of 4 mines deployable at any one time Readded P226 Pistol (MEC) Added Squad Leader Radio "weapon" to use Squad Leader tools and commands Added Salute and Surrender "weapons" on pilot and unarmed kits Decreased the effective range on buckshot shotguns, these weapons will now do very little damage past 50m Updated Deviation on ALL hand held weapons. Full settle time for ANY weapon is not required unless you've been on the move for 5 seconds. This works linearly, so if you've been on the move for 1 second, you'll only require 1/5th of the settle time, for 2 seconds, 2//5ths etc Updated QBB95 LMG to include an optic sight (PLA) Updated QBZ95B (PLA) Updated Melee system to be less spammy and more a matter of timing and positioning Updated all Rifle Underbarrel Grenade Launcher ladder sights to a much improved and accurate version Updated all Marksman Rifles to have a deployed fire mode with much more precision and a higher rate of fire (2 second settle time between shots for maximum accuracy) Updated all IED's and VBIED's to now have realistic blast radii and damage values Updated frag grenade and 40mm grenade explosion radii. 2m kill radius (up from 1.1m), 20m wound radius (up from 12m) Updated MG recoil, standardised un-deployed recoil based on calibre, standardised deployed recoil based on calibre Updated reticles for various optics Updated Frag Grenades to do 50% more damage to jeeps/trucks Changed Al-Quds selection name to RPK Changed High Explosive UGL grenade reserve capacity from 9 to 20 rounds on Grenadier kits Changed Enfield rifles to use a slightly more powerful 7.7x54mm projectile Updated maximum deployable proximity IED to 30 (increase from 10) Updated numerous weapons to be scaled properly to the soldier Updated 5.8mm round (used on PLA rifle arms) shell casing to be a dark, non reflective casing Updated Simonov and No.4 SMLE Ironsights reload behavior, disabling reloading mid-magazine Tweaked all grenade projectiles, the thrown grenade now does not have the safety pin and lever attached and makes an ejection sound Tweaked AA Missiles to only do 1/10th their damage to non-air assets (vehicles and buildings) Decreased required parachute flight time so you need to stay at least 20 seconds in the air to get no damage on landing (was 30s before) Changed the parachute to be less manoeuvrable, can only control left/right rotation, you move forward constantly, very slightly Changed free-falling soldiers to go straight down, with no forward movement Animations Added new third person reload animations to most weapons Updated all third person weapon animations to represent a lowered, resting stance when not in action Updated a huge amount of deploy and reload first person animations Updated MP5A3 deploy animation Updated SKS bayonet animation so it is folded in if not in use Updated the fidelity of the firing animations both in first person and third person Updated prone third person animations for Surrender "weapon" so it appears like the person is covering their head with their face in the ground Updated prone third person animations for Cellphone "weapon" so it appears like the person is talking on the phone while lying on his stomach Updated all Bayonet Animations Updated all Knife and Ziptie Arrest Animations Updated all firing and zoom firing animations to be 'snappier' Updated all 3p reload animations for AK series weapons Updated undeployed M249 deploy animation to be quicker, changed M249 ammobox Updated 3p reload animations for M14 Tweaked PPSH animations to use an open bolt action Tweaked RPG-26 zoom animation to present only the ladder sight, making aiming and correcting for projectile drop easier Vehicles Added Armored Command Vehicles (All Factions) Added M1A1 Main Battle Tank (USMC) Added M1A2 Main Battle Tank (US-A) Added Chinook Transport Helicopter (CF, GB, US-A) Added MAN Supply/Logistics Truck (GB) Added Leopard 2A6 Main Battle Tank (CF) Added LAV-3 APC with fully modeled interior (CF) Added G-Wagon Jeep (CF) Added BTR80 APC (RUS) Added BTR80A APC (RUS) Added MiG 29 Fighter (RUS) Added Merkava MK4 Main Battle Tank (IDF) Added M113 Light APC (IDF) Added HMMWV (IDF) Added Recon HMMWV (IDF) Added VN3 Armored Reconnaissance Vehicle (PLA) Added Ammunition Resupply Technical (TALI, HAMAS, INS, MIL) Added a new vehicle-deployable Wooden Ammunition Resupply Crate for unconventional factions Added Alternative Technical from BF2:SF (TALI, HAMAS, INS, MIL) Added Dumpster Bomb Truck (INS, TALI, HAMAS) Added CROWS HMMWV (US-A) Added unarmed variant of BRDM-2 (RUS, MIL) Added unarmed variant of Big Red Truck (TALI, INS, HAMAS) Added different colored variants of civilian bomb cars (TALI, INS, HAMAS) Increased 25-30mm cannon damage vs APC/IFV Armour by 20% Decreased waterspeed for BTR60, BRDM2, BMP3 Updated T-62 reload time to 15 seconds, decreased sabot ammo to 12 rounds, increased heat ammo to 28 rounds and decreased turret moving speeds Updated Type 98 MBT to have an AT11 ATGM Updated TOW Launcher on M2A2 Bradley it now takes 2 minutes to reload after firing both missiles Updated engine settings for many vehicles to handle better Updated and Optimized many vehicle textures to save space/performance Updated UAZ jeeps with improved physics Updated T-90 Tank with 9K119M AT11 ATGM rocket, changed ammo loadout to 17 rounds for sabot/heat each and 6 AT11 ATGM rockets Updated BTR-60 armor, it will now be set on fire by one regular RPG warhead and sent into orbit by a H-AT equivalent round, BTR-60 scale to be slightly smaller Updated BRDM-2 and all its variants startup exhaust effects, added codriver ability to switch to views with "X" (default) like the driver has, increased BRDM2 and variants ground speed Updated Blackhawk M134 minigun to not have zoom Changed all APC passenger cameras with generic HUDS to not have any rotation control Changed Tunguska AAV and Type95 AAV AA missilelauncher delay to use to 30s Updated flare launch locations of all helicopters to be to the sides/back Updated landrover 50cal to have no zoom when sighting in Updated all russian vehicles with desert skins Updated tanks to use correct driver HUDs Updated all helicopters with realistic water damage and fording (the landing skirt can now be in the water without problems) Updated all helicopter water damage handling (they take less damage and have a 3 sec delay when in water [cabin floated 0.1m to 0.3m] and when in deep water 6 sec delay [cabin floated over 0.3m]) Updated Scimitar, BMP3, M2A2 to have additional top hatch entrypoints Updated "Heatobject" positions on all helicopters Updated stationary AT launchers traverse speed/acceleration decreased speed 50% Updated engine speeds of the PLA Type 95 AAV Updated all civilian vehicles waterdamge/fording settings and time to stay as wreck Updated all civilian jeep wreck textures and wreck effects Updated chinese Z-8 and russian Mil-8 helicopter engines to be more balanced with their BLUFOR counterparts Updated all tank commander view levels to be 2.5x, 8x and 20x (used to be 1x, 2.5x and 20x) Updated all Jet Laser guided bombs damage radii now comparable to a Mk82 500lb bomb (approx 75m kill radius, 175m wound radius) Updated UAZ Jeep to now be an open top and carry more passengers (MEC, PLA) Updated Tank Driver position and removed black/white screen from tank CO view (All Factions) Updated all weapon layouts for tanks to be more close to realistic values Updated Challenger 2 main cannon to have an added WP (smoke) round Updated/Fixed all driving effects on all ground vehicles (the effect that play when you drive over terrain and stuff is flying around right after the vehicle) Updated MEC Mil-17 and Havoc with new skins Updated Huey topspeed to be slightly decreased Updated ZIS-3 target reticle Changed desert Stryker skin to tan coloured Changed all ground vehicles Hitpoints lost while at criticalDamage to be 1% of vehicle hitpoints Changed all ground vehicles criticalDamage to be 10% of vehicle hitpoints Changed cupola MG on T-62 to DHsK Changed all technicals to have the new DShK MG Changed all MEC/RUS coaxial mgs to have a reload time of 5 seconds and chinese coaxials 5.2 seconds Changed all jeeps/trucks/tanks waterdamage settings to (damage in water -50 hp/s, deepwater -100 hp/s; delay for damage in water 5s, deepwater 1s) Changed WZ551 coaxial mg to to have 4 belts of 250 rounds each Changed M1A1 Abrams main cannon ammocount to be 40 in total Changed Type-98, T-72 and T-90 reload times for main cannons to be 8 seconds Tweaked dirtbikes to have a smaller smoke damage indication effects Tweaked critical damages on M1A1, Merkava, T-62 and BTR60 Tweaked M2A2 Bradley suspension to work better Tweaked 50cal rounds, they now do twice as much damage to jeep/truck armour. Will destroy a HMMWV in 30 rounds as opposed to 50 Tweaked all tanks to have realistic turret depression/elevation values Tweaked overheating values slightly on the .50cals Tweaked vehicle handling, speed and terrain grip on all vehicles Tweaked all vehicles water fording capabilities to be more realistic Tweaked vehicle disabling and damage status effects for all land vehicles Commander Added new commander mutiny system accessible to Squad Leaders Added Armored Command Vehicle (ACV) for all factions, this replaces all Command Trailers for most factions and is where you can use the UAV (Carriers still have command post) Removed requirement for Commander to be in the Command Post/ACV to use his Command Screen. Commander can now use his Command Screen anywhere (but still needs to be in the ACV to use the UAV) Removed requirement for insurgent, taliban and hamas commanders to have the officer kit to enter the command post Updated UAV with 20 min flight and 10 min reload for conventional forces. Militia grayscale UAV stays with 10 min flight and 10 min reload Updated Mortars/Artillery, they no longer damage ammo caches Updated Commander requested Mortar strike, they are now representative of a 2 x Mortar team firing a 30 second barrage of 30 81mm HE rounds. Approx. 20m kill radius, up to 40m wound radius Updated Commander requested Artillery strike, they are now representative of a 4 x Battery team firing a 60 second barrage of 105mm M1 rounds. Approx. 35m kill radius, up to 80m wound radius Updated Commander requested "JDAM" strike, , they are now approximately representative of a GBU-32 or KAB500L. Approx. 175m kill radius, up to 350m wound radius. Spawning and Rallypoints Decreased maximum spawn penalty from 30s to 15s Decreased number of players needed to be close to disable RP to one (used to be two) Changed Rally Points, they now expire after 60 seconds from being placed. Changed Rally Points, they now cannot be placed with a single enemy close (100m radius) Changed Rally Points, they are now limited to only one placement before needing to be "rearmed" Changed Rally Points, they now get "rearmed" by the Squad Leader getting close (within 20 meters) to a Forward Outpost, Command Post or Supply Depot Updated spawn time code so if you are supposed to have less than 5 seconds to spawn (killed while wounded, wounded time is over or gave up after 30 seconds) you will have 5 seconds to select a new spawn point instead of insta spawning Deployable / Team Assets Added new Foxholes with better construction and protection against artillery and high explosives Added new Anti-Tank Guided Missile (ATGM) emplacements, limited to 3 placed at once Increased the maximum number of Forward Outposts available from 4 to 6 Changed Forward Outposts build rules, they can now be built 200m apart (decrease from 300m) Changed Forward Outposts build rules, they now only require one supply crate to build (decrease from 2) Changed all deployable assets (HMG, AA, TOW, Foxhole, Wire) build rules, they now require two supply crates to build and can now be placed up to 200m from the Forward Outpost (increase from 150m) Changed deployable asset maximum amount of assets deployable per map for a team (3 TOWs, 12 AAs, 24 HMGs). For AAs and HMGs is more than they can actually place, but still a limitation just in case it gets too much for the server to handle Changed maximum amount of static defenses on a map (foxholes and/or razorwire) to be 100 to avoid any issue with server crashing Updated Insurgent & Unconventional Faction Weapons Caches with new weapon & ammo models Updated deployable assets so only FOs spawn high in the air to make them easier to deply (now spawn at 3m instead of 8m) Updated all deployable assets so they have a capped bottom piece, you can no longer glitch under them Updated Vehicle Depots, they now only give vehicle ammo/infantry ammo/kit request to a specific team Kits Added new Rifleman AP kit with remote detonated anti-personnel mines. Added alternative kits selections to nearly all main kit selections Added new "Unarmed Kit" - right-click on the kit request button this will "drop" your kit, you now need to pickup the unarmed kit that spawns at your feet Removed identifyable kit bag for conventional factions as it's just too much work to maintain and resource hungry, will eventually replace all kit bags with weapon models Increased Limited infantry kits requirement. You now need a squad of 4 to request or spawn with: Automatic Rifleman, Medic, Grenadier, Rifleman AT and Marksman (increase from 2) Officer kit still requires only 2 players in squad to request Increased incendiary grenade count on all kits to 2, and for rifleman specialist to 3 Decreased Sniper's field dressing count to 1 (reduced from 3) Updated kit geometry settings to draw at range Updated drop kit geometry to stay for 5 minutes, the same time a wounded soldier can survive for Updated British officer and medic kits to now wear helmets Updated Chinese medic kits to now wear helmets Updated insurgent pickup kit respawn times to be 30s after they disappear from the world, as they now stay on the ground for 5 min (used on Insurgency cache pickup kits) Changed the Field Dressing from weapon slot #8 to slot #9 (won't show up on weapon selection list but pressing the slot 9 key will select it) Changed the Incendiary Grenade from weapon slot #9 to slot #8 so it is visible in the weapon selection menu Reenabled selecting and reserving kits while wounded HUD Added new custom deployable and request comm rose per faction Added new SL "Radio" spotting system, Squad Leaders can now place their own markers on the map (max 3 spotted markers per SL) Added new GLTD comm rose system to place CAS marker on map Added new "spotted" markers to the list of spotted commands Added many new different support requests (armor, cas, technical, bombcar, jeep extract, etc) Updated all comm rose options with new graphic icons Updated HUDs for a lot of ground vehicles vehicles Updated mine markers code to limit the creation of markers to 3 per player. Updated kit slots order. Conventional forces = officer, officer alt, rifleman, rifleman alt, specialist, medic, support. Taliban/Hamas: officer, officer, insurgent1, insurgent2, scout, medic, support. Insurgents: officer, insurgent3, insurgent1, insurgent2, insurgent4, civilian, sapper. Militia: officer, officer, militant, militant alt, scout, medic, support Updated various weapon selection and kit selection icons Updated comm roses so that items that only have one option (left click) also have the same action as right-click Menu / Interface / Installer Added new Next Map List feature to the Server Info menu, providing the server supports it Added randomised login background images Added translations of PR tips, messages, menu from community members Added PR Mumble integration into the v0.9 installer as an option Added BF2 1.5 alt-tab fix into the v0.9 installer as an option Added PR protocol, adding direct launch support to PRSPY. Open a PR server by going to pr://ip:port/ Updated pr.exe with BF2 (Steam version) support, profile fixes and various other bug fixes Updated 16/32/64 layer information in create local to be Inf/Alt/Std to better represent the layer Updated Polish and Chinese fonts. Updated credits menu with randomised PR Team pictures Updated menu background video Updated installer to be (1 of 2) and (2 of 2) instead of core and levels Updated installer to include better failsafes for incorrect installations Updated game mode messages to use small yellow text instead of the big text Tweaked Spam block limits to 4 requests in 8 seconds, block for 30 seconds Sounds Added New loading screen and main menu music Added New Russian Commander, SL and Grunt voices Added New Hebrew Commander, SL and Grunt Voices (IDF) Added a safety lever ejection sound when throwing grenades Added new reload sounds to many weapons Added new incendiary grenade sound Removed Russian and MEC commander ambience sounds Increased volume of tyres on ground so wheeled vehicles should be heard further away now Increased engine volume of civilian cars Increased distance of third person tank firing sounds Decreased volume of field dressing "tear" sound Decreased volume of all waterfalls/waves/rapids ambient effects by 6dB Decreased volume of jet-flyby and animal ambient sounds used on Korengal Added new distant gunfire sounds Added new fire sound for the PKM, SVD and M21 Updated audible distance of many sounds to have improved range Updated distance dissipation and distance delay Updated missle sounds to include pitch bending Updated JDAM sounds they should now be inaudible until it's coming down Updated Artillery and Mortar sounds, they should not be audible until they are incoming Updated PKM firing sounds and raised volume in third person Updated missile engine sound for light missiles/rockets to new higher pitched ones Updated all vehicle engine sound distances to be standardized Effects Added new JDAM explosion effects (courtesy of CA) Added new aircraft flare effect (courtesy of CA) Added 14.5mm impact effect for BRDM-2, BTR60/80 and chinese VN3 jeep Removed dynamic light flash on firing both small arms and large caliber weapons Increased smallarms projectile suppression radius to counter multiplier changes Decreased suppression effect radius multiplier by approx 25% to account for realistic explosion radii on artillery etc Decreased delay for all ground vehicles to show wreckeffects (should be now nearly instantly after being destroyed) Tweaked impact effect for APC AP rounds (the one with the red sparks) Tweaked exhaust effects for cars and jeeps Misc Odds and Ends Added new Spectator "PR Bot" vehicle for movie makers and server admins, with six axis of movement and camera zoom abilities (Only available on passworded servers, spectator camera deletes itself when you exit) Bug Fixes General Changed the way factions, inits, and spawners are loaded on each map. It "should" decrease loading times and resource usage Attempted fix for the issue with bugged FO spawn points staying forever after an FO has been destroyed Fixed flickering big yellow text on Insurgency game modes Attempted fix for the shiny screwed up sandbag texture some people get by using the new shaders from BF2 v1.5 Fixed players still getting a death when teamkilled and forgiving before going to "dead" state Attempted fix for the blackscreen issue where it does not come up when you have a kit reserved, you are alive and a player leaves your squad making your squad have less than 4 players. You lose the reservation, but blackscreen should only come up when you are dead Weapons Removed tracers from RPK (formerly Al Quds) Removed tracers from the old style AK74 variants Changed Small-arms damage to small ammunition crate drops. This should prevent small crates and trucks being destroyed too easily by small arms fire Fixed draw distance on several weapons that were not drawing at range Fixed "pipebomb" IED damage, they will now severely damage civilian cars and will moderately damage jeeps/trucks Fixed RKG-3 grenades, they now actually damage APC's (5-6 needed to destroy one) Fixed RKG-3 grenades, they can now deal light damage the top/rear armour of Tanks Fixed knife and melee impact effects on metal surfaces to be only smokepuffs instead of sparks Vehicles Updated code that blocks people using the wrong kit on limited vehicle positions, so they can't just switch position and drive for another 10 seconds. It will decrease more and more the interval of time the player has to switch seats, but if he stays off any wrong seat for more than 30s it resets back to the default interval Fixed SABOT round vs various soft materials damage behaviour Fixed SABOT round vs bullet proof glass damage behaviour Fixed HYDRA/S5 explosion damage having no effect on jeeps and cars Fixed Scout Helicopters being overly susceptible to 5.56/7.62 rounds Fixed Parachute draw distance, should now draw for 1000m Fixed OPFOR laser guided bombs not using correct explosion effect Fixed TOW Launcher vulnerability to small arms fire Fixed Challenger tank to no longer receives damage from shallow pools of water; increased delay to receive damage from deep water from 5s to 30s Fixed UAZ jeeps being able to ford across water (now they cannot) Fixed support HMMVV rear passenger sitting animations Fixed all APC/IFV's to have their muzzle flashes coming from the correct position Fixed all APC/IFV's to have shell ejections coming from the correct position Fixed the draw distance for PLA AAV type 95, PLA UAZ Jeep and PLA FAV Fixed Tornado co-pilot having flyby cameras Fixed BTR-60 material bug (tires, metal part of shovel and exhaust parts) Fixed BMP-3 AT10 ATGM fire effects being off set Fixed TOW HMMVV ammunition exploit Fixed UAZ jeep entry points Fixed technical exit points Fixed the crewKitIndex line from all vehicles, so when you hop in, you keep wearing the kit geometry you have Fixed PLA Type-95 AAV turret depression and elevation Fixed Stryker wheels Fixed T-62, T-72 cupola draw distance Fixed RHIB M249 ironsight positioning Fixed militia technical wreck texture Fixed up BRDM handling to be much more manueverable and less prone to accidental flipping Fixed M1A1/M1A2 Abrams maximum speed Fixed BRDM-2 / Gaskin / Spandrel driving physics and materials, fixed some driving effects Fixed civilian support jeeps` glass material Fixed T-62 and T-90 exhaust effects and antenna positions Fixed BMP-3 water handling, commander camera, exhaust positions, wheels hanging through tracks, using incorrect shell ejection, Fixed all Support/Logistic Truck rear camera views Fixed engine sounds on civilian white car and militia jeep Fixed draw distance on all main Helicopter rotor blades Fixed draw distance on Challenger 2's Cupola MG, fixed C2 and its wreck being too shiny, fixed track skirt draw distance, fixed taking damage in shallow pools of water Fixed Scimitar and its wreck being too shiny Fixed/updated wreckage effects for all ground vehicles Fixed Mi8 and Mi17 helicopter entrypoints Fixed Stormer and Tunguska AAV exhaust positions Fixed the civilian support jeep passenger bug Fixed M2A2 Bradley taking too much damage from shallow water Fixed wreck effects on all helicopters and jets Fixed missing camera views on the Apache Fixed the nightvision activating sound (when pressing "fire") on Tank driver position Fixed civilian/militia support jeep passenger bug Fixed stationary machine guns, TOW and HJ8 draw distances Fixed TOW and HJ8 firing effects being off set Sounds Fixed vehicle sound bug, where various vehicles sounds kept playing although the vehicle had long since gone Fixed muslim prayer sound effect radius Fixed 50cal & 25-30mm shell casings they should now make the proper sound when falling onto the hull of an APC Fixed distance delay to not be applied for anything less than 100m away. This should fix distant sounds being out of sync with their regular counterparts Fixed missing friendly fire sounds for Militia Squad Member/Squad Leader Fixed missing "need transport" voices for Militia Squad Leader Fixed missing PLA friendly fire grunt voices for PLA Squad Member/Squad Leader Fixed the choppy sound bug on all missile flyby sounds Fixed QBZ95 UGL reload sound Fixed the noise volume on all seats for BRDM-2 and variants Fixed shotgun cocking sound, now audible in 3p Statics Fixed draw distance on all civilian car/truck wrecks not rendering at long range Fixed draw distance on russian cars not rendering at long range Fixed draw distance on singled cables/powerlines, now renders to 150m Fixed draw distance on various misc statics such as garbage tips and wooden props Fixed draw distance on powerline not rendering at long range Fixed collision errors on the 2 story russian village buildings
Submitted By: BamBam on 02/5/2010 @ 7:56 AM CDT
About this File:
Project Reality v0.9 is one of our largest, most featured packed releases to date. Featuring 3 new factions, 8 new maps, an array of new assets and multiple bug fixes, version 0.9 improves upon almost every aspect of Battlefield 2, creating the most realistic, team oriented, online gaming experience available on the PC. Project Reality v0.9 Full Client is made up of two files, both of which must to be downloaded and installed in order to play the mod: - Project Reality v0.9 Full (Part 1 of 2) - Project Reality v0.9 Full (Part 2 of 2) ***Note: Battlefield 2 v1.5 is required. Project Reality v0.9 Features Factions Added new faction: Canadian Forces (CF) Added new faction: Israeli Defense Force (IDF) Added new faction: Islamic Resistance Movement - Hamas (HAMAS) Added new soldier variants to all conventional factions including the militia Added new US Army Kit Geometries Added new Russian Army Kit Geometries Added new soldier faces for most factions Added new British Desert Soldier Textures Changed faction name for Chechen Militia to Militia (MIL) Maps Added Beirut (IDF vs RU) (AAS) Added Dragon Fly (GB vs MIL) (AAS) Added Gaza Beach (IDF vs HAMAS) (INS) Added Iron Ridge (RU vs MIL) (AAS, Insurgency) Added Lashkar Valley (GB vs TALI) (Insurgency) Added Siege at Ochamachira (GB vs MIL) (AAS) Added Silent Eagle (US ARMY vs RUS) (AAS, CNC, Vehicle Warfare) Added Yamalia (CF vs RU) (AAS, CNC, Vehicle Warfare) Updated Qwai River (USA vs PLA) (AAS) Updated Fallujah West (USMC vs INS) (Insurgency) Updated Korengal Valley (USA vs TALI) (Insurgency) Updated Operation Archer (CF vs TALI) (Insurgency) Updated Asad Khal (IDF vs HAMAS) (AAS) Updated Fools Road (GB vs MIL) (AAS) Updated Ramiel (USA vs INS) (AAS) Tweaked Kashan Desert (USA vs MEC) (AAS, CNC, Vehicle Warfare) Tweaked Battle for Qinling (GB vs PLA) (AAS, CNC, Vehicle Warfare) Tweaked all Insurgency maps to have a Vehicle Depot for Insurgents in their main spawn (placeholder until we get an insurgent specific vehicle depot) Game Modes Insurgency (INS) Increased amount of tickets BLUFOR get when a cache is destroyed, now 25 tickets (increased from 10) Decreased amount of cache needed to be detroyed by BLUFOR (7 cache now instead of 10) Tweaked civilian/collaborator rules: (a) no extra spawn penalties unless you get arrested; (b) civilian cannot be run over by vehicles anymore without penalty; (c) getting on a rope/ladder no longer qualifies the civilian/collaborator to be killed; (d) using a medic bag no longer qualifies the civilian/collaborator to be killed Updated meinsurgent unarmed kit to be considered civilian/collaborator and follow the same rules Updated the messages you'll recieve as a civilian/collaborator on these occasions: (a) civie was arrested; (b) civie was shot outside the ROE; (c) civie was shot inside the ROE Co-Operative (COOP) Added new game mode: Co-Operative/Singleplayer (AI controlled soldiers) is now fully integrated into PR v0.9 Added new bot names from the PR Team Vehicle Warfare (VW) Added new game mode: Vehicle Warfare, a mode that focuses on large amounts of heavy armour 300 tickets per team to start default (has a config value so it can be changed on private/password matches if needed) Command and Control (CNC) Tweaked Forward Outpost deployment rules. The objective is to deploy and defend only ONE FO, and simultanously hunt and destroy the enemy FO. Destroying the enemy FO (while your FO is still deployed) will cause the enemy to bleed tickets Tweaked the amount of deployable assets that can be built in CnC, now you can deploy double the amount of defenses: 20 static defenses (foxhole and/or razorwire), 2 AAs, 2 TOWs and 4 HMGs. All deployable assets can be built 400m from the FO (up from 200m) Updated CNC win conditions: Both teams have 10 min to setup the FO before the checks for ticket bleed start. Once your FO is destroyed and the enemy still has theirs, your team will have ticket bleed. You can stop the bleed by rebuilding the old FO, or deploying a new one some other place. Updated CnC default ticked bleed to be 1 ticket every 5 seconds; there is now an enemy ticket bleed multiplier, the further away your FO is deployed in relation to your ACV/Command Post, the faster ticket bleed the enemy will have (starts at 1000m with 1 ticket per second, to 4500m+ with 8 tickets per second) Updated CnC when losing the FO your team will lose 50 tickets Skirmish (SKM) Updated skirmish rallypoint rules, they now expire (like the rest of the game modes) but they are unlimited and dont require a Squad Leader to "rearm" them. There is a 2 minute cooldown between placing RP's and they expire after 1 minute of placement 100 tickets per team to start default (has a config value so it can be changed on private/password matches if needed) General Gameplay Added check for last time you got points for deploying an outpost to stop spammers/exploiters Increased points for neutralizing and capturing flags to 50p each (used to be 30p each) Increased the time you need to avoid getting crtically wounded again after revive to 120s (was 60s) Changed all destroyable runways to be Non Destroyable since it did not have the desired effect on gameplay and contributed to a program error Changed the bridge on Fools Road to be Non Destroyable since it impacted negatively on gameplay Weapons Added Tavor 21 and CTAR/STAR variants (IDF) Added M4 with MARS and MEPRO21 reflex sights (IDF) Added Negev LMG with ACOG, MEPRO21 and ironsights (IDF) Added GALIL SAR (IDF, MIL, HAMAS) Added M72A6 LAW (IDF, CF) Added Jericho 941 pistol (IDF) Added Matador HAT Launcher (IDF) Added Buttstock melee smash with M4 and TAR21 rifles (IDF) Added C7 with Elcan Optics (CF) Added C9 and C9A2 (CF) Added NLAW AT Launcher(GB) Added AK47S (TALI, HAMAS, INS, MIL) Added M16A1 and sawed off variants (IDF, HAMAS) Added MG3 with Elcan Optics and ironsights (MEC) Added RPG-7 Tandem Warhead (RU, MIL) Added Type 82 Fragmentation Grenade (PLA) Added Browning Hi-Power (INS, MIL, TALI, HAMAS) Added Remington 870 shotgun (IDF, INS) Added Milan Stationary ATGM (MEC) Added DHsK Heavy Machine Gun (TALI, MIL, HAMAS, INS) Added M4 and M16A4 bayonets, mounted on the weapon with increased range (USA) Added QBZ95 bayonets, mounted on the weapon with increased range (PLA) Added LMG, Grenadier, Rifleman AT, and Marksman rifles with new Ironsight variants (All Factions) Readded Remote Detonated Anti Personnel Mines (All Factions) Anti Personnel Mines have a 25m kill radius and 50m wound radius in a 60 degree forward arc, with a maximum of 4 mines deployable at any one time Readded P226 Pistol (MEC) Added Squad Leader Radio "weapon" to use Squad Leader tools and commands Added Salute and Surrender "weapons" on pilot and unarmed kits Decreased the effective range on buckshot shotguns, these weapons will now do very little damage past 50m Updated Deviation on ALL hand held weapons. Full settle time for ANY weapon is not required unless you've been on the move for 5 seconds. This works linearly, so if you've been on the move for 1 second, you'll only require 1/5th of the settle time, for 2 seconds, 2//5ths etc Updated QBB95 LMG to include an optic sight (PLA) Updated QBZ95B (PLA) Updated Melee system to be less spammy and more a matter of timing and positioning Updated all Rifle Underbarrel Grenade Launcher ladder sights to a much improved and accurate version Updated all Marksman Rifles to have a deployed fire mode with much more precision and a higher rate of fire (2 second settle time between shots for maximum accuracy) Updated all IED's and VBIED's to now have realistic blast radii and damage values Updated frag grenade and 40mm grenade explosion radii. 2m kill radius (up from 1.1m), 20m wound radius (up from 12m) Updated MG recoil, standardised un-deployed recoil based on calibre, standardised deployed recoil based on calibre Updated reticles for various optics Updated Frag Grenades to do 50% more damage to jeeps/trucks Changed Al-Quds selection name to RPK Changed High Explosive UGL grenade reserve capacity from 9 to 20 rounds on Grenadier kits Changed Enfield rifles to use a slightly more powerful 7.7x54mm projectile Updated maximum deployable proximity IED to 30 (increase from 10) Updated numerous weapons to be scaled properly to the soldier Updated 5.8mm round (used on PLA rifle arms) shell casing to be a dark, non reflective casing Updated Simonov and No.4 SMLE Ironsights reload behavior, disabling reloading mid-magazine Tweaked all grenade projectiles, the thrown grenade now does not have the safety pin and lever attached and makes an ejection sound Tweaked AA Missiles to only do 1/10th their damage to non-air assets (vehicles and buildings) Decreased required parachute flight time so you need to stay at least 20 seconds in the air to get no damage on landing (was 30s before) Changed the parachute to be less manoeuvrable, can only control left/right rotation, you move forward constantly, very slightly Changed free-falling soldiers to go straight down, with no forward movement Animations Added new third person reload animations to most weapons Updated all third person weapon animations to represent a lowered, resting stance when not in action Updated a huge amount of deploy and reload first person animations Updated MP5A3 deploy animation Updated SKS bayonet animation so it is folded in if not in use Updated the fidelity of the firing animations both in first person and third person Updated prone third person animations for Surrender "weapon" so it appears like the person is covering their head with their face in the ground Updated prone third person animations for Cellphone "weapon" so it appears like the person is talking on the phone while lying on his stomach Updated all Bayonet Animations Updated all Knife and Ziptie Arrest Animations Updated all firing and zoom firing animations to be 'snappier' Updated all 3p reload animations for AK series weapons Updated undeployed M249 deploy animation to be quicker, changed M249 ammobox Updated 3p reload animations for M14 Tweaked PPSH animations to use an open bolt action Tweaked RPG-26 zoom animation to present only the ladder sight, making aiming and correcting for projectile drop easier Vehicles Added Armored Command Vehicles (All Factions) Added M1A1 Main Battle Tank (USMC) Added M1A2 Main Battle Tank (US-A) Added Chinook Transport Helicopter (CF, GB, US-A) Added MAN Supply/Logistics Truck (GB) Added Leopard 2A6 Main Battle Tank (CF) Added LAV-3 APC with fully modeled interior (CF) Added G-Wagon Jeep (CF) Added BTR80 APC (RUS) Added BTR80A APC (RUS) Added MiG 29 Fighter (RUS) Added Merkava MK4 Main Battle Tank (IDF) Added M113 Light APC (IDF) Added HMMWV (IDF) Added Recon HMMWV (IDF) Added VN3 Armored Reconnaissance Vehicle (PLA) Added Ammunition Resupply Technical (TALI, HAMAS, INS, MIL) Added a new vehicle-deployable Wooden Ammunition Resupply Crate for unconventional factions Added Alternative Technical from BF2:SF (TALI, HAMAS, INS, MIL) Added Dumpster Bomb Truck (INS, TALI, HAMAS) Added CROWS HMMWV (US-A) Added unarmed variant of BRDM-2 (RUS, MIL) Added unarmed variant of Big Red Truck (TALI, INS, HAMAS) Added different colored variants of civilian bomb cars (TALI, INS, HAMAS) Increased 25-30mm cannon damage vs APC/IFV Armour by 20% Decreased waterspeed for BTR60, BRDM2, BMP3 Updated T-62 reload time to 15 seconds, decreased sabot ammo to 12 rounds, increased heat ammo to 28 rounds and decreased turret moving speeds Updated Type 98 MBT to have an AT11 ATGM Updated TOW Launcher on M2A2 Bradley it now takes 2 minutes to reload after firing both missiles Updated engine settings for many vehicles to handle better Updated and Optimized many vehicle textures to save space/performance Updated UAZ jeeps with improved physics Updated T-90 Tank with 9K119M AT11 ATGM rocket, changed ammo loadout to 17 rounds for sabot/heat each and 6 AT11 ATGM rockets Updated BTR-60 armor, it will now be set on fire by one regular RPG warhead and sent into orbit by a H-AT equivalent round, BTR-60 scale to be slightly smaller Updated BRDM-2 and all its variants startup exhaust effects, added codriver ability to switch to views with "X" (default) like the driver has, increased BRDM2 and variants ground speed Updated Blackhawk M134 minigun to not have zoom Changed all APC passenger cameras with generic HUDS to not have any rotation control Changed Tunguska AAV and Type95 AAV AA missilelauncher delay to use to 30s Updated flare launch locations of all helicopters to be to the sides/back Updated landrover 50cal to have no zoom when sighting in Updated all russian vehicles with desert skins Updated tanks to use correct driver HUDs Updated all helicopters with realistic water damage and fording (the landing skirt can now be in the water without problems) Updated all helicopter water damage handling (they take less damage and have a 3 sec delay when in water [cabin floated 0.1m to 0.3m] and when in deep water 6 sec delay [cabin floated over 0.3m]) Updated Scimitar, BMP3, M2A2 to have additional top hatch entrypoints Updated "Heatobject" positions on all helicopters Updated stationary AT launchers traverse speed/acceleration decreased speed 50% Updated engine speeds of the PLA Type 95 AAV Updated all civilian vehicles waterdamge/fording settings and time to stay as wreck Updated all civilian jeep wreck textures and wreck effects Updated chinese Z-8 and russian Mil-8 helicopter engines to be more balanced with their BLUFOR counterparts Updated all tank commander view levels to be 2.5x, 8x and 20x (used to be 1x, 2.5x and 20x) Updated all Jet Laser guided bombs damage radii now comparable to a Mk82 500lb bomb (approx 75m kill radius, 175m wound radius) Updated UAZ Jeep to now be an open top and carry more passengers (MEC, PLA) Updated Tank Driver position and removed black/white screen from tank CO view (All Factions) Updated all weapon layouts for tanks to be more close to realistic values Updated Challenger 2 main cannon to have an added WP (smoke) round Updated/Fixed all driving effects on all ground vehicles (the effect that play when you drive over terrain and stuff is flying around right after the vehicle) Updated MEC Mil-17 and Havoc with new skins Updated Huey topspeed to be slightly decreased Updated ZIS-3 target reticle Changed desert Stryker skin to tan coloured Changed all ground vehicles Hitpoints lost while at criticalDamage to be 1% of vehicle hitpoints Changed all ground vehicles criticalDamage to be 10% of vehicle hitpoints Changed cupola MG on T-62 to DHsK Changed all technicals to have the new DShK MG Changed all MEC/RUS coaxial mgs to have a reload time of 5 seconds and chinese coaxials 5.2 seconds Changed all jeeps/trucks/tanks waterdamage settings to (damage in water -50 hp/s, deepwater -100 hp/s; delay for damage in water 5s, deepwater 1s) Changed WZ551 coaxial mg to to have 4 belts of 250 rounds each Changed M1A1 Abrams main cannon ammocount to be 40 in total Changed Type-98, T-72 and T-90 reload times for main cannons to be 8 seconds Tweaked dirtbikes to have a smaller smoke damage indication effects Tweaked critical damages on M1A1, Merkava, T-62 and BTR60 Tweaked M2A2 Bradley suspension to work better Tweaked 50cal rounds, they now do twice as much damage to jeep/truck armour. Will destroy a HMMWV in 30 rounds as opposed to 50 Tweaked all tanks to have realistic turret depression/elevation values Tweaked overheating values slightly on the .50cals Tweaked vehicle handling, speed and terrain grip on all vehicles Tweaked all vehicles water fording capabilities to be more realistic Tweaked vehicle disabling and damage status effects for all land vehicles Commander Added new commander mutiny system accessible to Squad Leaders Added Armored Command Vehicle (ACV) for all factions, this replaces all Command Trailers for most factions and is where you can use the UAV (Carriers still have command post) Removed requirement for Commander to be in the Command Post/ACV to use his Command Screen. Commander can now use his Command Screen anywhere (but still needs to be in the ACV to use the UAV) Removed requirement for insurgent, taliban and hamas commanders to have the officer kit to enter the command post Updated UAV with 20 min flight and 10 min reload for conventional forces. Militia grayscale UAV stays with 10 min flight and 10 min reload Updated Mortars/Artillery, they no longer damage ammo caches Updated Commander requested Mortar strike, they are now representative of a 2 x Mortar team firing a 30 second barrage of 30 81mm HE rounds. Approx. 20m kill radius, up to 40m wound radius Updated Commander requested Artillery strike, they are now representative of a 4 x Battery team firing a 60 second barrage of 105mm M1 rounds. Approx. 35m kill radius, up to 80m wound radius Updated Commander requested "JDAM" strike, , they are now approximately representative of a GBU-32 or KAB500L. Approx. 175m kill radius, up to 350m wound radius. Spawning and Rallypoints Decreased maximum spawn penalty from 30s to 15s Decreased number of players needed to be close to disable RP to one (used to be two) Changed Rally Points, they now expire after 60 seconds from being placed. Changed Rally Points, they now cannot be placed with a single enemy close (100m radius) Changed Rally Points, they are now limited to only one placement before needing to be "rearmed" Changed Rally Points, they now get "rearmed" by the Squad Leader getting close (within 20 meters) to a Forward Outpost, Command Post or Supply Depot Updated spawn time code so if you are supposed to have less than 5 seconds to spawn (killed while wounded, wounded time is over or gave up after 30 seconds) you will have 5 seconds to select a new spawn point instead of insta spawning Deployable / Team Assets Added new Foxholes with better construction and protection against artillery and high explosives Added new Anti-Tank Guided Missile (ATGM) emplacements, limited to 3 placed at once Increased the maximum number of Forward Outposts available from 4 to 6 Changed Forward Outposts build rules, they can now be built 200m apart (decrease from 300m) Changed Forward Outposts build rules, they now only require one supply crate to build (decrease from 2) Changed all deployable assets (HMG, AA, TOW, Foxhole, Wire) build rules, they now require two supply crates to build and can now be placed up to 200m from the Forward Outpost (increase from 150m) Changed deployable asset maximum amount of assets deployable per map for a team (3 TOWs, 12 AAs, 24 HMGs). For AAs and HMGs is more than they can actually place, but still a limitation just in case it gets too much for the server to handle Changed maximum amount of static defenses on a map (foxholes and/or razorwire) to be 100 to avoid any issue with server crashing Updated Insurgent & Unconventional Faction Weapons Caches with new weapon & ammo models Updated deployable assets so only FOs spawn high in the air to make them easier to deply (now spawn at 3m instead of 8m) Updated all deployable assets so they have a capped bottom piece, you can no longer glitch under them Updated Vehicle Depots, they now only give vehicle ammo/infantry ammo/kit request to a specific team Kits Added new Rifleman AP kit with remote detonated anti-personnel mines. Added alternative kits selections to nearly all main kit selections Added new "Unarmed Kit" - right-click on the kit request button this will "drop" your kit, you now need to pickup the unarmed kit that spawns at your feet Removed identifyable kit bag for conventional factions as it's just too much work to maintain and resource hungry, will eventually replace all kit bags with weapon models Increased Limited infantry kits requirement. You now need a squad of 4 to request or spawn with: Automatic Rifleman, Medic, Grenadier, Rifleman AT and Marksman (increase from 2) Officer kit still requires only 2 players in squad to request Increased incendiary grenade count on all kits to 2, and for rifleman specialist to 3 Decreased Sniper's field dressing count to 1 (reduced from 3) Updated kit geometry settings to draw at range Updated drop kit geometry to stay for 5 minutes, the same time a wounded soldier can survive for Updated British officer and medic kits to now wear helmets Updated Chinese medic kits to now wear helmets Updated insurgent pickup kit respawn times to be 30s after they disappear from the world, as they now stay on the ground for 5 min (used on Insurgency cache pickup kits) Changed the Field Dressing from weapon slot #8 to slot #9 (won't show up on weapon selection list but pressing the slot 9 key will select it) Changed the Incendiary Grenade from weapon slot #9 to slot #8 so it is visible in the weapon selection menu Reenabled selecting and reserving kits while wounded HUD Added new custom deployable and request comm rose per faction Added new SL "Radio" spotting system, Squad Leaders can now place their own markers on the map (max 3 spotted markers per SL) Added new GLTD comm rose system to place CAS marker on map Added new "spotted" markers to the list of spotted commands Added many new different support requests (armor, cas, technical, bombcar, jeep extract, etc) Updated all comm rose options with new graphic icons Updated HUDs for a lot of ground vehicles vehicles Updated mine markers code to limit the creation of markers to 3 per player. Updated kit slots order. Conventional forces = officer, officer alt, rifleman, rifleman alt, specialist, medic, support. Taliban/Hamas: officer, officer, insurgent1, insurgent2, scout, medic, support. Insurgents: officer, insurgent3, insurgent1, insurgent2, insurgent4, civilian, sapper. Militia: officer, officer, militant, militant alt, scout, medic, support Updated various weapon selection and kit selection icons Updated comm roses so that items that only have one option (left click) also have the same action as right-click Menu / Interface / Installer Added new Next Map List feature to the Server Info menu, providing the server supports it Added randomised login background images Added translations of PR tips, messages, menu from community members Added PR Mumble integration into the v0.9 installer as an option Added BF2 1.5 alt-tab fix into the v0.9 installer as an option Added PR protocol, adding direct launch support to PRSPY. Open a PR server by going to pr://ip:port/ Updated pr.exe with BF2 (Steam version) support, profile fixes and various other bug fixes Updated 16/32/64 layer information in create local to be Inf/Alt/Std to better represent the layer Updated Polish and Chinese fonts. Updated credits menu with randomised PR Team pictures Updated menu background video Updated installer to be (1 of 2) and (2 of 2) instead of core and levels Updated installer to include better failsafes for incorrect installations Updated game mode messages to use small yellow text instead of the big text Tweaked Spam block limits to 4 requests in 8 seconds, block for 30 seconds Sounds Added New loading screen and main menu music Added New Russian Commander, SL and Grunt voices Added New Hebrew Commander, SL and Grunt Voices (IDF) Added a safety lever ejection sound when throwing grenades Added new reload sounds to many weapons Added new incendiary grenade sound Removed Russian and MEC commander ambience sounds Increased volume of tyres on ground so wheeled vehicles should be heard further away now Increased engine volume of civilian cars Increased distance of third person tank firing sounds Decreased volume of field dressing "tear" sound Decreased volume of all waterfalls/waves/rapids ambient effects by 6dB Decreased volume of jet-flyby and animal ambient sounds used on Korengal Added new distant gunfire sounds Added new fire sound for the PKM, SVD and M21 Updated audible distance of many sounds to have improved range Updated distance dissipation and distance delay Updated missle sounds to include pitch bending Updated JDAM sounds they should now be inaudible until it's coming down Updated Artillery and Mortar sounds, they should not be audible until they are incoming Updated PKM firing sounds and raised volume in third person Updated missile engine sound for light missiles/rockets to new higher pitched ones Updated all vehicle engine sound distances to be standardized Effects Added new JDAM explosion effects (courtesy of CA) Added new aircraft flare effect (courtesy of CA) Added 14.5mm impact effect for BRDM-2, BTR60/80 and chinese VN3 jeep Removed dynamic light flash on firing both small arms and large caliber weapons Increased smallarms projectile suppression radius to counter multiplier changes Decreased suppression effect radius multiplier by approx 25% to account for realistic explosion radii on artillery etc Decreased delay for all ground vehicles to show wreckeffects (should be now nearly instantly after being destroyed) Tweaked impact effect for APC AP rounds (the one with the red sparks) Tweaked exhaust effects for cars and jeeps Misc Odds and Ends Added new Spectator "PR Bot" vehicle for movie makers and server admins, with six axis of movement and camera zoom abilities (Only available on passworded servers, spectator camera deletes itself when you exit) Bug Fixes General Changed the way factions, inits, and spawners are loaded on each map. It "should" decrease loading times and resource usage Attempted fix for the issue with bugged FO spawn points staying forever after an FO has been destroyed Fixed flickering big yellow text on Insurgency game modes Attempted fix for the shiny screwed up sandbag texture some people get by using the new shaders from BF2 v1.5 Fixed players still getting a death when teamkilled and forgiving before going to "dead" state Attempted fix for the blackscreen issue where it does not come up when you have a kit reserved, you are alive and a player leaves your squad making your squad have less than 4 players. You lose the reservation, but blackscreen should only come up when you are dead Weapons Removed tracers from RPK (formerly Al Quds) Removed tracers from the old style AK74 variants Changed Small-arms damage to small ammunition crate drops. This should prevent small crates and trucks being destroyed too easily by small arms fire Fixed draw distance on several weapons that were not drawing at range Fixed "pipebomb" IED damage, they will now severely damage civilian cars and will moderately damage jeeps/trucks Fixed RKG-3 grenades, they now actually damage APC's (5-6 needed to destroy one) Fixed RKG-3 grenades, they can now deal light damage the top/rear armour of Tanks Fixed knife and melee impact effects on metal surfaces to be only smokepuffs instead of sparks Vehicles Updated code that blocks people using the wrong kit on limited vehicle positions, so they can't just switch position and drive for another 10 seconds. It will decrease more and more the interval of time the player has to switch seats, but if he stays off any wrong seat for more than 30s it resets back to the default interval Fixed SABOT round vs various soft materials damage behaviour Fixed SABOT round vs bullet proof glass damage behaviour Fixed HYDRA/S5 explosion damage having no effect on jeeps and cars Fixed Scout Helicopters being overly susceptible to 5.56/7.62 rounds Fixed Parachute draw distance, should now draw for 1000m Fixed OPFOR laser guided bombs not using correct explosion effect Fixed TOW Launcher vulnerability to small arms fire Fixed Challenger tank to no longer receives damage from shallow pools of water; increased delay to receive damage from deep water from 5s to 30s Fixed UAZ jeeps being able to ford across water (now they cannot) Fixed support HMMVV rear passenger sitting animations Fixed all APC/IFV's to have their muzzle flashes coming from the correct position Fixed all APC/IFV's to have shell ejections coming from the correct position Fixed the draw distance for PLA AAV type 95, PLA UAZ Jeep and PLA FAV Fixed Tornado co-pilot having flyby cameras Fixed BTR-60 material bug (tires, metal part of shovel and exhaust parts) Fixed BMP-3 AT10 ATGM fire effects being off set Fixed TOW HMMVV ammunition exploit Fixed UAZ jeep entry points Fixed technical exit points Fixed the crewKitIndex line from all vehicles, so when you hop in, you keep wearing the kit geometry you have Fixed PLA Type-95 AAV turret depression and elevation Fixed Stryker wheels Fixed T-62, T-72 cupola draw distance Fixed RHIB M249 ironsight positioning Fixed militia technical wreck texture Fixed up BRDM handling to be much more manueverable and less prone to accidental flipping Fixed M1A1/M1A2 Abrams maximum speed Fixed BRDM-2 / Gaskin / Spandrel driving physics and materials, fixed some driving effects Fixed civilian support jeeps` glass material Fixed T-62 and T-90 exhaust effects and antenna positions Fixed BMP-3 water handling, commander camera, exhaust positions, wheels hanging through tracks, using incorrect shell ejection, Fixed all Support/Logistic Truck rear camera views Fixed engine sounds on civilian white car and militia jeep Fixed draw distance on all main Helicopter rotor blades Fixed draw distance on Challenger 2's Cupola MG, fixed C2 and its wreck being too shiny, fixed track skirt draw distance, fixed taking damage in shallow pools of water Fixed Scimitar and its wreck being too shiny Fixed/updated wreckage effects for all ground vehicles Fixed Mi8 and Mi17 helicopter entrypoints Fixed Stormer and Tunguska AAV exhaust positions Fixed the civilian support jeep passenger bug Fixed M2A2 Bradley taking too much damage from shallow water Fixed wreck effects on all helicopters and jets Fixed missing camera views on the Apache Fixed the nightvision activating sound (when pressing "fire") on Tank driver position Fixed civilian/militia support jeep passenger bug Fixed stationary machine guns, TOW and HJ8 draw distances Fixed TOW and HJ8 firing effects being off set Sounds Fixed vehicle sound bug, where various vehicles sounds kept playing although the vehicle had long since gone Fixed muslim prayer sound effect radius Fixed 50cal & 25-30mm shell casings they should now make the proper sound when falling onto the hull of an APC Fixed distance delay to not be applied for anything less than 100m away. This should fix distant sounds being out of sync with their regular counterparts Fixed missing friendly fire sounds for Militia Squad Member/Squad Leader Fixed missing "need transport" voices for Militia Squad Leader Fixed missing PLA friendly fire grunt voices for PLA Squad Member/Squad Leader Fixed the choppy sound bug on all missile flyby sounds Fixed QBZ95 UGL reload sound Fixed the noise volume on all seats for BRDM-2 and variants Fixed shotgun cocking sound, now audible in 3p Statics Fixed draw distance on all civilian car/truck wrecks not rendering at long range Fixed draw distance on russian cars not rendering at long range Fixed draw distance on singled cables/powerlines, now renders to 150m Fixed draw distance on various misc statics such as garbage tips and wooden props Fixed draw distance on powerline not rendering at long range Fixed collision errors on the 2 story russian village buildings
Submitted By: BamBam on 01/31/2010 @ 1:58 PM CDT
About this File:
This mod is based 2 weeks after the first infection of the zombie virus in iraq. the iraqis are despret and are now resorting to biohazed warfare and have been experimenting with genes from a rabid dog and mixing them with the blood of a human, the result was fare worse then they could have thought... the zombies are fast strong and will ambush you from every direction. this mod has custom textures, weapon kits and menus. if you enjoy being completly over run by zombies this is the mod for you. Wait no longer it is finaly here, play and kill to you cant anymore... enjoy people i know i have.
Submitted By: BamBam on 01/23/2010 @ 6:20 PM CDT
About this File:
Main Credits: Mod by Master-CA Rifle and pistol animations by: Chad509 Zombie, wrench, m95, scar animations by: Master-CA Weapon skins by: Masaca and Master-CA Voices by: Veggie and cfschris Flash Menu Design: Sir. Elxx Python Scripting: Hijd Weapon Models Niknastee Map Ideas: Motoman Special Help/Thanks: DigitalRicky Motoman Jones Hijd PenguinGeneral Forgotten Hope 2 Insurgent Strike Mod (ismod.co.uk) Project Reality Bf2 Assault Mod / spartan117gw Ask for Persmission before you take out any of the guns/weapon content from the mod. Contact: Masaca1 Xfire: masaca1 Master-CA Xfire: cawingardh Taking out something else from the mod such as animations or sounds effects etc, requires you to ask for Permission, contact: Master-CA Enjoy The mod maggots! ========================= Changelog v3.0 Zombies There are now 7 different zombies. The old zombie skin, with white shirt, is now a "super zombie". He takes 3 times more bullets in order to die. And of course, they got zombie animations now! Gamemode In survival maps; you can only spawn as support.. However, you can pick up kits and guns at a certain room. There are 2 m4 carbines, 2 mp5s, 2 shotguns and 1 explosives kit which you can pickup. In escape maps, you spawn with an already ready kit, with HK 416, etc. Futher Tweaks There has been alot of tweaks with the mod. Can't really list em all. New Maps Escape From Oman (Escape Map) You spawn in a house somewhere in oman and you have to get to the carrier in order to win. In order to get to the carrier, you have to find a comm room radio and call in a helicopter. This map got a few hidden easter eggs as well, like a tank you can use to blow up the zombies to kingdom come. Hells Facility (Survival Map) The name says it all. Your in a facility overloaded with zombies. There are 4 rooms and a few corridors. Its a pretty tight house, and you can get flanked pretty easy. New Weapons HK 416 (Escape Maps Only) This is the rifle you will use on Escape maps. Similar to the m4 carbine, a great asssault rifle basicly. R700 (Survival maps only) The support kit’s m24 sniper has been replaced with the R700. They behave pretty much the same, however this one looks much cooler, thanks to masaca. The Killer Wrench You dont need the wrench repair vehicles! Killing zombies with it is much better! With a instant kill hit, this is very good weapons, however your taking a big risk while using it. AK-2015 (Hidden) Well, a future version of the ak-47, hidden on each map. It shoots an instant kill lazer shot... but it can be hard to find the gun. Vehicles (Found in Oman) - Tank M1A1 (Easter Egg) Blow em up Helicopter Black Hawk You need this one to win. Find the comm radio, call it in and land on carrier. As you may already know, the miniguns inside the black hawk are pretty sweet, but against zombies... awsum Plane F35 (Easter Egg) Thanks to Motoman
Submitted By: BamBam on 01/23/2010 @ 6:18 PM CDT
About this File:
Main Credits: Mod by Master-CA Rifle and pistol animations by: Chad509 Zombie, wrench, m95, scar animations by: Master-CA Weapon skins by: Masaca and Master-CA Voices by: Veggie and cfschris Flash Menu Design: Sir. Elxx Python Scripting: Hijd Weapon Models Niknastee Map Ideas: Motoman Special Help/Thanks: DigitalRicky Motoman Jones Hijd PenguinGeneral Forgotten Hope 2 Insurgent Strike Mod (ismod.co.uk) Project Reality Bf2 Assault Mod / spartan117gw Ask for Persmission before you take out any of the guns/weapon content from the mod. Contact: Masaca1 Xfire: masaca1 Master-CA Xfire: cawingardh Taking out something else from the mod such as animations or sounds effects etc, requires you to ask for Permission, contact: Master-CA Enjoy The mod maggots! ========================= Changelog v3.0 Zombies There are now 7 different zombies. The old zombie skin, with white shirt, is now a "super zombie". He takes 3 times more bullets in order to die. And of course, they got zombie animations now! Gamemode In survival maps; you can only spawn as support.. However, you can pick up kits and guns at a certain room. There are 2 m4 carbines, 2 mp5s, 2 shotguns and 1 explosives kit which you can pickup. In escape maps, you spawn with an already ready kit, with HK 416, etc. Futher Tweaks There has been alot of tweaks with the mod. Can't really list em all. New Maps Escape From Oman (Escape Map) You spawn in a house somewhere in oman and you have to get to the carrier in order to win. In order to get to the carrier, you have to find a comm room radio and call in a helicopter. This map got a few hidden easter eggs as well, like a tank you can use to blow up the zombies to kingdom come. Hells Facility (Survival Map) The name says it all. Your in a facility overloaded with zombies. There are 4 rooms and a few corridors. Its a pretty tight house, and you can get flanked pretty easy. New Weapons HK 416 (Escape Maps Only) This is the rifle you will use on Escape maps. Similar to the m4 carbine, a great asssault rifle basicly. R700 (Survival maps only) The support kit’s m24 sniper has been replaced with the R700. They behave pretty much the same, however this one looks much cooler, thanks to masaca. The Killer Wrench You dont need the wrench repair vehicles! Killing zombies with it is much better! With a instant kill hit, this is very good weapons, however your taking a big risk while using it. AK-2015 (Hidden) Well, a future version of the ak-47, hidden on each map. It shoots an instant kill lazer shot... but it can be hard to find the gun. Vehicles (Found in Oman) - Tank M1A1 (Easter Egg) Blow em up Helicopter Black Hawk You need this one to win. Find the comm radio, call it in and land on carrier. As you may already know, the miniguns inside the black hawk are pretty sweet, but against zombies... awsum Plane F35 (Easter Egg) Thanks to Motoman
Submitted By: BamBam on 01/21/2010 @ 1:33 AM CDT
About this File:
8.8.08 the day of the Georgian conflict. Many you will say that Russia attacked Georgia or Georgia attacked Russia why? because the story is unclear and each side tries to blame each other to cover up the truth... isn't that what government is all about. Luckily there is some meaning and understanding to what was going on. South Ossetia an innocent province of Georgia was attacked by Georgian troops because of the amount of Russian residents living there. Now Russia proclaimed that it will defend South Ossetia even though it is in the Georgian territory. This mod was created not to argue between who was right and who was wrong but to see how it is like there to be in a war or a place also known as .... hell.
Submitted By: BamBam on 01/21/2010 @ 1:31 AM CDT
About this File:
8.8.08 the day of the Georgian conflict. Many you will say that Russia attacked Georgia or Georgia attacked Russia why? because the story is unclear and each side tries to blame each other to cover up the truth... isn't that what government is all about. Luckily there is some meaning and understanding to what was going on. South Ossetia an innocent province of Georgia was attacked by Georgian troops because of the amount of Russian residents living there. Now Russia proclaimed that it will defend South Ossetia even though it is in the Georgian territory. This mod was created not to argue between who was right and who was wrong but to see how it is like there to be in a war or a place also known as .... hell. The final release of the .2 release, download today. This is map free installer so you will have to download maps separately.
Submitted By: BamBam on 01/13/2010 @ 1:05 AM CDT
About this File:
Extrabox is a mod which is based off of the mod Sandbox 1.0, This mod includes new codes, maps, objects, vehicles ect... This is a no weapon based mod though so if you like weapons, sorry no weapons in mod(except a paint ball gun, other than that helps with problems with other players and other things.) Description to be continued later on closer to release.
Submitted By: BamBam on 01/8/2010 @ 3:49 PM CDT
About this File:
Forgotten Hope 2 ---------------- http://fhmod.org/ This is version 1.6.690 built 2010-01-01 15:08:27.604845 Changelog --------- Changes from Version 1.6.643 to Version 1.6.690 ----------------------------------------------- HUD --- * Missing EOR NZ Flags (toddel) Levels ------ * Siege of Tobruk: balance tweaks (lobo) * Alam Halfa: balance tweaks (lobo) Statics ------- * Fix barricade bed mesh flicker. (remdul) Vehicles -------- * Adjust cool down period of .50cal. (gunnie) * Adjust .50 Cal overheat/cool down period.. (Forgot a zero.) (gunnie) * Fix sound path for engine sound. (gunnie) * Tweaks to Flyovers (removed mini-map icons). Additional Tweak to overheat schedule on Mustang and P-47 (gunnie) * Update Armor components. Time to stay as wreck. (gunnie) * Update Howitzer added lods. (gunnie) * Updates to Propellors (Seperated Spinner from fuselage and add to prop.) Added Bomber version of P-51. Added Ai Tweaks.To P47. (gunnie) * Fix seat position of errant passenger. (gunnie) * Fix seat position of errant passenger. (gunnie) * Update Ammo positions to standardize it with Tanks. (gunnie) * Standardize Ammo Positions (gunnie) * Wip of 76MM M5 AT gun.. Should be finished soon. (gunnie) * Ammo count adjustment. Slowed down MG Gunner "Traverse" some. Added camera code to remove flyby view for MG Gunner. (gunnie) * Ammo count adjustment. Slowed down traverse of MG Gunner. (gunnie) * Changed MG Gunner Animations so Gunner would "duck". (gunnie) * Fix select icon and add AI template. (gunnie) * Add better wreck model. Clean up file folder. Restested in Game. (gunnie) * Fix Ai Template. (gunnie) * Fix Ai Template (gunnie) * Remove Extra Networkinfo off of GenericFireArms (gunnie) * Remove un-needed network code from GenericFireArms (gunnie) * Remove unneeded networkable from GenericFireArms (gunnie) * Add 76mm M5 Static and Moveable AT Guns.. Ready for Testing. Some additional tweaking needed, but Guns are good to use. (gunnie) * Tiger I, Reduce Black patches on Surfaces (toddel) Misc ---- * Singleplayer: vehicles use (lobo) Changes from Version 1.6.589 to Version 1.6.643 ----------------------------------------------- Weapons ------- * Fix M4A1_76mm HE (ctz) * Singleplayer: Intensity code by Legion (lobo) Levels ------ * Add cobra suffix to operation cobra (toddel) * Fix Bardia Server chrash on mapchange (toddel) * Pointe du Hoc and Bardia: crash fix (lobo) Statics ------- * GMC static wreck and GMC static by spit (kev4000) * France_windows01_de.dds (toddel) Vehicles -------- * LB Texture placed upon P47D with Rockets. (gunnie) * P51 fixes (ctz) * Add back ObjectTemplate.zoom.cameraInput PIFlareFire to weapon template. (gunnie) * Add OpelBlitz Flak 38 Truck (gunnie) * Updated GMC (gunnie) * Updated Engine Sounds. (gunnie) * Tractor Updates. (gunnie) * Removed Canvas off of Ammo Version of Bedford Qlt. (gunnie) * GMC engine networkable (ctz) * Update Springs and add Dak Version. (gunnie) * Flak38 Panzergrau (toddel) * Add Wip C47. Needs Lods and 1p Cockpit. (gunnie) * Fix missing HE Timed Shells on Flak18. (gunnie) * Updates to Howitzer.. Was TESTED in game. (gunnie) * Singleplayer update: nebelwerfer (lobo) * Updated Gun Barrels. (gunnie) * Remove unlimited Ammo amount. (gunnie) * Update Wirbel Barrel(s) Try different method of firing. (gunnie) Misc ---- * Fixed Typo BEST NEW ZEALAND SQUAD (toddel) * Add Silenced sten to the Localization (toddel) * Add Map names to the localization (toddel) Changes from Version 1.6.563 to Version 1.6.589 ----------------------------------------------- Weapons ------- * Fix MG42 soundStop bug (fhbeta_natty) * 20mm sounds for CrusaderAA (fhbeta_natty) Levels ------ * Pointe du Hoc: Flybys delay at start (lobo) Vehicles -------- * Sound tweaks (fhbeta_natty) * Fix crusader mk1 early side armour values (ctz) * Change value for tank armor. Should be just 25mm tank armor. (gunnie) * Add Flak38 France (gunnie) * Add GMC and GMC Ammo (kev4000)
Submitted By: BamBam on 12/28/2009 @ 6:54 PM CDT
About this File:
This Download is for people WITH a 64-bit Operating System. Several changes have been made since the first Beta and we need more testing to help us aim for an end project. Operation Dead Dawn Beta 2 will be our early Christmas gift to you guys, and while it is easily an uncompleted project, it has plenty to check out, and plenty more potential for future development.
Submitted By: BamBam on 12/28/2009 @ 6:52 PM CDT
About this File:
This Download is for people WITHOUT a 64-bit Operating System. Several changes have been made since the first Beta and we need more testing to help us aim for an end project. Operation Dead Dawn Beta 2 will be our early Christmas gift to you guys, and while it is easily an uncompleted project, it has plenty to check out, and plenty more potential for future development
Submitted By: Bluezone on 12/27/2009 @ 9:01 PM CDT
About this File:
8.8.08 the day of the Georgian conflict. Many you will say that Russia attacked Georgia or Georgia attacked Russia why? because the story is unclear and each side tries to blame each other to cover up the truth... isn't that what government is all about. Luckily there is some meaning and understanding to what was going on. South Ossetia an innocent province of Georgia was attacked by Georgian troops because of the amount of Russian residents living there. Now Russia proclaimed that it will defend South Ossetia even though it is in the Georgian territory. This mod was created not to argue between who was right and who was wrong but to see how it is like there to be in a war or a place also known as .... hell.
Submitted By: BamBam on 12/24/2009 @ 8:31 AM CDT
About this File:
In der Surreal 2010 Mod kämpfen Menschen gegen die außerirdische Rasse der Daleks aus der Kultserie "Doctor Who". Enthält die folgenden Karten: Codename Davros - Daleks Vs Humans Map - Mashtuur City (BF2 Convertion) Map - BattleAxe (Custom Map by iamtheheadhunter) Codename Christmas Cheer - Santa Sleighs Vs UFOs Map - Operation Clean Sweep (BF2 Convertion) Codename Flying Circus - WW1 Dogfight Map - Kubra Dam (BF2 Convertion) Check out the Galleries - Videos for Dawn Patrol Codename Atlantis - Wraith Vs Human Dogfight Map - Red Dawn (Custom Map by iamtheheadhunter)
Submitted By: BamBam on 12/24/2009 @ 8:30 AM CDT
About this File:
Dateien zum aufsetzen eines Gameservers mit der Modifikation Surreal 2010. Es kämpfen Menschen gegen die außerirdische Rasse der Daleks aus der Kultserie "Doctor Who". Enthält die folgenden Karten: Codename Davros - Daleks Vs Humans Map - Mashtuur City (BF2 Convertion) Map - BattleAxe (Custom Map by iamtheheadhunter) Codename Christmas Cheer - Santa Sleighs Vs UFOs Map - Operation Clean Sweep (BF2 Convertion) Codename Flying Circus - WW1 Dogfight Map - Kubra Dam (BF2 Convertion) Check out the Galleries - Videos for Dawn Patrol Codename Atlantis - Wraith Vs Human Dogfight Map - Red Dawn (Custom Map by iamtheheadhunter)
Submitted By: BamBam on 12/23/2009 @ 12:21 PM CDT
About this File:
## Readme ## The map pack started life as map edits to focus on British Armour, for the Royal Armoured Corps. It was soon decided to release the Holiday Map Pack as the PR Team's Festive Holiday gift, as we don't like to leave you all empty-handed over the holiday period. The PRSP Team have done a fantastic job! PRSP v0.87 Holiday Map Pack Includes: * Desert Rats - Kashan Desert redux (GB vs MEC) * Helmand's Return - Helmand Province redux (GB vs TALIBAN) * Operation Outlaw - Brand new desert map (GB vs TALIBAN)
Submitted By: BamBam on 12/19/2009 @ 1:44 PM CDT
Submitted By: BamBam on 11/21/2009 @ 10:21 PM CDT
Submitted By: BamBam on 11/21/2009 @ 10:19 PM CDT
Submitted By: BamBam on 11/15/2009 @ 2:19 PM CDT
About this File:
This is a most suitable for Single,Co-operation player. The OMSv5.1 Mod's maps and all BF2 maps are compatible the OMSmission v0.1 Mod. Hope you enjoy the Battle Field 2 One Man Show : Mission v0.1 Mod. =Battle Field 2 One Man Show : Mission Mod v0.1= I was going to develop the OMS2 for Counter-Strike Mod,but I have no skill about the python script so I decided to stop the development for the OMS2. If you want to develop the BF2 Counter-Strike MOD,the OMS Mod will give you full permission for using all OMS contents. Please contact me to email on drillcounter@yahoo.co.kr -Description- Mission : Annihilation (Survivals map) You must kill all enemies for a complete annihilation. (Waylaid map) You must kill all enemy sentries and enemy gard solders. Mission : Defense (Mashtuur_City map) You must defense from enemy vehichle at your flag. There are 3 TOW missiles around your flag point. Using the TOW missile will probably do you good. This is a most suitable for Single,Co-operation player. The OMSv5.1 Mod's maps and all BF2 maps are compatible the OMSmission v0.1 Mod. Hope you enjoy the Battle Field 2 One Man Show : Mission v0.1 Mod. Credits : - Map - Mashtuur_City - BF2/Dice/EAgames Survivals - This map renamed the "Crossfire" map to "Survivals" map. (Autor: JONES, 2009) Waylaid - Made By : TheDark (888) - weapons - Dual deserteagles chrome,deserteagle_chrome - by SatNav usp chrome - by REQUIN94 usaa fim92 - by Rambocop,REQUIN94 binoculars - by REQUIN94 spas12 shotgun - by REQUIN94 Rambo3 knife - by SatNav gerif_mp7 - by REQUIN94 frlmg_famasf1 - by REQUIN94 rurif_vssvintorez - by REQUIN94 rurif_aksu74_aimpoint - by REQUIN94 Timed_C4 - Auteur : Silverballer & Joledingue usrif_xm320 - Auteur : Blaze, REQUIN94 et Gigagun usrif_hk416_sd - by REQUIN94 frsni_hecateII - Auteur : GIC-Rambocop et REQUIN94 - Vehicles - ahe_md500 - by Guedoe(OMS_500MD littlebird helicopter) OerlikonAA - by SatNav.
Submitted By: BamBam on 11/8/2009 @ 1:16 PM CDT
About this File:
SWOF brings back the fun to Battlefield 2. Have control over various weapons and vehicles. Special commander utilities inside! New In this version: - Ion cannon - Nuke improvement - Kamikaze improvement - Destroyable reactor - One new level; Gulf of Oman Desert Nuke - New program added: SP Configuration Visual - Overall less lag - A setup instead of a command console This is the Battlefield 2 SWOF installer. To install SWOF correctly, start the setup and set the destination to your Battlefield 2 mods directory.
Submitted By: BamBam on 11/7/2009 @ 12:09 PM CDT
About this File:
The world's nations unite abruptly to combat a much larger problem... During the raging war between the USMC and the MEC/China alliance towns and buildings were destroyed. One such building was a research facility containing unknown chemicals working to develop a secret weapon. When a tactical air strike struck the building beside it, experimental failures were propelled into the ventilation shaft; apparently killing everyone inside. Not so. A day into the burial of the former scientists, a body began to twitch. Medics were immediately called in to tend to the man, however they soon took his place in the shallow grave. Corpses rose throughout the burial grounds, their brains irreversibly damaged by the very chemicals they had worked so hard to synthesize. The airborne vapors had killed off most of the victims' skin, causing it to rot whilst they were still alive. Their nerve endings were severed; they feel no pain, they can only revert to the most primal of motives; food. Every zombie begins with 3 "lives". Every time they are killed they lose a life, but respawn on their corpse. Every time they get a kill, they gain a life. Once all of a zombie's lives are expended, they are fully dead. However, each wave, these fully dead zombies are given a life and allowed to respawn. The goal to win is to prevent the zombies from spreading by having them all dead simultaneously. Zombies get harder, or easier depending on how successful the survivors are coping, so the game is leveled to your ability to stay alive. As a twist, after you have killed sufficient zombies, they form into the mighty Goliath - a 15-foot tall zombie made of 39 corpses. This serves to shake things up if you and the zombies are at an equilibrium (When it kills you, the zombies then get scaled back, and you may just have a chance at winning as a result). If there is a zombie massacring your team, it may pay off to be a martyr. Take one of the pill bottles lying around the city (press Q, right-click spotted, and choose "interact"), and the next zombie to kill you will be knocked back to one life. The pills are limited, so you need to wait until the right moment to use this ability. The pills are very useful against the successful zombies like Gore zombies, or Goliath, how have a tendency to rack up a lot of lives. A certain amount of bold decision making is required, but it does pay to think before you act. * It pays to know which type of zombie you're up against. If it's a one-arm zombie without a human shield, you can probably get away with a close-range shotgun blast to kill it. If it's virtually any other type of zombie, this will get you killed. Remember that they generally kill from close-range, so your best defense is distance. With Gore zombies, this isn't necessarily true, a couple of knife shots can often be the safest way (strafe as you knife to confuse it). * The Type-85 kit has an LED Strobe Light, which is useful for seeing in the dark, so you might want to have a team-mate light up the way as you go through to make it easier to see zombies in the shadows. * If zombies are rushing your base after a new wave, it might just be the perfect time to sprint past and try to capture their spawn point. Zombies can quickly recapture the spawn point, but while they capture, they will not chase you. Just watch out for Gores and Snipers, because they can still kill you while they take a flag. * If you're running low on ammo, don't wait until it's too late; pick up one of the weapons lying around the city and fend them off! Most of these kits offer unique advantages, such as a periscope, a 20mm Sniper Rifle, or a powerful Single-Action Revolver. * Remember to use your brain. Just because something is there doesn't mean it's useful, for example, there is a camera, but what good could that possibly do? For best results, set the bot number to 36, and the bot ratio to 90. The balancing is delicate, and it's set to work best on this. Of course, you can tinker it to your taste, a lower bot ratio will result in a faster game.
Submitted By: BamBam on 10/6/2009 @ 1:28 PM CDT
About this File:
RECON 0.40 MapPack 3 Enthält: Dragon_Valley Mercs_Berlin Bl_Bridge_2b Last_Stand_Sniper Operation_Black_Hawk_Down Sand_Of_Sinai V1.1 Water_Treatment_Plant Volgograd_2010 Towers The_Dam_Flood
Submitted By: BamBam on 10/6/2009 @ 6:29 AM CDT
Submitted By: BamBam on 10/6/2009 @ 5:24 AM CDT
About this File:
Erste Version der SP-Mod von Bo109, der früher an BOMSF mitgearbeitet hat. Viele neue Waffen und Funktionen. ACHTUNG!!!! In dem Zipfile befindet sich eine Map namens Al Ramelle die zum Absturz der Mod führte. Diese muss nach der Installation der Mod nochmals installiert werden.
Submitted By: BamBam on 09/28/2009 @ 3:27 PM CDT
About this File:
This is an updated version of Battlefield 2 SAS Mod that includes a few changes and improvements. # A high level of firepower for a fast hardcore shoot�em up style game. # Infinite stamina # Faster run speed # Higher jump # Air support vehicles hellies and jets tweaked with extra missiles, higher velocity, improved accuracy, and more ammo. # Land vehicles, tanks apc's have been given extra ammo and rounds with improved velocity, damage and accuracy. # Weapons all have static crosshair with large mags and extra ammo with recoil removed and improved handling, damage and accuracy # More medi packs, more AT mines and more frags # Blast radius increased for frags and 203�s # Unlock weapon option removed from kits # Front cannon added to Blackhawk # A large bundle of other tweaks and improvements included # Includes a map pack of Bf2 stocks and Xpack stocks edited for SAS versus MEC Insurgents. Dragon Valley FuShe Pass Gulf of Oman Operation Clean Sweep Road to Jalalabad Strike at Karkand Dalian plant Daqing oilfields Sharqi Peninsula Songhua Stalemate Warlord Ghost Town Mass Destruction Surge Zatar Wetlands # Full size of Mod with maps unzipped is around 283MB
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