***Official Squad Thread***

Version 3

Major update dropping on all you Squaddies!


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Version 3 will soon be releasing on Steam as a lead in to our Early Access launch on the 15th. Steam keys which provide the new version will be sent out shortly via email to all Founders (those in the Squad Leader tier and up).

Major Features

The Russians and Militia enter the fray!

Prepare your war calls, as you join the Russians Ground Forces on the hunt. This Kickstarter stretch goal has been in development to debut as our first inhouse character models, and we're ready to showcase the Russian face-off against the MIlitia faction. We snuck in the irregular Militia as our second inhouse character model set, which will be modular to match the theater/locale of future maps. Special mention to our finalized AK74M and RPK74M models in-game.

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New Map: Fools Road

Featuring Russia vs Militia, Fools Road is the first Eastern European map! Experience the rolling hills and dense forests, showing off the power of the Unreal Engine.

Fought over for years in our prior mod, this is one of the legacy maps we are updating into UE4 to give a nod to our history, the map is still in development and the roadside ambushes arrive soon, for now we push game play into the forested hills on the road to Dylym village.

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New Map: Sumari Bala

You wanted urban environments? You got it. A much denser and more claustrophobic map, Sumari Bala is a literal maze of slums, market complexes and alleyways designed to confuse and disorient ill-prepared squads. This map is also still in development, and we will be continuing to add, expand and detail the city in future iterations. But for now this will be a taster!

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New Map: Jensens Range

The training map, Jensens Range, has been added to the Training button! Featuring pop-up targets, multiple types of shooting ranges and combat environments, Jensens Range is the perfect place to get familiar with weapon mechanics or just polish up your skills.

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Steam Support

Squad is now on Steam for Founders backers! With this patch you will no longer have to log in to the game, and all the steam features are enabled!

Improved New Player tooltips

With the upcoming Steam Early Access release, weve done a pass on our UI to improve the new player usability, adding Tooltips, better wording to explain how to spawn and get in game, as well as a number of other useful hints for new players. We will continue to add to these as we approach our December 15th Early Access release.

Role Limits
We have implemented a system of Kit Role limitations that takes into account how many kits are limited to the entire team (and not just Squads), as well as the range and diversity of kit roles that are available to different sized Squads. Generally the more populous a squad is, the more Roles open to members of that squad there are.

Updated Tracer and Explosion Effects

In case you missed the November Recap, we have updated Tracer and Explosion effects with greater visual fidelity. Best to see for yourselves!


Unreal Engine 4.10 Update

Weve updated to UE4.10, which includes many performance improvements, including a possible fix to the performance issues with AMD CPUs.

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In addition to the above additions, below is a changelog for Version 3.

Balance Changes

  • Added a 2x recoil modifier to all weapons when firing not in ADS
  • Added Aimpoint to the M4M203
  • Added AKM+GP25 variation for Militia
  • Added RPK74 and AKS74 variations for Militia
  • Added MP443 for Russia
  • Added AK74M and RPK74M for Russia
  • Added traditional M4 with 3 round burst for Militia
  • Added M249 with iron sights for Militia
  • Added correct colored smoke to all grenade launchers
  • Set default fire mode of the AK74M rifles to semi auto
  • Increased the front sight post on nearly all AK and RPK variants
  • Differentiated the way the RPGs frag round and the M72s rocket applies damage
  • Added new map boundaries for Logar to prevent people camping on the hills at the edges of the map
  • All squad leader weapons now correctly fire tracer rounds every 3rd shot. This applies to all 4 factions
  • Removed all sandbag and concrete based fortifications from the Insurgents faction
  • Remade several deployable fortifications
  • Fixed HESCO walls being easily breached when un-shoveling them
  • Limited kits now become available once a minimum amount of players are present in your squad and on your team
  • Limited kits now scale with the amount of people in your squad and on your team
  • Some factions have alternative versions of kits available at certain squad sizes
  • The limits and available kit variations depends on the faction.
  • A squad is limited to how many special kits they can have from each category: Command & Support, Fire Support, Specialist
  • If you leave or get kicked from a squad, you will immediately be given a recruit kit instead of the kit you had claimed. Ammo, bandages and smoke grenades will be transferred to this kit so you don't gain any additional equipment from leaving.
  • Shortened M4 series dry reload

Misc Changelog

  • Squad Leaders can now kick unruly players from their squads! Once kicked, there is a cooldown before they can rejoin.
  • Servers can now be password protected, indicated by a lock in their entry on the server browser
  • Added new separate reload animations for the AKM and AK74 series
  • Fixed a number of issues where bandaging and medic bags would fail to detect a dead player. Reviving is much easier now.
  • Added a new UI element that pops up and displays when certain important events happen, like being kicked from a squad, lost connection to a server, or when trying to join a server and failing.
  • Optimization pass on Particle effects and sprite textures, decreasing their video memory usage and improving rendering speed.
  • Optimization pass on Weapon Textures, again decreasing their video memory usage and improving rendering speed.
  • Fixed a number of missing faces and LODs on many environmental models.
  • Modified the default AntiAliasing settings for a crisper picture
  • Exposed many AntiAliasing and Shadow settings to the options menu.
  • Updated Logar with Static Randomizers
  • Fixed building reverb effects not working as intended.
  • Fixed a number of Post Processing issues on Logar
  • Fixed incorrect Scaling parameters on Logars post processing.
  • Fixed an issue where clients would see an incorrect respawn timer when the timer was delayed due to enemies present.
  • Prone Players can no longer fall off ledges
  • Implemented a system to stop wall leaning
  • Added various new static environment models
  • Added modular village houses
  • Added falling metal targets with distinct audible hit sounds. Some targets take one hit to knock down, others will require several hits.
  • Added a green variation of the HESCO barriers for temporary use for the Russian faction
  • Fixed weapon collisions with the ground when dropped
  • Increased the size of the ammo crate icon on the map so it is easier to locate
  • Added more map zoom levels
  • Russia has a unique skin for the RPG-7
  • Added new explosion effects, the RPGs frag round and the M72 now have different explosion effects
  • Added 3 additional skin variations to the Insurgents faction for greater variance
  • Soldiers models on Russia and Militia are now associated with the role you spawn in as
  • Fixed a number of audio sources blocking other sound classes
  • Tooltips added for kit selection
  • Fixed aim sensitivity to be persistent across maps

Known Issues

  • MSAA does not function as intended
  • Scope Jitter is present when standing away from the centre of map

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Offworld Out.

http://forums.joinsquad.com/topic/7436-closed-alpha-version-3/

I will post an update when the keys are being sent out.
 
Can someone explain what Project Reality is and does BF2 stands from Battlefield 2 ? Tho from the description of the game it sounds like another clone of the America's Army series.

Blows Americas Army out of the water (even if you could compare the two).

Overview

Project Reality (PR) is a modification for the retail Battlefield 2 multi-player PC game. Project Reality's aim is to create a more realistic combat environment than standard Battlefield 2, and place a greater emphasis on teamwork and cooperation.

Most of the aspects of Battlefield 2 that have the capacity to be modified have been tweaked, or completely overhauled, to reflect their real life counterparts, for increased realism. Ballistics have for example also been audited to reflect those of real weapons, including characteristics such as damage, deviation and bullet drop depending on a weapon systems calibre.

Since EA and DICE no longer support Battlefield 2 and is no longer being played online, the Project Reality team made PR:BF2 a standalone game. No longer is a installation of Battlefield 2 required and we have implemented our own online account system for online play.

Major Features

  • Standalone game. No Battlefield 2 installation required.
  • 100 player dedicated servers with up to 8 man squads.
  • Integrated custom VOIP system with 3D local speech.
  • Realistic behaviour for all aspects of the game while keeping it fun.
  • Heavy focus on teamwork based squad-gameplay with many new soldier classes.
  • Over 40 maps spanning 5 unique gamemodes.
  • Over 15 factions.
  • Many additional features such as deployable defences, thermal vision, logistics and many more
  • Modern warfare & insurgency but also historic battles such as Vietnam,Normandy and Falklands are featured.

Gameplay Features


Removal of Vanilla Battlefield 2 Elements:

  • Spawning on flags / Spawning on Squad Leaders.
  • User Interface reduction: Removal of several unnecessary HUD elements.
  • Automatic spotting of infantry and vehicles using the Q Commo Rose.
  • External views for all vehicles.
  • vBF2 commander assets: Scan,Supply & Vehicle drops.
  • Commander overhead "spy" camera.

Custom Game Modes:
  • AAS - Assault and Secure focuses the battles over a few key areas. These areas usually have very large capture radius , which means its about area control rather than flag capture. In fact flags are not visible in the game world at all. In addition to the large capture radius, many of the Control Points are set to be random, so each new round of AAS has a different flag layout, immensely increasing the re-playability of the game mode over traditional vBF2 Conquest.
  • Insurgency - PR's asymmetrical game mode. Featuring unconventional forces defending weapon caches. the conventional forces have to gather intelligence and find and destroy these caches.
  • Skirmish - Small scale infantry mode intended to be played by the Clan community of PR. Intended for 6v6 Infantry battles.
  • Vehicle Warfare - Dedicated gamemode to our armoured and airborne assets.
  • Command & Control - A gamemode without flags where the objective is to destroy the enemy's main Forward Operating Base before they destroy yours.

Innovative Spawn System

Project Reality has a new way to handle player respawns. There is no more spawning on flags or appearing around squad leaders like in regular Battlefield 2. Instead, the players now have the control of where they want their reinforcements to come in via deployable rally points and player built forward outposts with various build-able emplacements.

Revamp of Soldier Equipment

All soldier classes now carry realistic equipment and useful tools such as: Unarmed fighting, bayonets, entrenching Tools, long lasting Smoke Grenades, binoculars and field Dressings. Only a few classes carry a sidearm, and only pilots are equipped with a parachute.

Non-Cluttered HUD

The Heads-Up Display has been heavily tweaked, keeping with a minimalist theme that only shows you what you need to see, and allowing the mods powerful updated graphics to be the most prominent feature instead of non-essential 2D information. The following vBF2 HUD elements have been removed: Cross-hairs, Name Tags, Hit & Kill Indication, Health Bar, Ammo Bar, Infantry Minimap, Ticket Counter (now on map only). The Project Reality HUD allows you to focus on what matters.

Kit Request System

Unique to Project Reality, special powerful kits with specialized roles have now been limited and made available to squads that request them. By realistically rationing unique and powerful equipment, squads now have more realistic loadouts, and have to use them effectively if their team is to win. These kits include: Officer, Rifleman , Breacher with grappling hook, Combat Medic, Sniper, Spotter, (heavy)Anti Tank, Engineer, Anti Air, Rifleman AT, Rifleman AP, Machine Gunner, Automatic Rifleman, Grenadier, Designated Marksman, Crewman, Pilot and of course, the Civilian.

Updated Commander Features

Commanders play a vital role in Project Reality as the communications hub and central command organization of the team. Commanders are expected to give squads orders and oversee the entire battle strategy of the team. They are required to command the battle using the Command Post with the new Map Marker system. Commanders can place GPS laser markers for laser guided bombs, call in various forms of Artillery, and mark waypoints and enemy assets. They also have a UAV available with conventional factions.

New Deployable Asset System


Never before seen in a realistic First Person Shooter, Project Reality has a unique building system. Squads can now deploy vital equipment and weapons on the battlefield to defend and control key areas. With the proper supplies; squads can dig foxhole defenses, deploy machine-gun nests and AA positions, make roadblocks for insurgent forces, string razor-wire and deploy forward outposts that act as a reinforcement (spawn) point for your team. The positions these are deployed at are completely up to the players discretion - this allows the players to have complete control of how the assets are used strategically, allowing players to use smart tactics to control areas of strategic importance.

Logistics

Project Reality has introduced a logistics system that ensures that a team that works together can ensure that supplies, repairs and ammo are always at hand near the front line.

Close Air Support

Players can now take advantage of real modern equipment to coordinate close air support. Jets and attack helicopters across the board now use a laser designation system, allowing infantry units to designate targets for attack. In addition, squad leaders can call in air support via the commander in the form of a 2,000lb JDAM bomb.

Realistic Warfare


Everything from weapon ballistics,heavy armour movement,soldier sprint speeds,animation to aircraft missile systems is made to behave as realistic as possible in Project Reality while at the same time remain fun and engaging to the player.

Integrated VOIP Replacement


BF2's VOIP doesn't fit PR needs so we have our own integrated PR Mumble. This allows for in-squad communications but also for squadleaders to talk individually to each other or with the commander. It also features 3D local speech, meaning you can hear players from other squads if they are close to you.

Custom Dedicated Servers

Our servers are very different from vanilla BF2 servers and allow for up to 100 players and 8 man squads. Project Reality also doesn't require Gamespy servers and emulates it's own master server for servers and player accounts allowing Project Reality to be played online without Gamespy.

Single Player

Project Reality supports Single Player gaming (known as Local CO-OP), as well as promoting teamwork-based multiplayer. This is included within the main build with no add-ons.

Art Assets

Models

Project Reality comes packed full of quality custom content, ranging from new weapons to heavy armour, all with new custom animations. Why not browse our Media section and take a look for yourself. There's simply far too much to list here!
Maps

Project Reality comes with over 40 unique maps, based off of realworld geographical locations and imagery, and include custom statics. No vanilla BF2 maps are retained within Project Reality. To give an estimation of the size that some of Project Reality's maps include, vanilla BF2 maps are scaled as 2km squared (4km area). Most of Project Reality's maps are 4km squared (16km area), and some are 8km squared (64km area). This, along with less system intensive statics have allowed the team to improve the view distance to more realistic proportions and greatly improve the realism of combat within the mod. More persistent foliage statics ensures that cover actually means cover! You can see all maps here
Updated Map Screen Features

The map screen that players have access to has been tweaked drastically from BF2. The ability to "auto-spot" and track enemy units has been removed. In its place is a Contact Report system where squad leaders can call up the chain of command to the commanding officer, and have enemy units marked, deleted, and moved around at the whim of the commander. Player directional arrows have been removed and all vehicle icons have been updated to reflect the various new vehicle classes showcased in Project Reality. In addition to sending contact reports, squad leaders can more effectively communicate by placing markers for APC Transport Requests, Helicopter Transport Requests, Troop Reinforcements Requests, Resupply Requests, and Build Order Requests.
New Main Menu

Completely redesigned interactive main menu for sleeker look and easier navigation, as well as new features. Online and offline training modes are available, as well as map overview previews, before you join a server.
Factions

Released Factions:


United States Marine Corps
Peoples Liberation Army
Middle East Coalition
British Army
Russian Forces
United States Army
Canadian Forces
Israeli Defense Force
Syrian Rebels
German Forces
Militia
Taliban
Iraqi Insurgents
Dutch Forces
French Forces
African Resistance Fighters
Vietnam Era USA,USMC and NVA Forces
WIP PR Community Factions:

Polish Forces
Norwegian Forces
Finish Forces
Syrian Armed Forces
World War 2 USA & German Forces
Falkands British and Argentinian Forces
For extra information and more in-depth lists and changelogs, please refer to the Project Reality: BF2 Player Manual and the community forums.
Enough for you? It's now stand alone so no excuse not to try it!
 
I'm all keyed up now. Will be on shortly once I've got rid of the niece and nephew!

Hotfix 3.2

  • Fixed a server crash when players switch teams
  • Fixed a crash when leaving a squad
  • Fixed an issue where a team capturing a flag in AAS would lose 20 tickets.
  • Fixed the self bandage animation using the bandage others animation
  • Fixed the Recruit kit being available in the menu
  • Fixed the AKM reload sounds
  • Fixed an issue where servers set to random map rotation were always starting on Logar Valley
  • Added the Russian FOB radio audio.
 
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Following on from the amazingly successful previous Sunday events we shall have our first 3.2 version on Steam. I'm hoping this will be our biggest and best turn out yet!

"All forum dwellers, mods, admins, devs, are encouraged to turn up."

The server will be Paris. France #1 unless it's heavily populated at 1945. If so we shall fall back to one of the Frankfurt, GER or the Paris server. More updated info closer to event time.

If we can all start joining around 1945hrs GMT for a bit of a mess around followed by a map change/restart at 2000hrs GMT when we shall start the evenings shenanigans.

Hope to see you all there!
 
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I'm enjoying Fools Road map so much. There's a fair bit of TK'ing going on currently as Russia and the Militia looks pretty similar currently (I think I killed 2 team mates myself last night) but it makes for tense game play! Militia faction textures are place holders at the minute so they will be redesigned down the line.
 
Fools road on squad ? wow, I look forward to seeing all this stuff as a 'veteran'
Is Rhino still around btw and the guy who did Korengal

Rhino is about on Project Reality still but (so far) is not directly involved with Squad. Although I think he may have let us use some of his assets. As for Korengal Valley I'm not sure what CodeRedFox is up to these days. He seems active in Arma 3 so there's hope...may have to hunt him down!

Back on topic, search for "We stopped the bleeding!" on YouTube to see a small clip of how my night of being a medic went.
 
Hahaha cracking video Xcept1. I think I played with you lot last night and it was a lot of fun, just a shame I was too knackered to play for longer. Its really coming along nicely now. Very impressed indeed.

Yeah I remember seeing a Grumpy in the squad!

Great video Xcept.

So when is this availible for us non pre-order chaps via Steam?

Comes out on the 15th mate, only a week to wait!
 
anyone having the mouse pointer disappear when on trying to respawn got to hit m then hit esc then i can give up ????????? strange everyone of our clan has same prob and it even does same thing on my laptop

M is just for the map. Pressing N will change the level of zoom.

Enter brings up the map for spawning/Giving up :P
 
Hotfix 3.3:

  • Fixed AKM GP25 Reload Animation having sounds out of sync
  • Added a US Main Base to Kohat Insurgency
  • Updated the Sumari and Forest minimaps
  • Fixed animations playing for a short time with the medicbag and field dressing when it has no target
  • Fixed hovering trees and rocks on Fools
  • Admins can now grant Observer Cam without crashing the server
  • Set health to 0 when going into incap, so now everyone has the same amount of time to be revived when they go down
  • Fixed a few cases where the respawn timer would not be replicated from the server.
  • Made medic HUD icons lerp between 0.5 and 1.0 to prevent them from disappearing
  • Improved the PSO-1 scope
  • Really fixed servers starting on maps other than logar. For realsies this time
  • Updated Forest with some additional tweaks and assets
  • Fixed a variety of bugs and log errors in the Compass
  • Really fixed the give up button disappearing. Also for realsies this time
  • Fixed being able to throw grenades in the main menu
  • Added basic controller support
  • Updated the Tire Wall deployable
  • Fixed a number of issues with the village house
  • Added bullet hole decals to a variety of materials
  • Standardized zoom duration and focus zoom time across all weapons
  • Standardized the Incendiary grenade throw strength to be the same as all other grenades
  • Increased the bullet crack volume
  • Updated the Server Browser, adding better indicators for passworded servers and anticheat protected servers.
  • Added the Custom Servers browser for displaying unlicensed, self hosted, and modded servers.
  • Fixed the arm on M4 weapons from overstretching when looking up
  • Added tooltips for deployables.
  • Updated the Physmats on Eastern European houses
  • Improved the voice code to not allocate memory as much
  • Added an entry in the binding menu for the SL menu (defaults to T)
  • Improved the green tracer to look less like a laser
  • Added details to Sumari and improved the Skirmish layer
  • Fixed a crash when a player joins a server while the map is changing. It currently prevents that player from joining the server during the map change process
  • Added Server Name, Map Name, and GameMode to the scoreboard
  • Added the Squad Leader and Medic indicators to nametag drawing
  • Added Interaction widgets to certain deployables (for example, a 'Press [F] to use' to Ammo Crate)
  • Updated the HESCO and cost
  • Increased the damage threshhold to skip incap and go straight to death
  • Modified the non-ADS recoil modifier. LMGs have a higher recoil now than rifles, rifles have slightly more recoil, pistols slightly lower
  • Removed Kohat Conquest Experimental and Kohat v3
  • Updated the Menu music to the latest version, also adding a new music track
  • Fully removed the old login menu and prevented a situation where it would come up and not go away
  • Fixed a memory corruption server crash related to assigning roles to players
  • Fixed a server crash when kicking players from squads
  • Updated the error text on dedicated servers when Steam is not found
  • Fixed a number of cases where Dedicated Servers would fail to launch because it can't find Steam
  • Updates and bugfixes to Fools Road
  • Fixed Interaction Menus not appearing on deployables in Training.
 
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