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.
Removal of Vanilla Battlefield 2 Elements:
Custom Game Modes:
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.
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.
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.
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.
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.
Welcome to the first update for 1.7. With this update we introduce two new maps, some quality of life interface updates and changes to the mechanics of some of our deployable emplacements.
These two new 4x4 km maps by [R-DEV]Ason bring more West German locations to the modern battlefield. Both feature a Russian invasion that gets defended by Germany and other NATO armies.
Ascheberg features vast farm lands of the beautiful Münsterland that offer a high view distance. Despite the maps name the landscape is naturally flat and gets broken up by small settlements and dense forests.
With the Korbach Offensive the fields around Kassel once again become a venue for a war. Based on the WW2 map you can now bring modern equipment to the trenches.
With this update we want to increase the requirement of supply lines and as such emplacements will now spawn without any ammo inside. After the emplacement is built, it first needs to be rearmed using ammobags before being able to use them. Further we adjusted the amount of ammo per emplacement as well as the amount rearmed per ammobag. This increases the amount of supplies required to operate certain weapons by a lot. Insurgent factions may not have the capabilities to keep up with the increased demand and to compensate for this, Hideouts now slowly generate supply points that can be used to rearm (cannot request kits). This simulates a tunnel network between Hideouts and the main base that gets used to move supplies around the battlefield.
Lastly, we introduce a new firemission orientated mechanic to mortars. The mortars will be able to shoot a firemission of up to five shells in quick succession and then are forced to reload before being able to shoot again.
We continue our efforts to modernize our in game interface by increasing its quality and making it easier to read. In this update, we focused mainly on the compass and icons for magazine count, firemode, BUIS selector as well as the magazine-checking. All these parts received a black outline to ensure they are readable on every map, even on the brightest snow maps. Additionally, the magazine-checking got moved into the center of screen to be more prominent and easier to discover for new and old players alike.
Furthermore, we also changed how the effects for bleeding on the players and damage look like. Moving away from covering the screen in blood, we now use a black tunnel vision effect that gets worse the more health you lose. The vision of freshly revived players gets heavily reduced this way.
We spend a lot of time investigating reported issues around anti-air missiles and their interaction with countermeasures. In this investigation we found out that there are equal amount of complaints regarding anti-air being too strong and anti-air not working at all. As such we concluded there was no issue to begin with and stopped all development towards new anti-air mechanics.
The Project Reality Team develops this modification completely free of charge for its community to download and play. If you would like to show your support, please consider donating to our team. These funds go directly towards website expenses, including bandwidth, hosting, domain registration, and maintenance. We never use donation funds to directly pay team members.
For more information, please feel free to join us on our public forums to discuss this and other news. Also, be sure to connect to Project Reality through social media to stay informed and receive up to the minute updates, the occasional leaked bit of information, and more! See you on the battlefield!
- The Project Reality Team
Hello and welcome to this Community Update where we look back on our 17 year history and show some improvements to welcoming new players.
Project Reality v1.6.8 brings an update and fixes to the recoil system, top-attack for anti-tank, off-map airbases, destroyable mines and much more!
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