Welcome to Project Reality: Battlefield 2 (aka PR:BF2), 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.

Report RSS v1.7.2 - Update Highlights

After a long summer pause we are proud to release the next update for 1.7. This update focuses mainly on fixes and gameplay changes, but also includes a new 4x4km map in the Afghanistan theatre.

Posted by on

Kunar Province (4x4km)

This new map from the wooded mountains of northeast Afghanistan by [R-DEV]Ason will feature long range, vertical combat. The USMC, MEC, and Taliban will fight between fortified outposts and valley roads, relying heavily on aircraft for both supplies and fire support, as the long view distance will make vehicles on the valley roads easy targets. The USMC and Taliban are available in AAS and INS, while the MEC is available in AAS.


The map will also feature one unconventional layer(AAS16) with 23 flags evenly spread out across the map, all starting as Taliban.
These represents areas that US forces are tasked to patrol and secure. The flags can't be recaptured by the Taliban after US forces have secured them.
The Taliban will start with a significant ticket advantage, and the amount of US tickets will be relatively low.
US forces should therefore focus on reducing Taliban tickets by capturing flags and keeping losses low.
The Taliban should protect as many flags as possible and drain the small amount of tickets from US forces by inflicting as many casualties as possible.



Mounted MG zeroing and ironsight focus

Since 1.7 mounted and stationary MGs already had ballistics implemented for them. However there was no way to adjust these weapons to counter the drop. This made even the heavy MGs weaker than their smaller, handheld step-sisters. Now mounted MGs as well as grenade launchers can be adjusted manually to extend their effective range. Further to allow better observation of targets and the fall of shot, we added a 1.5x ironsight focus analogue to the handheld version.

IDF anti-tank changes

The Spike is finally coming home and will be used by the IDF as their new heavy anti-tank. The Matador MP wont be gone, but instead adjusted to fit its real live counterpart better by reducing the damage to light anti-tank standard and adjusting the sights according to new references we found. As such the MATADOR-MP will live on as the new standard light anti-tank for the IDF.

Server message menu

This quality of life improvement is especially aimed at new players and server administrators. The output of some commonly used commands as well as important notifications are now displayed right in the center of your screen and you no longer need to pay as much attention to the fast scrolling text in the top left screen corner. Additionally, those notifications we considered especially useful to keep a track of, like vote results or player reports in the case of server administrators, are now also stored in a new notifications tab in scoreboard.
Finally this new notifications tab will also feature a new UI for voting in map votes. We hope to reduce some of the chat spam with this and might expand the voting menu even further in the future.



Range-based fog

One of the quirks of how rendering works in Battlefield 2 was always that you could see further on the edge of the screen than in the center. The solution to fix this is called range-based fog and after many changes to fight the undocumented Battlefield shader code, we managed to implement it in the game.

Support Project Reality!

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!



Post comment Comments
Akol
Akol - - 61 comments

Outstanding.

Reply Good karma Bad karma+3 votes
Anthony817
Anthony817 - - 2,771 comments

Oh my god! That fog fix is a massive engine improvement! This team never ceases to blow my mind how they keep coming up with ways to circumvent engine limitations! Fantastic work my friends and keep it up!

Reply Good karma Bad karma+3 votes
skej
skej - - 72 comments

nice

Reply Good karma Bad karma+4 votes
BetterWarrior
BetterWarrior - - 134 comments

I miss this mod so much, i miss the good old days.

Reply Good karma Bad karma+3 votes
zastels
zastels - - 25 comments

I'm honestly so sick and tired of the jankyness of Unreal Engine in Squad that for the first time I'm giving this game a try. Those screenshots are 10/10, they look beautiful and I can tell they contain level design.

The future is most certainly not Unreal.

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: