*NwA* Clan

*Noobs with Attitude* is a Project Reality mod based clan with members from all over the world.

Mar
14
In the past you might have seen us talk about redoing some of our armor system in public. Now it is time to show some of our progress!
For the upcoming patch we decide to redo the tank armor a bit to make tanks stronger in some places and way weaker in others. To achieve this without having to recreate the tanks export scenes, we developed a new tool that allows us to import only the collision meshes, edit them and export them again with very little effort. But that is technical stuff and not interesting for most of you, so lets get straight to some pictures :)
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What do you see? The most obvious change will be the removal of an extra material for the tracks. In the past the tracks where a hitzone that dealt lots of damage to the tank. After some discussion we decided that we will never be able to represent the actual damage done to the vehicle when the tracks get hit (track breaks, but tank is fine) and instead just removed the tracks as a special hitzone. The tracks now have the same material as the hull according the position they face. This means hitting tracks from side will deal same damage as hitting hull from side and hitting from front will deal same damage as hitting front hull.
A more subtle change is the removal of non-armor materials. Currently tanks and other vehicles have lots of materials that are not specific armor materials. These are often glass, rubber or cloth. Those materials can create a weak or strong spot in places that do not make sense. Some of you may remember when you could blow up a tank instantly by shooting its periscope. By removing those materials and replacing them with hull materials, this will be a thing of the past. The only down side will be wrong impact effects. Sorry to all tank crews that had fun knifing and shooting the lights for the glass cracks :(

The next big thing are changes in damage values. This mostly revolves around a thing requested a lot of times: ATGM damage vs tank...
RealityMod.com Map Al Basrah Map Update
Mar
12
Al Basrah is one of the oldest maps still in Project Reality. First introduced in v0.4, it was updated for v0.5 and again for v0.6 when it became the flagship for Insurgency gamemode but has remained untouched since.

For v1.4, we have decided to integrate a long-standing community map project Al Basrah v2 by TeRR0R as the official version of Al Basrah.

Official version slightly differs from TeRR0R's as we took the liberty to replace some of the statics with their updated versions that are in v1.4 and made some changes to gameplay, which will be explained below.

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The new features are improved lighting, longer view distance and more enterable buildings around the city. British get two additional FOBs, one of which features an RHIB which is available on all Insurgency layers. River fords have been removed, so you'll have to rely on bridges and Close Support Bridges now.

Insurgency Std

As the Mosque allows Insurgents to be in reach of most city caches, this is an experiment to see how things will play out when Insurgent base is slightly removed from action. This allows more cache areas in the city itself. To avoid Insurgents being cut-off in their base, bridges leading to the island north of Palace are now indestructible (this affects all gamemodes and layers).

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Alt and Inf remain the same, with Mosque as the Insurgent base. Cache positions are adjusted accordingly.


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Co-op support has been remade and Al Basrah will feature Co-op in v1.4. Skirmish is present as well.


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RealityMod.com Map Kozelsk Map Update
Mar
05
For v1.4, two significant changes have been made to this classic Project Reality map that has been with us as long as the Russian Forces (since v0.85).

First, terrain.

You may be aware that Kozelsk lacks an outside terrain and is instead surrounded by an infinite water plane. This has been addressed by mirroring the main terrain on all sides, creating some sense of continuity beyond the map's borders and hereby removing Kozelsk's status as an "island".


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A bigger terrain change comes in a road crossing the ridge that divides the map into western and eastern parts. It provides an alternative to the bridge in H9 and the areas of Militia base and the Training Camp are now connected. A rather simple piece of work, it should alter the way the map plays out.


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Second, Advance and Secure.

As the above mentioned road opens up new possibilities, it was time to get rid of the awkward flag route that involves flags on opposite ends of the map.

Instead there are now two routes, an eastern and a western. The eastern route features only three flags while western features four with total possible of eight (the launch facility features two, the existing one and a new smaller one called Missile Silo, covering only the missile silo itself). The FOB flag is duplicated so it can be a part of both routes.

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RealityMod.com Map Beirut Map Update
Feb
29
As you may have gathered from the recent blog, something has happened to Beirut. No, it isn't being removed as some feared, rather we've given it a makeover.

It began three months ago while discussing Beirut in the team forums. "I'd like to change the sky settings", "Could we edit the factory" and "Could you update the map with your new statics" and gears started turning.

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First, the factory area has been changed. A key difference is that it now has two additional exits in form of two broken spots in the fence. This should make it harder to camp the factory.

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The industrial warehouse building that had slightly awkward window heights (and lacked LODs) was removed and replaced with similar assets across the map leading to some object placement changes, significantly at factory and railway depot. A few other areas were also changed.

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Additionally, as part of "your new statics" the Muttrah waterfront statics used in the south-west part of the city were redone, including turning one of them enterable.

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Almond trees were redone, fixing a few small issues and populate a portion of the map now.

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Feb
07
Hey guys,

Recently we have migrated to a new server as we were having a few issues with our previous host.

Teamspeak 3 and the web servers are already running on this new server, the new PR servers are also running but password protected whilst we wait for the PR devs to switch our mumble IP to the new one.

It seems the long load time between maps is gone, so hopefully less crashes on map loading.

Thanks,
*NwA* Clan
Feb
07
Hi everyone. Time for an update on the current situation with the master server.

Firstly, it's back up. You can all go play now! Yay!

But for those still reading, I want to give you all an overview of what happened over the last week, and what's happening in the future, so this doesn't happen again (or so it doesn't happen as bad again). To start with though, I want to apologise to everyone for the downtime. It sucked, and I know how much everyone was wanting to play, but couldn't.

What is this Master Server?

The master server is what controls your online player logins, and the ability to see servers in the ingame server list. This service used to be provided by GameSpy, and many games used this. However, in 2014, GameSpy was shut down, and Battlefield 2 became abandonware. To keep PR alive, we reverse engineered the original GameSpy master server and launched a replacement service. Also Forgotten Hope 2 was invited to use our master server as well, in the spirit of community relations.

What happened to it?

Last Saturday, the master server was attacked by a DDOS attack. This caused our server provider to null route the IP address running the master server, effectively shutting it down. When the master server is down, no one can play PR online. Also, since FH2 is using the master server, they were also affected by this downtime. Obviously, quite a bad situation to be in. This wasn't a new thing to us though, it's happened several times before, where we've had outages for a few hours here and there.

Why did it take a week to come back up?

Shortly after the DDOS took down the master server, I contacted the server provider to request more information, and to release the null route, like I normally do. Unfortunately, this occurred on a weekend, and the...