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Old 2022-12-26, 09:58   #1
[R-DEV]Mats391
PR:BF2 Lead Developer
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Default PR:BF2 v1.7.3.0 Changelog


The final update of 2022 brings you some new toys to play with as well as two seasonal maps to enjoy the winter season.

Learn more details on this release here in our highlight.




PR:BF2 v1.7.3.2 Changelog (2023/01/03)
-----------------------

SHADERS:
  • Added option to disable advanced shaders. This will help players who struggle with FPS issues. You will find this option in: Launcher -> Options -> Graphics -> Advanced -> Use advanced shaders. (Default enabled)
  • Optimized sky shaders.
  • Optimized vegetation shaders.


MENU:
  • Updated in game map to show location of possible CSB crossings.


STATICS:
  • Updated concrete bridges to be destroyable again, but 5 times harder to destroy.
  • Updated concrete bridges to show which parts are destroyable.
  • Updated road truss bridge to be not destroyable.


Levels:
  • Kokan:
    • Updated Blufor to use zipties.

  • Korengal:
    • Updated Blufor to use zipties.

  • Outpost:
    • Updated Blufor to use zipties.

PR:BF2 v1.7.3.1 Changelog (2022/12/29)
-----------------------

SHADERS:
  • Optimized particle shaders.
  • Fixed black sky.


STATICS:
  • Fixed missing mipmaps on some leaf textures.


WEAPONS:
  • Fixed 40mm UGL having no arming distance.


VEHICLES:
  • Updated SdKfz 251C and M3A1 Halftrack to not require crewman as driver.


Levels:
  • Quan:
    • Disabled UAV.


PR:BF2 v1.7.3.0 Changelog (2022/12/26)
-----------------------
General:
  • Updated default FPS lock to 200.
  • Updated shaders to use logarithmic depth buffer.
  • Fixed some mounted machine guns clipping with camera in first person.
  • Fixed optics blur shader rarely not deactivating.


COOP:
  • Added module to randomize bot kits and spawn times (default disabled).


STATICS:
  • Updated all concrete bridges to be non destroyable.
  • Fixed building forward outposts and emplacements inside statics.


Menu:
  • Optimized bleed effect textures.


Vehicles:
  • Added Mi-8 AMTSh CAS variants.
  • Added Ka-29T CAS variants.
  • Updated close support bridge collision to be easier to drive across.
  • Updated helicopter flares to spawn closer to mounted countermeasure systems.
  • Fixed Shturm not needing a driver to operate.
  • Fixed IDF Humvee not sinking in water.
  • Fixed being unable to exit Kamaz trucks if driver exit is blocked.
  • Fixed not being able to zero PT91 Twardy cupola machine gun.


Weapons:
  • Updated all grenade launcher smoke to shoot normal smoke grenades.
  • Updated mortar placement restrictions to allow mortars in separate places.


Levels:
  • General:
    • Added Icebound - Seasonal (4x4km).
    • Added Quan - Seasonal (2x2km)

  • Adak:
    • AAS32: Added Ka-29T CAS.

  • Beirut:
    • Updated Russian DoD to cover most of the water.
    • AAS32: Added Ka-29T CAS.

  • Kafr Halab:
    • Decreased view distance to 500m from 650m.
    • Added off-map airbases for Russia and MEC.
    • AAS64: Replaced Mi-24 Hind with Mi-8 AMTSh CAS.
    • AAS64: Replaced T90A with BMP-3M.
    • AAS32: Added Russian Mi-8 AMTSh CAS vs MEC Mi-24 Hind.

  • Muttrah City:
    • AAS64: Delayed all MEC logis.
    • AAS64: Updated all USMC Hueys to respawn.

  • Operation Marlin:
    • INS64: Replaced French Panther with NH90.

  • Pavlovsk Bay:
    • AAS32: Added Ka-29T CAS.

  • Sbeneh Outskirts:
    • Fixed trash piles being too big without collision.

  • Ulyanovsk:
    • Increased main base DoD.

  • Vadso City:
    • AAS32: Added Ka-29T CAS.


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!



- The Project Reality Team

Mineral: TIL that Wire-guided missiles actually use wire
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Last edited by Mats391; 2023-01-03 at 14:32..
Old 2022-12-26, 10:53   #2
mries
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Default Re: PR:BF2 v1.7.3.0 Changelog

Nice work again!!

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Old 2022-12-26, 11:13   #3
captainfuture
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Default Re: PR:BF2 v1.7.3.0 Changelog

Thank you so much!

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Old 2022-12-26, 11:33   #4
[R-COM]bad_nade
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Default Re: PR:BF2 v1.7.3.0 Changelog

Quote:
Originally Posted by Mats391 View Post
STATICS:
  • Updated all concrete bridges to be non destroyable.
Vehicles:
  • Updated close support bridge collision to be easier to drive across.
I'm afraid that poor insurgents in Al Basrah and Karbala are going to be f****d up to oblivion after these changes
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Old 2022-12-26, 17:33   #5
SShadowFox
Default Re: PR:BF2 v1.7.3.0 Changelog

Quote:
Originally Posted by clueless_noob View Post
I'm afraid that poor insurgents in Al Basrah and Karbala are going to be f****d up to oblivion after these changes
Yeah, I feel those changes to be a bit contradictory. If CSB are going to be easier to drive through, why make bridges non destroyable?

That will make things harder for insurgents, since destroying a bridge can help a lot by limiting the ways that BLUFOR can approach a cache.
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Old 2022-12-27, 01:17   #6
Bonvi
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Default Re: PR:BF2 v1.7.3.0 Changelog

Quote:
Originally Posted by SShadowFox View Post
Yeah, I feel those changes to be a bit contradictory. If CSB are going to be easier to drive through, why make bridges non destroyable?
Why not

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Old 2022-12-26, 12:04   #7
Bonvi
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Default Re: PR:BF2 v1.7.3.0 Changelog

Lovely. Very nice changes in general. Especially z-figthing, increased grenadier smoke duration, Ulyanovsk DOD and bug fixes.

Quote:
Decreased view distance to 500m from 650m.
But what is the reason for that? 650 m is already unrealistically short.

Quote:
Updated all concrete bridges to be non destroyable.
But why? Tactically destroying and repairing bridges was one cool feature that other games don't have.

Quote:
Fixed building forward outposts and emplacements inside statics.
What does that mean? We cannot fob inside buildings anymore? Would be quite a dramatic change.

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Old 2022-12-26, 12:07   #8
[R-DEV]​Rusty_42
PR:BF2 Developer

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Default Re: PR:BF2 v1.7.3.0 Changelog

Quote:
Originally Posted by Bonvi View Post
But what is the reason for that? 650 m is already unrealistically short.
More FPS. Same VD as on Karbala, Ramiel, Kokan.

you can turn off signatures in options
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Old 2022-12-26, 19:23   #9
lao
Default Re: PR:BF2 v1.7.3.0 Changelog

Overall a nice update.

The only gripe I have for now is that it sucks that concrete bridges can't be destroyed anymore, this was so fun (and useful for the Opfor) on Basra and Karbala, also on Grozny...
I don't see the reasoning behind this change at all. Even from the "realism" standpoint a concrete bridge should definitely be destroyed by a garry,
and as far as the gameplay goes, it wasn't OP or anything to destroy bridges with "mine IEDs", just a cool feature that most other games don't have...
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Old 2022-12-26, 20:19   #10
PBAsydney
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Default Re: PR:BF2 v1.7.3.0 Changelog

The Z-fighting fix is amazing, fixed so many flickering textures




HITREG CARRY
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