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PR Changelogs The changelogs for recently released Project Reality versions

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Old 2022-01-01, 18:23   #11
[R-DEV]Mats391
PR:BF2 Lead Developer
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Default Re: PR:BF2 v1.7.0.0 Changelog

Quote:
Originally Posted by Crylink View Post
1212: error validating downloaded file. file is corrupt

this is the message im getting after the download is finished
Do you remember which mirror you downloaded from?
Also please try updating manually: https://www.realitymod.com/forum/sho...d.php?t=125178

Mineral: TIL that Wire-guided missiles actually use wire
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Old 2022-01-01, 18:36   #12
InfantryGamer42
Default Re: PR:BF2 v1.7.0.0 Changelog

Question for Bamyan, is there still repair and rearm point on old airfield?
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Old 2022-01-01, 19:34   #13
Grump/Gump.45
Default Re: PR:BF2 v1.7.0.0 Changelog

Quote:
Originally Posted by Mineral View Post
[CENTER]

Vehicles:[List][*]Added WW2 planes: P51D, Ju87B, BF109.[*]Added Opel Blitz with Flak 38 mounted on back.[*]Added M3 with M45 Quadmount.
[*]Updated iron sight bolt action rifles to cycle bolt faster.
I'm telling you, this game is gonna be a circus mouse.

Its like I almost know exactly what you will be releasing, knew we would get WW2 planes. I love you, get a good Stuka sound so I can fill my pants with crap in the near future.

I couldn't have made this video and the fan made trailer being released this Friday at a better time. Thank you for the planes, more vehicles.

Now if the DEVs could point their players to some places to learn skills in under 5 minutes for each one, my job would be easier. Let me tell you, that I am the only one to say "explosive spread" and label the weapon which should be standard next to one man per piece of cover.

Project Reality: The Game Revival

https://www.youtube.com/watch?v=gBSVen98y4o&t=6s

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Last edited by Grump/Gump.45; 2022-01-07 at 02:57..
Old 2022-01-01, 20:30   #14
[R-CON]​LangMaster
PR:BF2 Contributor

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Default Re: PR:BF2 v1.7.0.0 Changelog

My name is once again in the changelog, let's go boys.

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Old 2022-01-02, 21:41   #15
=HOG= Xambone
Default Re: PR:BF2 v1.7.0.0 Changelog

Muttrah Not Large too 300% ahhhh...
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Old 2022-01-02, 22:57   #16
FoxtrotFaulkner8684
Default Re: PR:BF2 v1.7.0.0 Changelog

There is a name I haven't seen in years!
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Old 2022-01-04, 15:16   #17
Grump/Gump.45
Default Re: PR:BF2 v1.7.0.0 Changelog

Quote:
Originally Posted by Mineral View Post
[*]Updated vehicle fired projectiles to follow ballistic trajectory.[*]Updated vehicles to have authentic systems to account for ballistic drop.
This just got a lot harder to do. With flat trajectory all I had to do was aim height of a tank where it would be. Now I need to figure the range and still drop it into the height of a tank. Thank you for your realism.

https://www.youtube.com/watch?v=rdrP7iGsbOM



P.S please fix that instant arrest shotgun to stamina removal for my realism stone throwing crowds. Who have a dropped AK kit among them and lots of other uses of dirty tricks. We can only do this if we don't get instantly mowed down and arrested. That bull mess takes all the arresting teamwork giving it to one guy with the shotgun that somehow can buckshot insurgents, breach doors and beanbag instant arrest people at distance without ever changing ammo.

I got ya bean bag for you right here. At close range it can knock the wind out of you. Notice they are not instantly arrested but in a state of disabling pain making arrest easier. But on the other hand I have seen videos of inmates eating these things to the body like its nothing, hence if you not mentally weak you can still move. https://www.youtube.com/watch?v=173y0Bzqosg
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Old 2022-01-04, 16:46   #18
SShadowFox
Default Re: PR:BF2 v1.7.0.0 Changelog

Quote:
Originally Posted by Grump/Gump.45 View Post
This just got a lot harder to do. With flat trajectory all I had to do was aim height of a tank where it would be. Now I need to figure the range and still drop it into the height of a tank. Thank you for your realism.

https://www.youtube.com/watch?v=rdrP7iGsbOM
The pain of having to aim a couple of millimeters above your target to hit it, truly the end of times. PR engagements aren't even that distant to begin with, modern tanks barely need to compensate for the drop when firing APFSDS, and it isn't too bad for WW2 tanks either.
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Old 2022-01-04, 20:36   #19
robert357

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Default Re: PR:BF2 v1.7.0.0 Changelog

I was messing around with new WW2 planes in offline. Guns overheats too slow in my opinion. They can dump half of the ammunition. Is this suppose to be like that?
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Old 2022-01-07, 13:14   #20
[R-DEV]Mats391
PR:BF2 Lead Developer
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Default Re: PR:BF2 v1.7.0.0 Changelog




PR:BF2 v1.7.0.1 Changelog (2022/01/07)
-----------------------
General:
  • Fixed missing information icons for advanced graphics options.

Coop:
  • Fixed Rosomak crashing clients.
  • Fixed AMX10RC crashing clients.
  • Increased ticket bleed delay to 15 minutes (from 10).

Vehicles:
  • Added desert texture for ZBL-08.
  • Updated BF109 to use MG131 13mm instead of MG17.
  • Updated WW2 plane gun sounds to be heard from further away.
  • Fixed Merkava using AMX10 smoke HUD.
  • Fixed M3 AAV and Flak 38 Opel Blitz showing white square when using scroll wheel.
  • Fixed M3 AAV minimap icon becoming white after exiting the vehicle from the gunner position.
  • Fixed BF109 bomb being too strong.
  • Fixed Ju-87B bomb being too weak.
  • Fixed SdKfz 233 having thermals.
  • Fixed CCIP on jets only working when having dynamic shadows enabled.
  • Fixed jet cannon crosshair disappearing when CCIP finds no impact.
  • Fixed Ju-87B having multiple magazines for MG.
  • Fixed Ju-87B not rearming MG when only half empty.
  • Fixed VBCI showing two heat bars.
  • Fixed WW2 planes showing two heat bars.
  • Fixed Puma IFV having no smoke.
  • Fixed Mirage HUD always showing cannon as selected.

Weapons:
  • Fixed SPG-9 switching cameras when selecting FRAG.
  • Fixed Flak 38 firing sound not matching ROF.

Levels:
  • General:
    • Fixed Vehicle Warfare showing wrong ticket count when using in game map info.

  • Bijar Canyons:
    • COOP128:
      • Fixed terrain disappearing at a certain distance for players without the "Increase terrain LOD" option checked.
      • Decreased spawn time for choppers to exactly 5 minutes (from 7) and updated a few trucks and jeeps to spawn twice

  • Field of Kassel:
    • AAS32:
      • Reduced tickets for both teams by 100.
      • Removed two tanks per team.
      • Removed one AAV per team.
      • Removed spawnpoints from German airfield to prevent accidental spawns. You can still reach it through teleporter near command post.
    • AAS64:
      • Reduced tickets for both teams by 100.
      • Updated USA rallypoint to be permanent spawnpoint.
      • Updated 2 tanks per team to not respawn.
      • Removed Panzer 3 spawning near town.
      • Removed one AAV team.
    • AAS128:
      • Fixed terrain disappearing at a certain distance for players without the "Increase terrain LOD" option checked.
      • Fixed route to only have two active flags at start.
      • Removed depot flag.

  • Icebound:
    • Fixed helicopters not rearming.

  • Khamisiyah:
    • COOP32: Fixed Blufor not having ticket bleed after losing all flags.

  • Kozelsk:
    • COOP32: Fixed Redfor having ticket bleed if Blufor captures their first flag.

  • Laskhar Valley:
    • COOP64: Fixed Redfor having ticket bleed if Blufor captures their first flag.

  • Masirah:
    • COOP16: Fixed Blufor not having ticket bleed after losing all flags.

  • Operation Marlin:
    • COOP64: Fixed Redfor not having ticket bleed after losing all flags.

  • Test Bootcamp:
    • Added new loading music by Unicode.

  • Shijia Valley:
    • COOP32: Fixed neither side having ticket bleed after losing all flags


Mineral: TIL that Wire-guided missiles actually use wire
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