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PR Changelogs The changelogs for recently released Project Reality versions |
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2022-09-20, 13:18 | #31 | |
Join Date: Feb 2017
Posts: 139
Poland
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Re: PR:BF2 v1.7.2.0 Changelog
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Explanation: over a distance, the scene simplifies and smaller features like player model are unnaturally standing out because those cannot be simplified into this big shapes/textures like terrain/buildings can, effectively making smaller models darker than they should look compared to surroundings due more shaded faces on them - that's why I speak of making brighter textures for the successive LODs if transparency is impossible. | |
2022-09-20, 14:50 | #32 | |
PR:BF2 Lead Developer
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Re: PR:BF2 v1.7.2.0 Changelog
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Mineral: TIL that Wire-guided missiles actually use wire
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2022-09-20, 23:17 | #33 |
Join Date: Sep 2022
Posts: 2
Bahrain
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Re: PR:BF2 v1.7.2.0 Changelog
How could you guys remove Jabal? It's the only OG map left in circulation as far as I can recall.
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2022-09-21, 15:48 | #34 |
Join Date: Sep 2009
Posts: 2,749
Sweden
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Re: PR:BF2 v1.7.2.0 Changelog
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2022-09-21, 16:30 | #35 |
Join Date: Mar 2014
Posts: 100
Canada
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Re: PR:BF2 v1.7.2.0 Changelog
Taliban Civvies <3 my prayers answered
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2022-09-22, 01:25 | #36 | |
Join Date: Dec 2018
Posts: 471
Ireland
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Re: PR:BF2 v1.7.2.0 Changelog
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Would it still be considered civilian car and not need a 1 minute timer if a civilian gets in the car after their 2 minute wait timer and the cars 1 minute timer? So this could potentially yield a martyr while I am driving if I get shot out? Also if the car explodes is that getting car -intel points plus my own body for -5 stacking up? Which would allow us to use a mass of cars to confuse the tank on which one is bomb car, he just starts taking out cars guessing. Is this getting us martyred and the car -intel points? Can I place hideouts with my cellphone and still be civilian as long as I don't dig them of course? Does having the shovel out still count as using it? I would like to trick enemy into thinking I am fair game pretending to dig something or just being seen with shovel to get shot. So as long as I drag a fighter to a hidden spot I am good to not get shot of course. But what if the fighter drops his kit but isn't a civilian 10 seconds after dropping kit? Does being next to a civilian who was a fighter that recently dropped kit under 2 minute timer still count as a fighter? So civilians next to a mine, you say it only counts as one martyr if a bunch of civilians die within 0.1 seconds of each other. Say if we had one civilian drive over the enemy mine outside INS main for the 1 martyr, but then have civilians at different ranges from the mine for 90% health, 75%, 50%, 25% near death so they die at different times? Can we still use one mine or do we need to do this multiple times? Back to question one for this question, does a civilian driving a civilian car count as civilian car death giving both -intel points for destroying the car and the actual civilian? A past changelog implied that we could see the intel points counter. Where and how do I look at this? The manual says 2 different things in 2 different places for civilians on distance and point values. 2 meters and 5 meters distance horizontal. Also it says -5 intel points and -10 intel points for martys. Then if I remember before a later change the martyr was -5 intel points while arrest was +10 intel points? So much confusion there. Dropping kits should give a rock slot next to hands up, fists and salute. There is no consistency with civilians cause rocks are with Iraqi INS un-armed medic so Taliban and Hamas have no rocks. Would be nice for all factions since rocks are everywhere, Earth is made of rock. All these civilians from Gaza, Iraq and Afghanistan are known for throwing rocks. Even desperate conventional forces out of ammo not surrendering historically return to using rocks sometimes. Also, what is point of having rocks if we can't use it together in the crowd safely because a breacher with shotgun can come along out of a corner or a window all of a sudden arresting 6 to 8 insurgents, at an un-fair rate of up to 2 insurgents per second at long distances. Popping out only to shoot the civilians for a split second, we can't save civilians from that. British breacher doesn't even show shotgun on back anymore. Shotgun shouldn't instant arrest, it should remove stamina to assist arrest. Shotgun instant arrest is un-fair, un-balanced, over powered, takes teamwork from the whole squad giving it to one breacher or rewarding lone wolf breacher not using teamwork at all. See how much realism you gave us with this most recent change? I am excited about civilian medics being able to drag. Shotgun shouldn't instant arrest, it should remove stamina to assist the arrest still giving chance to escape in a close car or be saved. All arrests are hands on IRL. It becomes a mini-game sort of for the insurgent fighter. This way we can increase realism, player retention, potential tactics and activities for civilians. If a roof civilian is problem you surround building, deny escape and throw rope. 1.) We need stone protests to defend the roadblocks from the tank. Civilians defend cache, roadblocks as a barrier between fighters and enemy as the first thing enemy sees. We already have this tactical capability which everyone enjoys until the breacher comes along. 2.)We can already do this, but its dangerous because a breacher can come out of a corner all of a sudden with a shotgun arresting people at distance. Up to 2 civilians per second arrested potentially, which punishes strength of the crowd tactic we can already do. 3.) Only a coordinated shotgun stamina removal and arrest team of 2-4 should be rewarded by working the method. 4.) All the teamwork is currently given to the breacher with the shotgun, which usually moves in a full squad making cuffs near pointless. Also it rewards breachers who wander around alone looking to ninja the cache who might then find a civilian. So 2 over powered problems right there. 5.) All the things we could do, a fighter could drop their kit and join the crowd, we just shuffle the new guy around based on his clothes to confuse the BLUFOR snipers and marksmen. He could drop his kit in the crowd and BLUFOR sniper is like "I see weapons on the ground in the crowd" which adds to the realism. If the arrest team moves in, kit is picked up. Just so much awesome realism. 6.) Gathering civilians we can already do, but can't due to the breacher. Update says or implies civilians shouldn't dig now, but again with this crowd tactic we could have civilians dig hidden behind the cover then join crowd on other side. So this capability would be greatly appreciated 7.) The tactical dominance of civilians can turn the shotgun from an arrest assist tool into it being needed as self defense tool cause the rocks are causing casualties. Same applies IRL. Police can use it to help detain suspects or control a crowd advancing on them. 8.) The operational change from this would require armor asset tactics on station because you have civilians protected by insurgents under orders to be iron sight sniper and to be the booby trap. The mobile FLIR thermals are needed to identify threats while infantry support kits pull proper security. | |
Last edited by Grump/Gump.45; 2022-09-22 at 01:47..
Reason: grammar
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2022-09-23, 17:47 | #37 |
Join Date: Sep 2022
Posts: 2
Bahrain
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Re: PR:BF2 v1.7.2.0 Changelog
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2022-09-24, 08:57 | #38 | |
Retired PR Developer
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Re: PR:BF2 v1.7.2.0 Changelog
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2022-09-24, 09:17 | #39 | |
PR:BF2 Developer
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Re: PR:BF2 v1.7.2.0 Changelog
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There are a number of shader differences with this update that were not listed in the changelog. This is my fault though, so here it is
Just to name a few. A lot of PR's shader code was more or less cleaned up in this update, and many parts rewritten by myself. Here is why we moved to shader model 3.0
Pretty tired atm, but more things to come later on when life gets better on my end | |
Last edited by papadanku; 2022-09-24 at 09:25..
Reason: Added SM3 list
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2022-09-24, 16:35 | #40 | |
Support Technician
Join Date: Apr 2008
Posts: 1,310
Finland
Location: Helsinki
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Re: PR:BF2 v1.7.2.0 Changelog
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