project reality header
Go Back   Project Reality Forums > News / Announcements > PR Changelogs
21 Sep 2024, 00:00:00 (PRT)
Register Developer Blogs Members List Search Quick Links
PR Changelogs The changelogs for recently released Project Reality versions

Closed Thread
 
Thread Tools Display Modes
Old 2021-07-09, 11:58   #1
[R-DEV]Mineral
PR:BF2 Lead Designer
Supporting Member
PR Server License Administrator

Mineral's Avatar
Default PR:BF2 v1.6.7.0 Changelog



We are excited to share with you our next update for Project Reality: Battlefield 2. With this update we introduce a new game mode for low population game play, a new mortar for the PLA and lots of quality of life improvements. You can read our highlight here for some more details on the changes in this update.

We hope you will enjoy this release. Let us know what you think and give us your feedback. And if you want to help us test any changes and new content for future releases, sign up as a tester today.

This update can now be downloaded through the PR Launcher. Enjoy!




PR:BF2 v1.6.7.1 Changelog (2021/07/22)
-----------------------
General:
  • Fixed gun game game mode missing in server list.
  • Fixed client crashing in gun game in rare situations.
  • Fixed gun game smart spawning not working correctly.
  • Fixed black screen not clearing in rare edge case.
  • Fixed getting revived with enemy kit sending wrong kit warning even if original kit will be picked up automatically.

Weapons:
  • Fixed AA missiles redirecting to new targets after exploding.
  • Fixed deviation on various mounted LMG and MMG.

Vehicles:
  • Updated Mengshi physics.
  • Fixed M113 floating above water when falling into it upside-down.
  • Fixed being unable to crouch in M240 Humvee.

Levels:
  • Al Basrah:
    • COOP32: BLUFOR main base flag is now set to be uncapable.

  • Asad Khal:
    • GUNGAME: Updated combat area to be smaller

  • Bamyan:
    • COOP32: Fixed incorrectly defined ticket bleed for BLUFOR.

  • Beirut:
    • COOP128: BLUFOR main base flag is now set to be uncapable.

  • Black Gold:
    • GUNGAME64: Fixed both 16 and 64 combat area being active.
    • COOP16: Fixed flag route not working correctly.
    • COOP32: Both REDFOR and BLUFOR main base flags are now set to be uncapable. Fixed BLUFOR main base flag name being cut off by the map border.

  • Burning Sands:
    • COOP16: Fixed flag route not working correctly.

  • Carentan:
    • COOP64: REDFOR main base flag is now set to be uncapable.

  • Dovre:
    • GUNGAME: Updated combat area to be smaller.

  • Fools Road:
    • COOP64: BLUFOR main base flag is now set to be uncapable.
    • COOP128: REDFOR main base flag is now set to be uncapable.

  • Hades Peak:
    • COOP64: Both REDFOR and BLUFOR main base flags are now set to be uncapable.

  • Kafr Halab:
    • COOP64: BLUFOR main base flag is now set to be uncapable.

  • Khamisiyah:
    • COOP64: REDFOR main base flag is now set to be uncapable. Fixed ZPU4 being undestroyable.
    • COOP128: Fixed ZPU4 being undestroyable.

  • Kozelsk:
    • COOP32: Fixed flag route not working correctly.

  • Lashkar Valley:
    • COOP64: Fixed flag route not working correctly.

  • Nuijamaa:
    • COOP64: Fixed flag route not working correctly.

  • Operation Barracuda:
    • COOP32: Fixed ZPU4 being undestroyable.

  • Operation Marlin:
    • COOP64: Both REDFOR and BLUFOR main base flags are now set to be uncapable.

  • Sahel:
    • COOP64: Fixed flag route not working correctly.


PR:BF2 v1.6.7.0 Changelog (2021/07/09)
-----------------------
General:
  • Updated main menu to show kick reason after getting kicked.
  • Updated spawn logic to be unable to spawn on wrong rally points.
  • Updated squad logic to allow joining squads while dead. If you joined while dead, you cannot spawn on the squads rally point.
  • Updated kit requesting and dropping kit to switch kit instantly.
  • Updated reviving to pick up your last kit before death unless it is in use.
  • Removed commander placed laser.

COOP
  • Fixed smoke pushing players.

Factions:
  • Fixed German commo rose using wrong voice for "get in".

Menu:
  • Updated spawn menu kit selection to switch special item icons when choosing between STD/ALT.
  • Updated kit request menu to show buttons for STD/ALT selection.

Weapons:
  • Added PP-87 Mortar to PLA.
  • Fixed SPG-9 frag rounds spawning behind the weapon.
  • Fixed ZSL-92B driver not showing ammobox counter.
  • Fixed crash related to WW2 ammoboxes.
  • Fixed MG42 firing sound.
  • Removed QJY88 MG. Replaced it with PKP.
    Spoiler for Reason:
    We were informed that the mod that allowed us to use the model never had the permission to share it. Sadly we were unable to contact the original author and decided to remove it until we find a replacement.
  • Updated all long range air-to-air missiles to 1 second lock time (up from 0.1 seconds).

Vehicles:
  • Fixed Stormer flipping to quickly.
  • Fixed LAV-25 and Stryker being too quiet.
  • Fixed ZSU-57-2 and Fennek MG not showing black side bars.
  • Fixed PGZ-04 SPAAG named incorrectly.
  • Fixed M113 ACAV not requiring crewman as driver.

Levels:
  • General:
    • Added new Game Mode for low population server: Gungame. Available maps:
      • Black Gold 16 & 64
      • Wanda Shan 16
      • Dovre 16
      • Asad Khal 16
      • Al Basrah 16

  • Al Basrah:
    • Updated west village to be not destructible.

  • Bijar Canyons:
    • AAS/CNC 16: Revised assets.
    • AAS/CNC 32&64: Swapped 30mm MTLB with BMP-2.
    • AAS/CNC 128: Added PL vs MEC.

  • Burning Sands:
    • Updated view distance to 1.5 km up from 1.1 km.

  • Carentan:
    • COOP32: Fixed no human spawn point on USA.

  • Falklands:
    • Fixed crash when destroying Argentinian base defences.

  • Karbala:
    • Updated west village to be not destructible.
    • AAS128: Added US Army vs Insurgents.

  • Operation Bobcat:
    • Moved carrier to the south east corner of the map.

  • Operation Soul Rebel:
    • Fixed crash when destroying Russian base defences.

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 is offline
Last edited by Mineral; 2021-07-22 at 12:04..
Old 2021-07-09, 15:13   #2
anantdeathhawk
Default Re: PR:BF2 v1.6.7.0 Changelog

First!
Awesome work.
Thanks to the PR team.
anantdeathhawk is offline
Old 2021-07-09, 16:14   #3
shabz47
Default Re: PR:BF2 v1.6.7.0 Changelog

I heckin' love you guys
shabz47 is offline
Old 2021-07-10, 01:07   #4
Sapper28
Supporting Member
Default Re: PR:BF2 v1.6.7.0 Changelog

[insert god worship here]

Since 0.85 i think... too long ago

Sapper28 is offline
Old 2021-07-13, 21:03   #5
Grump/Gump.45
Default Re: PR:BF2 v1.6.7.0 Changelog

Quote:
Originally Posted by Mineral View Post
[*]Removed commander placed laser.
Gib us back our satellite laser capability please. it makes sense its on station for 30 seconds then randomly the system doesn't want to cooperate if you try again too soon, it needs to re-adjust. Can we start counting commander kills yet? Need it for WW2 and other non-modern maps.

Thanks for the gun game, I hope every kit still has a knife. I cant wait till you add British and Russians to WW2 with their own maps or throw them over other layouts for balance testing. We already have all the weapons, you cannot hide whats inside. All we will hear is bolt actions firing.
Grump/Gump.45 is offline
Old 2021-07-22, 12:02   #6
[R-DEV]Mats391
PR:BF2 Lead Developer
Supporting Member
PR Server License Administrator

Mats391's Avatar
Default Re: PR:BF2 v1.6.7.0 Changelog

PR:BF2 v1.6.7.1 Changelog (2021/07/22)
-----------------------
General:
  • Fixed gun game game mode missing in server list.
  • Fixed client crashing in gun game in rare situations.
  • Fixed gun game smart spawning not working correctly.
  • Fixed black screen not clearing in rare edge case.
  • Fixed getting revived with enemy kit sending wrong kit warning even if original kit will be picked up automatically.

Weapons:
  • Fixed AA missiles redirecting to new targets after exploding.
  • Fixed deviation on various mounted LMG and MMG.

Vehicles:
  • Updated Mengshi physics.
  • Fixed M113 floating above water when falling into it upside-down.
  • Fixed being unable to crouch in M240 Humvee.

Levels:
  • Al Basrah:
    • COOP32: BLUFOR main base flag is now set to be uncapable.

  • Asad Khal:
    • GUNGAME: Updated combat area to be smaller

  • Bamyan:
    • COOP32: Fixed incorrectly defined ticket bleed for BLUFOR.

  • Beirut:
    • COOP128: BLUFOR main base flag is now set to be uncapable.

  • Black Gold:
    • GUNGAME64: Fixed both 16 and 64 combat area being active.
    • COOP16: Fixed flag route not working correctly.
    • COOP32: Both REDFOR and BLUFOR main base flags are now set to be uncapable. Fixed BLUFOR main base flag name being cut off by the map border.

  • Burning Sands:
    • COOP16: Fixed flag route not working correctly.

  • Carentan:
    • COOP64: REDFOR main base flag is now set to be uncapable.

  • Dovre:
    • GUNGAME: Updated combat area to be smaller.

  • Fools Road:
    • COOP64: BLUFOR main base flag is now set to be uncapable.
    • COOP128: REDFOR main base flag is now set to be uncapable.

  • Hades Peak:
    • COOP64: Both REDFOR and BLUFOR main base flags are now set to be uncapable.

  • Kafr Halab:
    • COOP64: BLUFOR main base flag is now set to be uncapable.

  • Khamisiyah:
    • COOP64: REDFOR main base flag is now set to be uncapable. Fixed ZPU4 being undestroyable.
    • COOP128: Fixed ZPU4 being undestroyable.

  • Kozelsk:
    • COOP32: Fixed flag route not working correctly.

  • Lashkar Valley:
    • COOP64: Fixed flag route not working correctly.

  • Nuijamaa:
    • COOP64: Fixed flag route not working correctly.

  • Operation Barracuda:
    • COOP32: Fixed ZPU4 being undestroyable.

  • Operation Marlin:
    • COOP64: Both REDFOR and BLUFOR main base flags are now set to be uncapable.

  • Sahel:
    • COOP64: Fixed flag route not working correctly.


Mineral: TIL that Wire-guided missiles actually use wire
Mats391 is offline
Old 2021-07-22, 18:57   #7
Rabidrider
Default Re: PR:BF2 v1.6.7.0 Changelog

Quote:
Originally Posted by Mineral View Post

[*]Fixed AA missiles redirecting to new targets after exploding.
Thank you good sir
Rabidrider is offline
Old 2021-09-02, 05:20   #8
Grump/Gump.45
Default Re: PR:BF2 v1.6.7.0 Changelog

Quote:
Originally Posted by Mineral View Post
[*]Al Basrah:
  • Updated west village to be not destructible.



[*]Karbala:
  • Updated west village to be not destructible.
  • AAS128: Added US Army vs Insurgents.

Why? This would give insurgents a much needed advantage of rubble. Its only a problem for some players, once all the west village buildings on Basrah are destroyed you can only crawl around or run a few seconds behind something then crawl more. But there is less surface area for APC to hit behind cover, windows are too few, rubble provides better cover to fire from. At least on Basrah please reconsider. I miss RKG buildings to dust so I can use it for cover.
Grump/Gump.45 is offline
Old 2021-09-02, 08:13   #9
[R-DEV]Mats391
PR:BF2 Lead Developer
Supporting Member
PR Server License Administrator

Mats391's Avatar
Default Re: PR:BF2 v1.6.7.0 Changelog

Gameplay consideration were secondary for that change. Big destructible villages are a huge killer for server performance.

Mineral: TIL that Wire-guided missiles actually use wire
Mats391 is offline
Old 2021-09-02, 09:58   #10
[R-DEV]​UTurista
PR:BF2 Developer
Supporting Member

UTurista's Avatar
Default Re: PR:BF2 v1.6.7.0 Changelog

Quote:
Originally Posted by Grump/Gump.45 View Post
Why? This would give insurgents a much needed advantage of rubble.
No it didn't.
Maybe one or two guys could hide and get a few kills but once the village was destroying there was no way any squad could remain and effectively protect the cache.

Once destroyed that became a simple firing range to anyone with a scope.



Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
UTurista is offline
Closed Thread

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT. The time now is 20:34.