[Changelog] PR v0.9 Features

Project Reality announcements and development highlights.
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Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: [Changelog] PR v0.9 Features

Post by Wakain »

read it all with increasing happiness, but this line really made my heart jump:
Updated SKS bayonet animation so it is folded in if not in use
(toyed with the thought of quoting it all :p )

wow!
no new dragunov svd model though?

cheers!
0331SgtSpyUSMC
Posts: 261
Joined: 2009-05-31 16:37

Re: [Changelog] PR v0.9 Features

Post by 0331SgtSpyUSMC »

Holy **** that's a lot of stuff :) It is most definitely worth the wait :) Thank you very very much
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hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: [Changelog] PR v0.9 Features

Post by hiberNative »

Anti Personnel Mines have a 25m kill radius and 50m wound radius in a 60 degree forward arc, with a maximum of 4 mines deployable at any one time
duuude. 50 meters? that's massive. looking forward to see that in action and how it will balance.
Updated Deviation on ALL hand held weapons. Full settle time for ANY weapon is not required unless you've been on the move for 5 seconds. This works linearly, so if you've been on the move for 1 second, you'll only require 1/5th of the settle time, for 2 seconds, 2//5ths etc
great news to me!
Updated all Rifle Underbarrel Grenade Launcher ladder sights to a much improved and accurate version
as an avid grenadier, i'm looking forward to this.
Updated frag grenade and 40mm grenade explosion radii. 2m kill radius (up from 1.1m), 20m wound radius (up from 12m)
great improvement, although i think it could have been a bit higher, still.
Changed High Explosive UGL grenade reserve capacity from 9 to 20 rounds on Grenadier kits
:shock: this is beyond cool. now i don't have to run for more grenades in the middle of when my squad is about to advance to the spot i've been hitting.

loving the animation changes, too.
this should really be 1.0 imo. it deserves to be. it's filled with sharpened/optimized trademarks for what pr is to me.
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darklord63
Posts: 389
Joined: 2008-12-07 20:18

Re: [Changelog] PR v0.9 Features

Post by darklord63 »

Guess what I'm preloading!!!!!!!!!!!!!!!!!!
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Zrix
Posts: 4425
Joined: 2005-12-02 14:25

Re: [Changelog] PR v0.9 Features

Post by Zrix »

Now that's a long changelog :D

I have only skimmed it so far, but it looks good.



*Updated flare launch locations of all helicopters to be to the sides/back
*Updated "Heatobject" positions on all helicopters

How will this affect, if all, AA vs choppers?


*Fixed M1A1/M1A2 Abrams maximum speed
Up/down?
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Peeta
Posts: 1204
Joined: 2008-11-28 02:05

Re: [Changelog] PR v0.9 Features

Post by Peeta »

TLDR :mad:

:p Looks awesome!
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Panem Forever.
matthavener
Posts: 3
Joined: 2010-01-01 17:46

Re: [Changelog] PR v0.9 Features

Post by matthavener »

Incredible! Thanks for all your work
Serbiak
Posts: 608
Joined: 2008-01-22 16:40

Re: [Changelog] PR v0.9 Features

Post by Serbiak »

Released YAY.

Looks like the shootable soccer ball is implanted as well :-P . Trailer 1:40.
Last edited by Serbiak on 2010-02-01 23:50, edited 1 time in total.
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Tinfoilhat
Posts: 84
Joined: 2008-11-23 22:06

Re: [Changelog] PR v0.9 Features

Post by Tinfoilhat »

Updated Deviation on ALL hand held weapons. Full settle time for ANY weapon is not required unless you've been on the move for 5 seconds. This works linearly, so if you've been on the move for 1 second, you'll only require 1/5th of the settle time, for 2 seconds, 2//5ths etc

Me likey!
Will make firefights much more enjoyable, no more waiting for ages just cos you have to reposition slightly in a window, or something similar just to get a good firing angle. :smile:


Although the voices arent real........ :? ??:
They have some pretty cool idea's! 8)
boilerrat
Posts: 1482
Joined: 2009-09-02 07:47

Re: [Changelog] PR v0.9 Features

Post by boilerrat »

I just....idk what just happened.

Why isn't insurgents getting tandem warheads? We need more firepower to kill those tanks and APC's with.

Also, IEDs are more powerful?


let us pre-load it, release a password later :p
Guybrush
Posts: 44
Joined: 2007-08-07 05:37

Re: [Changelog] PR v0.9 Features

Post by Guybrush »

This changelog is simply overwhelming goodness, I smiled all the while reading it.
These are truly jawdropping features and bug fixes. In fact, the distance between my chin and my upper lip equals that of the changelog. Therefore I remain ever so respectfully silent considering that discussing it all is less time playing it.

Thank you so very much everyone involved.
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DevilsMercenary
Posts: 16
Joined: 2009-01-30 16:43

Re: [Changelog] PR v0.9 Features

Post by DevilsMercenary »

It' s finally here, and with more then my heart could desire... especially the CF... Hoorah can't wait... hopefully the elcan scope looks like that of what we use. But anyways, great job devs... I couldn't ask for any more of an awesome update.
ebevan91
Posts: 1318
Joined: 2009-03-19 15:51

Re: [Changelog] PR v0.9 Features

Post by ebevan91 »

Good lord nice update. Can't wait to download.

Need cliffnotes for that long post LOL.
Wallz
Posts: 51
Joined: 2007-10-07 02:55

Re: [Changelog] PR v0.9 Features

Post by Wallz »

AMAZING!!!
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NemeanHavoc
Posts: 128
Joined: 2008-01-16 19:54

Re: [Changelog] PR v0.9 Features

Post by NemeanHavoc »

Glebaka wrote:Added LMG, Grenadier, Rifleman AT, and Marksman rifles with new Ironsight variants (All Factions)

SVd and QBU88 will have iron sights? interesting)
Yeah with so many iron sight abilities the pick-up kit list will be huge!
I wonder maybe the devs are going to use the EOD2 kit-system. They made magical code to use the unlock slots in the menu.

but i'm just guessing. well see!

Cant wait guys Awsome update!
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G.Drew
Posts: 4417
Joined: 2006-04-30 23:02

Re: [Changelog] PR v0.9 Features

Post by G.Drew »

F**king brilliant to say the least. Outstanding job guys.
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shrivaldo
Posts: 44
Joined: 2008-09-02 18:39

Re: [Changelog] PR v0.9 Features

Post by shrivaldo »

Thankyou so much for all your hard work guys, its the best game in the world and its down to you people! I think i love you!
ReapersWarrior
Posts: 157
Joined: 2007-05-05 21:21

Re: [Changelog] PR v0.9 Features

Post by ReapersWarrior »

i love the introduction of the claymores. they are accurately portrayed with their kill radius and such. I'm excited and can't wait until friday! woot!
Isidoorus
Posts: 6
Joined: 2009-05-28 12:44

Re: [Changelog] PR v0.9 Features

Post by Isidoorus »

# Decreased maximum spawn penalty from 60 seconds to 45 seconds
# Decreased maximum spawn penalty from 30s to 15s
I believe this should be "minimum spawn penalty".
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