Looks like v1.0 is where all the important, critical components are added into PR. Any updates after that are either eye candy and the little stuff that needs to be changed. Like M134 on Blackhawks.DaKillerFox wrote:How is that possible when the goal was always to reach a V 1.0 release? Correct me if I am wrong Devs, but I thought I read somewhere that the entire goal was to reach a final 1.0 release, so how can 0.9 be the last one? Maybe I'm just in denial...![]()
[Changelog] PR v0.9 Features
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Drunkenup
- Posts: 786
- Joined: 2009-03-16 20:53
Re: [Changelog] PR v0.9 Features
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iwillkillyouhun
- Posts: 337
- Joined: 2009-10-15 15:52
Re: [Changelog] PR v0.9 Features
omfg GOOD JOB 
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Snazz
- Posts: 1504
- Joined: 2009-02-11 08:00
Re: [Changelog] PR v0.9 Features
Where did you hear that?Fractal wrote:I heard that 0.9 will be the last version.
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Herbiie
- Posts: 2022
- Joined: 2009-08-24 11:21
Re: [Changelog] PR v0.9 Features
Removed requirement for Commander to be in the Command Post/ACV to use his Command Screen. Commander can now use his Command Screen anywhere (but still needs to be in the ACV to use the UAV)
Really?
So does he have to be at the ACV to activate Mortars?
Really?
So does he have to be at the ACV to activate Mortars?
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NoxNoctum
- Posts: 133
- Joined: 2009-04-10 05:49
Re: [Changelog] PR v0.9 Features
Wait a second so are Al Basrah and Karbala removed????? Those are my favorite maps!
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Sandy_Beret
- Posts: 754
- Joined: 2006-09-13 02:14
Re: [Changelog] PR v0.9 Features
Fractal wrote:I heard that 0.9 will be the last version.
I doubt it. Very much. This project has been snowballing for years
and the improvements since I started at 0.3 are immense. It's
an awesome thing, and bound to get better.
The *only* reason to buy BF2 is for this mod.
"Be peaceful, be courteous, obey the law, respect everyone;
but if someone puts his hand on you, send him to the cemetery."
- Malcolm X


but if someone puts his hand on you, send him to the cemetery."
- Malcolm X


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job86
- Posts: 48
- Joined: 2008-08-30 13:02
Re: [Changelog] PR v0.9 Features
This will probably be the best realese ever 
I thank all the ppl that busted their asses to make 0.9
I thank all the ppl that busted their asses to make 0.9
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Herbiie
- Posts: 2022
- Joined: 2009-08-24 11:21
Re: [Changelog] PR v0.9 Features
I think they are just Un-changed.NoxNoctum wrote:Wait a second so are Al Basrah and Karbala removed????? Those are my favorite maps!
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Farks
- Posts: 2069
- Joined: 2007-01-20 00:08
Re: [Changelog] PR v0.9 Features
No, this list only has the maps that are new or have undergone some major change. A few maps have been removed, but Basrah and Karbala are not among them.NoxNoctum wrote:Wait a second so are Al Basrah and Karbala removed????? Those are my favorite maps!
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spaz_gas
- Posts: 15
- Joined: 2009-03-28 03:20
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Leeu
- Posts: 89
- Joined: 2007-02-13 16:02
Re: [Changelog] PR v0.9 Features
"Updated mine markers code to limit the creation of markers to 3 per player."
So one player can place 10 mines........ but only 3 mine markers?
"Updated maximum deployable proximity IED to 30 (increase from 10)"
Does he mean the remote detonated IED increased to 30?
Mines (proximity IED) are already limited to 10.
So one player can place 10 mines........ but only 3 mine markers?
"Updated maximum deployable proximity IED to 30 (increase from 10)"
Does he mean the remote detonated IED increased to 30?
Mines (proximity IED) are already limited to 10.
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alvez
- Posts: 5
- Joined: 2009-05-04 02:04
Re: [Changelog] PR v0.9 Features
why isn't tandem with the insurgents if the new cache model has tandem rockets??? or will stick with the one without it?? the tandem would give some great balance in insurgency maps, due to the new 7 cache and 25 tickets thing...=/
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killacure2
- Posts: 25
- Joined: 2009-03-16 01:11
Re: [Changelog] PR v0.9 Features
Excuse my noobishness
but I was wondering if anyone could clear up what they meant by the following changes:
-Increased the time you need to avoid getting crtically wounded again after revive to 120s (was 60s)
-Updated all helicopter water damage handling (they take less damage and have a 3 sec delay when in water [cabin floated 0.1m to 0.3m] and when in deep water 6 sec delay [cabin floated over 0.3m])
-Removed identifyable kit bag for conventional factions as it's just too much work to maintain and resource hungry, will eventually replace all kit bags with weapon models
Thanks
-Increased the time you need to avoid getting crtically wounded again after revive to 120s (was 60s)
-Updated all helicopter water damage handling (they take less damage and have a 3 sec delay when in water [cabin floated 0.1m to 0.3m] and when in deep water 6 sec delay [cabin floated over 0.3m])
-Removed identifyable kit bag for conventional factions as it's just too much work to maintain and resource hungry, will eventually replace all kit bags with weapon models
Thanks
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][nvert
- Posts: 26
- Joined: 2010-01-25 01:23
Re: [Changelog] PR v0.9 Features
Thats my interpretation on those, correct me if i'm wrongkillacure2 wrote:
-Increased the time you need to avoid getting crtically wounded again after revive to 120s (was 60s)
after being wounded, you would be instantly killed if shot after 60 seconds, they have increased that to 120 seconds.
-Removed identifyable kit bag for conventional factions as it's just too much work to maintain and resource hungry, will eventually replace all kit bags with weapon models
They took the little pictures off the sides of the kit bags.
Thanks
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ANDROMEDA
- Posts: 113
- Joined: 2010-01-25 12:17
Re: [Changelog] PR v0.9 Features
Do not pass up your *** under fire within 2 minutes after the revival of a medic.killacure2 wrote: -Increased the time you need to avoid getting crtically wounded again after revive to 120s (was 60s)
killacure2 wrote: -Updated all helicopter water damage handling (they take less damage and have a 3 sec delay when in water [cabin floated 0.1m to 0.3m] and when in deep water 6 sec delay [cabin floated over 0.3m])
This is a chance to get out of the helicopter falling into the water alive!
Last edited by ANDROMEDA on 2010-02-03 01:33, edited 1 time in total.
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Farks
- Posts: 2069
- Joined: 2007-01-20 00:08
Re: [Changelog] PR v0.9 Features
Correct.' wrote:[nvert;1252516']Thats my interpretation on those, correct me if i'm wrong![]()
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Teek
- Posts: 3162
- Joined: 2006-12-23 02:45
Re: [Changelog] PR v0.9 Features
CNC mode came in during ~0.8, it has no flags, insted both teams must build and defend their FB's while destroying the opposing teams FB's.DaKillerFox wrote:I'm a noob to PR, so don't flame me if there is an obvious answer to my question, but what is the CNC mode? Is that a new game mode? I was wondering if PR had any maps where teams could defend a position and the opposing team tries to take that position or something? I haven't seen this type of game play on the servers I've been on, on AAS and Skirmish or Insurgency is all I run across so far. I know that you can defend flags in AAS, but you also have to capture additional flags and what not. Is CNC a mode where you only need to defend one area and either destroy or capture the enemies post?

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Vanya
- Posts: 147
- Joined: 2009-04-29 01:11
Re: [Changelog] PR v0.9 Features
Thanks for all the hard work that was put into this.
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killacure2
- Posts: 25
- Joined: 2009-03-16 01:11
Re: [Changelog] PR v0.9 Features
Thanks, sounds like they managed to turn the epicness of getting shot down up a notch.ANDROMEDA wrote:Do not pass up your *** under fire within 2 minutes after the revival of a medic.
This is a chance to get out of the helicopter falling into the water alive!
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Froe573
- Posts: 9
- Joined: 2010-01-13 03:25
Re: [Changelog] PR v0.9 Features
Usually I hate reading changelogs...but that kept my attention for a good 20 minutes as i read through it several times =)
Good work PR team!
Good work PR team!

