PR: BF2 v0.97 Features List

Project Reality announcements and development highlights.
Locked
bloodthirsty_viking
Posts: 1664
Joined: 2008-03-03 22:02

re: PR: BF2 v0.97 Features List

Post by bloodthirsty_viking »

Fresz wrote:"Added field dressings to civilians"

Will this effect helping insurgents? How would it work?
I bet its becuase they said (have not tried it yet) That medic kits dont heal yourself anymore, So the civi's need a way to heal themselfs now.
Image
K4on
Retired PR Developer
Posts: 5055
Joined: 2009-05-08 19:48

re: PR: BF2 v0.97 Features List

Post by K4on »

everthing is good - but the fog / viewdistange of shija should stay as it is =(
give infantry a chance!
Yosik
PR:BF2 Developer
Posts: 90
Joined: 2011-08-12 16:41

re: PR: BF2 v0.97 Features List

Post by Yosik »

Nice hotfix, would be nice if there would be small patches every now and then with some features instead of yearly patching.. Kinda upset the French aren't in the patch although they look pretty complete from their progress page(this) and even better then the rest of the factions, if it won't be in this hotfix I hope it will be in a little patch not long after this, instead of waiting a few months again ;)
Image
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

re: PR: BF2 v0.97 Features List

Post by AFsoccer »

Nemes1s wrote:Is the OOB Timer for Jets on Quinling and Iron Eagle fixed for this release?
Yes, but with Iron Eagle we want your feedback. We're trying a new thing where the out of bounds for jets only is 2000m past the map edge in all directions. Pilots will have to zoom their minimap or set it while in bounds. If they center it while out of bounds, then the minimap will show their out of bounds location.

This is good and bad.
Good: It shows where they are in relation to the map edge so it's less likely that you'll get lost out of bounds.
Bad: Pilots may not be able to see the target location on the map if it's too far away.

In all cases, you'll still have the chevron placed by your SL showing up on the compass so you can fly in that direction, then when closer re-center your minimap.

We made this change only on Iron Eagle so we could get feedback. If you like it then we'll make the change on other jet layers. If you don't, then we'll probably have to keep the jet's out of bounds timer at 10 seconds unless we can figure out how to change EA's hardcoded OOB.
Last edited by AFsoccer on 2011-08-20 18:34, edited 1 time in total.
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

re: PR: BF2 v0.97 Features List

Post by AFsoccer »

K4on wrote:everthing is good - but the fog / viewdistange of shija should stay as it is =(
give infantry a chance!
The fog distance hasn't changed. :)
I just reduced the density a bit (especially vertically) so the UAV could actually see the ground.
Zulnex
Posts: 622
Joined: 2009-03-23 22:12

re: PR: BF2 v0.97 Features List

Post by Zulnex »

Very nice features. Thank you. 8)
Image
Image
Loller
Posts: 64
Joined: 2009-03-16 09:11

re: PR: BF2 v0.97 Features List

Post by Loller »

Great to see some fixes, i realise it doesnt detail it in the changelog but has Gaza Beach Skirmish spawn point issues been addressed and fixed yet? its a spectacular map to play skirmish on.
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

re: PR: BF2 v0.97 Features List

Post by AFsoccer »

Loller wrote:Great to see some fixes, i realise it doesnt detail it in the changelog but has Gaza Beach Skirmish spawn point issues been addressed and fixed yet? its a spectacular map to play skirmish on.
Yes :)

Gaza skirmish and AAS got a complete make-over. I think you're going to like it. We also fixed the issue where civi cars would explode on map start (you probably heard them blowing up while on the countdown screen). lol
Yosik
PR:BF2 Developer
Posts: 90
Joined: 2011-08-12 16:41

re: PR: BF2 v0.97 Features List

Post by Yosik »

Don't you think that decreasing the RPG damage against APCs just makes them more OP? With the new bulletdrop barely anyone can hit the APCs at insurgency and even if you hit it usually only damages the APC...
Image
Loller
Posts: 64
Joined: 2009-03-16 09:11

re: PR: BF2 v0.97 Features List

Post by Loller »

[R-DEV]AFsoccer wrote:Yes :)

Gaza skirmish and AAS got a complete make-over. I think you're going to like it. We also fixed the issue where civi cars would explode on map start (you probably heard them blowing up while on the countdown screen). lol
Thanks for clearing that up appreciate the very quick response , hopefully not too much of a makeover as it was wonderful beforehand apart from the whole not being able to spawn thing ( yeh we'll sidestep that one ^^) and a few other things. Huzzah!
fillsson
Posts: 70
Joined: 2011-06-21 22:33

re: PR: BF2 v0.97 Features List

Post by fillsson »

"Reverted unguided AT weapon muzzle velocities back to pre 0.96 settings"

So does this mean that RPG 7 is back in action? :grin:
Nixy23
Posts: 138
Joined: 2010-07-10 14:55

re: PR: BF2 v0.97 Features List

Post by Nixy23 »

Very nice. Thank you devs for bringing a (bug)fix patch so soon!
Jafar Ironclad
Retired PR Developer
Posts: 2203
Joined: 2008-11-26 00:45

re: PR: BF2 v0.97 Features List

Post by Jafar Ironclad »

Out of curiosity, is my harrier code work in this build?
=]H[= Apollo
Posts: 74
Joined: 2011-03-13 22:22

re: PR: BF2 v0.97 Features List

Post by =]H[= Apollo »

awesome guess this was meant to be a 0.96 release thanks for the fixes devs :D
Image
Image
blackfish_
Posts: 10
Joined: 2010-10-31 14:26

re: PR: BF2 v0.97 Features List

Post by blackfish_ »

great news, keep up the good work! :D
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

re: PR: BF2 v0.97 Features List

Post by goguapsy »

Awesome!

Why were the CROW rotating sounds removed, tho? Bugged?
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

Image[/CENTER]
BloodyDeed
Retired PR Developer
Posts: 4452
Joined: 2008-05-07 17:43

re: PR: BF2 v0.97 Features List

Post by BloodyDeed »

They do not make any sound IRL
Image
mockingbird0901
Posts: 1053
Joined: 2009-05-13 17:30

re: PR: BF2 v0.97 Features List

Post by mockingbird0901 »

Yosik wrote:Don't you think that decreasing the RPG damage against APCs just makes them more OP? With the new bulletdrop barely anyone can hit the APCs at insurgency and even if you hit it usually only damages the APC...
Reverted unguided AT weapon muzzle velocities back to pre 0.96 settings
1234567
I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones.
-Albert Einstein
Volens et potens

Tema567 just might be my new hero
Image
TheComedian
Posts: 677
Joined: 2011-01-08 13:46

re: PR: BF2 v0.97 Features List

Post by TheComedian »

How bout a healing spell instead of 12 bandages?
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic52084_1.gif[/img]
karambaitos
Posts: 3788
Joined: 2008-08-02 14:14

re: PR: BF2 v0.97 Features List

Post by karambaitos »

^healing spell is stackable, field dressings arent, its a balance thing i guess, also without the self healing bag, i play a bit more realistically as medic, and dont run into fire (as much)
There is only one unforgivable lie That is the lie that says, This is the end, you are the conqueror, you have achieved it and now all that remains is to build walls higher and shelter behind them. Now, the lie says, the world is safe.? The Great Khan.

40k is deep like that.
Locked

Return to “Announcements & Highlights”