PRBF2 v1.0.0.0 Changelog (First Beta)

Project Reality announcements and development highlights.
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saXoni
Posts: 4180
Joined: 2010-10-17 21:20

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by saXoni »

Stemplus wrote:That wouldn't work on ins
Hence the "something like that"...
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Conman51 »

Zoddom wrote:the old rallies in 0.8 and even before could also be overrun.
I remember in .75 you needed to knife the rallys
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



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My_Self
Posts: 70
Joined: 2008-02-20 17:26

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by My_Self »

Yeah, v0.8 was the first patch where rally could be overrun by a few enemies.
dodek96_pl
Posts: 45
Joined: 2010-11-19 15:14

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by dodek96_pl »

SOLDIERS: Nxw Rxxxxxl sxxxxm by Fxxxxxxxxxx
SOLDIERS: New Ragdoll system by Furrealz_22
If you think something is impossible, let someone who doesn't know that do it ;)
Raccoon
Posts: 110
Joined: 2009-06-11 00:36

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Raccoon »

dodek96_pl wrote:SOLDIERS: Nxw Rxxxxxl sxxxxm by Fxxxxxxxxxx
SOLDIERS: New Ragdoll system by Furrealz_22
Yes please. Been waiting for those since the video was uploaded. :p
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Banok
Posts: 62
Joined: 2012-02-04 05:07

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Banok »

Hjid wrote:MAPS: Uploaded Norwegian Valley map (aka Dovre) for pleym. We still need the full editor folder but the map is still WIP. Testers please check for bugs so map can be lightmapped and finalized. (afsoccer) 170
"The Battle of Kringen (Slaget ved Kringen) took place in August 1612, just downstream of Dovre" Dovre - Wikipedia, the free encyclopedia

seems legit.
SkinnyM
Posts: 14
Joined: 2010-10-15 19:03

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by SkinnyM »

dodek96_pl wrote:SOLDIERS: Nxw Rxxxxxl sxxxxm by Fxxxxxxxxxx
SOLDIERS: New Ragdoll system by Furrealz_22
That is Nice!
hobbnob
Posts: 997
Joined: 2009-05-12 18:23

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by hobbnob »

dodek96_pl wrote:SOLDIERS: Nxw Rxxxxxl sxxxxm by Fxxxxxxxxxx
SOLDIERS: New Ragdoll system by Furrealz_22
Ahhh I'm gonna miss the times when you could tell you'd killed someone by their body popping up :P

Seriously though, great addition and will make for much more tense situations where the squad will actually have to check for dead bodies instead of watching them pop when killed, which will allow for some rather nice ambush scenarios methinks :D
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PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by PatrickLA_CA »

Where's the video of the new ragdolls you guys talk about :D ? I'd like to see it
In-game: Cobra-PR
hobbnob
Posts: 997
Joined: 2009-05-12 18:23

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by hobbnob »

PatrickLA_CA wrote:Where's the video of the new ragdolls you guys talk about :D ? I'd like to see it
Here you go man, I'm guessing they've sped it up a bit since then but idk:

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PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by PatrickLA_CA »

Thank you, it's awesome :D
In-game: Cobra-PR
Brooklyn-Tech
Posts: 127
Joined: 2012-08-22 23:00

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Brooklyn-Tech »

DEV's please improve gameplay by giving all kits their bino's except for the sniper.

hell, you could even take their scopes away. make em have iron sights.

(not srs)


(maybe srs)


(srs)

EDIT: so crewmen will not have binos?

unless you can make a "turn off engine" button, it will be a big turn off
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Brainlaag »

Brooklyn-Tech wrote:DEV's please improve gameplay by giving all kits their bino's except for the sniper.

hell, you could even take their scopes away. make em have iron sights.

(not srs)


(maybe srs)


(srs)

EDIT: so crewmen will not have binos?

unless you can make a "turn off engine" button, it will be a big turn off


How does it improve gameplay? I know I find myself more often yelling at the random pubbies in my squad to stop staring at the tank with their binocs, than them being used in a useful manner. Limiting the binocs to the officer, medic and specialist would be just about what my dreams have always been about.

PS: For god sake, please, please, plllleeeeaaassseeee, make sure the HAT doesn't have binoculars.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by lucky.BOY »

I beieave there was something about "Returned binos to crewman kit" chnage in the changelog, not sure though and im too busy to go through it :P

EDIT: Found it
KITS: Gxxe cxxxxxn hxs bxxxxxxxxs bxxk (afterdune) 16514
Last edited by lucky.BOY on 2012-09-15 19:33, edited 1 time in total.
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by 40mmrain »

lucky.BOY wrote:I beieave there was something about "Returned binos to crewman kit" chnage in the changelog, not sure though and im too busy to go through it :P
Glad to see it.

I was thinking about having two crewman kits, one with binoculars, and a radio, and one with neither, an officer, and a grunt crewman kit, because the crewman DOES NEED binoculars, or that's robbing the game of some tactics. Of course you couldnt just have it for SLs, because not all SLs drive, and not all drivers are SLs, further you couldnt make it unlimited. I do think a radio would be a nice addition, and realistic for a tank squad, best thing would be an officer crewman with binos, and radio, and regular with a pair of binos as well.
Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Zoddom »

oh god those ragdol animations give me a chill.... oO

and I myself think that the crewman doesnt need binocs. It jsut sucks the way it is now. Either remove the Binocs or add an "engine start-up" delay for the tank driver. so they jsut cant get out and in again and drive away in a blink of an eye....
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Arnoldio »

For the crewman issue, they could add the 4th position, wich is the "open up" from the commanders position, that would place the guy up through the hatch on the left side of the 50.cal. I do believe there is an "unused" hatch there on most if not all of the tanks. So, as in switching from F1 to F3, you would go to F4 and get to use your equipment, wich is binocs aswel and the engine would be off without leaving the tank. Chrouching also avaliable, if possible.

Little bit of a suggestion, but wth. :D
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hobbnob
Posts: 997
Joined: 2009-05-12 18:23

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by hobbnob »

Arnoldio wrote:For the crewman issue, they could add the 4th position, wich is the "open up" from the commanders position, that would place the guy up through the hatch on the left side of the 50.cal. I do believe there is an "unused" hatch there on most if not all of the tanks. So, as in switching from F1 to F3, you would go to F4 and get to use your equipment, wich is binocs aswel and the engine would be off without leaving the tank. Chrouching also avaliable, if possible.

Little bit of a suggestion, but wth. :D
Damn you I spent all night thinking about how to do that! Bloody ninja :P
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Onil
Posts: 1232
Joined: 2007-08-19 09:50

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Onil »

PYTHON: rallypoints no longer expire. Overrun takes now x enemies within xxm. No delay between setting rallies. Rxxs #xxx (bloodydeed) 16401

Non expiring RP's that only get overrun if more than one enemy passes within less than 100 meters... Squads will no longer care as much about FOB's as long as they have their secure RP behind the lines, which means reduced teamwork.

One step backwards? -_-
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