PR:Falklands v0.182 Server Side Patch

Project Reality announcements and development highlights.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

PR:Falklands v0.182 Server Side Patch

Post by Rhino »

Hey guys,

I've tried my best to fix all the bugs and gameplay issues as best I can with just a server side patch and while I haven't been able to fix all of them, I have been able to fix more than I thought I would be able to though just a server side patch.

Quick Change Log of the bugs fixes and gameplay tweaks:
  • Fixed the Argentine Deployable AA, wasn't deploying before.
  • Fixed/Improved the Carrier Phalanx Guns and ZPU-4 AAA Guns from lagging the server when fired.
  • Fixed bug where one could solo with the Scimitar.
  • Made the Dagger and Mirage IIIEA (Anti-Ship Version Only) "bleed" when in critical damage, before you where able to fly back to main without issues even thou your jet had been on fire for the past 5mins.
  • Increased Scimitar Delayed Spawn Time from 20 to 30 mins on AAS 128, 64, 32 & 16 layers.
  • Drastically Reduced Jet Spawn Times on VW64 layer. Sea Harriers have a 15sec spawn time, Mirage IIIEA, IAI Daggers and A-4C Skyhawks have 10secs, Harrier GR3 (A [GPB] and C [Rockets]) and the A-1H Skyraider have a 1min spawn times and Harrier GR3 (B) with LGB and Mirage IIIEA with Anti-Ship Missile have 10min spawns.
  • Increased the Max Nr. To Spawn of most Jets on VW64 layer so there is never a lack of them even on a 128 server, limiting factor is mainly how many you can move off from the spawn time now.
Note: Since this is a Server Side Patch only, as a Player (Client) you don't need to do anything more to get these fixes other than join a server running the most updated version of PR:F.

Server Admins: Please check the Server License CP Downloads area for the latest updates and apply them to your server.

This is however by far not the end of the road to fixing all the bugs and gameplay issues in PR:F. Some we may have to live with for some time but hopefully we will be able to fix some more with possibly another server side update, possibly even a client side update although we would like to avoid that if possible in the short run.



On a slightly unrelated note, since some players don't quite know where some of the rearm points are for the jets/choppers at the airbases/carriers here they are so everyone knows :D
Key:
Blue = Reloads Both Jets & Choppers
Red = Only Reloads either/or Jets / Choppers.

HMS Invincible:
Image

Atlantic Conveyor:
Image

Argentina, BAM Rio Grenade:
Image

Pebble Island:
Image

Port Stanley:
Image


Hope you all like the tweaks and stay tuned for more updates! :D
Last edited by Rhino on 2012-10-08 05:53, edited 3 times in total.
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rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: PR:F v0.182 Server Side Patch

Post by rPoXoTauJIo »

Yay, no more lag cannon :)

But... have been tested situation when all harriers firing from their gunz simultaneously?
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: PR:F v0.182 Server Side Patch

Post by Rhino »

The "Lag Cannons" haven't been 100% tested as we where not able to get 64 players in the test server to fully stress it out but with a 1/2 full server with around 32 players in it, it wasn't causing any lag but the real test for it has yet to come on a full server with lots of action going on.
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40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: PR:F v0.182 Server Side Patch

Post by 40mmrain »

yay I feel like im helping.

ill make sure to tell everyone it's been updated.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: PR:F v0.182 Server Side Patch

Post by Rhino »

40mmrain wrote:yay I feel like im helping.
hehe, on large part based off yours and others feedback and bug reports :D
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ShockUnitBlack
Posts: 2100
Joined: 2010-01-27 20:59

Re: PR:F v0.182 Server Side Patch

Post by ShockUnitBlack »

Awesome! Thanks for your hard work Rhino!
Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: PR:F v0.182 Server Side Patch

Post by Arc_Shielder »

I assume you worked all night on this. Thanks Rhino.
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Predator.v2
Posts: 379
Joined: 2010-01-26 13:49

Re: PR:F v0.182 Server Side Patch

Post by Predator.v2 »

AwesomeRhino strikes back!
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DonDOOM
Posts: 819
Joined: 2007-02-10 11:42

Re: PR:F v0.182 Server Side Patch

Post by DonDOOM »

Nice one, once again Rhino!

The "lag cannon" was probably the worst bug. Thanks for your awesome dedication!
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Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Re: PR:F v0.182 Server Side Patch

Post by Mineral »

I had to shout 'do not use gatling guns!!' every 5 min on the 100p server :D Amazing how much you were able to fix without the need for a new client release. I believe you covered all major bugs. Good work :)
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ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: PR:F v0.182 Server Side Patch

Post by ChallengerCC »

For my point Falkands-Mod is great. Two thinks that i dont like is:

- Spawntimes of Jets are way way way to short. 5 min for Jets? A constant noise in the air and wasting assets is the result. No value.

- 2 APCs for Argentinia (AAV) on AAS Layouts. / 2 APCs for Brits (1 Skimi/APC) for troop transportation and support. Also to reduce the effectivness of sniper/marksmans.
Last edited by ChallengerCC on 2012-10-08 11:06, edited 1 time in total.
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Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: PR:F v0.182 Server Side Patch

Post by Psyko »

Image

Do you think this layout might cause collisions?
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: PR:F v0.182 Server Side Patch

Post by rPoXoTauJIo »

I think on this image we can see only reload points, not objectspawner's ;)
K4on
Retired PR Developer
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Re: PR:F v0.182 Server Side Patch

Post by K4on »

Sniper/marksman are fine. Their zoomlevel is less than modern PR.
=HCM= Shwedor
Posts: 432
Joined: 2009-09-04 22:17

Re: PR:F v0.182 Server Side Patch

Post by =HCM= Shwedor »

Psyko wrote:Image

Do you think this layout might cause collisions?
I'd say any layout with so many jets on such a small carrier will cause collisions. Especially considering heli pilots feel the need to land at any spot they please, resulting in planes spawning ontop of them. No really great fix though except making the internal space of the carrier and forcing planes to reload below decks to keep the top clear.
shwedor
brezmans
Posts: 661
Joined: 2011-07-20 10:08

Re: PR:F v0.182 Server Side Patch

Post by brezmans »

Nice one. Running it on the HOG server, will give feedback if needed. Good job on the fast patching, Rhino!
=HOG= Teamspeak
On indefinite LOA from April 2014.
Orford
Posts: 856
Joined: 2009-06-17 15:41

Re: PR:F v0.182 Server Side Patch

Post by Orford »

Will let you know how the changes work out. So far no crashes.

Thanks for the quick update.
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: PR:F v0.182 Server Side Patch

Post by rPoXoTauJIo »

As one man said(forgot one, sry), "You can mod the game, but you can't mod the players"
The idea with VW with jets was good, but now...
This is what we getting at VW with average pr players:
Shot 1
Shot 2
I'm pretty sure that if we had more organized average pr player, there won't be any problem with landing\taking off from the carrier in a planned order, but now all just going mad, and the only solution i see - add moar carriers :)
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: PR:F v0.182 Server Side Patch

Post by Rhino »

ChallengerCC wrote:For my point Falkands-Mod is great. Two thinks that i dont like is:

- Spawntimes of Jets are way way way to short. 5 min for Jets? A constant noise in the air and wasting assets is the result. No value.

- 2 APCs for Argentinia (AAV) on AAS Layouts. / 2 APCs for Brits (1 Skimi/APC) for troop transportation and support. Also to reduce the effectivness of sniper/marksmans.
Not all jets have a 5min spawn time, but most of them do yes. I don't agree this leads to wasting assets and especially don't agree with them having no value. They are not wasted since they still cost 10 tickets each, and also are of value not just because of that, but if you don't have them up, then the enemy rules the air and will beat the **** out of anything on the ground if not confronted by an enemy jet, which is what the 5min spawn allows.
Psyko wrote:http://i.imgur.com/4zoQ7.jpg

Do you think this layout might cause collisions?
Less than if the reload points where on the runway like in vBF2 (although in vBF2 they are technically above the runway :p )

Image

(this is how it was before I edited it, red = jets, blue = choppers).


BTW if there is any confusion this hasn't been updated in the Server Side Patch, I'm only putting it here so players can see it :D
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brezmans
Posts: 661
Joined: 2011-07-20 10:08

Re: PR:F v0.182 Server Side Patch

Post by brezmans »

Running smooth here, no complaints. Being able to build AA as argentinians balances the gameplay a bit more :)

We just had this game on HOG:

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40 tix on a map with a 1000 tix each, I love it.
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