PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Project Reality announcements and development highlights.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Rudd »

simeon5541 wrote:Uhrm . . . Can someone explain this to me,
I seem not to understand word from original post . . .
Is this stuff that we can expect in 1.0 OR in version that will come AFTER 1.0 .
Thanks.
this is stuff IN 1.0, whenever one of the team uploads something to the 1.0 build, we put a message saying what we've done so the rest of the team know.

E.g. if I change the position of a building on Burning Sands I put a message up saying "LEVELS: burning sands changed position of X building"

This changelog is made up of those messages
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hobbnob
Posts: 997
Joined: 2009-05-12 18:23

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by hobbnob »

Le_Damner wrote:Txxs xs bxxxxxxt! Yxu Sxxxp axl dxy... :-P
Noones going to bother trying to decode that :)
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Stealth Clobber
Posts: 344
Joined: 2007-02-14 23:48

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Stealth Clobber »

Stealth Clobber wrote:This spawn menu customization thing in the changelog is reminding me of the 2142 kit customization screen. Would be awesome if that's truly being implemented in 1.0
This spawn menu customization thing in the changelog is reminding me of the 2142 kit customization screen. Would be awesome if that's truly being implemented in 1.0
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DudeofDeath
Posts: 68
Joined: 2008-06-08 22:53

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by DudeofDeath »

You PR Devs never cease to amaze me with the, (at times probably seemingly thankless) hours you devote to making an already great mod even better.

I've played countless mods over the years and the PR mod team is the best I can remember anywhere. All the work you do for FREE for everyone's enjoyment goes beyond words.. It's so inspiring to see you do things right and wait to release updates when they are done and not before, a lesson alot of professional game companies still haven't seemed to grasp.

As a gamer, player, observer, a very sincere THANK YOU!!!
BloodyDeed
Retired PR Developer
Posts: 4452
Joined: 2008-05-07 17:43

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by BloodyDeed »

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Maj.Osama
Posts: 140
Joined: 2010-10-20 19:47

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Maj.Osama »

alot of things have been revealed in that Google doc. :D
hobbnob
Posts: 997
Joined: 2009-05-12 18:23

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by hobbnob »

Maj.Osama wrote:alot of things have been revealed in that Google doc. :D
Yeah it's awesome, here's the link again in case it gets drowned:
https://docs.google.com/document/d/1qf3 ... iFrsFjsOkc
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Stealth Clobber
Posts: 344
Joined: 2007-02-14 23:48

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Stealth Clobber »

'[R-DEV wrote:BloodyDeed;1883673']It's that:
PR 1.0 Spawn menu modification - Project Reality Forums
Oh right, I forgot about that.

*2142 dreams crushed*
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Stealth Clobber
Posts: 344
Joined: 2007-02-14 23:48

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Stealth Clobber »

PYTHON: Updated realityvehicles.py, so pilot can't sit in backseat anymore (afterman) 17725

Figured this one out. I thought pilots already couldn't sit in the backseats, or is this for all vehicles now?
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40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by 40mmrain »

I noticed a few things

ARF confirmed
A10A weapon loadout updated? Gib details
"down POV" on choppers being added
Mig-25 Foxbat Confirmed
Some F-XX plane with a co-pilot seat, probably F15
Most planes getting loadout changes
Q-5 being added? I think the asset already existed, was that the plane on test airfield? Thought that was a mig-21, if AU is in then I expect that

Mig-25, Q-5, F/A-18C, F-15, Su-34, RU SU-25, Mirage 2000D, AV-8B

all being added? Holy shit, lol.
Last edited by 40mmrain on 2013-04-09 19:55, edited 9 times in total.
Pylix-NL
Posts: 23
Joined: 2013-02-17 19:10

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Pylix-NL »

40mmrain wrote:ARF confirmed
ARF and France
Stealth Clobber
Posts: 344
Joined: 2007-02-14 23:48

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Stealth Clobber »

PYTHON: Changed insurgency so that only known caches exist. When the INS team finds out about the cache becoming known, they have x mins to spawn there, and grab the pickup kits exc before Bxxxxr.x

No more unknowns in Insurgency! I can't figure out what that last part is though.
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Vonzip
Posts: 298
Joined: 2012-12-21 23:12

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Vonzip »

I love how everyone is editing the document haha, never knew about this feature
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by 40mmrain »

Antol.PL wrote:I'm looking for Sangin too, but i think it is still WIP :/ or even deleted? Dont know. This is my fav upcoming map.
sangin is in, take a look at the thumbnails in the april fools post, lol

Excited as hell about being able to properly manually fire missiles and bombs with single seaters, CAS is getting upgraded so nicely.
Kothra
Posts: 513
Joined: 2009-12-31 13:52

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Kothra »

Stealth Clobber wrote:PYTHON: Changed insurgency so that only known caches exist. When the INS team finds out about the cache becoming known, they have x mins to spawn there, and grab the pickup kits exc before Bxxxxr.x

No more unknowns in Insurgency! I can't figure out what that last part is though.
I have a feeling the line after it is supposed to be part of that, but I can't really tell.
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by rodrigoma »

40mmrain wrote:sangin is in, take a look at the thumbnails in the april fools post, lol
.

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Stealth Clobber
Posts: 344
Joined: 2007-02-14 23:48

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Stealth Clobber »

VEHICLES: Added OH6 Loach helicopter (transport and attack) for use in Vietnam maps xx (afterman) 18246

The Egg! Noice.

VEHICLES: Removed Air-to-Air missiles from all helicopter gunships, set the "rockets+flares" huds on each to Weapon x. (jafar_ironclad) 18307

The one thing those CAS guys probably don't care for about this changelog :P
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40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by 40mmrain »

No, the AAMs were only useful for heli vs heli combat. Maybe one or two jets got tagged on silent eagle in the past 3 years, and the missiles are rarely effective on trans choppers.
Mikemonster
Posts: 1384
Joined: 2011-03-21 17:43

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Mikemonster »

increased field dressing to x on all spotter kits. (bloodydeed) 18014
KITS: Moved grappling hook to item index x on spotter kits (bloodydeed) 18028
Brilliant. Just to increase the whorability of the sniper/spotter kits. When there are no binos for most first world armies in the game.

New ninja kit ftw.
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by 40mmrain »

Mikemonster wrote:Brilliant. Just to increase the whorability of the sniper/spotter kits. When there are no binos for most first world armies in the game.

New ninja kit ftw.
yeah lol all those lone wolves marking enemy fobs, armour, and infantry positions, cant wait to see that.

by the way, what does "Whorability" mean, I looked it up, it's not a word.
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