PR:BF2 v1.0 Feature List

The changelogs for recently released Project Reality versions
Locked
crazygamelover
Posts: 130
Joined: 2013-04-30 00:11

Re: PR:BF2 v1.0 Feature List

Post by crazygamelover »

No Helmand Province?! :(
Spook
Posts: 2458
Joined: 2011-07-12 14:08

Re: PR:BF2 v1.0 Feature List

Post by Spook »

___sangue-ruim___ wrote:did u miss the BETA?

Thats what he is talking about. This change is not featured in the changelog, but was in the beta... so it might got reverted again.
Image
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: PR:BF2 v1.0 Feature List

Post by Conman51 »

Steeps wrote:Was it really necessary to add an overheat meter? That's extremely unrealistic. If I were to shoot a real .50 cal I don't see an overheat meter.
I kind of a agree with you but in real life you would be able to feel the heat around the barrel, as well as see the barrel getting red hot (which would be bad). None of those can be simulated in game.
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



Image
RazoR41
Posts: 315
Joined: 2012-04-01 11:41

Re: PR:BF2 v1.0 Feature List

Post by RazoR41 »

Added cannabis/hemp field clumps (you can't smoke it, but you can set it on fire...).
They should have done this:

Once the hemp fields burned your player had a Tear gas like effect, but with Rainbows! :D
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: PR:BF2 v1.0 Feature List

Post by Spec »

Nametags weren't changed from the last open beta version afaik.
Image
--- currently reduced activity ---
Thanks to [R-MOD]IINoddyII for the signature!
_____________________________
Propriety is an adequate basis for behavior towards strangers, honesty is the only respectful way to treat friends.
SANGUE-RUIM
Posts: 1390
Joined: 2009-04-26 12:37

Re: PR:BF2 v1.0 Feature List

Post by SANGUE-RUIM »

[R-MOD]Spec wrote:Nametags weren't changed from the last open beta version afaik.
YES!!!! :p
samebutdifferent
Posts: 12
Joined: 2010-06-28 09:13

Re: PR:BF2 v1.0 Feature List

Post by samebutdifferent »

How long will mines and those buryable things stay after i died? still 20 minutes? Will they still stay longer when i recover my kit?
Besides that: awesome job, DEVs. So looking forward! Thanks for all your work and time!!!
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: PR:BF2 v1.0 Feature List

Post by Rhino »

samebutdifferent wrote:How long will mines and those buryable things stay after i died? still 20 minutes? Will they still stay longer when i recover my kit?
Besides that: awesome job, DEVs. So looking forward! Thanks for all your work and time!!!
Your lucky I'm just currently working on this part of the manual :p

A single player may place up to 30 mines, 10 trip flares, 4 grenade traps and 30 Water Container VOIEDs. These devices remain active until 10 minutes after the soldier deploying them has died (20mins for mines).
Image
notmyingamename
Posts: 89
Joined: 2010-03-19 05:59

Re: PR:BF2 v1.0 Feature List

Post by notmyingamename »

[R-DEV]Rhino wrote:Your lucky I'm just currently working on this part of the manual :p

A single player may place up to 30 mines, 10 trip flares, 4 grenade traps and 30 Water Container VOIEDs. These devices remain active until 10 minutes after the soldier deploying them has died (20mins for mines).
does the timer still tick if you recover the kit?
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: PR:BF2 v1.0 Feature List

Post by Rhino »

notmyingamename wrote:does the timer still tick if you recover the kit?
I think if you pick the kit up again the mines stay, but can't say for sure.
Image
K4on
Retired PR Developer
Posts: 5055
Joined: 2009-05-08 19:48

Re: PR:BF2 v1.0 Feature List

Post by K4on »

AFAIK Mines and IEDs disappear timers start after the kit has been disappeared.

And if you pick up the kit and drop it again, you just set the disappearing timer for most kits to 5 minutes again.
notmyingamename
Posts: 89
Joined: 2010-03-19 05:59

Re: PR:BF2 v1.0 Feature List

Post by notmyingamename »

that's what i was thinking from experience. pick it up again and they don't disappear, but it's always been a little mystery
SyntheticCoyote
Posts: 584
Joined: 2009-10-20 20:47

Re: PR:BF2 v1.0 Feature List

Post by SyntheticCoyote »

O.o SOO MUCH. Life will be ruined. Will have to quit job to admin..... :P
]CIA[ Gaming Director
[url=ts3.ciagaming.org]CIA GAMING TEAMSPEAK[/url]
Visit us at http://www.ciagaming.org
Arab
PR:BF2 Developer
Posts: 2898
Joined: 2012-05-18 03:37

Re: PR:BF2 v1.0 Feature List

Post by Arab »

RazoR41 wrote:They should have done this:

Once the hemp fields burned your player had a Tear gas like effect, but with Rainbows! :D
You know, I was just thinking the same thing :D Except without rainbows and without coughing, but some laughing and 'Holy shit that's good' type of grunts. And your aiming would be better, you'd react less to being shot, but you'd be less able to run and you can't give out proper commands without giggling, talking normally, mumbling and finding them funny. If you spam those commands more enough, the auto-block commander would say 'Have you been smoking hash! This is no playtime. Stay away from the Cannabis Field, soldier!'

Anyways, as of now, Thursday, August 1, 2013 at 2:49:34 AM UTC.

So in Australia, that would be 12:49 PM (Afternoon).

So Friday 12:00 PM UTC would be Friday 2:00am Australian Time, meaning the time when the key would be released. So Basically 5-6 Hours in the morning everyone would wake up, maybe install PR 1.0 setup if they are hardcore and play it in the afternoon!

Hopefully there's the Australian server on Saturday up in the afternoon!
Last edited by Arab on 2013-08-01 02:52, edited 4 times in total.
Image
Unhealed
Posts: 365
Joined: 2012-09-15 16:33

Re: PR:BF2 v1.0 Feature List

Post by Unhealed »

RazoR41 wrote:They should have done this:

Once the hemp fields burned your player had a Tear gas like effect, but with Rainbows! :D
Kinda explains why some of the Milita kits are getting gasmask now. :-o
Was it really necessary to add an overheat meter? That's extremely unrealistic. If I were to shoot a real .50 cal I don't see an overheat meter.
Yes, I think it was necessary becouse unlike real life you can't tell if your gun is about to overheat or not. And in PR your gun overheats way more faster than IRL so overheat meter is a necessity.
Kevokpo
Posts: 286
Joined: 2011-09-25 14:40

Re: PR:BF2 v1.0 Feature List

Post by Kevokpo »

I did a quick read, and so far I liked it, except for this:
'[R-DEV wrote:AncientMan;1923907']
Python
Removed the need of a mortar fire mission.
why did you remove that feature?

GREAT JOB and thx for making the best mod ever
Image
Image
Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: PR:BF2 v1.0 Feature List

Post by Rissien »

Kevokpo wrote:I did a quick read, and so far I liked it, except for this:


why did you remove that feature?

GREAT JOB and thx for making the best mod ever
Because its for the most part useless. The only time it is used is by the squad leader who is running said mortars. Just becomes a nuisance because they have to pull out their gltd, request the fire mission, because mortars screens go black and they cannot adjust ranges until it is back.
Image
MA3-USN Former

クラナド ァフターストーリー
doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: PR:BF2 v1.0 Feature List

Post by doop-de-doo »

lez git stahtid!!
Image

:evil: B4TM4N :evil:
Jimbom
Posts: 20
Joined: 2008-09-05 22:28

Re: PR:BF2 v1.0 Feature List

Post by Jimbom »

Arab wrote:
So Friday 12:00 PM UTC would be Friday 2:00am Australian Time, meaning the time when the key would be released. So Basically 5-6 Hours in the morning everyone would wake up, maybe install PR 1.0 setup if they are hardcore and play it in the afternoon!
Count down timer here cobber.
Passwords | Project Reality

The password will be released at 2200 AEST on 02 AUG 13. Hope that helps
The 303, killing things since 1901!
Image
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: PR:BF2 v1.0 Feature List

Post by matty1053 »

Darn nice! :)

Got some questions....

1. Is the "RCON" commands in local servers still there?


2. Are you guys keeping the 'slower' pc players in mind still? (I heard you updated everything for more graphical stuff.)


3. There is gonna be map packs for 1.0 right!? :)


I am donating $100 3 days after release of 1.0 comes out.

I gotta see how it handles on my pc and if it's worth a 100!

Tahnks again devs.

♥ you.
DETROIT TIGERS
Image
Locked

Return to “Changelogs”