PR:BF2 v1.3.7.0 Changelog

The changelogs for recently released Project Reality versions
sjkimber
Posts: 6
Joined: 2014-07-06 15:59

Re: PR:BF2 v1.3.7.0 Changelog

Post by sjkimber »

sjkimber wrote:Forgot which layer but Marlin is missing repair bay for French.
All layers of Marlin seem to be missing repair bays for french.

Btw are bridges not destroyable now? Tried to blow 3 different bridges but didn't work.
Steeps
Posts: 1994
Joined: 2011-08-15 15:58

Post by Steeps »

[R-DEV]Mineral wrote:
Removed realistic traverse and elevation speeds until better implementation can be found.

DEVs please add a little more spite to that phrase.

Seriously though, the traverse and elevation speeds were fine. It was the momentum that kept turrets moving for five seconds after the mouse stopped that was the problem.
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fatalsushi83
Posts: 551
Joined: 2013-12-03 07:49

Re: PR:BF2 v1.3.7.0 Changelog

Post by fatalsushi83 »

I'm glad not because the turrets were fixed but because there will be less whining on the forums.
mries
Posts: 475
Joined: 2013-06-30 16:16

Re: PR:BF2 v1.3.7.0 Changelog

Post by mries »

Well done! Superb work in such a short amount of time.

I am going to donate again soon
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Gbossley
Posts: 15
Joined: 2011-03-16 05:25

Re: PR:BF2 v1.3.7.0 Changelog

Post by Gbossley »

1004: Error connecting to server. (10060)

Any suggestions?
xantis
Posts: 36
Joined: 2014-12-05 12:40

Re: PR:BF2 v1.3.7.0 Changelog

Post by xantis »

Great job! Pace of implementing new hotfixes is amazing.
solidfire93
Posts: 491
Joined: 2015-06-26 14:21

Re: PR:BF2 v1.3.7.0 Changelog

Post by solidfire93 »

fatalsushi83 wrote:I'm glad not because the turrets were fixed but because there will be less whining on the forums.
true, but hey ITS FIXXXXED M8
:D
gg Dev's GG! :mrgreen:
Gabi_A
Posts: 28
Joined: 2009-10-02 15:55

Re: PR:BF2 v1.3.7.0 Changelog

Post by Gabi_A »

GG devs!!! No CTD, no servers crash in 6 hours played. Thanks for your quick response. :lol:
StevePl4y5
Posts: 385
Joined: 2014-02-02 14:33

Re: PR:BF2 v1.3.7.0 Changelog

Post by StevePl4y5 »

KingFish-v- wrote:Thanks Dev! A small question:

What does "cerberus" mean in "sounds" section
It was a dog... from hell!!!
fatalsushi83
Posts: 551
Joined: 2013-12-03 07:49

Re: PR:BF2 v1.3.7.0 Changelog

Post by fatalsushi83 »

It was Mats' dog that was featured in Burning Sands but his loud barking made the neighbors complain. Search for it n the bugs forum.
MIA89
Posts: 38
Joined: 2014-12-04 03:45

Re: PR:BF2 v1.3.7.0 Changelog

Post by MIA89 »

fake bomb truck gets horn!!!!!!! thats all ive ever wanted
KingFish-v-
Posts: 34
Joined: 2013-03-08 09:16

Re: PR:BF2 v1.3.7.0 Changelog

Post by KingFish-v- »

StevePl4y5 wrote:It was a dog... from hell!!!
Yeah... I found that on Wiki... So it does mean dog in game no longer woofs? Kinda weird... I didn't even notice dogs in PR before...
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Mats391
PR:BF2 Lead Developer
Posts: 7643
Joined: 2010-08-06 18:06

Re: PR:BF2 v1.3.7.0 Changelog

Post by Mats391 »

MIA89 wrote:fake bomb truck gets horn!!!!!!! thats all ive ever wanted
Keep truckin! :)

KingFish-v- wrote:Yeah... I found that on Wiki... So it does mean dog in game no longer woofs? Kinda weird... I didn't even notice dogs in PR before...
It should still woof, but you wont hear it across entire map and blocking all other sounds.
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Mineral: TIL that Wire-guided missiles actually use wire
KingFish-v-
Posts: 34
Joined: 2013-03-08 09:16

Re: PR:BF2 v1.3.7.0 Changelog

Post by KingFish-v- »

'[R-DEV wrote:Mats391;2105910']Keep truckin! :)




It should still woof, but you wont hear it across entire map and blocking all other sounds.
I see! Thanks!
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