PR:BF2 v1.4.0.0 Changelog
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RENEGADO
- Posts: 117
- Joined: 2015-03-01 13:07
Re: PR:BF2 v1.4.0.0 Changelog
RIP Aks74-u
The new al basrah is awesome, i hope Falujah can get an rework like that
The new al basrah is awesome, i hope Falujah can get an rework like that
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RAWSwampFox
- Posts: 531
- Joined: 2014-01-05 17:28
Re: PR:BF2 v1.4.0.0 Changelog
Good Morning,
First off, thank you.
Well, I only see two items that mention civilians. I have a feeling that there is a ton more and I don't know if I have the energy left to research everything over again. Argh.
First off, thank you.
Well, I only see two items that mention civilians. I have a feeling that there is a ton more and I don't know if I have the energy left to research everything over again. Argh.
-SwampFox
CIVI guide: https://goo.gl/WhRE7A
CIVIES and Martyrs thread: http://goo.gl/eqZ3wn
My FOB guide: https://goo.gl/z8bk2z
FOB Thread: http://goo.gl/4PWRAs
PR Statistics & Useless Information thread: http://goo.gl/bzu4qd
CIVI guide: https://goo.gl/WhRE7A
CIVIES and Martyrs thread: http://goo.gl/eqZ3wn
My FOB guide: https://goo.gl/z8bk2z
FOB Thread: http://goo.gl/4PWRAs
PR Statistics & Useless Information thread: http://goo.gl/bzu4qd
- TheMerchantOfMenace
- Supporting Member
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- Joined: 2013-10-14 21:13
- Location: https://imgur.com/a/01UEQId
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Re: PR:BF2 v1.4.0.0 Changelog
Amen to that!Walmarx wrote:To the server admins on the subject of map selection: I have been on hiatus from PR due to this very topic. I am a big fan of infantry combat, Insurgency, and interesting terrain (Forests, valleys, dense cities). For awhile those maps have been increasingly rare.
There are plenty of us out here who do not enjoy wide-open maps for vehicle combat exclusively, please run a variety of the huge number of excellent maps we have at our disposal.
The vocal minority should not always get their way.
Too many great PR maps are rarely, if ever, played. The majority of a PR team is made up of Infantry squads, and yet we end up most of the time playing these g*ddamned desert maps over and over again, while the Wanda Shan type maps are underplayed. Too many Asset maps get overplayed at the expense of the Infantrymen.
- TheMerchantOfMenace
- Supporting Member
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Re: PR:BF2 v1.4.0.0 Changelog
And what about helicopter sound bugs deafening us the whole round, is that a flub of the BF2 native code? Fixable?[R-DEV]Mineral wrote:We won't ever fix it. It's a native bf2 bug
Please say it ain't native.
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XAHTEP39
- Posts: 40
- Joined: 2015-06-05 16:37
Re: PR:BF2 v1.4.0.0 Changelog
Привет!stalker23ke wrote:Hello everyone.
I would like to request correction on Russian Army faction:
The EMR camouflage needs to be changed to Flora camo on Assault on Grozny map.
The first EMR camo developed in Russia in 2008th.
The first Chechen war and the second Chechen war began in 11th December of 1994 and 26th August of 1999.The second Chechen war was over in May 2000
I will appreciate if my request will be seen.
Also I would thank the PR Dev team for the upcoming 1.4 update.I am looking forward to taste new additions.
I suggest this in THIS TOPIC later .
- Mineral
- Retired PR Developer
- Posts: 8534
- Joined: 2012-01-02 12:37
- Location: Belgium
Re: PR:BF2 v1.4.0.0 Changelog
Has to do with our larger render and viewdistances. Something is bugging out there. We got scripts etc to make sure this happens as little as possible but yeah, seems pretty BF2. Although we caused itTheMerchantOfMenace wrote:And what about helicopter sound bugs deafening us the whole round, is that a flub of the BF2 native code? Fixable?
Please say it ain't native.
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RENEGADO
- Posts: 117
- Joined: 2015-03-01 13:07
Re: PR:BF2 v1.4.0.0 Changelog
Maybe is the culling system ?[R-DEV]Mineral wrote:Has to do with our larger render and viewdistances. Something is bugging out there. We got scripts etc to make sure this happens as little as possible but yeah, seems pretty BF2. Although we caused it![]()
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CG-Delta
- Posts: 74
- Joined: 2012-06-20 00:00
Re: PR:BF2 v1.4.0.0 Changelog
Outstanding. Love you and your excellent decisions and work.
Suggestion: I have seen a few IRL FLIR devises. Small handheld and medium grade FLIR for OHW HMG. There's a lot of difference in technology or generation of the systems, and I think less advanced vehicles in PR should have less effective FLIR cameras. I see 3 things to alter. 1: General contrast: difference between heat-models and not heat model fade together, maybe blur/resolution change. 2: Distance degrading contrast to the point where the un-aided eye in some terrains+distance locate INF better. 3: IR+visible light merge in certain cameras to better navigate and see the terrain, while less sophisticated systems offer a soggy mess of uniform colour.
This is from my experience with a low end FLIR devise and I think this can help to outline the difference between technology of different vehicles. I find this important. In game I see modern and old **** vehicle almost equal opponents due to having equal weapon caliber, while in reality, I don't think that's the case. The strength is in the detail. Also I liked your slow accelerating/decelerating cannons from an earlier update (which was removed), as that as well create diversity between vehicles and their technology.
Suggestion: I have seen a few IRL FLIR devises. Small handheld and medium grade FLIR for OHW HMG. There's a lot of difference in technology or generation of the systems, and I think less advanced vehicles in PR should have less effective FLIR cameras. I see 3 things to alter. 1: General contrast: difference between heat-models and not heat model fade together, maybe blur/resolution change. 2: Distance degrading contrast to the point where the un-aided eye in some terrains+distance locate INF better. 3: IR+visible light merge in certain cameras to better navigate and see the terrain, while less sophisticated systems offer a soggy mess of uniform colour.
This is from my experience with a low end FLIR devise and I think this can help to outline the difference between technology of different vehicles. I find this important. In game I see modern and old **** vehicle almost equal opponents due to having equal weapon caliber, while in reality, I don't think that's the case. The strength is in the detail. Also I liked your slow accelerating/decelerating cannons from an earlier update (which was removed), as that as well create diversity between vehicles and their technology.
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X-Alt
- Posts: 1073
- Joined: 2013-07-02 22:35
Re: PR:BF2 v1.4.0.0 Changelog
Grozny force is way too modern. The lack of wood and people riding on top of BTRs ruins my immersion.XAHTEP39 wrote:Привет!
I suggest this in THIS TOPIC later .
It's easy to just replacetemplate the **** out of the kits and run an alt camo pattern. Sure the spawnscreen icons won't look right, but it'll work. The guns you would spawn with are pretty much the same anyways.
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RaNa-Rocxs
- Posts: 533
- Joined: 2016-06-12 09:51
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QuickLoad
- Posts: 609
- Joined: 2014-06-20 20:07
Re: PR:BF2 v1.4.0.0 Changelog
I made a collection of new 1.4 weapons / emplacements / deployables and threw em into a video.(incase you were curious)
https://www.youtube.com/watch?v=XyvFqB0 ... e=youtu.be
i'm going to resize it(right now my editing sucks so I have to export it from virtual dub, over to windows live movie maker, and then over to youtube editor) in order to get HD and fullscreen footage >_>
but you can still watch it now
https://www.youtube.com/watch?v=XyvFqB0 ... e=youtu.be
i'm going to resize it(right now my editing sucks so I have to export it from virtual dub, over to windows live movie maker, and then over to youtube editor) in order to get HD and fullscreen footage >_>
but you can still watch it now



