PR:BF2 v1.4.3.0 Changelog

The changelogs for recently released Project Reality versions
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Mineral
Retired PR Developer
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Joined: 2012-01-02 12:37
Location: Belgium

PR:BF2 v1.4.3.0 Changelog

Post by Mineral »

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This patch includes some more fixes for the major v1.4 release as well some other balances and tweaks.


v1.4.3 is available now for servers and will soon be available to clients through the automated updater.

PR:BF2 v1.4.3.0 Changelog (2016/December/5)
-----------------------
GENERAL:
  • Fixed requesting kits from APC's.
  • Fixed main menu music not playing.
  • Fixed GTLD and FLIR lases not being removed.
  • Fixed smoke grenades sticking to players.
REALITYADMIN:
  • Added option to switch players (not SL's/CO's or players on switch list) when they go dead for balancing.
  • Fixed early squad kick remembering values from previous rounds.
KITS:
  • Added alternative Argentine Sniper kit with M14.
VEHICLES:
  • Fixed MG gunner shaking on MEC & NVA UAZ jeeps.
  • Fixed M1A1, M1A2 COOP versions having no collision on turret.
WEAPONS
  • Updated the SSGP1 Sniper Rifle's scope magnification from 8x to 6x.
  • Fixed IDF Matador projectile penetrating vehicles.
  • Reduced Recoil on handheld AT.
  • Made blowpipe harder to control.
  • Increased minimum speed required for blowpipe proximity detonation.
LEVELS:
  • Al Basrah
    • Fixed glitched cache.
  • Bamyan
    • Updated viewdistance and fog by reducing it by 100m to improve performance.
    • Fixed spawnpoints for MEC being blocked.
  • Gaza
    • Fixed glitched cache.
    • Fixed blocked Hamas spawnpoints.
  • Goose Green
    • Added new night sky setting. Found on skirmish16 and AAS16.
    • Fixed minimap showing wrong scale.
    • AAS16: Assets and flags are now same as on AAS64.
    • AAS64: Made rallypoint at start for airfield spawn.
    • AAS32: Changed Wessex to Gazelle.
    • Skirmish: Added crates to flags.
  • Kashan Desert
    • COOP64: Fixed stationary Milan's with the working bot variant.
  • Lashkar Valley
    • AAS16: Updated assets to remove all GER Puma's. Now Fuchs and light logistic and transport vehicles. Removed bombcar. Some other small changes to spawners.
  • Silent Eagle
    • AAS: Fixed spawnpoints on GER Airfield being blocked.
    • Added new brighter skysetting for all main layers. Old skysetting can be found on AAS32/CNC.
  • The Falklands
    • AAS: Updated ticket bleed on all layers.
    • AAS32/64: Updated routes to include Mt Malo.
  • Xiangshan
    • AAS: Made chinese sniper kit assigned to chinese team. Made both kits not respawn.
Last edited by Arab on 2016-12-06 00:55, edited 5 times in total.
wretchedegg
Posts: 42
Joined: 2013-03-27 17:24

Re: PR:BF2 v1.4.3.0 Changelog

Post by wretchedegg »

What do you mean by "Made both kits not respawn."
john...
Posts: 29
Joined: 2016-12-05 15:19

Re: PR:BF2 v1.4.3.0 Changelog

Post by john... »

Great update but i am not sure pr admins are aware that mumble isn't working anymore and it actually doesn't even load into the game so were stuck using VOIP will this be fixed soon?
RENEGADO
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Joined: 2015-03-01 13:07

Re: PR:BF2 v1.4.3.0 Changelog

Post by RENEGADO »

john... wrote:Great update but i am not sure pr admins are aware that mumble isn't working anymore and it actually doesn't even load into the game so were stuck using VOIP will this be fixed soon?
Mumble is working fine in our server...
mries
Posts: 475
Joined: 2013-06-30 16:16

Re: PR:BF2 v1.4.3.0 Changelog

Post by mries »

Great work! Well done!

Im interested in how the blowpipe will work now.
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M.a.v.e.r.i.c.k
Posts: 2
Joined: 2016-03-05 10:55

Re: PR:BF2 v1.4.3.0 Changelog

Post by M.a.v.e.r.i.c.k »

The new jet physics didnt work out guys please reconsider restoring back the old physics, concerning Bamyan map the A10 cant take off from the airport smoothly, the A10 tail always hit the ground even Using all the runway.
72Shaman
Posts: 10
Joined: 2014-02-14 00:13

Re: PR:BF2 v1.4.3.0 Changelog

Post by 72Shaman »

Also there is a bug with some explosive grenades, after you pull the pin they sound like flares.
dutchcourage78
Posts: 13
Joined: 2013-08-01 14:30

Re: PR:BF2 v1.4.3.0 Changelog

Post by dutchcourage78 »

Gret work guys!! im so happy with the falklands, especially the night map. ive been on for 40+ hours on PR this week. its beautiful!
thabk you do much,

love,

dutch
dutchcourage78
Posts: 13
Joined: 2013-08-01 14:30

Re: PR:BF2 v1.4.3.0 Changelog

Post by dutchcourage78 »

horrible spelling i just noticed... well i'm downloading this update and i wanna play nooooow!

big hug,

dutch
M42 Zwilling
Retired PR Developer
Posts: 613
Joined: 2012-06-10 11:27

Re: PR:BF2 v1.4.3.0 Changelog

Post by M42 Zwilling »

72Shaman wrote:Also there is a bug with some explosive grenades, after you pull the pin they sound like flares.
Not a bug. That is the fuse burning.
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"How many posts have there been about how much better PR was back in 0.X? The fact is that if we played the older versions we would start to remember the shortcomings, but we tend to hold onto the good memories tighter than the bad ones." - Murphy
john...
Posts: 29
Joined: 2016-12-05 15:19

Re: PR:BF2 v1.4.3.0 Changelog

Post by john... »

72Shaman wrote:Also there is a bug with some explosive grenades, after you pull the pin they sound like flares.

thats because the grenade is cooking itself as they say when you pull a pin on a grenade it starts a timed fuze that burns (key word) down into the explosive charge hence why the sound like a flare the fuze is burning....soooo if you set your graphics to high you can see the smoke trail when you throw it #AWESOME!!!!!!!!!!!!!!!! :shock:
Last edited by john... on 2016-12-05 17:53, edited 1 time in total.
john...
Posts: 29
Joined: 2016-12-05 15:19

Re: PR:BF2 v1.4.3.0 Changelog

Post by john... »

why did they increase minimum speed for blowpipe proximity detonation were people able to explode land vehicles with it? also why make it harder to control i think it'd be hard enough to hit a moving cas jet with it as it is..... also if there are 6+ jets on the map and only 1 blowpipe operator and if this guy is a noob with little experience with it plz it should only server to help if it were easy to shoot down jets. if the reason for that is so a good player cant own jets from ground then well it serves its realistic purpose of being an area denial weapon for cas and just like deployable aa's cas will be afraid to go to that section of the map am i wrong in my argument?
SHADOWNET
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Joined: 2014-09-30 17:51

Re: PR:BF2 v1.4.3.0 Changelog

Post by SHADOWNET »

Thanks.
NE0
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Joined: 2013-09-22 09:20

Re: PR:BF2 v1.4.3.0 Changelog

Post by NE0 »

There are 2 glitches that randomly happen in Basrah COOP

1-Commander keeps telling you the same order even if you reject or accept it ( he will stop but after a while )

2-when driving an APC you can blow up if you drive through that razor wires near the super fob , And will blow up if you hit the yellow barrels at the entrance of that same fob (if you were going semi-fast ).
"ne0 sucks"
DogACTUAL
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Joined: 2016-05-21 01:13

Re: PR:BF2 v1.4.3.0 Changelog

Post by DogACTUAL »

What did you exactly do to the clos aa to make it harder to control?
Also will you be able to shoot down helos with it at all now?

Shame about the VD reduction on the new ins map with the A10, because it really stood out as the only real ins map with great VD. The urban areas seemed to be largely responsible for the greatest frame drops, if you are within the those places they will still all render completely. Hope that optimizations later on will allow the VD to be increased again.
Officer Protecty
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Joined: 2016-05-27 16:57

Re: PR:BF2 v1.4.3.0 Changelog

Post by Officer Protecty »

Did you fix the GTLD showing the wrong range for the UK's spotter kit on Falklands, for 25m away buildings it would say 647m and for anything else it would show ---
Expendable Grunt
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Re: PR:BF2 v1.4.3.0 Changelog

Post by Expendable Grunt »

[R-DEV]M42 Zwilling wrote:Not a bug. That is the fuse burning.
Yes, though the original 1.4 changelog said it would be most noticeable on the old style frags - F1s - than the newer. Which is accurate and a fantastic feature that I was going to suggest but it felt so utterly trivial that I didn't bother :p

That said, by the close of WW2 - to my knowledge - the hissing and popping was pretty much a bygone thing (the US MK1 frags did it, the French / Russian F1s did it, sure) but the MK2 didn't so much and the M26 / M67 grenade types don't make any real noise.

Unfortunately in game they all sound the same!
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M42 Zwilling
Retired PR Developer
Posts: 613
Joined: 2012-06-10 11:27

Re: PR:BF2 v1.4.3.0 Changelog

Post by M42 Zwilling »

Expendable Grunt wrote:Unfortunately in game they all sound the same!
They do use the same sound file yes, but modern ones are set to be significantly quieter. People have told me they are just about inaudible IRL, but they must make a tiny bit of noise. I may reduce the volume further, but I still haven't actually heard a modern grenade before it kills me ingame - I'd need perfect silence if it didn't land right at my feet.
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"How many posts have there been about how much better PR was back in 0.X? The fact is that if we played the older versions we would start to remember the shortcomings, but we tend to hold onto the good memories tighter than the bad ones." - Murphy
TBoy205
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Joined: 2012-01-19 14:09

Re: PR:BF2 v1.4.3.0 Changelog

Post by TBoy205 »

Russian spawn points on silent were blocked too... not just German...

And why tf hasn't the grenade launcher and tank round smokes been fixed? They've been fucked up for over a year
Arab
PR:BF2 Developer
Posts: 2898
Joined: 2012-05-18 03:37

Re: PR:BF2 v1.4.3.0 Changelog

Post by Arab »

TBoy205 wrote:Russian spawn points on silent were blocked too... not just German...

And why tf hasn't the grenade launcher and tank round smokes been fixed? They've been fucked up for over a year
What's the issue with them?
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