This is how it was before if I'm not mistaken. There's a cooldown on the laze, and the marker lasts the length of the cooldown.bahiakof wrote:Laser of commander unstable:
- laser disappears before the mark (laser 48s - mark 80s).
- Sometimes it appears only the mark without the laser.
- Sometimes the mark and the laser do not appear.
PR:BF2 v1.4.5.0 Changelog
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LiamBai
- Posts: 898
- Joined: 2013-03-19 19:09
Re: PR:BF2 v1.4.5.0 Changelog
[url='http://tournament.realitymod.com']
[/url]
Liam: $ mkdir .ssh && chmod 700 .ssh
Vista: $: command not found
[/url]Liam: $ mkdir .ssh && chmod 700 .ssh
Vista: $: command not found
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RREDesigns
- Posts: 1
- Joined: 2017-02-13 01:10
Re: PR:BF2 v1.4.5.0 Changelog
This sucks too much.'[R-DEV wrote:Mineral;2157244']
COOP:
- Fixed players being able to use AI-only vehicles.
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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: PR:BF2 v1.4.5.0 Changelog
It does for me at least on urban map, also have 4 gigs of vram.PatrickLA_CA wrote:Please, anyone confirm improvements with LOD switching set to off. I'm unable to play in the next couple of days.
AfSoccer "I just don't see the natural talent."

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FFG
- Forum Moderator
- Posts: 1468
- Joined: 2014-03-18 04:47
Re: PR:BF2 v1.4.5.0 Changelog
Marker lasts the duration of the laze, not the cooldown.[R-CON]LiamBai wrote:This is how it was before if I'm not mistaken. There's a cooldown on the laze, and the marker lasts the length of the cooldown.
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Yrkidding
- Posts: 729
- Joined: 2008-08-21 23:16
Re: PR:BF2 v1.4.5.0 Changelog
Lots of good changes, but why are we getting rid of 2 Canadian layers? We have plenty of US only maps between the USMC and US Army (not to mention the sheer amount of times all of us have played as the US), why get rid of Canadian vehicle variation and add even more US layers? Could we at least add Canada to some alternate layers of US maps as well then?
EDIT: Canada now has a grand total of 6 layers of variation compared to around 34 layers of US variation for US spread through their maps. (also added 2 infront of Canadian layers)
EDIT: Canada now has a grand total of 6 layers of variation compared to around 34 layers of US variation for US spread through their maps. (also added 2 infront of Canadian layers)
Last edited by Yrkidding on 2017-02-13 03:27, edited 4 times in total.
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FFG
- Forum Moderator
- Posts: 1468
- Joined: 2014-03-18 04:47
Re: PR:BF2 v1.4.5.0 Changelog
The only layer that US replace Canada is on INS32 on archer, INS64 is still Canadian. Most maps with USMC/USARMY on them have a layer with Canada on it if it makes sense.Yrkidding wrote:Lots of good changes, but why are we getting rid of Canadian layers? We have plenty of US only maps between the USMC and US Army (not to mention the sheer amount of times all of us have played as the US), why get rid of Canadian vehicle variation and add even more US layers? Could we at least add Canada to some alternate layers of US maps as well then?
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Reamz
- Posts: 27
- Joined: 2015-08-16 18:40
Re: PR:BF2 v1.4.5.0 Changelog
Thanks for all you do devs. Will we be seeing an updated US Army faction with M4A1's at any point?



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Yrkidding
- Posts: 729
- Joined: 2008-08-21 23:16
Re: PR:BF2 v1.4.5.0 Changelog
Also replacing a Yamalia ALT layer with the US, getting rid of the Canadian APC layer. My point is that we have plenty variations on US equipment and vehicles on maps and really relatively few Canadian variations and layers. Also I mean there's pretty few places the US would go that it wouldn't make sense for Canada to go in a world war situation, no? I can understand the amphibious assault maps but why not Khami? Karbala?FFG wrote:The only layer that US replace Canada is on INS32 on archer, INS64 is still Canadian. Most maps with USMC/USARMY on them have a layer with Canada on it if it makes sense.
Fallujah was a U.S. fight but if we're adding the U.S. to Operation Archer that was a big Canadian only operation then why not add a Canada layer to Fallujah?
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FFG
- Forum Moderator
- Posts: 1468
- Joined: 2014-03-18 04:47
Re: PR:BF2 v1.4.5.0 Changelog
Yeah Im all for more factions on maps. Large layers need to make a return. I think the biggest issue is actually creating the layers and stuff.Yrkidding wrote:Also replacing a Yamalia ALT layer with the US, getting rid of the Canadian APC layer. My point is that we have plenty variations on US equipment and vehicles on maps and really relatively few Canadian variations and layers. Also I mean there's pretty few places the US would go that it wouldn't make sense for Canada to go in a world war situation, no? I can understand the amphibious assault maps but why not Khami? Karbala?
Fallujah was a U.S. fight but if we're adding the U.S. to Operation Archer that was a big Canadian only operation then why not add a Canada layer to Fallujah?
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camo
- PR:BF2 Developer
- Posts: 3165
- Joined: 2013-01-26 09:00
Re: PR:BF2 v1.4.5.0 Changelog
Operation archer was the name of the overall contribution by Canada to the war in Afghanistan wasn't it? Just like Herrick, Slipper, Enduring freedom etc etc.Yrkidding wrote:Fallujah was a U.S. fight but if we're adding the U.S. to Operation Archer that was a big Canadian only operation then why not add a Canada layer to Fallujah?
If it was an actual Canadian only battle i could understand but it's just a fictional map (with an admittedly quite stupid name) set in Kandahar, which doesn't really exclude us from putting a US faction on it.
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Yrkidding
- Posts: 729
- Joined: 2008-08-21 23:16
Re: PR:BF2 v1.4.5.0 Changelog
Correct in the sense that Operation Archer was the name for the Canadian contribution in Afghanistan and Kandahar was the Canadian area of operation. I still don't really think the U.S. infantry would be involved, no?
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zloyrash
- Posts: 408
- Joined: 2009-11-08 10:25
Re: PR:BF2 v1.4.5.0 Changelog
Hell yeah![*]Beirut
- Skirmish64: Added new skirmish layout with light vehicles.
https://www.realitymod.com/forum/f196-p ... ost2120077

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solidfire93
- Posts: 491
- Joined: 2015-06-26 14:21
Re: PR:BF2 v1.4.5.0 Changelog
Great with the MG3 update, it will reduce lone wolfing with that Beast....but still.
i think all deployed AR's should be and only deployed and used on prone... srsly who can put bipod in the Air and shoot 100% full accuracy with no recoil ! anyway still good update and makes it more "realistic"
btw what is that LOD thingy, does it give more FPS ? or make Graphics and maps look better ?
also a question for those who have GPU's with 1GB VRAM, does that mean those guys will have FPS issues... ?
anyway great work and keep it up...
i think all deployed AR's should be and only deployed and used on prone... srsly who can put bipod in the Air and shoot 100% full accuracy with no recoil ! anyway still good update and makes it more "realistic"
btw what is that LOD thingy, does it give more FPS ? or make Graphics and maps look better ?
also a question for those who have GPU's with 1GB VRAM, does that mean those guys will have FPS issues... ?
anyway great work and keep it up...
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Jonesick
- Posts: 4
- Joined: 2017-02-13 09:05
Re: PR:BF2 v1.4.5.0 Changelog
[*]Fixed players being able to use AI-only vehicles.
There were absolutely no reason to do this. Coop armour was a great way to have fun slaughtering bots. Now its useless.
There were absolutely no reason to do this. Coop armour was a great way to have fun slaughtering bots. Now its useless.
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Frontliner
- PR:BF2 Contributor
- Posts: 1884
- Joined: 2012-10-29 09:33
Re: PR:BF2 v1.4.5.0 Changelog
A prone only deployed mode can be found in FH2 and it sucks.solidfire93 wrote:i think all deployed AR's should be and only deployed and used on prone... srsly who can put bipod in the Air and shoot 100% full accuracy with no recoil ! anyway still good update and makes it more "realistic"
Unlike FH2 PR does have alot of buildings and surfaces you'd be able to rest your weapon on "realistically", windows, crates, you name it, but the game can't detect these the way a modern engine is able to, and even if it could, I doubt it would be able to react to these. So the silly airbourne bipod deployment is the best possible workaround available.
PS: 5.56mm LMGs that are resting on a bipod don't have a lot of kick to them.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them
]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy
Just_Dave: i have a list about PR players, and they r categorized by their skill
Para: You sir are an arse and not what the game or our community needs.
AlonTavor: Is that a German trying to make me concentrate?
Heavy Death: join PRTA instead - Teamwork is a must there.
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bahiakof
- Posts: 169
- Joined: 2008-04-22 22:10
Re: PR:BF2 v1.4.5.0 Changelog
Yes, but I thought that this instability would be corrected[R-CON]LiamBai wrote:This is how it was before if I'm not mistaken. There's a cooldown on the laze, and the marker lasts the length of the cooldown.

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Rezza
- Posts: 2309
- Joined: 2008-04-06 20:53
Re: PR:BF2 v1.4.5.0 Changelog
Great to see more updates. It's very vital to keeping PR active and alive. Thanks a lot to the all the devs and contributers!

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MOSES!
- Posts: 21
- Joined: 2017-01-29 18:06
Re: PR:BF2 v1.4.5.0 Changelog
archer would be find without the mortars though
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QuickLoad
- Posts: 609
- Joined: 2014-06-20 20:07
Re: PR:BF2 v1.4.5.0 Changelog
but if there's no boragh for bamyan, where will we see it?
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solidfire93
- Posts: 491
- Joined: 2015-06-26 14:21
Re: PR:BF2 v1.4.5.0 Changelog
well there not much we can say about it since it's an Old Engine but still im not against the air bipod, u know it's just an opinion on how "Realistic" the AR gonna be in PR....Frontliner wrote:A prone only deployed mode can be found in FH2 and it sucks.
Unlike FH2 PR does have alot of buildings and surfaces you'd be able to rest your weapon on "realistically", windows, crates, you name it, but the game can't detect these the way a modern engine is able to
and still can be fired from hip so ya...






