PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Project Reality announcements and development highlights.
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reptilianhuman
Posts: 54
Joined: 2012-12-05 00:36

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by reptilianhuman »

[R-DEV]Rudd wrote:iirc it's the gobi desert? A viable PLA scenario for the Aussies
If that's the case, I'm just proud right now ( see earlier in thread for why) :D
Nugiman
Posts: 358
Joined: 2008-06-25 11:42

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Nugiman »

gipakok wrote:Wait.. is 'Rotor Collision' actually a thing? I feel kinda good with myself since I just wrote down the first word that my brain came out with :P
I guess with Rotor Collision it's no longer possible now to land a helicopter in tight places where they wouldn't fit in real life. The Rotors might have a 'hitbox' now which let them collide with objects in the map.
Veni, Vidi, Pwnz0rz. - I came, I saw, I pwnd
Steeps
Posts: 1994
Joined: 2011-08-15 15:58

Post by Steeps »

Nugiman wrote:I guess with Rotor Collision it's no longer possible now to land a helicopter in tight places where they wouldn't fit in real life. The Rotors might have a 'hitbox' now which let them collide with objects in the map.
Well if that's true, I better start practicing acting like there is collision, because I get in so many tight spots without it.
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ShockUnitBlack
Posts: 2100
Joined: 2010-01-27 20:59

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by ShockUnitBlack »

That is/would be a major new feature IMO.
"I Want To Spend The Rest Of My Life With You Tonight."
Vicious302
Posts: 407
Joined: 2010-07-28 19:54

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Vicious302 »

LEVELS: UPDATES to Korengal Valley BILLOUTE, to ixxxxxe adding US Main in SE corner; COMMONS/cxxxxs to Axxxx layer; oxxxxxxxxxxn; NEW/NOW mxxxxxp; NEW/NOW oxxxxt lxxxxxxxs; ADDED exxxxr fxxxxr, axd sxxe gxxxxxxy COMMONS/cxxxxs to insurgency layer. (afsoccer) 774

New Main in SE Corner of Korengal, nice.
New Layer Type. Axxxx

KITS: Added sxxxe mxxxxxs axd wxxxr cxxxxxxxr IED to sapper kits (chuc) 19652
WEAPONS: IED's dxxxxxxxxxe by .xxxxl wxxxxxs x Cx xx fxxxs #xxx x (k4on) 18016
WEAPONS: Added Dxxxxxxe IED (chuc) 18091
WEAPONS: Added Mortar IED (chuc) 18092
WEAPONS: Added Wxxxr Cxxxxxxxr Proximity IED, sxxxl nxxxs axxxxxxxxs axd cxxxxg (rhino) 18127
WEAPONS: Added mine IED (chuc) 18231
WEAPONS: Added TnT IED (chuc) 18451
WEAPONS: Rxxxxxxxxd dxxxxxxe and txt bxxxd oxf IED vxxxxxxs, but wxxxxxt the pxxxxs (chuc) 18594
WEAPONS: Added pxxxxxxg sxxxxs fxr dxxxxxxe IED and mine IED (anders) 18952
WEAPONS: Added Mortar and TnT IED pxxxxxxg sxxxxs (anders) 18953
WEAPONS: Updated IED vxxxxxxs dxxxxe (k4on) 19345
WEAPONS: Updated IED Mxxxs new bxxxg axxe to get txxxxxxxd by vxxxxxxs axxxxl.x(fxxxxxxk?x (k4on) 19371
WEAPONS: Added new animations for axxi vxxxxxe wxxxr cxxxxxxxr mine IED (rxxxxxxs cxxxxg) (chuc) 19651

New Proximity IED we don't know about?
Last edited by Vicious302 on 2013-04-16 03:43, edited 2 times in total.
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by 40mmrain »

AASVx, presumably 4.

Korengal skirmish functions pretty well as an AAS map already, it's probably similar. It's a cool looking map, but INS wont work short of a redesign.
Jolly
Posts: 1542
Joined: 2011-07-17 11:02

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Jolly »

haha! PLA joined BLUFOR.
I think the Militia against PLA will be "Sherqiy" Chinese name:“东突”.



Just a little be wondering, How many devcast will be there? :p
Jolly, you such a retard.
Vicious302
Posts: 407
Joined: 2010-07-28 19:54

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Vicious302 »

Jolly wrote:
Just a little be wondering, How many devcast will be there? :p
EDIT: No all he says is stand by for #4.
Jolly
Posts: 1542
Joined: 2011-07-17 11:02

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Jolly »

Vicious302 wrote:EDIT: No all he says is stand by for #4.


Can be weeks.
Jolly, you such a retard.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by AfterDune »

Shouldn't be too long before #4 is out. We're filming things for it already.
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Rhino
Retired PR Developer
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Joined: 2005-12-13 20:00

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Rhino »

Nugiman wrote:I guess with Rotor Collision it's no longer possible now to land a helicopter in tight places where they wouldn't fit in real life. The Rotors might have a 'hitbox' now which let them collide with objects in the map.
Steeps wrote:Well if that's true, I better start practicing acting like there is collision, because I get in so many tight spots without it.
ShockUnitBlack wrote:That is/would be a major new feature IMO.
As I've already said before in this thread, that rotor col changelog isn't what you think (providing if its even been decoded correctly). If it was it would have been a major feature change in my chopper updates highlight and the last dev cast.

The thing holding this back from being implemented is if we are going to implement it, we need to implement it on all the choppers at once, which yes, while not very hard to do for the helicopters we have made and we have the export scenes for, all the choppers from vBF2 and others mods we don't have, we pretty much need to remake the export scene for each of them in order to make this slight change, which is a hell of a lot of work.

Hopefully in time we may see this in PR but very unlikely for v1.0
Vicious302 wrote:WEAPONS: Added Wxxxr Cxxxxxxxr Proximity IED, sxxxl nxxxs axxxxxxxxs axd cxxxxg (rhino) 18127

New Proximity IED we don't know about?
;)
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KneeHiGh
Posts: 72
Joined: 2009-07-20 07:07

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by KneeHiGh »

Nugiman wrote:I guess with Rotor Collision it's no longer possible now to land a helicopter in tight places where they wouldn't fit in real life. The Rotors might have a 'hitbox' now which let them collide with objects in the map.
With some choppers getting wheels now you can always drive it along a bit!
Vicious302
Posts: 407
Joined: 2010-07-28 19:54

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Vicious302 »

Water Container Proximity IED? lol
Spush
Retired PR Developer
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Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Spush »

Vicious302 wrote:Water Container Proximity IED? lol
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I guess that's why they're called IEDs (Improvised Explosive Device).......
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by ComradeHX »

Unhealed wrote:They look something like this? :)
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LOL the HK airsofters.

No they were portraying first Chechen war Russians.
Unhealed
Posts: 365
Joined: 2012-09-15 16:33

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Unhealed »

ComradeHX wrote:LOL the HK airsofters.

No they were portraying first Chechen war Russians.
I know. :-D
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godfather_596
Posts: 359
Joined: 2012-02-11 19:48

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by godfather_596 »

You devs must feast on our tears :(
Jafar Ironclad
Retired PR Developer
Posts: 2203
Joined: 2008-11-26 00:45

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Jafar Ironclad »

godfather_596 wrote:You devs must feast on our tears :(
They are delicious and salty.
Phoenixo_Idaho
Posts: 380
Joined: 2010-03-02 21:37

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by Phoenixo_Idaho »

godfather_596 wrote:You devs must feast on our tears :(
[R-DEV]Jafar Ironclad wrote:They are delicious and salty.
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:mrgreen:
Phoenixo_Idaho ; Medic & Mortars Specialist
titsmcgee852
Posts: 316
Joined: 2012-10-06 00:37

Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog

Post by titsmcgee852 »

I believe 'rotor collusion' is to do with the rotor models themselves.
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