If that's the case, I'm just proud right now ( see earlier in thread for why)[R-DEV]Rudd wrote:iirc it's the gobi desert? A viable PLA scenario for the Aussies
PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog
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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
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Nugiman
- Posts: 358
- Joined: 2008-06-25 11:42
Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog
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.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![]()
Veni, Vidi, Pwnz0rz. - I came, I saw, I pwnd
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Steeps
- Posts: 1994
- Joined: 2011-08-15 15:58
Well if that's true, I better start practicing acting like there is collision, because I get in so many tight spots without it.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.

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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
That is/would be a major new feature IMO.
"I Want To Spend The Rest Of My Life With You Tonight."
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Vicious302
- Posts: 407
- Joined: 2010-07-28 19:54
Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog
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?
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.
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40mmrain
- Posts: 1271
- Joined: 2011-08-17 05:23
Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog
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.
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.
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Jolly
- Posts: 1542
- Joined: 2011-07-17 11:02
Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog
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?
I think the Militia against PLA will be "Sherqiy" Chinese name:“东突”.
Just a little be wondering, How many devcast will be there?
Jolly, you such a retard.
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Vicious302
- Posts: 407
- Joined: 2010-07-28 19:54
Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog
EDIT: No all he says is stand by for #4.Jolly wrote:
Just a little be wondering, How many devcast will be there?![]()
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Jolly
- Posts: 1542
- Joined: 2011-07-17 11:02
Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog
Vicious302 wrote:EDIT: No all he says is stand by for #4.
Can be weeks.
Jolly, you such a retard.
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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
Shouldn't be too long before #4 is out. We're filming things for it already.

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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog
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.
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.ShockUnitBlack wrote:That is/would be a major new feature IMO.
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
With some choppers getting wheels now you can always drive it along a bit!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.
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Vicious302
- Posts: 407
- Joined: 2010-07-28 19:54
Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog
Water Container Proximity IED? lol
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Spush
- Retired PR Developer
- Posts: 4359
- Joined: 2007-02-19 02:08
Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog
Vicious302 wrote:Water Container Proximity IED? lol

I guess that's why they're called IEDs (Improvised Explosive Device).......
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ComradeHX
- Posts: 3294
- Joined: 2009-06-23 17:58
Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog
LOL the HK airsofters.Unhealed wrote:They look something like this?
No they were portraying first Chechen war Russians.
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Unhealed
- Posts: 365
- Joined: 2012-09-15 16:33
Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog
I know.ComradeHX wrote:LOL the HK airsofters.
No they were portraying first Chechen war Russians.

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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
You devs must feast on our tears 
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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
They are delicious and salty.godfather_596 wrote:You devs must feast on our tears![]()
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Phoenixo_Idaho
- Posts: 380
- Joined: 2010-03-02 21:37
Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog
godfather_596 wrote:You devs must feast on our tears![]()
[R-DEV]Jafar Ironclad wrote:They are delicious and salty.

Phoenixo_Idaho ; Medic & Mortars Specialist
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titsmcgee852
- Posts: 316
- Joined: 2012-10-06 00:37
Re: PRBF2 v1.0.0.0 to v1.0.8.0 Encoded Changelog
I believe 'rotor collusion' is to do with the rotor models themselves.



