PR:BF2 v1.3.0.0 Changelog

The changelogs for recently released Project Reality versions
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Raklodder
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Joined: 2013-04-22 08:36

Re: PR:BF2 v1.3.0.0 Changelog

Post by Raklodder »

Dr_Death wrote:Why keep a DRM system? BF2 its no longer required and the game is a full standalone game.
[R-DEV]Mineral wrote:Otherwise you can't people.
I have no problem whatsoever with the current DRM, but I have to ask; why is that? EULA?
Spook
Posts: 2458
Joined: 2011-07-12 14:08

Re: PR:BF2 v1.3.0.0 Changelog

Post by Spook »

No, as said its to be able to ban people. How else you want to get rid of troublemakers? Currently there is almost nothing stopping them at all to ban evade.
Markus3400 wrote:Not sure if i misunderstand this one.
Do you need a APC or IFV now in order to deploy rally points? Not just a squad leader + 2 squad members?
No. APC's always supported RP's just like Objectives and FOBs since 1.0. But not all of the vehicles that were supporting it were supposed to. Like the scimi or the scout LAV etc. They aren't APCs and will not anymore support RP's.
Last edited by Spook on 2015-05-26 00:05, edited 1 time in total.
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Spook
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Re: PR:BF2 v1.3.0.0 Changelog

Post by Spook »

Its because they are mostly buggy in alot of aspects, especially gameplay wise and don't fulfill PR quality standards. Arctic was unfinished and Shikotan was just weird gameplay wise on all layers. + Rabbit abondened it after he started with Shikotan v2 "White Dragon".
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ShockUnitBlack
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Joined: 2010-01-27 20:59

Re: PR:BF2 v1.3.0.0 Changelog

Post by ShockUnitBlack »

So does this mean that I don't even need to own BF2 to play PR? Doesn't that mean that PR isn't even a mod any longer?
"I Want To Spend The Rest Of My Life With You Tonight."
fatalsushi83
Posts: 551
Joined: 2013-12-03 07:49

Re: PR:BF2 v1.3.0.0 Changelog

Post by fatalsushi83 »

Updated infantry movement speed with faster sighted-in movement.
Wait, there was a whole thread about this and you guys explicitly said it was hard-coded and impossible to fix. Did you find a work-around? Does it mean that you can actually do room clearing at a reasonable speed while keeping your sights up?
TBoy205
Posts: 97
Joined: 2012-01-19 14:09

Re: PR:BF2 v1.3.0.0 Changelog

Post by TBoy205 »

[R-DEV]Mineral wrote:I invite you to help us out and learn a skill and do it for us. As we are clearly to busy with ignoring the US factions for years now...

Then we can all be happy. Until then, be happy with what you got.
What's funny is that it was fine until someone started screwing with it in 1.0 and fucked all of these factions around for someone to have to fix later. It was pointed out in the 1.0 beta and no one wanted to fix these issues.

You've had plenty of time.
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camo
PR:BF2 Developer
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Joined: 2013-01-26 09:00

Re: PR:BF2 v1.3.0.0 Changelog

Post by camo »

Fatalsushi yeah the speeds have changed so you're now faster standing up with sights up instead of crouching sights up, it also extends to all weapons so you're the same speed whether you have a scope, iron sights or you have a machine gun. No more going slower than a snail around that corner with an m249 with a scope.
Also makes cqb look a little less "bf2ish" with soldiers crouching around corners and/or sprinting around to get the surprise.


Tboy take that vitriolic attitude of yours someplace else.
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Hokunin
Retired PR Developer
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Re: PR:BF2 v1.3.0.0 Changelog

Post by Hokunin »

Tboy, stop being racist. You're not making it good for yourself. I've never did notice any quantity issues with asians and blacks in u.s. forces. You're the only one buggered with it. I hope you're not so ignorant in real life.
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Spush
Retired PR Developer
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Joined: 2007-02-19 02:08

Re: PR:BF2 v1.3.0.0 Changelog

Post by Spush »

TBoy205 wrote:What's funny is that it was fine until someone started screwing with it in 1.0 and fucked all of these factions around for someone to have to fix later. It was pointed out in the 1.0 beta and no one wanted to fix these issues.

You've had plenty of time.
Ugh.. :roll: , as Mineral said, you're more then welcome to do it yourself, as majority of the developers have done. They learned the skills needed to.
AfterDune
Retired PR Developer
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Re: PR:BF2 v1.3.0.0 Changelog

Post by AfterDune »

ShockUnitBlack wrote:So does this mean that I don't even need to own BF2 to play PR? Doesn't that mean that PR isn't even a mod any longer?
1. Correct
2. Technically it's still a mod, but you can consider it quite standalone indeed
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mries
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Re: PR:BF2 v1.3.0.0 Changelog

Post by mries »

'[R-DEV wrote:AncientMan;2072704']
[*]Updated various gun sounds to be more realistic.
Can you be a bit more specific? :D
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Mineral
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Post by Mineral »

Some sounds are new, some got changed , and some were reverted to older versions that were better. Way too many to be specific :) you'll notice it ingame .
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crazygamelover
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Joined: 2013-04-30 00:11

Re: PR:BF2 v1.3.0.0 Changelog

Post by crazygamelover »

I'm kind of sad you didn't change the anti-human shield radius for civis. Weren't you planning on reducing it to 3 meters?
khtk1
Posts: 25
Joined: 2011-09-06 11:38

Re: PR:BF2 v1.3.0.0 Changelog

Post by khtk1 »

will the IDF stinger on Beirut gets a lock now?
are u gonna make a new trailer for 1.3?
Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: PR:BF2 v1.3.0.0 Changelog

Post by Roque_THE_GAMER »

Spook wrote:No, as said its to be able to ban people. How else you want to get rid of troublemakers? Currently there is almost nothing stopping them at all to ban evade.



No. APC's always supported RP's just like Objectives and FOBs since 1.0. But not all of the vehicles that were supporting it were supposed to. Like the scimi or the scout LAV etc. They aren't APCs and will not anymore support RP's.
how that support works? you can place a rally near at a APC without squad members around?
[align=center]Sorry i cant into English...
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Mineral
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Re: PR:BF2 v1.3.0.0 Changelog

Post by Mineral »

khtk1 wrote:will the IDF stinger on Beirut gets a lock now?
are u gonna make a new trailer for 1.3?
The bug happened on all maps, not just beirut. And yes in v1.3 it is fixed.
Roque_THE_GAMER wrote:how that support works? you can place a rally near at a APC without squad members around?
To place a rally point the follow has to be true:
 You are the leader of your squad and are equipped with the officer kit.
 You need to have 2 squad members close to you.
 Enemy is further than 50m away on 1x1km maps or 125m or 2x2km and 4x4km maps.

The rally point automatically disappears after 60 seconds unless:
 It is within 2x large map grid squares of a friendly captured flag
 It is within 2x large map grid squares of a friendly FOB
 It is within 2x large map grid squares of a friendly APC or IFV. Only those of which you can request kits.

or an enemy that comes within 50m on 1x1km maps or 125m or 2x2km and 4x4km maps from the rally point will disable it.
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Amok@ndy
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Re: PR:BF2 v1.3.0.0 Changelog

Post by Amok@ndy »

no if the Squadleader with 2 squadmembers around places a Rallypoint close to an APC and the APC stays close to the Rallypoint the Rallypoint does not dissappear

wtf is wrong with you guys ... so many damn ninjas in the last time :D
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Spook
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Joined: 2011-07-12 14:08

Re: PR:BF2 v1.3.0.0 Changelog

Post by Spook »

//double ninja

The rallypoint system is explained in the manual since 1.0 :P

RP's disappear if not supported by APC, Objective or FOB within 2 Map Grids. If supported they stay unlimited until overrun by enemies or replaced.
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Raklodder
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Joined: 2013-04-22 08:36

Re: PR:BF2 v1.3.0.0 Changelog

Post by Raklodder »

khtk1 wrote:are u gonna make a new trailer for 1.3?
I reckon it would be in their best interest to make a short promotional v1.3 trailer, but only if they can afford the time.
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