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Re: [Changelog] PR v0.9 Features
Posted: 2010-02-02 01:48
by devildog279
first of all; great job guys, outstanding work and I cannot wait.
Second a question for anyone: it says we can pre-download, but it only has downloads for the whole thing. Will there be a patch from .874 to .9 or will we have to download the whole thing?
an answer would be much appreciated, thanks.
Re: [Changelog] PR v0.9 Features
Posted: 2010-02-02 01:49
by DevilDog812
devildog279 wrote:first of all; great job guys, outstanding work and I cannot wait.
Second a question for anyone: it says we can pre-download, but it only has downloads for the whole thing. Will there be a patch from .874 to .9 or will we have to download the whole thing?
an answer would be much appreciated, thanks.
im fairly certain that it is full install only, just look at the size of the changelog!

Re: [Changelog] PR v0.9 Features
Posted: 2010-02-02 01:57
by Tomato-Rifle
devildog279 wrote:first of all; great job guys, outstanding work and I cannot wait.
Second a question for anyone: it says we can pre-download, but it only has downloads for the whole thing. Will there be a patch from .874 to .9 or will we have to download the whole thing?
an answer would be much appreciated, thanks.
Full Download, not a patch.
Re: [Changelog] PR v0.9 Features
Posted: 2010-02-02 01:58
by ma21212
Tanks with TOWs what more can i ask for

Re: [Changelog] PR v0.9 Features
Posted: 2010-02-02 02:03
by SnipeHunt
But where are the fast ropes?
lol!
!! Absolutely fantastic job Devs !!
I hope the entire community invests in "PR2" and makes you millionaires, you deserve it!
Re: [Changelog] PR v0.9 Features
Posted: 2010-02-02 02:04
by ledo1222
Can someone explane this: Added PR Mumble integration into the v0.9 installer as an option. Means no hassle to install and get Mumble to work or as soon as i start the game it works and i can talk to people?
Re: [Changelog] PR v0.9 Features
Posted: 2010-02-02 02:05
by theflidgeface
yayyyyyyyyyyy soo looking foward to this.
thx a lot devs for all your hard work

Re: [Changelog] PR v0.9 Features
Posted: 2010-02-02 02:13
by Psyrus
Read every line and I have to say... Quite excited

Re: [Changelog] PR v0.9 Features
Posted: 2010-02-02 02:27
by Rapier
Is it just me, or did I see paratroopers in the trailer? Is there something you guys aren't telling us?!
Re: [Changelog] PR v0.9 Features
Posted: 2010-02-02 02:29
by dbzao
No, we are telling you, it's right there in the trailer.
Re: [Changelog] PR v0.9 Features
Posted: 2010-02-02 02:30
by steve_06-07
Rapier wrote:Is it just me, or did I see paratroopers in the trailer? Is there something you guys aren't telling us?!
They did tell us. Paratroopers on Silent Eagle and Yamalia as far as I know. Good work DEVS, course you already know that

Re: [Changelog] PR v0.9 Features
Posted: 2010-02-02 02:33
by Rapier
steve_06-07 wrote:They did tell us. Paratroopers on Silent Eagle and Yamalia as far as I know. Good work DEVS, course you already know that
LOL, where is the spawn?
Re: [Changelog] PR v0.9 Features
Posted: 2010-02-02 02:42
by Absolute Killer
incredible.....no other words to describe it.
Re: [Changelog] PR v0.9 Features
Posted: 2010-02-02 02:59
by steve_06-07
Rapier wrote:LOL, where is the spawn?
It's an automatic plane that you spawn behind, instead of in, so there's no 8 player maximum. It circles back around every so often, I think 5 minutes

:
Re: [Changelog] PR v0.9 Features
Posted: 2010-02-02 03:04
by OG_Sabre14571
I just have a quick question in relation to the upcoming changes.
For a while now, there has not been the addition of a sidearm for any of the 'regular' soldiers on the US / Brit / Russian / etc sides.
Since a sidearm is a standard requirement and regulated piece of field equipment for these Military organisations, and taking into account the upcoming introduced Military forces, are there any plans for additions of sidearms to regular kits for these factions at all.
Considering the developers go to great lenghts to 'get it right' (and damn do they ever!), in terms fo equipment, uniforms, materials etc, would this not be an appropriate issue to address and include?
(Note: Obviously it would not be appropriate for this option to be extended to Insurgent/Militia/Rebel groups).
Regards;
Re: [Changelog] PR v0.9 Features
Posted: 2010-02-02 03:16
by USMC scout sniper
This is no longer Project Reality.It's real life.SO REALISTIC!BRAIN CANNOT HANDLE AWESOMENESS!!!!!!*faints untill Friday.*
Re: [Changelog] PR v0.9 Features
Posted: 2010-02-02 03:40
by shribey22
@ Sabre: I think it is more of the fact that many kits have already used up all their weapon slots. MANY not ALL, but it would be weird for some kits (like regular rifleman) to have it and others (like marksman) to not have it
Re: [Changelog] PR v0.9 Features
Posted: 2010-02-02 03:41
by Dutch(CAN)
Changed Enfield rifles to use a slightly more powerful 7.7x54mm projectile
Wondering if this a typo? I own one and have never heard of it. Isn't it 7.7mmx56R? with either the Mk. I through VIII designation?
Small issue, but if the above is true, please lead me your ultimate wisdom. This is awesome!
Wife is pissed, again.
Thanks
Re: [Changelog] PR v0.9 Features
Posted: 2010-02-02 03:49
by ReapersWarrior
Dutch(CAN) wrote:Wondering if this a typo? I own one and have never heard of it. Isn't it 7.7mmx56R? with either the Mk. I through VIII designation?
Small issue, but if the above is true, please lead me your ultimate wisdom. This is awesome!
Wife is pissed, again.
Thanks
I think they are just changing the 'round' ingame to make the gun more powerful. the enfield does not actually shoot that round they just want to balance the gun by making it better. i think dont quote me
