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PR:BF2 v1.3.7.0 Changelog

Posted: 2015-11-08 16:10
by Mineral
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This update brings the remaining fixes to reported issues and problems in our feedback and bug forums sections. This is the last planned patch for now so unless anything important is reported or found in the next few days we will now start working towards our next major release. Continue to post bugs and feedback in the forums so we can look at them for v1.4!

This update is now being provided to servers owners to prepare their services. Clients will be able to download within the next hour through the PR Launcher as usual.

PR:BF2 v1.3.7.0 Changelog (2015/November/ 8)
-----------------------

STATICS:
  • Fixed big jungle trees being exploitable when badly placed.
  • Fixed bad occlusion mesh on government office building.
WEAPONS:
  • Updated textures of RPG warheads to better represent r/l materials.
  • Fixed multiple issues with stationary Phalanx AA.
  • Fixed M14 EBR and MK 12 having deviation issues.
  • Fixed unguided AT weapons effects not being synchronized across clients.
SOUNDS:
  • Silenced Cerberus.
VEHICLES:
  • Added missing horn to fake bombtrucks.
  • Fixed bugged flight physics of Gazelle helicopter.
  • Fixed impact sounds missing when firing HE tank shell.
  • Fixed BMP2-M and Puma ATGM getting misaligned from turret.
  • Removed realistic traverse and elevation speeds until better implementation can be found.
LEVELS:
  • Assault on Grozny
    • Fixed suicide fence near Northern Suburbs.
    • INS: Removed a bad cache.
    • COOP: Added new 64 layer.
  • Laskhar Valley
    • COOP: Fixed 32 layer. Re-added.
  • Kokan
    • Fixed tree rendering.
  • Kozelsk
    • INS: Added repair and resupply point where Mi-8 helicopter spawns.
    • COOP32: Added spawnpoints at Cave Bunker.
    • COOP64: Fixed bad spawnpoints.
  • Operation Marlin
    • INS: Lowered weapon cache amount to 4.
    • INS64: Fixed Hamas having spawn issues when close to vehicles in their base.
  • Operation Soul Rebel
    • Removed UAV icon of minimap of the British Carrier ATC tower.
    • Fixed terrain shadow bug in Cuban base.
    • VW64: Fixed ticket count being not 200.
  • Qwai River
    • AAS: Added one additional transport truck to each team.
    • AAS64: Fixed one humvee having a longer spawntime then intended.
  • Ulyanovsk
    • AAS32: Fixed crates and vehicle depot being Russian instead of Militia version. Fixed Militia ACV position.
  • Sbeneh Outskirts
    • VW64: Updated layer to now use crewman only factions. Fixed ticket count being not 200.

Re: PR:BF2 v1.3.7.0 Changelog

Posted: 2015-11-08 16:26
by shifty454
thanks devs

Re: PR:BF2 v1.3.7.0 Changelog

Posted: 2015-11-08 16:27
by Danesh_italiano
"Removed realistic traverse and elevation speeds until better implementation can be found."

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

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Very fast updates! Thanks!

Re: PR:BF2 v1.3.7.0 Changelog

Posted: 2015-11-08 16:32
by Aijt
'[R-DEV wrote:Mineral;2105325']
VEHICLES:
  • Removed realistic traverse and elevation speeds until better implementation can be found.

Can't wait to see it better implemented! :)

Re: PR:BF2 v1.3.7.0 Changelog

Posted: 2015-11-08 16:33
by TheAndrew1987
By_Zaca wrote:"Removed realistic traverse and elevation speeds until better implementation can be found."

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

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Very fast updates! Thanks!
what are you complaining about? everyone but a handful of guys hated it,i'm glad it was removed because it was the one thing that was really bad about the whole patch , regarding my two cents on the issue i think WASD controls would work fine but ofc it would require some testing because it may cause more problems than it solved like the 'realistic' version

Re: PR:BF2 v1.3.7.0 Changelog

Posted: 2015-11-08 16:36
by TuntematonSika
TheAndrew1987 wrote:what are you complaining about? everyone but a handful of guys hated it,i'm glad it was removed because it was the one thing that was really bad about the whole patch , regarding my two cents on the issue i think WASD controls would work fine but ofc it would require some testing because it may cause more problems than it solved like the 'realistic' version
AFAIK That's not possible with the engine.

Re: PR:BF2 v1.3.7.0 Changelog

Posted: 2015-11-08 16:41
by operativac
3x Hooray for the DEV's. Hooray! Hooray! Hooray! :)

Re: PR:BF2 v1.3.7.0 Changelog

Posted: 2015-11-08 16:41
by PricelineNegotiator
Good work, devs! Thanks for listening.

Re: PR:BF2 v1.3.7.0 Changelog

Posted: 2015-11-08 16:47
by Frontliner
By_Zaca wrote:"Removed realistic traverse and elevation speeds until better implementation can be found."

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

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7seven7

Re: PR:BF2 v1.3.7.0 Changelog

Posted: 2015-11-08 17:06
by PatrickLA_CA
Great job Devs. Kudos to the fast reaction even though I hope this system is brought back ASAP with inertia fixed.

Re: PR:BF2 v1.3.7.0 Changelog

Posted: 2015-11-08 17:09
by KillJoy[Fr]
[R-DEV]Mineral wrote:Removed realistic traverse and elevation speeds until better implementation can be

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Re: PR:BF2 v1.3.7.0 Changelog

Posted: 2015-11-08 17:24
by TBoy205
How has nobody found these major bugs that still exist?! Jesus Christ

Re: PR:BF2 v1.3.7.0 Changelog

Posted: 2015-11-08 17:25
by Mineral
TBoy205 wrote:How has nobody found these major bugs that still exist?! Jesus Christ
You mean the ones we fixed today or you talking about other issues? If so, how about you post them in the bug forums.

Re: PR:BF2 v1.3.7.0 Changelog

Posted: 2015-11-08 17:31
by =BG=BladeNakamura
Where are my troopers !!! :twisted: :twisted: :twisted: Good job devs ! You work very fast . Patch after patch, I can't keep up so fast . Great work! :goodvibes

Re: PR:BF2 v1.3.7.0 Changelog

Posted: 2015-11-08 17:33
by SprintJack
PR devs. Now with patches coming out faster then 90% of AAA devs out there ;)

Re: PR:BF2 v1.3.7.0 Changelog

Posted: 2015-11-08 17:35
by Unarmed Civilian
TuntematonSika wrote:AFAIK That's not possible with the engine.

How do you explain the mechanics of the stationary anti-tank guns in maps such as Dragon Fly?

Re: PR:BF2 v1.3.7.0 Changelog

Posted: 2015-11-08 17:40
by Raklodder
[R-DEV]Mineral wrote:Removed realistic traverse and elevation speeds until better implementation can be found.
Thank you for reverting back to the previous system!

Re: PR:BF2 v1.3.7.0 Changelog

Posted: 2015-11-08 17:41
by theguerrier
thanks for working :)

Re: PR:BF2 v1.3.7.0 Changelog

Posted: 2015-11-08 17:46
by Evox
Thank you good work!

Re: PR:BF2 v1.3.7.0 Changelog

Posted: 2015-11-08 17:54
by Yrkidding
Removed realistic traverse and elevation speeds
Very dissapointed to see this change. I understand that there's a problem with the momentum; I very much hope can be fixed quickly and the traverse speeds re-implemented. I'm sorry but these speeds are just what armour is like. We just had it ridiculously easy before this. The timings are realistic. I'm sure there was similar backlash when deviation was implemented but traverse speeds are a core element of how armour handles in real life.

Other than that, great work getting bugfixes out quickly!