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Mineral
2015-11-08, 15:10
http://i.imgur.com/lOyxYaY.png

This update brings the remaining fixes to reported issues and problems in our feedback (https://www.realitymod.com/forum/f252-pr-bf2-feedback) and bug (https://www.realitymod.com/forum/f26-pr-bf2-bugs) 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.

shifty454
2015-11-08, 15:26
thanks devs

Danesh_italiano
2015-11-08, 15:27
"Removed realistic traverse and elevation speeds until better implementation can be found."

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

http://static2.fjcdn.com/comments/5182983+_63bd0b4462c63ea3adfe6f3dc989f395.jpg


Very fast updates! Thanks!

Aijt
2015-11-08, 15:32
Mineral;2105325']
VEHICLES:
Removed realistic traverse and elevation speeds until better implementation can be found.



P3ALwKeSEYs
Can't wait to see it better implemented! :)

TheAndrew1987
2015-11-08, 15:33
"Removed realistic traverse and elevation speeds until better implementation can be found."

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

http://static2.fjcdn.com/comments/5182983+_63bd0b4462c63ea3adfe6f3dc989f395.jpg


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

TuntematonSika
2015-11-08, 15:36
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.

operativac
2015-11-08, 15:41
3x Hooray for the DEV's. Hooray! Hooray! Hooray! :)

PricelineNegotiator
2015-11-08, 15:41
Good work, devs! Thanks for listening.

Frontliner
2015-11-08, 15:47
"Removed realistic traverse and elevation speeds until better implementation can be found."

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

http://static2.fjcdn.com/comments/5182983+_63bd0b4462c63ea3adfe6f3dc989f395.jpg

7seven7

PatrickLA_CA
2015-11-08, 16:06
Great job Devs. Kudos to the fast reaction even though I hope this system is brought back ASAP with inertia fixed.

KillJoy[Fr]
2015-11-08, 16:09
Mineral;2105325']Removed realistic traverse and elevation speeds until better implementation can be


https://media.giphy.com/media/10nhMCQ0YoOI3C/giphy.gif

TBoy205
2015-11-08, 16:24
How has nobody found these major bugs that still exist?! Jesus Christ

Mineral
2015-11-08, 16:25
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.

=BG=BladeNakamura
2015-11-08, 16:31
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

SprintJack
2015-11-08, 16:33
PR devs. Now with patches coming out faster then 90% of AAA devs out there ;)

Unarmed Civilian
2015-11-08, 16:35
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?

Raklodder
2015-11-08, 16:40
Mineral;2105325']Removed realistic traverse and elevation speeds until better implementation can be found.
Thank you for reverting back to the previous system!

theguerrier
2015-11-08, 16:41
thanks for working :)

Evox
2015-11-08, 16:46
Thank you good work!

Yrkidding
2015-11-08, 16:54
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!

blayas
2015-11-08, 17:06
Great job devs !, expect to see the system of realistic traverse turrets return coming soon ... without the inertia problem.

Flippybear
2015-11-08, 17:07
That's just unbelievable, whiners won.

OriginalWarrior
2015-11-08, 17:31
Any word on the silent SPG technical / RPG LAT kits?

The vehicle turrents were good, never listen to cry babies.

ZektorSK
2015-11-08, 17:42
Hahaha nice !!!

Rageguy
2015-11-08, 18:09
Removed realistic traverse and elevation speeds until better implementation can be found.

THEREEE IS A GOOOOD!

Cmdr_Titan365
2015-11-08, 18:27
I feel like there was a problem with the turrets traversal. It just slid way to much then it probably should've. Like if you wanted to aim at 30 it'd aim you at 40 or 45 cuz of the big slide. It also had a slight delay when you moved it. Like it would take a second or two after you moved the mouse to move the turret. I do understand the turrets have a slide in real life, but I don't feel like it has that much slide.

DonDOOM
2015-11-08, 18:33
That's just unbelievable, whiners won.

The change was mostly made based on an internal vote, also it's still being worked on to find a 'smoother' system.

Any word on the silent SPG technical / RPG LAT kits?

Fixed unguided AT weapons effects not being synchronized across clients.

Trekkie
2015-11-08, 18:41
I never knew there was a dev team like this before. Never found some software with a dev team like this before.

Raklodder
2015-11-08, 18:46
I never knew there was a dev team like this before. Never found some software with a dev team like this before.What do you mean?

Roque_THE_GAMER
2015-11-08, 19:09
Mineral;2105325']
VEHICLES:
Removed realistic traverse and elevation speeds until better implementation can be found.



YES!!!!111 Armored wrat will back with full power!!!

ayjVxUC2qDE

doop-de-doo
2015-11-08, 19:11
Still no underground bunkers for Kashan North/South outposts.

:'(

Scubbo
2015-11-08, 19:24
thanks for making the game fun again :P!

DONATED.

Cavazos
2015-11-08, 19:43
Mineral;2105325']Removed realistic traverse and elevation speeds until better implementation can be found.

God damnit.

W.Darwin
2015-11-08, 20:42
The only experience I had with the new Turret mechanic was Inside a deployable TOW. And I got nothing to complain about. The sensitivity felt great and the maneouverability was still at the point. You simply need to be careful with your mouse.

Bunch of people compaining about changes. The PR community is hard to deal with sometimes

Roque_THE_GAMER
2015-11-08, 21:09
http://i.imgur.com/8KU3o8M.png

TheAndrew1987
2015-11-08, 22:41
How do you explain the mechanics of the stationary anti-tank guns in maps such as Dragon Fly?

thats pretty much what i was referring to,but on tanks
one guy suggested that you use WASD for fast traversal and arrow keys for precise movements,which sounds great really because the only issue i have with the at guns is that its a bit finicky in that youd have to make multiple adjusting moves in order to get your target where you wanted but that seems to be realistic enough to me. irl its how it would be done except with a joystick, you wont be able to have the precision of the mouse that you find in most video games that feature playable tanks but thats ok because this is meant to be a realistic game

Scubbo
2015-11-08, 22:45
http://i.imgur.com/8KU3o8M.png

QFT!!!!

sjkimber
2015-11-08, 23:11
Forgot which layer but Marlin is missing repair bay for French.

KingFish-v-
2015-11-08, 23:12
Thanks Dev! A small question:

What does "cerberus" mean in "sounds" section

=-=kittykiller
2015-11-09, 00:13
thanks for the unfuck regarding armour

sjkimber
2015-11-09, 00:34
Forgot which layer but Marlin is missing repair bay for French.

All layers of Marlin seem to be missing repair bays for french.

Btw are bridges not destroyable now? Tried to blow 3 different bridges but didn't work.

Steeps
2015-11-09, 01:02
Mineral;2105325']

Removed realistic traverse and elevation speeds until better implementation can be found.




DEVs please add a little more spite to that phrase.

Seriously though, the traverse and elevation speeds were fine. It was the momentum that kept turrets moving for five seconds after the mouse stopped that was the problem.

fatalsushi83
2015-11-09, 02:31
I'm glad not because the turrets were fixed but because there will be less whining on the forums.

mries
2015-11-09, 08:38
Well done! Superb work in such a short amount of time.

I am going to donate again soon

Gbossley
2015-11-09, 09:19
1004: Error connecting to server. (10060)

Any suggestions?

xantis
2015-11-09, 09:29
Great job! Pace of implementing new hotfixes is amazing.

solidfire93
2015-11-09, 09:30
I'm glad not because the turrets were fixed but because there will be less whining on the forums.

true, but hey ITS FIXXXXED M8
:D
gg Dev's GG!:mrgreen:

Gabi_A
2015-11-09, 11:42
GG devs!!! No CTD, no servers crash in 6 hours played. Thanks for your quick response.:lol:

StevePl4y5
2015-11-09, 13:33
Thanks Dev! A small question:

What does "cerberus" mean in "sounds" section

It was a dog... from hell!!!

fatalsushi83
2015-11-10, 07:55
It was Mats' dog that was featured in Burning Sands but his loud barking made the neighbors complain. Search for it n the bugs forum.

MIA89
2015-11-11, 02:45
fake bomb truck gets horn!!!!!!! thats all ive ever wanted

KingFish-v-
2015-11-11, 11:25
It was a dog... from hell!!!

Yeah... I found that on Wiki... So it does mean dog in game no longer woofs? Kinda weird... I didn't even notice dogs in PR before...

Mats391
2015-11-11, 13:32
fake bomb truck gets horn!!!!!!! thats all ive ever wanted

Keep truckin! :)
Sd5ZLJWQmss

Yeah... I found that on Wiki... So it does mean dog in game no longer woofs? Kinda weird... I didn't even notice dogs in PR before...

It should still woof, but you wont hear it across entire map and blocking all other sounds.

KingFish-v-
2015-11-11, 13:58
Mats391;2105910']Keep truckin! :)
Sd5ZLJWQmss



It should still woof, but you wont hear it across entire map and blocking all other sounds.

I see! Thanks!