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-   -   PR:BF2 v1.3.6.0 Changelog (https://www.realitymod.com/forum/showthread.php?t=139119)

Mineral 2015-11-03 21:23

PR:BF2 v1.3.6.0 Changelog
 
While v1.3.5 was a successful release, it's time to fix some of the first issues with the v1.3.6 hotfix!


Thanks to all the feedback and bugreports we have prepared a first update to fix some issues. Without all the feedback we could not keep improving every release so keep posting in our feedback and bug forum sections.

Do note that we plan another patch later this week to fix remaining issues. So don't be alarmed if something isn't fixed or tweaked yet. Certain issues take time to repair and changes need to be tested by our testing team. Especially some bigger issues with lots of feedback.

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

PR:BF2 v1.3.6.0 Changelog (2015/November/03)
-----------------------

GENERAL:
  • Fixed one frequent python related server crash.
  • Fixed server crash related to placing deployables.

BINARIES:
  • Fixed PR launcher related CTD that crashed certain players during gameplay.

FACTIONS:
  • Fixed crashes on FSA maps.

KITS:
  • Fixed dying too soon when picking up enemy kits.
  • Fixed spotter kit missing for unscoped Russians.

STATICS:
  • Fixed L-shape apartment building stair cases not being walkable.
  • Fixed occlusion issue causing render issues on Kozelsk.

VEHICLES:
  • Fixed Stormer AAV being able to move turret during start-up.

WEAPONS
  • Fixed missing ammo indicator on C8-Rifle.

LEVELS:
  • Assault on Grozny
    • Fixed typo on one of the Russian building signs.
  • Fools Road
    • AAS: Fixed commander mortars not working on AAS.
  • Laskhar Valley
    • Fixed roads not being displayed correctly on minimap.
    • Removed COOP32 layer until it can be fixed.
  • Kashan Desert
    • Fixed black patches in North Village and floating trenches near North Bunkers.
    • Fixed UAV not working correctly.
    • AAS32: Added 2 additional transport trucks per team.
    • AAS64: Updated MEC armour to 2x T72, 1x Shturm and 2x BMP-2M.
  • Korengal Valley
    • Fixed trees and bushes render distance issues.
  • Operation Soul Rebel
    • AAS: Fixed British Land Rovers not spawning at Kingston 5mins after its captured.
    • Added delayed spawning repair stations and logistics trucks on the second capped flags for both teams.
    • AAS: Added spawn points off of the boat spawns so you no longer enter the boats on spawn. Russians spawn on the beach with some supply crates, Brits spawn on the carrier walkway and the boats are attached to the side of the ship, and will drop when you engage the boats engine.
    • AAS64/128: Added spawndelay to Hind and added non-respawning Mi-8.
    • VW: Fixed combat area outside of map damaging pilots.
  • Ulyanovsk
    • Fixed white dots on terrain.
    • Fixed flag capture issues on all AAS and Skirmish layers.
    • Fixed scale on minimap being wrong.


PR:BF2 v1.3.6.1 Changelog (2015/November/04)
-----------------------

LEVELS:
  • Ulyanovsk
    • Fixed vehicles not spawning.

Nate. 2015-11-03 21:26

Re: PR:BF2 v1.3.6.0 Changelog
 
Quote:

don't be alarmed if something isn't fixed or tweaked yet. Certain issues take time to repair and changes need to be tested by our testing team. Especially some bigger issues with lots of feedback.
Relevant

Raklodder 2015-11-03 21:38

Re: PR:BF2 v1.3.6.0 Changelog
 
Hopefully this will put an end to all of my random client crashes and also address the server stability.

mars-army47 2015-11-03 21:44

Re: PR:BF2 v1.3.6.0 Changelog
 
Hey guys i want to report a bug,its on assault on grozny its on the stairs u cant move on them easily just check that out guys

Spook 2015-11-03 21:46

Re: PR:BF2 v1.3.6.0 Changelog
 
read the changelog.


Quote:

Originally Posted by [R-DEV]Mineral (Post 2104004)
STATICS:
  • Fixed L-shape apartment building stair cases not being walkable.
  • Fixed occlusion issue causing render issues on Kozelsk.


piratepengu 2015-11-03 21:48

Re: PR:BF2 v1.3.6.0 Changelog
 
this might be asking for too much, but is there an estimate on when slidey turrets will be removed and/or rebalanced? I don't know if I can wait much longer I am already playing different games other than PR.

Jamaican 2015-11-03 21:49

Re: PR:BF2 v1.3.6.0 Changelog
 
Quote:

Originally Posted by mars-army47 (Post 2104023)
Hey guys i want to report a bug,its on assault on grozny its on the stairs u cant move on them easily just check that out guys

Fixed L-shape apartment building stair cases not being walkable.

Chefmoto1 2015-11-03 21:51

Re: PR:BF2 v1.3.6.0 Changelog
 
Quote:

Originally Posted by Nate. (Post 2104010)
Relevant

Really hope that means what I think it means.

3ti65 2015-11-03 21:52

Re: PR:BF2 v1.3.6.0 Changelog
 
Well i gotta say good job for responding fast to the bug reports.

Nate. 2015-11-03 21:53

Re: PR:BF2 v1.3.6.0 Changelog
 
Quote:

Originally Posted by piratepengu (Post 2104026)
this might be asking for too much, but is there an estimate on when slidey turrets will be removed and/or rebalanced? I don't know if I can wait much longer I am already playing different games other than PR.

http://i.imgur.com/XzIJQBe.png

shifty454 2015-11-03 21:55

Re: PR:BF2 v1.3.6.0 Changelog
 
crossing fingers

Ideli 2015-11-03 21:56

Re: PR:BF2 v1.3.6.0 Changelog
 
On Operation Soul Rebel, when taking a scoped ak. The animation at "arming"/taking the weapon out weapon shows unscoped version.

Menuen 2015-11-03 22:02

Re: PR:BF2 v1.3.6.0 Changelog
 
Fix the turret system...

piratepengu 2015-11-03 22:13

Re: PR:BF2 v1.3.6.0 Changelog
 
Quote:

Originally Posted by Ideli (Post 2104035)
On Operation Soul Rebel, when taking a scoped ak. The animation at "arming"/taking the weapon out weapon shows unscoped version.

not true, the scope is just mounted so far back on the weapon that you can't see it when you fold the stock out.

Mats391 2015-11-03 22:16

Re: PR:BF2 v1.3.6.0 Changelog
 
You should be able to get the update now through the PRLauncher.

Chefmoto1 2015-11-03 22:19

Re: PR:BF2 v1.3.6.0 Changelog
 
Quote:

Originally Posted by [R-DEV]Mats391 (Post 2104044)
You should be able to get the update now through the PRLauncher.

Thanks for fixing these issues so quickly.

floatplane 2015-11-03 22:21

Re: PR:BF2 v1.3.6.0 Changelog
 
You guys seem very much on the ball in respect to attending to map and game discrepancies as noted by many of the astute gamers however, when are the shortcomings of the Prism system going to be looked into ?
These include the continuous and annoying freezes which can occur at any time, especially when the server is well occupied and secondly the inability to use features such as 'permanent' ban in both the gamer name highlight and general 'chat bar'.
There is no doubt Prism is a very powerful gaming tool that has many benefits for Servers & game Admins, but unfortunately currently in it's present form cannot be used to it's full potential.

Genitals 2015-11-03 22:22

Re: PR:BF2 v1.3.6.0 Changelog
 
Hope this fixes my game crashing every other time I alt tab. Also I hope this means they're working on changing the ice rink turrets.

Hadi 2015-11-03 22:29

Re: PR:BF2 v1.3.6.0 Changelog
 
Can you guys please add a way to select spawn points with the keyboard? like a spawnpoint list or some sort of hotkeys?

Raklodder 2015-11-03 22:32

Re: PR:BF2 v1.3.6.0 Changelog
 
I ran the update utility through the launcher, joined a server and it crashed within ten minutes!

TheAndrew1987 2015-11-03 22:37

Re: PR:BF2 v1.3.6.0 Changelog
 
nice response time guys ,will you be fixing the turrets? they're pretty awful as is

Nate. 2015-11-03 23:34

Re: PR:BF2 v1.3.6.0 Changelog
 
There is still an issue with Ulyanovsk, recommend not to run it.

sjkimber 2015-11-03 23:45

Re: PR:BF2 v1.3.6.0 Changelog
 
I believe you can crash the server if you damage the Phalanx enough.

MaSSive 2015-11-04 00:29

Re: PR:BF2 v1.3.6.0 Changelog
 
Quote:

Originally Posted by Raklodder (Post 2104058)
I ran the update utility through the launcher, joined a server and it crashed within ten minutes!

http://i959.photobucket.com/albums/a...FS/GIF_014.gif

1.3.7 INB4...

Raklodder 2015-11-04 00:34

Re: PR:BF2 v1.3.6.0 Changelog
 
Quote:

Originally Posted by MaSSive (Post 2104119)

I have trained my patient bear well, he now knows patience, discipline and will gladly wait for the next hotfix.

Rhino 2015-11-04 01:11

Re: PR:BF2 v1.3.6.0 Changelog
 
Quote:

Originally Posted by sjkimber (Post 2104104)
I believe you can crash the server if you damage the Phalanx enough.

Its not possible to damage the Phalanx.

Diemarco 2015-11-04 01:22

Re: PR:BF2 v1.3.6.0 Changelog
 
change the new model for vehicle turret movement and the ATGM's back to the old one. its not very "realistic" at all.

camo 2015-11-04 02:29

Re: PR:BF2 v1.3.6.0 Changelog
 
Quote:

Originally Posted by piratepengu (Post 2104042)
not true, the scope is just mounted so far back on the weapon that you can't see it when you fold the stock out.

the scoped ak-74m's have a different deploy animation to the unscoped in 1.3.5.

MaSSive 2015-11-04 02:36

Re: PR:BF2 v1.3.6.0 Changelog
 
Well I had no crashes before and Ive noticed after playing about 5 rounds in a row that I had no issues, and server worked well too, so I guess its fixed what has been wrong in 1.3.5 - the big booms. Now for the rest, turrets on vehicles might be ok, hadnt tried to increase sensitivity in controls, but if it has no effect its bullshit. New guided weapons seek system is fine, I like it, cant be fired randomly needs to lock on a heat source if Im not wrong? And also it requires for the vehicle to be almost fully visible ( exposed )to launch.

Thanks devs.

Godskalken 2015-11-04 02:56

Re: PR:BF2 v1.3.6.0 Changelog
 
Thank you guys! :)

I'd love to help with feedback on crashes if someone can explain me how I do it.

fatalsushi83 2015-11-04 03:20

Re: PR:BF2 v1.3.6.0 Changelog
 
Quote:

Originally Posted by Hadi (Post 2104055)
Can you guys please add a way to select spawn points with the keyboard? like a spawnpoint list or some sort of hotkeys?

This might be useful for when there's a rally next to a FOB and you can't tell which one you've selected. Why don't you make a post on the suggestions forum, Hadi?

Fir3w411 2015-11-04 04:01

Re: PR:BF2 v1.3.6.0 Changelog
 
Update fixed the CTD issue for me. Not a single crash today as opposed to two consecutive days of crashing each seven times.

Quote:

Originally Posted by fatalsushi83 (Post 2104164)
This might be useful for when there's a rally next to a FOB and you can't tell which one you've selected. Why don't you make a post on the suggestions forum, Hadi?

Selecting a rally of another squad will spawn you in the nearest applicable spawn point (i.e. your squad's rally, an FOB)

Snaiper 2015-11-04 07:04

Re: PR:BF2 v1.3.6.0 Changelog
 
Quote:

Originally Posted by [R-DEV]Mineral (Post 2104004)
BINARIES:
  • Fixed PR launcher related CTD that crashed certain players during gameplay.

I hope this means that in an APC I won't suddenly lose my driver anymore... because that shit gets awkward.

Good job, you impressed me, when I saw "v1.3.6.0 changelog" on the PR launcher, I was like "already?!".

Atoli_Kusaka 2015-11-04 07:07

Re: PR:BF2 v1.3.6.0 Changelog
 
Are you going to fix a gap (misregistration?) of ATGM and Grenade Launcher of IFV?

Atoli_Kusaka 2015-11-04 07:23

Re: PR:BF2 v1.3.6.0 Changelog
 
Here is the gap between gun camera/cannon and ATGM
https://gyazo.com/ccd1ec07a38131cd263bc199f4052943

solidfire93 2015-11-04 09:48

Re: PR:BF2 v1.3.6.0 Changelog
 
nice and fast reply to our feed back hope the new update will fix everything ! (there still going to be issue and bugs to fix)

just be patient guys everything is going to be ok there is not need to rage and cry or argue with each other like the Turret topic Drama.

GG

UTurista 2015-11-04 10:22

Re: PR:BF2 v1.3.6.0 Changelog
 
Quote:

Originally Posted by MaSSive (Post 2104153)
turrets on vehicles might be ok, hadnt tried to increase sensitivity in controls, but if it has no effect its bullshit.

The whole purpose of the turret changes was to prevent the exploit of the mouse sensitivity. Now every player shares the maximum traverse speed, if your mouse(DPI) and your sensitivity tries to make the turret go any faster it will make a momentum that needs to be countered when stopping but the traverse speed will be capped at its maximum.


Quote:

Originally Posted by Godskalken (Post 2104161)
I'd love to help with feedback on crashes if someone can explain me how I do it.

Unfortunately crashes are hard to debug (understand their reason) only a few do give a crash error, and those only give said error if you're not playing in full-screen. So the best way to help with crashes would be to play in window mode and get a error or by finding a pattern in the crashes and then reporting in the Bugs Sub-Forum.


Quote:

Originally Posted by Hadi (Post 2104055)
Can you guys please add a way to select spawn points with the keyboard? like a spawnpoint list or some sort of hotkeys?

AFAIK that's just not possible. #BlameDice

Mats391 2015-11-04 11:43

Re: PR:BF2 v1.3.6.0 Changelog
 
PR:BF2 v1.3.6.1 Changelog (2015/November/04)
-----------------------

LEVELS:
  • Ulyanovsk
    • Fixed vehicles not spawning.

wretchedegg 2015-11-04 11:51

Re: PR:BF2 v1.3.6.0 Changelog
 
Quote:

Originally Posted by [R-DEV]Mats391 (Post 2104287)
PR:BF2 v1.3.6.1 Changelog (2015/November/04)
-----------------------

LEVELS:
  • Ulyanovsk
    • Fixed vehicles not spawning.

Damn, I just updated to 1.3.6 10 minutes ago. Thanks Devs!

Yrkidding 2015-11-04 11:55

Re: PR:BF2 v1.3.6.0 Changelog
 
Quote:

Originally Posted by Diemarco (Post 2104133)
change the new model for vehicle turret movement and the ATGM's back to the old one. its not very "realistic" at all.

I think there needs to be a change in the momentum part of it, but other than that the maximum turret traverse speed is very realistic actually. I did a little research and looked into the BMP-2 and the AAVP7 and found that the turret traverse speeds, then timed them in-game. For the BMP-2, real traverse speed is 10.35 seconds for 360 degrees. In-game it was in the late 10 seconds area, possibly as a result of me slightly messing up my mouse dragging. The turret traverse speed I could find for the AAVP7 was 36 degrees per second which means 10 seconds for 360 degrees. In-game timing was 10 seconds.

I'm sorry, but this is how armour is, we've just had it ridiculously easy until now.


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