PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

The changelogs for recently released Project Reality versions
Aleon
PR:BF2 Contributor
Posts: 98
Joined: 2009-11-14 18:25

re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

Post by Aleon »

[R-DEV]AlonTavor wrote:Please make some videos so we can see what needs to be adjusted.
I'll get to you if I manage to reproduce it. Only happened when the lazed vehicle was really close (30-40 m?) and moving. The bomb hit literally in my face, far enough from the APC to not kill it.
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Singh408
Posts: 53
Joined: 2016-12-19 12:12

re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

Post by Singh408 »

Kavelenko wrote: holding the laze on target? .
Doesnt that makes more sense? See, now armor has better chances of surviving from Cas strike by killing the spotter in time. we'll see how this new system plays out.
Psyrus
Retired PR Developer
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Joined: 2006-06-19 17:10

re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

Post by Psyrus »

[quote=""'[R-DEV"]Arab;2175932']It's a vBF2 engine bug. Just tested it.
When someone places a mine (including a tripflare), and a player connects, it will be invisible for the connected player.

Not sure what we can do about it, doesn't rule out a possible solution though.[/quote]
I believe that is not the case:
[quote="DogACTUAL""]Invisible vehicle mines after the update. Was on the server the whole round without interrution from the beginning.[/quote]

It seems to be a different issue, potentially. Hard to know without a way to repro. :-(
Heavy Death
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Joined: 2012-10-21 10:51

re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

Post by Heavy Death »

_MB_ wrote:Can you elaborate on this a tiny bit? Just interested, what is the actual speed, coz having 4 km map, the largest distance available is diagonaly over the square and to the other end and back it is 2*4*Sqrt[2] km = cca 11,3 km
You fail at simple maths. Its 5.65km.
Kavelenko
Posts: 29
Joined: 2015-06-28 03:20

re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

Post by Kavelenko »

Singh408 wrote:Doesnt that makes more sense? See, now armor has better chances of surviving from Cas strike by killing the spotter in time. we'll see how this new system plays out.
Well it might be an improvement for Deployment servers because humans don't have the ability to zero in on the spotter instantly but for COOP servers most of the armour especially the AAVs will destroy you from huge distances if you were to stand in clear view.

I understand the reason why the devs made this change due to lases sticking to vehicles even though they have taken cover, yes that does make sense, equally its not that realistic for a Bot to automatically turn and shoot the spotter from 500m+.
_MB_
Posts: 98
Joined: 2015-09-22 05:57

re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

Post by _MB_ »

Heavy Death wrote:You fail at simple maths. Its 5.65km.
No I dont, I counted the distance there and back, as I write in the comment.

Edit: the reason I did so was to estimate the largest timescale between you sending the laze and getting the info you lazed (eventhough using those 5.7 km could be more reasonable for how tha game probably works - it tells you you lazed when the laze impacts)
Last edited by _MB_ on 2017-10-31 13:14, edited 1 time in total.
Reason: Clarification
blayas
Posts: 135
Joined: 2014-04-01 15:17

re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

Post by blayas »

[*]Updated commander system by removing any placed markers 10m after he/she resigns.



Devs, we often depended on the comander's ability to do multiple marks of mines, allowing the deployment of defensive mine belts, as I often did (I'll post some footage here later).

Could at least the mine marks be permanent? or giving the ability for engineers and sappers to make markings without limitations, would greatly assist in the construction of these defensive mine belts, including the use of specialized squadrons in it.
Last edited by blayas on 2017-10-31 16:34, edited 1 time in total.
AlonTavor
PR:BF2 Developer
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re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

Post by AlonTavor »

Changed marks are only commander placed Fob/Object/Mortars which used to be constant. Mines and bridges not touched.
blayas
Posts: 135
Joined: 2014-04-01 15:17

re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

Post by blayas »

[R-DEV]AlonTavor wrote:Changed marks are only commander placed Fob/Object/Mortars which used to be constant. Mines and bridges not touched.
oh, great :D


And about the possibility of engineers and sappers being able to make more marks, or without limitation of marks, or if the limitation is in the player's function and not related to the kit, SL can make unlimited marks, as I said would be interesting for specialized squads in mining and sabotage.
has this possibility already been discussed?

Edit: just a few examples hehe

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meh, I lost my karbala super mine belt defense screen
Last edited by blayas on 2017-10-31 20:28, edited 3 times in total.
PeppeJ
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re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

Post by PeppeJ »

[R-DEV]AlonTavor wrote:Changed marks are only commander placed Fob/Object/Mortars which used to be constant. Mines and bridges not touched.
Does it remove them even if you come back as commander after 2 mins?
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AlonTavor
PR:BF2 Developer
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re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

Post by AlonTavor »

PeppeJ wrote:Does it remove them even if you come back as commander after 2 mins?
No, timer reset on commander change.
bahiakof
Posts: 169
Joined: 2008-04-22 22:10

re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

Post by bahiakof »

The system that automatically eliminates the marks of a player who left the commander's position is very useful because he keeps the map without outdated marks.

A squad that wasted its time by move to an enemy FOB to attack, and this FOB was no longer active, it harms the whole team.

I look forward to more good news for the players who play as commanders.
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Mineral
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Re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

Post by Mineral »

Another small patch!

PR:BF2 v1.4.20.0 Changelog (2017/November/1)
-----------------------

GENERAL:
  • Updated FOB spawning to prevent spawning in radio.
  • Fixed issues related to the PRLauncher and Windows XP.
  • Fixed BattleRecorder replay no longer working.
VEHICLES:
  • Fixed Canadian CH-146 Griffon taking damage when landing normally.
  • Fixed COOP variants of Mi-24 helicopters having no rotor sounds.
LEVELS:
  • Xiangshan
    • Fixed floating bushes and invisible collision at map borders.
Last edited by Arab on 2017-11-01 22:46, edited 1 time in total.
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Teewurst
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Joined: 2010-10-17 16:11

Re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

Post by Teewurst »

'[R-DEV wrote:Mineral;2176157']

[*]Fixed Canadian CH-146 Griffon taking damage when landing normally.
Thanks :-D
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Luiibr
Posts: 12
Joined: 2017-09-27 14:39

Re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

Post by Luiibr »

When is it going to leave the ww2?
Lorfah
Posts: 78
Joined: 2007-10-09 14:59

Re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

Post by Lorfah »

'[R-DEV wrote:Mineral;2176157']

VEHICLES:
  • Fixed Canadian CH-146 Griffon taking damage when landing normally.
Might need to take a look at Chocktaw damage system as well.
I landed a bit hard on Baracuda with it, instantly caught fire. I've landed way harder before but still managed to get back to carrier.
rPoXoTauJIo
PR:BF2 Developer
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Re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

Post by rPoXoTauJIo »

Chocktaw along with multiple of other helis have a problem of too low back wheel. Will be fixed.
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
tabascosquash
Posts: 12
Joined: 2013-01-26 05:07

Re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

Post by tabascosquash »

[s]um the changes across all three patches look fantastic, but I can't open the game. Using the launcher as usual just results in a Critical Error: symlinks not allowed. I've attached the log as the launcher tells me to.[/s]

Never mind, had to do with my Documents location.
You do not have the required permissions to view the files attached to this post.
Last edited by tabascosquash on 2017-11-02 03:26, edited 1 time in total.
DmitryPetrenko
Posts: 7
Joined: 2017-04-29 23:28

Re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

Post by DmitryPetrenko »

We want 1.5 :roll:
destructo2536
Posts: 8
Joined: 2017-10-30 21:47

Re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

Post by destructo2536 »

i cant play error 1201 can connect to download server GG
:cussing:
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