PR:BF2 v1.6.4.0 Changelog

The changelogs for recently released Project Reality versions
InfantryGamer42
Posts: 495
Joined: 2016-03-16 16:01

Re: PR:BF2 v1.6.4.0 Changelog

Post by InfantryGamer42 »

metal0-1 wrote:hello PR devs
i think i have noticed a bug in Deployment gamemode
as a medic you can heal others but cant heal yourself
That is how it is supposed to work.
Arab
PR:BF2 Developer
Posts: 2887
Joined: 2012-05-18 03:37

Re: PR:BF2 v1.6.4.0 Changelog

Post by Arab »

metal0-1 wrote:hello PR devs
i think i have noticed a bug in Deployment gamemode
as a medic you can heal others but cant heal yourself
Hello :)

It's intentional since in COOP, it follows the vanilla Battlefield 2 mechanic of using the medic bag to heal yourself in addition to others compared to deployment where self-healing is removed because it encourages lone-wolfing and allows you to negate any hits by pulling a medic bag out and getting infinite health as long as you are behind cover.
You can still get a fellow medic teammate to heal you or use dressings to heal a partial amount of health.

COOP has always been kind of a hybrid between classic Battlefield 2-style core mechanics mixed with PR gameplay and elements.
Last edited by Arab on 2020-12-21 22:42, edited 3 times in total.
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Mats391
PR:BF2 Lead Developer
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Re: PR:BF2 v1.6.4.0 Changelog

Post by Mats391 »

PR:BF2 v1.6.4.2 Changelog (2021/02/2 8)
-----------------------
General:
  • Added auto-marking for mines placed on the map.
  • Improved support for non 16:9 widescreen.
  • Updated shaders to use newer DirectX 9 version.
  • Fixed "Ran out of memory" crash.
  • Fixed issues where spawn menu did not update after loading into server.
  • Fixed roads showing static shadows in thermals.
  • Fixed PLA and MEC not being able to arrest civilians in Insurgency.
Menu:
  • Added counter for current crew count in a vehicle along with the passenger counter.
  • Added options to change chat position and chat size.
  • Increased maximum chat length to 90 up from 60.
  • Fixed squad leader and flag icons sometimes not showing on the map.

Kits:
  • Added back Taliban grenadier to spawn menu and kit requesting.

Vehicles:
  • Added civilian Zil-131 truck.
  • Fixed black smoke from vehicle damage being always visible.
  • Fixed crash when dropping Wehrmacht ammobox.
Weapons:
  • Updated M1 Garand and G43 to kill in one hit again.
  • Updated deployed weapon deviation (LMG, MMG, DMR, Sniper).
    • Reduced settling time after deploying weapon and after moving
    • Deployed full auto weapons suffer greater penalty from firing
    • Deployed weapons suffer greater penalty from swaying
  • Updated required supply points to rearm infantry weapons. (Read more here)
  • Fixed AA missiles always targeting the furthest away target.
Levels:
  • General
    • Removed seaonal maps Icebound and Hiberna.
  • Adak
    • Added AAS32.
    • Updated lighting of soldiers and vehicles.
    • Fixed floaters and other reported issues.
    • Added new loading music made by Multi.
    • AAS64: Added one more APC to CH.
    • AAS64: Added 100 tickets to both teams.
    • AAS128: Updated assets and initial spawns.
    • AAS128: Added 100 tickets to both teams.
  • Al Basrah
    • Updated Insurgency, removed INS32, lowered view distance to 500m.
  • Burning Sands
    • AAS128: Lowered Huey spawn time to 5 minutes.
    • AAS128: Fixed GB crate in German base.
  • Bijar Canyons
    • Switched COOP and Vehicle Warefare to Dutch forces.
    • AAS/CNC replaced MEC BMP3 with MTLB 30mm.
  • Beirut
    • Added AAS32 and AAS128.
  • Dragon Fly
    • Replaced Lynx with .50 cal Lynx on all layers.
  • Fools Road
    • Reduced Militia tickets to 600 on AAS/CNC32.
  • Kafr Halab
    • Added INS32 FSA vs Iraqi Insurgents.
  • Shijia Valley
    • Added Skirmish 32 layer with boats.
  • Silent Eagle
    • Added AAS/CNC32 with US Army.
    • Added AAS/CNC128 with Canadian Army.
  • Vadso City
    • AAS/CNC32: Adjusted asset balance.
  • Xiangshan
    • AAS/CNC32: Added Polish vs. PLA.
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Mineral: TIL that Wire-guided missiles actually use wire
chupachupp
Posts: 32
Joined: 2020-05-29 09:15

Re: PR:BF2 v1.6.4.0 Changelog

Post by chupachupp »

CTD upon loading map since 1.6.4.2
AfterDune
Retired PR Developer
Posts: 17093
Joined: 2007-02-08 07:19

Re: PR:BF2 v1.6.4.0 Changelog

Post by AfterDune »

Mats391 wrote:Added auto-marking for mines placed on the map
Perfect 8-)
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xpugur
Posts: 116
Joined: 2013-07-31 06:46

Re: PR:BF2 v1.6.4.0 Changelog

Post by xpugur »

chupachupp wrote:CTD upon loading map since 1.6.4.2
yep, same problem for me too, with different server and maps too

from support utulities i cleared everything still ctd
UncleSmek
Posts: 1027
Joined: 2008-09-02 05:07

Re: PR:BF2 v1.6.4.0 Changelog

Post by UncleSmek »

Mats391 wrote:PR:BF2 v1.6.4.2 Changelog (2021/02/2 8)



[*]Beirut
  • Added AAS32 and AAS128.

[*]Dragon Fly
  • Replaced Lynx with .50 cal Lynx on all layers.

[*]Fools Road
  • Reduced Militia tickets to 600 on AAS/CNC32.

[*]Kafr Halab
  • Added INS32 FSA vs Iraqi Insurgents.

[*]Shijia Valley
  • Added Skirmish 32 layer with boats.

[*]Silent Eagle
  • Added AAS/CNC32 with US Army.
  • Added AAS/CNC128 with Canadian Army.

[*]Vadso City
  • AAS/CNC32: Adjusted asset balance.

[*]Xiangshan
  • AAS/CNC32: Added Polish vs. PLA.
[/List]
Nice! Very good update.
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Mats391
PR:BF2 Lead Developer
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Joined: 2010-08-06 18:06

Re: PR:BF2 v1.6.4.0 Changelog

Post by Mats391 »

xpugur wrote:yep, same problem for me too, with different server and maps too

from support utulities i cleared everything still ctd
Make a thread in support forums and make sure to include a crash dump
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Mineral: TIL that Wire-guided missiles actually use wire
xpugur
Posts: 116
Joined: 2013-07-31 06:46

Re: PR:BF2 v1.6.4.0 Changelog

Post by xpugur »

Mats391 wrote:Make a thread in support forums and make sure to include a crash dump
oki found the problem.. it is reshade ... after i deleted these d3d9.dll d3d9.ini map loading does not crash at %15 ...

if anyone having problems when map loading try deleting reshade.. it might be because of updated directX


https://www.realitymod.com/forum/showth ... p?t=118973 Reshade does NOT work with PR v1.6.4.2 and higher! well he already updated the post


can you guys integrate the reshade also just like mumble :=)
Iguanadjy
Posts: 215
Joined: 2008-04-12 23:31

Re: PR:BF2 v1.6.4.0 Changelog

Post by Iguanadjy »

Really nice changelog guys! I do really like the deviation setting time getting lowered those 10 sec of death were too much in my opinion. Been killed way too much when somebody showed up 10 m from me and your not able to shoot a single bullet into him because deviation settle was not even starting. Some mates and I noticed that the game seems to be smoothier and fps wise improved! Does it have something to do with the new Direct X implementation or something ? :) (some said it’s worse but in my case 3rd map already and I feel much more fluid) can’t wait to try the new kafr!!!

Supporting this game since 0.6 Never gonna give up!
chupachupp
Posts: 32
Joined: 2020-05-29 09:15

Re: PR:BF2 v1.6.4.0 Changelog

Post by chupachupp »

xpugur wrote:oki found the problem.. it is reshade ... after i deleted these d3d9.dll d3d9.ini map loading does not crash at %15 ...

if anyone having problems when map loading try deleting reshade.. it might be because of updated directX


https://www.realitymod.com/forum/showth ... p?t=118973 Reshade does NOT work with PR v1.6.4.2 and higher! well he already updated the post


can you guys integrate the reshade also just like mumble :=)
Removing reshade fixed it for me too. Thanks.
Tomasinost
Posts: 14
Joined: 2020-07-16 13:19

Re: PR:BF2 v1.6.4.0 Changelog

Post by Tomasinost »

[*]Kafr Halab
  • Added INS32 FSA vs Iraqi Insurgents.







Iraqi Insurgents cant use big crates coz they have syrian rebels flag on it.Both sides are looking same,adding armbands or something to actually identify enemy.Coz half of the players doesnt even know how enemy looks,map is big chaos.Since even in syria they use armbands or different things to identify friendly.I would add tank and apc (t62,bmp1) top iraqi insurgents and I would delete spg and one rocket techie.So that he map is not other ins when one side have tank and apc and the other side have spg.Or instead of iraqi insurgents add mec with woodland best option.
Niel.br2
Posts: 12
Joined: 2013-07-16 22:16

Re: PR:BF2 v1.6.4.0 Changelog

Post by Niel.br2 »

xpugur wrote:oki found the problem.. it is reshade ... after i deleted these d3d9.dll d3d9.ini map loading does not crash at %15 ...

if anyone having problems when map loading try deleting reshade.. it might be because of updated directX


https://www.realitymod.com/forum/showth ... p?t=118973 Reshade does NOT work with PR v1.6.4.2 and higher! well he already updated the post


can you guys integrate the reshade also just like mumble :=)
thx... worked for a friend of mine. :lol:
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TheMerchantOfMenace
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Re: PR:BF2 v1.6.4.0 Changelog

Post by TheMerchantOfMenace »

"Removed seaonal maps Icebound and Hiberna."

Not permanently, I hope? Icebound was a really nice map, a great Yamalia-type map, Hibernia not so much, waaay too open, really shitty for INF.

I hope we'll see Icebound again.

*****

"Fixed "Ran out of memory" crash."

Yay! So now I can play for more than 9 hrs straight without "Out of memory" error? Way to go DEVs!
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Mats391
PR:BF2 Lead Developer
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Re: PR:BF2 v1.6.4.0 Changelog

Post by Mats391 »

PR:BF2 v1.6.4.3 Changelog (2021/03/01)
-----------------------
General:
  • Fixed broken road shader causing massive FPS drops.

Weapons:
  • Fixed WW2 weapons shooting blanks.

Levels:
  • Kafr Halab
    • Fixed FSA having wrong Zil truck
    • Added armbands to FSA uniforms
  • Lashkar Valley
    • Added INS128 Canada vs Taliban.
Last edited by Rusty_42 on 2021-03-01 16:49, edited 1 time in total.
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Mineral: TIL that Wire-guided missiles actually use wire
xpugur
Posts: 116
Joined: 2013-07-31 06:46

Re: PR:BF2 v1.6.4.0 Changelog

Post by xpugur »

Iguanadjy wrote:Really nice changelog guys! I do really like the deviation setting time getting lowered those 10 sec of death were too much in my opinion. Been killed way too much when somebody showed up 10 m from me and your not able to shoot a single bullet into him because deviation settle was not even starting. Some mates and I noticed that the game seems to be smoothier and fps wise improved! Does it have something to do with the new Direct X implementation or something ? :) (some said it’s worse but in my case 3rd map already and I feel much more fluid) can’t wait to try the new kafr!!!
at khamsiyah map when around al khadir area or looking at al khadir area fps drops to 15, but other side of the map it is 30 or more ...and it happens to a lot of people during the game i heard it form sq mates and others... especially with older pcs i guess, i have i5-4210m+8gb+840m nvidia .. it was not like that before but now fps drops at al khadir, similar to ww2 maps when looking at bushes or something fps drops very bad

also i realise when i am in a vehicle i see some glitches at terrain i dont know if it is becuase of my gpu or update:/ it was not happening before tho :roll: i will try different graphic settings...


good things :)
Added auto-marking for mines placed on the map.
Fixed "Ran out of memory" crash.
Reduced settling time after deploying weapon and after moving

bad things :(
Removed seaonal maps Icebound and Hiberna.
Deployed full auto weapons suffer greater penalty from firing
Updated shaders to use newer DirectX 9 version. (for me i dont see much perf improve and even some cases fps drops :/)

and prspy page is not working? or is it my browser?
xpugur
Posts: 116
Joined: 2013-07-31 06:46

Re: PR:BF2 v1.6.4.0 Changelog

Post by xpugur »

Mats391 wrote:PR:BF2 v1.6.4.3 Changelog (2021/03/01)
-----------------------
General:
  • Fixed broken road shader causing massive FPS drops.


[/List]
thank you :)
Nate.
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Re: PR:BF2 v1.6.4.0 Changelog

Post by Nate. »

xpugur wrote: and prspy page is not working? or is it my browser?
Hard-refresh the page / clear cache

and

Click the tab "Servers" to show them
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UncleSmek
Posts: 1027
Joined: 2008-09-02 05:07

Re: PR:BF2 v1.6.4.0 Changelog

Post by UncleSmek »

Mats391 wrote:PR:BF2 v1.6.4.3 Changelog (2021/03/01)
-----------------------
General:
  • Fixed broken road shader causing massive FPS drops.

Weapons:
  • Fixed WW2 weapons shooting blanks.

Levels:
  • Lashkar Valley
    • Added INS128 Canada vs Taliban.
THanks for quick fix!
Cpt.Future
Posts: 192
Joined: 2008-09-16 16:52

Re: PR:BF2 v1.6.4.0 Changelog

Post by Cpt.Future »

Mats391 wrote:
[*]Updated deployed weapon deviation (LMG, MMG, DMR, Sniper).
  • Reduced settling time after deploying weapon and after moving
  • Deployed full auto weapons suffer greater penalty from firing
  • Deployed weapons suffer greater penalty from swaying
Great changes. Using an MG feels way better now - both in terms of realism and gameplay.
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