[Changelog] PR v0.91 Features

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Sgt.Ayllon
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Joined: 2009-07-30 13:38

Re: [Changelog] PR v0.91 Features

Post by Sgt.Ayllon »

I didn't know that the Canadia Forces have the Leopard LOL :D

thank you for the explanation.
sorry for my bad english :mrgreen:
Moonlight
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Joined: 2009-07-04 20:05

Re: [Changelog] PR v0.91 Features

Post by Moonlight »

[R-CON]Outlawz wrote:No, the Canadian Leo 2, have you been living under a rock?
Now it can only be seen at yamalia vehicle warfare afaik so I doubt a lot of people have seen it.
Add Leopard on Archer! ;d
Rudd
Retired PR Developer
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Re: [Changelog] PR v0.91 Features

Post by Rudd »

Looks fantastic, will help alot of people who had problems.
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Smiddey723
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Joined: 2010-03-27 18:59

Re: [Changelog] PR v0.91 Features

Post by Smiddey723 »

thank you SO much for reducing the people required in a squad to request medic, that was so annoying having to have 4 people
Wakain
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Re: [Changelog] PR v0.91 Features

Post by Wakain »

what exactly is the artillery IED?
Rich65
Posts: 2
Joined: 2009-08-14 20:21

Re: [Changelog] PR v0.91 Features

Post by Rich65 »

I didnt realise there was so many problems..... But im glad that you changed the rally points to reset every 10 minutes. And that you changed the medic kit so that you only need 2 men in your squad rather than 4. Good job guys. 10 thumbs up from me :D
SoWiT
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Joined: 2009-02-22 19:55

Re: [Changelog] PR v0.91 Features

Post by SoWiT »

when will this patch come out?

no patient bears pl0x
Arnoldio
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Joined: 2008-07-22 15:04

Re: [Changelog] PR v0.91 Features

Post by Arnoldio »

Did you fellas (Chuc) Fix the canadian elcan being stretched vertically?

Dont see it in the changelog :/
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Chuc
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Re: [Changelog] PR v0.91 Features

Post by Chuc »

It's fixed.
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dtacs
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Re: [Changelog] PR v0.91 Features

Post by dtacs »

Wakain wrote:what exactly is the artillery IED?
It is an IED which is a 155mm artillery shell with a fuse and detonator attached to it.

Essentially the pipebomb IED, but with an artillery shell in place of the pipebomb.

It is very powerful, has a killing range of about 30m and will kill a vehicle in one hit. Its currently available on Insurgents as a pickup kit at the mains.
Wakain
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Re: [Changelog] PR v0.91 Features

Post by Wakain »

dtacs wrote:It is an IED which is a 155mm artillery shell with a fuse and detonator attached to it.

Essentially the pipebomb IED, but with an artillery shell in place of the pipebomb.

It is very powerful, has a killing range of about 30m and will kill a vehicle in one hit. Its currently available on Insurgents as a pickup kit at the mains.
allright, thanks for the reply
let's me think of that movie, the hurt locker
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bad_nade
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Re: [Changelog] PR v0.91 Features

Post by bad_nade »

'[md wrote:MadMak[rus];1315407']Could you fix issue with undergrowth on Kozelsk? Bushes are like rocks... you just can't drive through them.
They are actually trees that are planted so deep only tips of upper branches are visible :) Removing collision mesh from trees or even branches would mean all aircrafts could fly near trees without danger, which is not good.
dtacs
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Re: [Changelog] PR v0.91 Features

Post by dtacs »

clueless_noob wrote:They are actually trees that are planted so deep only tips of upper branches are visible :) Removing collision mesh from trees or even branches would mean all aircrafts could fly near trees without danger, which is not good.
Ah thanks for answering that, always wondered why you could walk through them but not drive through them, very annoying on Iron Ridge :-?
K4on
Retired PR Developer
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Re: [Changelog] PR v0.91 Features

Post by K4on »

[R-DEV]AncientMan wrote: * Updated Silent Eagle, fixing out of bounds timer, reducing view distance to help with lag, and fixing some minor issues.

FAIL- It is hard enough to fly with the jets because of low viewdistance.
an now u r lowering it again.

all other fixes are fine
Elektro
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Re: [Changelog] PR v0.91 Features

Post by Elektro »

K4on wrote:FAIL- It is hard enough to fly with the jets because of low viewdistance.
an now u r lowering it again.

all other fixes are fine
Why is it hard to fly a jet because of view distance? You arent suppost to see the ground when flying jets, imo you should be flying + 1300 altitude and you can always use markers for landing and takeoff.
zebra.actual
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Re: [Changelog] PR v0.91 Features

Post by zebra.actual »

Love all of the changes. Can't wait to play.
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AcornBeing
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Joined: 2009-08-18 23:00

Re: [Changelog] PR v0.91 Features

Post by AcornBeing »

Yay for the 4x zoom on deployable MGs! Not too happy about the view distance cuts, but I guess, one has to give a chance for all people to play. ;)
Biggaayal
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Joined: 2006-11-14 15:35

Re: [Changelog] PR v0.91 Features

Post by Biggaayal »

Plz fix caches exploding due to explosions trough walls. I've been hoping for this fix for a few versions, as I keep sitting on caches that just over time get enough explosion damage trough wells and suddenly catch fire and explode without the bluefor actually getting inside where the cache is (taling about caches in cellars, caves etc). Hopeful for the next version.
steve_06-07
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Joined: 2008-04-27 23:36

Re: [Changelog] PR v0.91 Features

Post by steve_06-07 »

So does this mean dragonfly is playable to more people now?!?!?!
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burghUK
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Re: [Changelog] PR v0.91 Features

Post by burghUK »

Don't see anything about yamalias mental lag being fixed :(

overall though it looks promising.
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