[Changelog] PR v0.91 Features

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maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: [Changelog] PR v0.91 Features

Post by maarit »

if i decrease view distance scale from video options is it same thing when you have decreased view distance in 0.91?
is there anymore fixes what will do perfomance better?

im just scared cos changing those video options just dont give me result what i want.
my pc is **** but everything in low,everything off and view distance lowered 50% and getting still below 20 fps.
I JUST NEED 30! ;)
SGT_Griggs
Posts: 70
Joined: 2009-05-14 12:58

Re: [Changelog] PR v0.91 Features

Post by SGT_Griggs »

Exitin insidde the chinook!? :D
"The rush of battle is often a potent and lethal addiction, for war is a drug
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My anti EVERTHING gun :P
motherdear
Retired PR Developer
Posts: 2637
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Re: [Changelog] PR v0.91 Features

Post by motherdear »

maarit wrote:if i decrease view distance scale from video options is it same thing when you have decreased view distance in 0.91?
is there anymore fixes what will do perfomance better?
yeah pretty much, but ingame there is a "fog" just before the view distance ends, this results in the view distance not being so drastic. if you reduce the video option though this fog won't follow and results in the game looking like ****.
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[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
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Tannhauser
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Joined: 2007-11-22 03:06

Re: [Changelog] PR v0.91 Features

Post by Tannhauser »

Glad that these changes are being made... Have the sidewalks been fixed themselves? I heard they were the main reason Fallujah was a lagfest?

It also seems to be the same issue I experience when looking at too many of Rhino's new overgrowth fields on Qwai.

Looking forward to see if I will be able to play on something else than low for 0.91! :)
«Hollywood jackasses who insist on spending seriously huge amounts of money to make films that even my cat won't watch. And he'll happily sit in the bathroom and watch me shit.»
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Arnoldio
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Joined: 2008-07-22 15:04

Re: [Changelog] PR v0.91 Features

Post by Arnoldio »

And yeah, forgot to mention, exiting in chinooks fuselage is win!
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dbzao
Retired PR Developer
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Re: [Changelog] PR v0.91 Features

Post by dbzao »

hmm that was actually reverted, should be removed from the list.

"There's always one more bug." - Lubarsky's Law of Cybernetic Entomology
usmcguy
Posts: 642
Joined: 2009-12-14 20:26

Re: [Changelog] PR v0.91 Features

Post by usmcguy »

is the up armored hummer going to be added?
alec89
Posts: 436
Joined: 2009-09-28 06:33

Re: [Changelog] PR v0.91 Features

Post by alec89 »

usmcguy wrote:is the up armored hummer going to be added?
As they said, "no new assets will be added in this patch". 0.92 will have new assets. Thats what I heard.
.....
Dragonfire43560
Posts: 157
Joined: 2006-06-30 10:20

Re: [Changelog] PR v0.91 Features

Post by Dragonfire43560 »

How drastic is the performance increase?

Is it as good as .87?
Spartan0189
Posts: 1277
Joined: 2008-07-11 21:22

Re: [Changelog] PR v0.91 Features

Post by Spartan0189 »

Good to see an improvement on Fallujah :D
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All_American_Pilot
Posts: 4
Joined: 2009-07-17 05:28

Re: [Changelog] PR v0.91 Features

Post by All_American_Pilot »

these are some good changes, hopefully fix all that lag on fallujah people complain about
frankwilliam
Posts: 61
Joined: 2010-02-05 12:22

Re: [Changelog] PR v0.91 Features

Post by frankwilliam »

I really hope that the random fps drops is fixed, or else...!
ZephyrDark
Posts: 319
Joined: 2010-01-23 20:22

Re: [Changelog] PR v0.91 Features

Post by ZephyrDark »

Added rangefinder to GLTD.
Me thinks markers might be disappearing soon.., or at least losing their range-finding ability.

Good changes though. Can't wait to play with less FPS drops. :D
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Human_001
Posts: 357
Joined: 2008-08-02 10:26

Re: [Changelog] PR v0.91 Features

Post by Human_001 »

Have you guys fixed the QBZ-95B rate of fire for Chinese crewman yet?

It should be at 800RPM, and normal rifle at 650RPM.
Jafar Ironclad
Retired PR Developer
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Re: [Changelog] PR v0.91 Features

Post by Jafar Ironclad »

Will Lashkar Valley have a Dome of Death for British main base?
AFsoccer
Retired PR Developer
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Re: [Changelog] PR v0.91 Features

Post by AFsoccer »

Thanks for all the awesome work! We really appreciate the constant "love" that you guys put into this mod!!
mangeface
Posts: 2105
Joined: 2009-12-13 09:56

Re: [Changelog] PR v0.91 Features

Post by mangeface »

[R-DEV]Chuc wrote:Darkside - Indeed we are still developing our own FN MAG to use, which is why no updates on the matter have been given out yet.
Well, that's enought info to keep me happy.

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LarryEF
Posts: 5
Joined: 2009-11-28 18:54

Re: [Changelog] PR v0.91 Features

Post by LarryEF »

Looks fantastic! Hope this patch helps the people who have problems since 0.9!
Andy[EEF]
Posts: 62
Joined: 2010-02-13 19:52

Re: [Changelog] PR v0.91 Features

Post by Andy[EEF] »

McLuv wrote:Don't like the reduction of View distance on maps. SE is already pretty horid when it comes to attack helicopter gunning and landing aircraft.
Agree fully. I mean, the view distance is short of what it should be already (on Silent Eagle), and the fact that the havoc gunner camera has a filter on it, as well as the fact it is such a dark map, its hard enough gunning as it is. With an even lower view distance you'll have to be forced to fly even lower in order for the gunner to see things (or in this case not see them), and then risk being shot by a tank that can probably elevate to hit you without even being on a hill.

You might as well put a frogfoot on the map instead because I don't see the point in having a havoc if you're not able to see any targets yourself and thereby being forced to fire at targets from beyond visual range to avoid being shot down by armour; the frogfoot does a much better job as that role (firing from beyond visual range) than the havoc does.
Ratking
Posts: 38
Joined: 2005-08-12 00:21

Re: [Changelog] PR v0.91 Features

Post by Ratking »

Thank you, good job Devs, looking forward to seeing v0.92 changelog this year too ;)
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