PR:BF2 v1.7.3.0 Changelog

The changelogs for recently released Project Reality versions
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Mats391
PR:BF2 Lead Developer
Posts: 7605
Joined: 2010-08-06 18:06

PR:BF2 v1.7.3.0 Changelog

Post by Mats391 »

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The final update of 2022 brings you some new toys to play with as well as two seasonal maps to enjoy the winter season.

Learn more details on this release here in our highlight.
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PR:BF2 v1.7.3.2 Changelog (2023/01/03)
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SHADERS:
  • Added option to disable advanced shaders. This will help players who struggle with FPS issues. You will find this option in: Launcher -> Options -> Graphics -> Advanced -> Use advanced shaders. (Default enabled)
  • Optimized sky shaders.
  • Optimized vegetation shaders.

MENU:
  • Updated in game map to show location of possible CSB crossings.

STATICS:
  • Updated concrete bridges to be destroyable again, but 5 times harder to destroy.
  • Updated concrete bridges to show which parts are destroyable.
  • Updated road truss bridge to be not destroyable.

Levels:
  • Kokan:
    • Updated Blufor to use zipties.
  • Korengal:
    • Updated Blufor to use zipties.
  • Outpost:
    • Updated Blufor to use zipties.
PR:BF2 v1.7.3.1 Changelog (2022/12/29)
-----------------------

SHADERS:
  • Optimized particle shaders.
  • Fixed black sky.

STATICS:
  • Fixed missing mipmaps on some leaf textures.

WEAPONS:
  • Fixed 40mm UGL having no arming distance.

VEHICLES:
  • Updated SdKfz 251C and M3A1 Halftrack to not require crewman as driver.

Levels:
  • Quan:
    • Disabled UAV.

PR:BF2 v1.7.3.0 Changelog (2022/12/26)
-----------------------
General:
  • Updated default FPS lock to 200.
  • Updated shaders to use logarithmic depth buffer.
  • Fixed some mounted machine guns clipping with camera in first person.
  • Fixed optics blur shader rarely not deactivating.

COOP:
  • Added module to randomize bot kits and spawn times (default disabled).

STATICS:
  • Updated all concrete bridges to be non destroyable.
  • Fixed building forward outposts and emplacements inside statics.

Menu:
  • Optimized bleed effect textures.

Vehicles:
  • Added Mi-8 AMTSh CAS variants.
  • Added Ka-29T CAS variants.
  • Updated close support bridge collision to be easier to drive across.
  • Updated helicopter flares to spawn closer to mounted countermeasure systems.
  • Fixed Shturm not needing a driver to operate.
  • Fixed IDF Humvee not sinking in water.
  • Fixed being unable to exit Kamaz trucks if driver exit is blocked.
  • Fixed not being able to zero PT91 Twardy cupola machine gun.

Weapons:
  • Updated all grenade launcher smoke to shoot normal smoke grenades.
  • Updated mortar placement restrictions to allow mortars in separate places.

Levels:
  • General:
    • Added Icebound - Seasonal (4x4km).
    • Added Quan - Seasonal (2x2km)
  • Adak:
    • AAS32: Added Ka-29T CAS.
  • Beirut:
    • Updated Russian DoD to cover most of the water.
    • AAS32: Added Ka-29T CAS.
  • Kafr Halab:
    • Decreased view distance to 500m from 650m.
    • Added off-map airbases for Russia and MEC.
    • AAS64: Replaced Mi-24 Hind with Mi-8 AMTSh CAS.
    • AAS64: Replaced T90A with BMP-3M.
    • AAS32: Added Russian Mi-8 AMTSh CAS vs MEC Mi-24 Hind.
  • Muttrah City:
    • AAS64: Delayed all MEC logis.
    • AAS64: Updated all USMC Hueys to respawn.
  • Operation Marlin:
    • INS64: Replaced French Panther with NH90.
  • Pavlovsk Bay:
    • AAS32: Added Ka-29T CAS.
  • Sbeneh Outskirts:
    • Fixed trash piles being too big without collision.
  • Ulyanovsk:
    • Increased main base DoD.
  • Vadso City:
    • AAS32: Added Ka-29T CAS.

Support Project Reality!

The Project Reality Team develops this modification completely free of charge for its community to download and play. If you would like to show your support, please consider donating to our team. These funds go directly towards website expenses, including bandwidth, hosting, domain registration, and maintenance. We never use donation funds to directly pay team members.
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For more information, please feel free to join us on our public forums to discuss this and other news. Also, be sure to connect to Project Reality through social media to stay informed and receive up to the minute updates, the occasional leaked bit of information, and more! See you on the battlefield!

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- The Project Reality Team
Last edited by Mats391 on 2023-01-03 14:32, edited 3 times in total.
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Mineral: TIL that Wire-guided missiles actually use wire
mries
Posts: 460
Joined: 2013-06-30 16:16

Re: PR:BF2 v1.7.3.0 Changelog

Post by mries »

Nice work again!!
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captainfuture
PR:BF2 QA Tester
Posts: 81
Joined: 2010-10-21 00:36

Re: PR:BF2 v1.7.3.0 Changelog

Post by captainfuture »

Thank you so much!
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bad_nade
Support Technician
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Joined: 2008-04-06 18:26
Location: Finland

Re: PR:BF2 v1.7.3.0 Changelog

Post by bad_nade »

Mats391 wrote: STATICS:
  • Updated all concrete bridges to be non destroyable.
Vehicles:
  • Updated close support bridge collision to be easier to drive across.
I'm afraid that poor insurgents in Al Basrah and Karbala are going to be f****d up to oblivion after these changes :roll:
Bonvi
Posts: 61
Joined: 2017-02-20 14:22

Re: PR:BF2 v1.7.3.0 Changelog

Post by Bonvi »

Lovely. Very nice changes in general. Especially z-figthing, increased grenadier smoke duration, Ulyanovsk DOD and bug fixes.
Decreased view distance to 500m from 650m.
But what is the reason for that? 650 m is already unrealistically short.
Updated all concrete bridges to be non destroyable.
But why? Tactically destroying and repairing bridges was one cool feature that other games don't have.
Fixed building forward outposts and emplacements inside statics.
What does that mean? We cannot fob inside buildings anymore? Would be quite a dramatic change.
Rusty_42
PR:BF2 Developer
Posts: 289
Joined: 2012-04-23 06:38

Re: PR:BF2 v1.7.3.0 Changelog

Post by Rusty_42 »

Bonvi wrote:But what is the reason for that? 650 m is already unrealistically short.
More FPS. Same VD as on Karbala, Ramiel, Kokan.
you can turn off signatures in options
SShadowFox
Posts: 1085
Joined: 2012-01-25 21:35

Re: PR:BF2 v1.7.3.0 Changelog

Post by SShadowFox »

clueless_noob wrote:I'm afraid that poor insurgents in Al Basrah and Karbala are going to be f****d up to oblivion after these changes :roll:
Yeah, I feel those changes to be a bit contradictory. If CSB are going to be easier to drive through, why make bridges non destroyable?

That will make things harder for insurgents, since destroying a bridge can help a lot by limiting the ways that BLUFOR can approach a cache.
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[R-DEV]Spec:The suggestion is not accepted, I merely wanted to comment.

Shame doesn't work on me, Nor on men of my caliber.
lao
Posts: 115
Joined: 2020-06-02 14:47

Re: PR:BF2 v1.7.3.0 Changelog

Post by lao »

Overall a nice update.

The only gripe I have for now is that it sucks that concrete bridges can't be destroyed anymore, this was so fun (and useful for the Opfor) on Basra and Karbala, also on Grozny...
I don't see the reasoning behind this change at all. Even from the "realism" standpoint a concrete bridge should definitely be destroyed by a garry,
and as far as the gameplay goes, it wasn't OP or anything to destroy bridges with "mine IEDs", just a cool feature that most other games don't have...
PBAsydney
Posts: 368
Joined: 2016-10-15 22:14

Re: PR:BF2 v1.7.3.0 Changelog

Post by PBAsydney »

The Z-fighting fix is amazing, fixed so many flickering textures
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HITREG CARRY
lao
Posts: 115
Joined: 2020-06-02 14:47

Re: PR:BF2 v1.7.3.0 Changelog

Post by lao »

Alright guys, Project Reality now has NO destroyable bridges.

But it is okay, because "close support bridge collision was updated to be easier to drive across".
Honestly... I don't even know what to say here.

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To anyone curious - this small old bridge took 5 mine IEDs. Previously 2 mortar shell IEDs were enough to destroy it.
And this bridge on Grozny took 5 mortar shell ieds and 5 mine ieds (combined)
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So, today PR lost one of its most iconic features. Thankfully we have better deployable close support bridges, yay.
Last edited by lao on 2022-12-26 21:06, edited 3 times in total.
Sapper28
Posts: 42
Joined: 2010-03-20 08:56

Re: PR:BF2 v1.7.3.0 Changelog

Post by Sapper28 »

Mats391 wrote:
STATICS:
  • Updated all concrete bridges to be non destroyable.
Respectfully, I disagree. I believe that gameplay features in PR trump technical considerations like FPS. I realise that I am not a DEV and do not understand the value of these technical issues, but PR is loved for its gameplay. If we valued a game for its visuals, there are hundreds of alternatives.

No other game that I know involves such mundane infrastructure like bridging. I only wish that more maps involved battlefield mobility issues like bridges, choke points, cliffs, etc. All of these are ripe for destruction (well, previously), minefields, blocking with deployables and active defence.

*prostrates in awe*

Greatest respect to the DEVs, thank you again for your efforts which are infinitely appreciated by the community.
Since 0.85 i think... too long ago

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Bonvi
Posts: 61
Joined: 2017-02-20 14:22

Re: PR:BF2 v1.7.3.0 Changelog

Post by Bonvi »

SShadowFox wrote:Yeah, I feel those changes to be a bit contradictory. If CSB are going to be easier to drive through, why make bridges non destroyable?
Why not
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TengoPiernas
Posts: 23
Joined: 2021-09-07 18:14

Re: PR:BF2 v1.7.3.0 Changelog

Post by TengoPiernas »

"Added module to randomize bot kits and spawn times (default disabled)."

My question might be stupid, but, how do you activate this configuration?
x090
Posts: 34
Joined: 2021-10-30 17:48

Re: PR:BF2 v1.7.3.0 Changelog

Post by x090 »

After this update the game started to lag a lot.
It is simply impossible to play on new maps with snow due to the strongest lags.
If there is smoke or fire in the frame, it is simply impossible to play.
Of course, you can say that I have a weak PC, but before this patch there were no such problems.
lao
Posts: 115
Joined: 2020-06-02 14:47

Re: PR:BF2 v1.7.3.0 Changelog

Post by lao »

It feels like I'm getting substantially less FPS after the update.
Like 30% less FPS, but I'm not entirely certain, maybe it's just the feeling.
GPU is gt430
Last edited by lao on 2022-12-27 13:50, edited 1 time in total.
TengoPiernas
Posts: 23
Joined: 2021-09-07 18:14

Re: PR:BF2 v1.7.3.0 Changelog

Post by TengoPiernas »

The game started running horribly after the update, could it be because of the updated shaders?
papadanku
PR:BF2 Developer
Posts: 28
Joined: 2021-04-09 08:13

Re: PR:BF2 v1.7.3.0 Changelog

Post by papadanku »

TengoPiernas wrote:"Added module to randomize bot kits and spawn times (default disabled)."

My question might be stupid, but, how do you activate this configuration?
  1. Head to the path (yours maybe different):
    D:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr\python\game
  2. Open realityconfig_coop.py
  3. Set C['BOT_DYNAMIC RESPAWN'] and/or C['RANDOMIZE_KITS'] to 1
Last edited by papadanku on 2022-12-27 19:21, edited 3 times in total.
TengoPiernas
Posts: 23
Joined: 2021-09-07 18:14

Re: PR:BF2 v1.7.3.0 Changelog

Post by TengoPiernas »

papadanku wrote:
  1. Head to the path (yours maybe different):
    D:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr\python\game
  2. Open realityconfig_coop.py
  3. Set C['BOT_DYNAMIC RESPAWN'] = 0 to 1
I managed to do it this morning, but thank you very much, it will probably help other users. :mrgreen: :mrgreen: :mrgreen:
PotatoLord
PR:BF2 Contributor
Posts: 69
Joined: 2020-11-17 15:23

Re: PR:BF2 v1.7.3.0 Changelog

Post by PotatoLord »

So why were most/all destructible bridges removed?

Like I kinda understand large concrete bridges being made indestructible because they're very sturdy irl and wouldn't collapse with mines c4 or even bombs, but why were smaller bridges on Basra and Grozny have been made practically or actually indestructible?
papadanku
PR:BF2 Developer
Posts: 28
Joined: 2021-04-09 08:13

Re: PR:BF2 v1.7.3.0 Changelog

Post by papadanku »

x090 wrote:After this update the game started to lag a lot.
It is simply impossible to play on new maps with snow due to the strongest lags.
If there is smoke or fire in the frame, it is simply impossible to play.
Of course, you can say that I have a weak PC, but before this patch there were no such problems.
Hi,

The lag in those situations is due to log-depth being calculated per-pixel on particles. To fix this issue, we calculate log-depth differently for particles. Keep an eye out for the hotfix.

Best regards,

papa
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