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v1.6.7.1 Please post bugs here


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PR:BF2 v1.6.7.1 Changelog (2021/07/22)
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General:

Fixed gun game game mode missing in server list.

Fixed client crashing in gun game in rare situations.

Fixed gun game smart spawning not working correctly.

Fixed black screen not clearing in rare edge case.

Fixed getting revived with enemy kit sending wrong kit warning even if original kit will be picked up automatically.


Weapons:

Fixed AA missiles redirecting to new targets after exploding.

Fixed deviation on various mounted LMG and MMG.


Vehicles:

Updated Mengshi physics.

Fixed M113 floating above water when falling into it upside-down.

Fixed being unable to crouch in M240 Humvee.


Levels:

Al Basrah:

COOP32: BLUFOR main base flag is now set to be uncapable.


Asad Khal:

GUNGAME: Updated combat area to be smaller


Bamyan:

COOP32: Fixed incorrectly defined ticket bleed for BLUFOR.


Beirut:

COOP128: BLUFOR main base flag is now set to be uncapable.


Black Gold:

GUNGAME64: Fixed both 16 and 64 combat area being active.

COOP16: Fixed flag route not working correctly.

COOP32: Both REDFOR and BLUFOR main base flags are now set to be uncapable. Fixed BLUFOR main base flag name being cut off by the map border.


Burning Sands:

COOP16: Fixed flag route not working correctly.


Carentan:

COOP64: REDFOR main base flag is now set to be uncapable.


Dovre:

GUNGAME: Updated combat area to be smaller.


Fools Road:

COOP64: BLUFOR main base flag is now set to be uncapable.

COOP128: REDFOR main base flag is now set to be uncapable.


Hades Peak:

COOP64: Both REDFOR and BLUFOR main base flags are now set to be uncapable.


Kafr Halab:

COOP64: BLUFOR main base flag is now set to be uncapable.


Khamisiyah:

COOP64: REDFOR main base flag is now set to be uncapable. Fixed ZPU4 being undestroyable.

COOP128: Fixed ZPU4 being undestroyable.


Kozelsk:

COOP32: Fixed flag route not working correctly.


Lashkar Valley:

COOP64: Fixed flag route not working correctly.


Nuijamaa:

COOP64: Fixed flag route not working correctly.


Operation Barracuda:

COOP32: Fixed ZPU4 being undestroyable.


Operation Marlin:

COOP64: Both REDFOR and BLUFOR main base flags are now set to be uncapable.


Sahel:

COOP64: Fixed flag route not working correctly.

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23 minutes ago, The_Polish_Guy said:

Quadguns are again able to spot us without us seeing them. They can again engage us from behind the "fog". On maps like Karbala they can snipe aircraft across half of the map.

"this is a feature" - some guy

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1 hour ago, =VG= 0100011000101 said:

maybe we should make the game so hard that you should first practice in deployment before entering our coop server... ^^

Sounds about right, Project Reality Hardcore Edition.

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3 hours ago, EuroStep said:

Sahel STD doesn't work (crash on loading).

Map rotation randomizer either doesn't work or is disabled.

I can confirm Sahel crashes immediately upon finishing loading. Map randomizer doesn't seem to work correctly either. Not quite sure.

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On 8/1/2021 at 12:33 AM, Golden said:

Can't destroy IGLA emplacements on Hotel, or Gas Station on Shahadah.

Similar thing on bijar std. Wasn't able to kill the iglas with hydras or guns. Killed them with one shot of HEAT from the tank though.

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8 hours ago, The_Polish_Guy said:

Similar thing on bijar std. Wasn't able to kill the iglas with hydras or guns. Killed them with one shot of HEAT from the tank though.

Maybe that's the case on Shahadah as well. Haven't tried to kill AA with the tank on Shahadah since a couple updates ago. But rockets and cannon from CAS definitely can't destroy the IGLA emplacements, hammered the shit out of them too to be sure I wasn't just really bad lol.. Was able to destroy the quad though.

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Fools Road alternative - last flag has bots dying on the spawn in the metal scaffolding, causing massive lag for everyone and an uncapturable flag.
Outpost standard - we all know its broken, should be taken out
Khamisiyah large - I believe has already been taken out of rotation? It technically works, but due to the lag that is caused by enemy vehicles piling up in certain areas of the map it usually ends in a runnext vote
Route E-106 standard - bots die in their spawn in main, no reason for it to be in rotation

@=VG= SemlerPDX
Cheers and thanks for the work! 🍻

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32 minutes ago, System said:

Khamisiyah large - I believe has already been taken out of rotation?

i think its on the list...one or two days ago i forgot to check next map and it was khami lrg but after 10min we had to run next because of not enough players.

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1 hour ago, System said:

Route E-106

Inf is also kinda the same way the bots are either too slow or get stuck on small walls making it easy to cap flags but in turn making their main super hard because it has no cover for inf to hide behind and 40 bots in an open field is hard to approach.

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3 hours ago, Zeee said:

Inf is also kinda the same way the bots are either too slow or get stuck on small walls making it easy to cap flags but in turn making their main super hard because it has no cover for inf to hide behind and 40 bots in an open field is hard to approach.

Before you aproach, mortar the shit out of them. 

 

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5 hours ago, System said:

Fools Road alternative - last flag has bots dying on the spawn in the metal scaffolding, causing massive lag for everyone and an uncapturable flag.
Outpost standard - we all know its broken, should be taken out
Khamisiyah large - I believe has already been taken out of rotation? It technically works, but due to the lag that is caused by enemy vehicles piling up in certain areas of the map it usually ends in a runnext vote
Route E-106 standard - bots die in their spawn in main, no reason for it to be in rotation

@=VG= SemlerPDX
Cheers and thanks for the work! 🍻

The fools road has bots spawns outside the navmesh and so they obviously die on spawn. Easy fix, but i am sure it is gonna be here for another year.

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