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v1.7.4.0 Please post Server Reports here


=VG= m823us

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PR:BF2 v1.7.4.0 Changelog (2023/04/01)
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General:

Updated PRLauncher to use .net Framework 4.7.2.

Updated Support info to include the content of log files.



Shaders:

Updated thermal shaders to show clouds in the sky.

Fixed dynamic lights not working on statics.

Fixed incorrect skin lighting on soldiers.

Fixed fields being too transparent at a distance.

Fixed road edges drawing twice.

Fixed some bushes drawing wrongly at distance.



COOP:

Added optional dynamic bot spawn-times.

Updated random kits to be compatible with all single-player maps.

Updated random kits to not be completely random. Bots will choose a random kit depending on in-game threats.

Updated bot weapon behaviors.

Fixed UGL smoke not blocking bot sight.



Statics:

Added a tractor (undrivable).

Fixed soldiers being able to walk through walls of H-Shaped building.



Menu:

Added entry in the notification history for getting autobalanced at round start.

Added menu to pick a new squad leader for the squad. After picking the leader, kicked players automatically rejoin the squad.

Updated main menu to rename Deployment to Multiplayer.

Updated transport helicopter HUD to show the supply crate type.



Sounds:

Updated hellfire sounds to (hopefully) stop looping forever.

Removed flare impact sounds.



Factions:

Updated German DMR to use HK417 on STD and G3SG1 on ALT.

Updated Polish alternative light anti-tank to use Mini Beryl.

Updated faces for Insurgents.

Updated faces for WW2 German soldiers.

Fixed WW2 USA Pointman using wrong grenade loadout.

Fixed factions on Insurgency maps missing zipties.



Vehicles:

Added F-15I Ra'am for IDF.

Added Leopard 2A4 for Polish forces.

Added ZBL-08 without ATGM.

Added armored VBIED (cars and trucks).

Updated Ka-29T physics.

Updated Russian jets to use OFAB-250 model.

Updated all jets to have same heat object placement.

Updated interior texture of Argentinian Volkswagen.

Fixed British and German trucks banking to the right.

Fixed Ka-29T / Mi-8 AMTSh gun pods culling too early.

Fixed Ka-29T / Mi-8 AMTSh rocket pods culling too early.

Fixed Ka-29T CAS ambient sounds not working.

Fixed Ka-29T CAS pilot being invisible.

Fixed Ka-29T floating on water.

Fixed Mi-8 AMTSh CAS pilot being invisible.

Fixed P51 FFAR rockets firing in wrong order.

Fixed Russian LPD helipad rearming too fast.

Fixed Spike launching in wrong direction when shot while moving.

Fixed Su-39 landing gear deploying too slowly.

Fixed gunship helicopter gunner angle not working.



Weapons:

Added more bayonets to factions.

Added new sounds for bayonets.

Renamed ML-63 to PAM1.

Updated ATGM sights to reduce FOV when activating thermals.

Updated Kornet sight.

Updated UGL deviation to be more forgiving for movement.

Updated Bayonet animations.

Updated Flaregun lightsource settings and smoothed out transition of aiming, firing and reload animations.

Updated mounted GMG to have less magazines.

Fixed M1 Garand Smoke Grenade killing tanks.

Fixed Sterling 1p muzzle flash showing in wrong position.

Fixed popping firing sounds on various guns.



Levels:

General:

Added Zakho 2km AAS + INS.

Added Road to Damascus 4km AAS + VW.

Added Deagle5 and Shipment gungame maps. These are tiny maps for low population.

Removed seasonal maps.

Removed Bijar Canyons.


Assault on Grozny:

AAS32/64: Moved initial Militia spawnpoints to the south of the river.


Beirut:

AAS64: Replaced MT-LBVMK with MT-LB.


Carentan:

COOP64: Fixed bot tanks getting stuck on bushes.


Field of Kassel:

COOP: Reduced tickets on all layers.


Fools Road:

Fixed pixel gap allowing to shoot into Old Estate basement.


Khamisiyah:

Removed spawnpoint on off-map airbase.


Kashan Desert:

COOP64: Fixed some REDFOR spawnpoints not being created.


Kfar Halab:

COOP: Fixed helicopter unable to rearm.

AAS16:

Replaced VBIED with armored variants.

Updated factions to Syrian Rebels vs Hamas.

Lowered viewdistance to 300m.

Updated routes

AAS32:

Added one more flag to all routes.

Added Ural-4320 ZU-23-2 to MEC.

Removed MTP-LB.

Delayed MEC APCs at start.

Removed pre-capped flags.

Updated MEC to use desert camo.

AAS64:

Replaced T62 with armored truck bomb.

Added armored car bomb.

INS32:

Lowered viewdistance to 300m

Replaced truck bomb with armored variant.

INS64:

Replaced T62 with armored truckbomb .

Added armored car bomb.


Kokan:

Cut down the trees in BluFor main base.

Removed Taliban command post.


Gaza:

Fixed floating roof walls.

Updated area around grid L5 to allow easier entry to the city.


Muttrah City:AAS64:

Updated hills to be out of bounds for everything but helicopters.

Reduced AH1Z and BMP-2M spawn delay to 10 minutes.


Operation Thunder:

Updated terrain, flags and assets for all layers.


Pavlovsk Bay:

AAS32: Switched RedFor to Russian army.


Ramiel:

AAS64: Updated flag layout and changed asset layout.

INS16/32/64: Updated asset layout.

INS128: Added British as BluFor.


Silent Eagle:

Removed spawnpoint on off-map airbase.


Wanda Shan:

AAS/CNC128: Replaced ZSL-92 with ZBL-08 without ATGM.

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1 hour ago, =VG= Melon Muncher said:

If they need tweaks or are too hard post up here so I can do it.

If you can un-tick the box that tells bots to shoot Skiddles at all costs, that would be good! 

(I'll try to make notes while playing of anything I find.)

BTW, thanks to you for all your, Zee's and everyone else who put so much effort into this update. It is AWESOME!!

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11 hours ago, =VG= Melon Muncher said:

If they need tweaks or are too hard post up here so I can do it.

I've noticed that the maps are generally very cool in design, they are very hard. It's ok when we play them at an event or when we have 20 experienced players on the server but in some time when the post-update player number bumb stops, no one will play them in their current shape as they will be impossible to finish in a reasonable time.

Haven't played all of the new maps yet but those are the ones I think are too challenging:

- Korbach (both layers, the american one overall [the huge cap zones don't help], the german one at the end)

- Kunar (also broken I guess)

- Gaza alt

- new Ras el Masri (very hard at the end if I recall correctly but overall ok)

- Burning Sands lrg (gets very difficult in the middle of the city, also the havoc's rangefinder is broken)

all of those are very hard because the bots spawn very quickly and in large numbers so the infantry even with heavy asset support has problems to cap flags or even get to them. Also I've noticed that on Korbach lrg bots rarely used any vehicles even though they have a bunch of them.

After all all of those are good maps in principle, just need some tweaking imo. In general great update

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