=VG= m823us Posted February 26, 2018 at 09:32 PM Report Share Posted February 26, 2018 at 09:32 PM Here is the change log: http://www.realitymod.com/forum/f604-pr-changelogs/147218-pr-bf2-v1-5-3-0-changelog.html Link to comment Share on other sites More sharing options...
=VG= 0100011000101 Posted February 26, 2018 at 09:39 PM Report Share Posted February 26, 2018 at 09:39 PM the newest ever! I'm looking forward to the next update ... maybe vg should schedule a daily update procedure ^ ^ 1 Link to comment Share on other sites More sharing options...
=VG= Melon Muncher Posted February 26, 2018 at 10:19 PM Report Share Posted February 26, 2018 at 10:19 PM server updated 3 Link to comment Share on other sites More sharing options...
=VG= SemlerPDX Posted February 26, 2018 at 11:09 PM Report Share Posted February 26, 2018 at 11:09 PM No one touch the Rotation Swap buttons in TCAdmin -- this system is offline and has been, and updates like this require a manual update of my rotation system. I've not done that since it's offline, so just be sure it's not manually done in TCAdmin and nothing will screw up. Thanks! ? to Melon... did you apply the updates to the other two PR servers as well, or just the main PR COOP? Link to comment Share on other sites More sharing options...
=VG= Melon Muncher Posted February 26, 2018 at 11:39 PM Report Share Posted February 26, 2018 at 11:39 PM Just main 1 Link to comment Share on other sites More sharing options...
zero_tolerance_s Posted February 27, 2018 at 11:03 AM Report Share Posted February 27, 2018 at 11:03 AM How many PR servers are there?! Besides the main one. Link to comment Share on other sites More sharing options...
Double_13 Posted February 27, 2018 at 11:47 AM Report Share Posted February 27, 2018 at 11:47 AM 1 event server 1 test server for fastjack INS and upcoming D13 maps Link to comment Share on other sites More sharing options...
Jersans Posted February 27, 2018 at 12:00 PM Report Share Posted February 27, 2018 at 12:00 PM 12 minutes ago, =VG= Double_13 said: 1 event server 1 test server for fastjack INS and upcoming D13 maps Okay. Double bad luck maps. This should be pretty cool. Not to mention I can't wait to play INS again or at least test the maps. Link to comment Share on other sites More sharing options...
Double_13 Posted February 27, 2018 at 01:18 PM Report Share Posted February 27, 2018 at 01:18 PM Well fastjack has been really busy from the work he showed me yesterday. the maps I am currently making are for now just fixes to the original maps. These fixes include - more spawnpoints for bots - more precapped flags for bots - fix of deadspawnpoints for bots - change of defence and attack priority for bots - longer cap times for humans - random mainbase spawner for bots. The first wave of maps coming out will be aimed for implementation to vanilla PR as they just fix the everyday bugs and screwups. the later wave of maps will include my hardcore maps where you will face defeat if no teamwork is accomplished. (No heavy assets on bluefor only logitrucks) Link to comment Share on other sites More sharing options...
=VG= Fastjack Posted February 27, 2018 at 02:34 PM Report Share Posted February 27, 2018 at 02:34 PM 1 hour ago, =VG= Double_13 said: Well fastjack has been really busy from the work he showed me yesterday. True story. Really close to a burnout. No time to play. @Double: I found a solution for the houseofpain staircase and how we can navmesh them without that horizintal/vertical/horizontal/vertical navmesh thingy. When we do it like you suggested (chirurgopcial method) you have to add a navstatic as ramp in an 45° angle to the staircase. If you have once this piece of puzzle, it will be perfect. Sidenote: The constructionsite buildings have the same problem with the staircases. 4 Link to comment Share on other sites More sharing options...
Double_13 Posted February 27, 2018 at 03:02 PM Report Share Posted February 27, 2018 at 03:02 PM I’ll look if I can make a new _nav static object for the house of pain and add it to the script Link to comment Share on other sites More sharing options...
=VG= SemlerPDX Posted February 27, 2018 at 04:57 PM Report Share Posted February 27, 2018 at 04:57 PM Maybe we should start a thread about this stuff. Just some constructive criticism.... Might be best to start with this one, 4 hours ago, =VG= Double_13 said: - fix of deadspawnpoints for bots and then play it/test it.... The entire dynamic of PR was changed by this "bug" and restoring it would very well change the way PR is viewed and played. This is the core issue with PR COOP right now, and many other concerns might fade away, or at least pose less of an immediate concern. Simply fixing this one thing would solve >75% of the current issues with PR COOP (going through the motions of capping, with no resistance from bots because they do not spawn on the flag you are trying to neutralize). Just FYI. Just from a programming standpoint, it would be wise to test each change you noted one at a time, building upwards, or it may be difficult to identify problems down the road. 4 Link to comment Share on other sites More sharing options...
Double_13 Posted February 27, 2018 at 05:43 PM Report Share Posted February 27, 2018 at 05:43 PM All the points listed are core issues determined by fastjack me and others. As these issues can be solved relatively quick I will start working on those. They will be tested on a D13 map (as you don’t want to corrupt original map) before been added to the update of PR (fastjack will forward the update to become added to vanilla PR) Link to comment Share on other sites More sharing options...
=VG= SemlerPDX Posted February 27, 2018 at 05:58 PM Report Share Posted February 27, 2018 at 05:58 PM Hells yea! And thanks for answering a followup question before it was asked: So glad it will be able to be part of a future PR update once completed/tested!!!! The future of PR COOP is looking bright, indeed! Best of luck, guys! 2 Link to comment Share on other sites More sharing options...
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