[Ideas] PR Future Engine Ideas and Suggestions

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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DesmoLocke
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Joined: 2008-11-28 19:47

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by DesmoLocke »

What is the probability that TrackIR capability will be implemented into PR2?

The reason I ask is because the following video really opened my eyes to how useful it could possibly be --> YouTube - TrackIR5 & ArmA2 Premiere (TrackIR 5)
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PR player since 0.5 (Feb 2007)

Farks
Posts: 2069
Joined: 2007-01-20 00:08

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Farks »

I'd guess support for that would be highly likely if they make it an independant game.
dominator200
Posts: 179
Joined: 2009-04-24 12:52

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by dominator200 »

How about the new 1943 engine dnt no if its worth the complete remodeling needed to get it to pr
CodeRedFox
Retired PR Developer
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Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by CodeRedFox »

DesmoLocke wrote:What is the probability that TrackIR capability will be implemented into PR2?
Whats the possibility? A few of us own them and are big fans. That's about the only answer we can give you.
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"apcs, like dogs can't look up" - Dr2B Rudd
h3killa
Posts: 69
Joined: 2009-01-29 00:59

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by h3killa »

Well coderedfox, how many people own those falcon things EA just implemented in the BF2 engine? I sure as hell don't.
DesmoLocke
Posts: 1770
Joined: 2008-11-28 19:47

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by DesmoLocke »

DesmoLocke wrote:What is the probability that TrackIR capability will be implemented into PR2?

The reason I ask is because the following video really opened my eyes to how useful it could possibly be --> YouTube - TrackIR5 & ArmA2 Premiere (TrackIR 5)
[R-DEV]CodeRedFox wrote:Whats the possibility? A few of us own them and are big fans. That's about the only answer we can give you.
I know it works with many FPSs including BF2/PR. I imagine it is quite useful for pilots especially.

I mean in regards to allowing the in-game character's head to move as an animation. As I understand it now you can use it, but when an enemy thinks he is safe and unseen on your flank because your character is looking in another direction, he really isn't. All soldiers would have to be aware if the target moved his head or not in their direction resulting in their advance being noticed.
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PR player since 0.5 (Feb 2007)

dominator200
Posts: 179
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Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by dominator200 »

DesmoLocke wrote:I know it works with many FPSs including BF2/PR. I imagine it is quite useful for pilots especially.

I mean in regards to allowing the in-game character's head to move as an animation. As I understand it now you can use it, but when an enemy thinks he is safe and unseen on your flank because your character is looking in another direction, he really isn't. All soldiers would have to be aware if the target moved his head or not in their direction resulting in their advance being noticed.
Ye this could be usefull with the thing i think is lacking if pr at the moment which is peeking round corners.
evya
Posts: 207
Joined: 2008-08-17 11:21

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by evya »

HughJass wrote:only if the iriszoom engine could be used in making a FPS game.....
QFTW sadly its only PS3 game, means no mods :( , PR would be awesome in this engine, no doubt at all.
but PR as game will be more badass than MAG :-o
dominator200
Posts: 179
Joined: 2009-04-24 12:52

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by dominator200 »

Ih the discussion is still on bf engines how about the dice engine with the bf bad company that i think is going to be realeased on pc
CodeRedFox
Retired PR Developer
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Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by CodeRedFox »

h3killa wrote:Well coderedfox, how many people own those falcon things EA just implemented in the BF2 engine? I sure as hell don't.
Uhhh I dont know I dont work for EA :smile:
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"apcs, like dogs can't look up" - Dr2B Rudd
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by McBumLuv »

Pfff, EA doesn't necessarily comply with their fan/consumer base, they only comply with whoever's paying them big bucks to something implemented and thus promoted.
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rangedReCon
Posts: 880
Joined: 2007-05-28 04:14

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by rangedReCon »

The whole building a new engine thing eggman was talking about sounds pretty neato.
[img][IMG]http://i188.photobucket.com/albums/z120/rangedReCon/12303-willbomb.gif[/img][/IMG]
Vaiski
Retired PR Developer
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Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Vaiski »

rangedReCon wrote:The whole building a new engine thing eggman was talking about sounds pretty neato.
We are not building a new engine.
We are building a game around an already made game engine called C4...
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McBumLuv
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Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by McBumLuv »

Vaiski wrote:We are not building a new engine.
We are building a game around an already made game engine called C4...
Looks like a great engine with lots of potential from the Demo. Good lighting (Flashlight/headlight capabilities), interactive panels (can be implemented into vehicles hopefully), great looking terrain (With bumpmapping ^^), and many other interesting things we could possibly make use out of.

The only question for me is, how much of this can be networking? IE, are big maps over 16km^2 feasible? How many players can we get in it successfully? How many of these interactive would be usable online?
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wormeaten
Retired PR Developer
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Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by wormeaten »

All those screenshots from C4 not impress me because there is no picture with large open air therein what we need in PR and C4 is steel enigma we don’t really know what it is capable to do and are C4 satisfied our needs.

I’m very interested to see what C4 really can do but screenshots doesn’t show anything it is just bunch of good detailed structures but without space at all.

C4 is solution only if PR goes commercially other vice I’m afraid PR will pay very expensive price to be guinea pig.

I’m steel for ArmA2 or OFP2 engine. ArmA2 coming out in less than two months and OFP2 coming out in September.

Right now the ArmA have most open source what will provide great support and free and easy transferee to new graphic engine. And one most important stuff, ArmA2 same as ArmA don’t have good PvP mod and this is great opportunity for PR to fulfil this gap and start to be most popular mod now in ArmA community. We just need to transfer it to ArmA engine and this is it. For the future development ArmA already have some features which will provide fast progress of PR.
MonkeySoldier
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Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by MonkeySoldier »

You want large open air terrain on C4 engine? Look here *warning, resolution = 1440*900*
McBumLuv
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Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by McBumLuv »

MonkeySoldier wrote:You want large open air terrain on C4 engine? Look here *warning, resolution = 1440*900*
That's not too big, comparatively. The map's edges just seem to stop. However, remember that the system is open source (?) and can thus be modded.
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Vaiski
Retired PR Developer
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Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Vaiski »

MonkeySoldier wrote:You want large open air terrain on C4 engine? Look here *warning, resolution = 1440*900*
I think thats from a terrain editor called Grome. It's not actually related to C4.

Eggman mentioned something about the terrain sizes earlier this thread (quote below). C4 doesn't really limit terrain size. It's more about how large terrains current systems can handle. There will be significant terrain performance optimization in the next C4 patch.

[R-DEV]eggman wrote: The terrain engine is as important as the rendering engine for a PR2 project. C4 has a voxel terrain engine; LoD management for terrain as well as terrain streaming are being added to the terrain engine. Those two things translate to extremely large worlds with extremely long view ranges. Voxel terrain is like what's in CryEngine, it allows map developers to bore holes, caves and sculpt terrain features (most game terrain engines are 2D heightmap based and don't understand the concept of a cave very well).

Paramedic, Taxi and Katarn have been working on some map concepts with the current build of the C4 engine. They have a 64km world with 5 or 6 km view distances working at 30fps. And in this version the terrain engine is only about 60% complete, the next stuff on the roadmap is all about large worlds and long view distances with good visual fidelity. It's a very impressive engine.

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McBumLuv
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Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by McBumLuv »

Beautiful, I have many high expectations for this engine. What about the assets, though? Will laser designators be true (IE, no slow box moving at the speed of snail, not light)? Or will stabilization systems work? And how many players could each vehicle hold? And would interactive display boards be feasible on large multiplayer games? I'm sure most of this hasn't been explored, but they shoud also be thought about.

Oh, and infiltration-esque infantry movement is a requirement practically :D
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