[Ideas] PR Future Engine Ideas and Suggestions
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R.J.Travis
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Re: [Ideas] PR Future Engine Ideas and Suggestions
(: arma 2 has 64 players....
Twisted Helix: Yep you were the one tester that was of ultimate value.
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Excavus
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Re: [Ideas] PR Future Engine Ideas and Suggestions
Arma 2 can support infinite players...R.J.Travis wrote:(: arma 2 has 64 players....
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Hitperson
- Retired PR Developer
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Re: [Ideas] PR Future Engine Ideas and Suggestions
and will probably crash above 30.Excavus wrote:Arma 2 can support infinite players...![]()
Harrod200:"Fire.exe has committed an illegal operation and has been shut down"
Raniak : "Warning: May crash if fired upon."
M4sherman: "like peter pan but with tanks"
[R-MOD]Eddiereyes909 (on sim tower) "It truly was the game of my childhood and has led to me getting my degree in industrial engineering."
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Twisted Helix
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Re: [Ideas] PR Future Engine Ideas and Suggestions
Yes ... we tried to get a real river in there with real water ... but it kept short circuiting our computers ....lucky14 wrote: Simply, the BF2 engine can't tell between a steam and a ocean, it's just water to it. You now on Qiunling (sp?) with the Britians and Chinese on the 4 km map (I could have the it wrong though.) North of that big lake is a steam. All the water-fall affects are complete fake!
Regards the C4 engine and its capabilities for rendering water ... well it can, but it does it with textures, materials and shaders ... as does any engine. This does not make the water 'real'. However code that detects when the player is in a water 'area' which would probably have to be created with somekind of 'trigger' that encapsulates the water effect, can make the avatar 'float' or 'swim', or make him run out of breath, drown etc etc. None of this is in the C4 engine and has to be programmed in. At present if you dive into water you just go through the pretty visual effects and then keep on falling out of the bottom of the lake for eternity or until you exit the game loop.
So yes we will have water, and it will be 'real' in the sense that behaviour in it will 'represent' real life.
Last edited by Twisted Helix on 2009-07-02 09:12, edited 1 time in total.
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nick20404
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Re: [Ideas] PR Future Engine Ideas and Suggestions
[R-DEV]Hitperson wrote:and will probably crash above 30.
I am sure if you can get 1500+ AI into a game you can probably manage at least 100 human players.. I have heard that they have gotten quite a few people in ARMA 1 servers but TBH I don't think ARMA 2 is right for the style of PR, too complicated and clunky.
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Twisted Helix
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Re: [Ideas] PR Future Engine Ideas and Suggestions
Yeah ... but have you seen what the AI in arma behaves like ? May as well just dump in a bunch of statics .... and have some random kill function for players.
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Rudd
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McBumLuv
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Re: [Ideas] PR Future Engine Ideas and Suggestions
The iGi guys were saying it's fairly stable at 30 players (IE, human), but not higher really.



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Jjjootjohn
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- Joined: 2007-07-22 01:37
Re: [Ideas] PR Future Engine Ideas and Suggestions
So many buttons to press.... ugh.... I played a week of Arma 2 demo, and now I'm pressing the numpad to look to the sides, and enter to get into a vehicle. And the AI is, yes, clumsy, and hard to control, but it can headshot anything out of nowhere 
I'd like to see them go on with the C4 engine
I'd like to see them go on with the C4 engine
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Arnoldio
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Re: [Ideas] PR Future Engine Ideas and Suggestions
Excavus wrote:Arma 2 can support infinite players...![]()
[R-DEV]Hitperson wrote:and will probably crash above 30.
True, true...
Arma2 is really army strong, you can carry m4+ugl, m107, and a javelin with 1 rocket..and still jog and run happily...hooah.
There has been so much work and and effort and hours put in current PR that it doesnt even pay off to switch engines..maybe if a group of lunatics starts as a minimod

Orgies beat masturbation hands down. - Staker
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Twisted Helix
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Re: [Ideas] PR Future Engine Ideas and Suggestions
Wait for ACE2 mod for ARMA2. It will bring back perspective and realism.
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Kapt. Kroon
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Re: [Ideas] PR Future Engine Ideas and Suggestions
If you're under fire, trust me, you will f*cking run as fast as possible!ChizNizzle wrote:True, true...
Arma2 is really army strong, you can carry m4+ugl, m107, and a javelin with 1 rocket..and still jog and run happily...hooah.
There has been so much work and and effort and hours put in current PR that it doesnt even pay off to switch engines..maybe if a group of lunatics starts as a minimod...But im staying with BF2..
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Antonious_Bloc
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Re: [Ideas] PR Future Engine Ideas and Suggestions
I'd rather worry about things like moving, shooting and leaning before i worry about rivers. Quinling is fine with the "fake" streams, anyhoo 

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eggman
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Re: [Ideas] PR Future Engine Ideas and Suggestions
I've not played ArmA 2 yet. That video is mighty impressive tho! With the BI Studios games I've come to wait for the patches and a few of the critical mods to come to fruition before making a judgment on the game. I wrote off ArmA 1, but then when a few patches and ACE came out, I tried it again and found it quite enjoyable.
We'll be shooting to have PR2 be a lil less convoluted than ArmA's control scheme, I guess you could describe it as "accessible". I am not clear what ArmA2 has done for multiplayer, but I never liked the online play much. Co-op was good, but online I found it lacking in teamwork and structure (at least in "pubbing" experiences).
egg
We'll be shooting to have PR2 be a lil less convoluted than ArmA's control scheme, I guess you could describe it as "accessible". I am not clear what ArmA2 has done for multiplayer, but I never liked the online play much. Co-op was good, but online I found it lacking in teamwork and structure (at least in "pubbing" experiences).
egg
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Farks
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Re: [Ideas] PR Future Engine Ideas and Suggestions
Well, we gotta remember that Arma also have a singleplayer side, and it would be hard to give that part any tactical depth without an advanced interface. That's why the controls feel more advanced. Things are always more simple in multiplayer from that perspective since you can give orders just by talking to your players. PR2 will (hopefully) not need any advanced in-game menys since it will all be human players with ears and eyes.
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Twisted Helix
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Re: [Ideas] PR Future Engine Ideas and Suggestions
ARMA 2 has made the command and control interface much simpler to use which is good, but if you are used to OFP and ARMA 1 , then it really does become second nature quite fast to learn the number sequences for the radio commands.
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Rudd
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Re: [Ideas] PR Future Engine Ideas and Suggestions
ArmA2 bots aren't bad to tbh. I really enjoyed the high command tutorial watching like 50 dudes obey me!!!Well, we gotta remember that Arma also have a singleplayer side, and it would be hard to give that part any tactical depth without an advanced interface. That's why the controls feel more advanced. Things are always more simple in multiplayer from that perspective since you can give orders just by talking to your players. PR2 will (hopefully) not need any advanced in-game menys since it will all be human players with ears and eyes.
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Durkie
- Posts: 264
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Re: [Ideas] PR Future Engine Ideas and Suggestions
I used voice commands in endwar It was a nice feature but I didn't use it much
but in pr you can talk to your squad so why do you need voice command to place a marker when you can just tell you squad to shoot there
but in pr you can talk to your squad so why do you need voice command to place a marker when you can just tell you squad to shoot there
"Goddam it, you'll never get the Purple Heart hiding in a foxhole! Follow me!"
Captain Henry P. Jim Crowe
Captain Henry P. Jim Crowe


