[Ideas] PR Future Engine Ideas and Suggestions

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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Drunkenup
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Joined: 2009-03-16 20:53

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Drunkenup »

***LeGeNDK1LLER*** wrote:personally i can suggest you to use something similar to the arma 2 engine,
there are 2-3 server with 90/100 players playing in a huge map and it doesn't give any sort of problems.

or if the arma 2 engine is to much for the PC of this comunity you can try it with arma1 or the old ofp engine( if you dont care to much about the graphic..)

Its confirmed that PR2 will be on the C4 Engine. The devs have said time after time that engines like the ones you've listed are too expensive and way too hard to work with.

Edit: Hmm.... R-Mod Ninjas.....
Last edited by Drunkenup on 2009-11-24 22:02, edited 1 time in total.
Reason: ninjas!!!!
***LeGeNDK1LLER***
Posts: 277
Joined: 2009-10-27 16:51

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by ***LeGeNDK1LLER*** »

ok sorry
:o ops: :o ops:
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by gazzthompson »

also the netcode on arma seems rubbish. over 20 players and it lags to hell.
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Sabre_tooth_tigger »

20 is ok, 50 even maybe but never seen 90 and it does get affected by more players. Its not quite as good as bf2 for high numbers.

I'd like to see 90, whats the IP ?


The heli physics on arma2 are pretty good though, genuinely restricts pilots from getting away with stupid tactics. Vehicle is rubbish but at least it doesnt flip over so easy :D



http://www.game-monitor.com/search.php?game=arma
R.J.Travis
Posts: 707
Joined: 2007-12-09 21:27

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by R.J.Travis »

Hi, I left the PR community and have been waiting for the end of 2009 to come to a end I have been keeping a Eye out on what the "DEV" team has given as a incite on there Video game "PR2" as most know it I remember reading what had been post about the game and what we where to expect from them on the matter.

I "quote"

13. When will there be a playable alpha?
Depends on playable hehe. But hopefully in 2009 we'll be able to distribute an early build to the community that shows off some of the basics.

end "quote"

Has the "DEV" team been able to met this goal of releasing some type of Playable Alpha version of there game on the C4 engine sometime before the end of 2009?

If so could we get any type of new News on the game its self?

I am looking forward to your reply good news or not.

Thank you for your time.
Twisted Helix: Yep you were the one tester that was of ultimate value.
Katarn
Retired PR Developer
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Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Katarn »

No playable alpha for 2009. C4 v2.0 is about to release, which will definitely allow us to start plowing through the work.
MonkeySoldier
Posts: 1200
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Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by MonkeySoldier »

What are the features of C4 2.0?
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R.J.Travis
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Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by R.J.Travis »

[R-DEV]Katarn wrote:No playable alpha for 2009. C4 v2.0 is about to release, which will definitely allow us to start plowing through the work.
Ah the Avatar of good luck has struck once again I see.

What would be the most lilkely date of a Alpha release date now that C4 V2.0 is to be released soon I am sure your "DEV" team is hard at work to get something out to your community none the lest.



Thank you for your reply.

P.S. I would like to thank the "DEV" that made the ACOG Triangle smaller "when I was on the beta team I asked for this and everyone agreed and I was told you [R-DEV]Katarn where the one that would need to be ask to fix it I'm glad to see it was done after I left.
Last edited by R.J.Travis on 2009-11-25 13:09, edited 3 times in total.
Twisted Helix: Yep you were the one tester that was of ultimate value.
DankE_SPB
Retired PR Developer
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Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by DankE_SPB »

MonkeySoldier wrote:What are the features of C4 2.0?
Official Roadmap - C4EngineWiki
Version 2.0 is the largest update to C4 ever and will include the following major features:

* Seamless voxel-based geomip terrain LOD algorithm (the world's first!).
* Rigid body physics, new character physics, joint constraints, fluid bodies + buoyancy, force fields.
* Large-scale multi-resolution shadow mapping capabilities.
* Several features for dense foliage rendering.
more about it here C4 Engine Release Notes
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Jaymz
Retired PR Developer
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Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Jaymz »

As Katarn mentioned, we are awaiting the critical 2.0 update for C4 before significant work can be done. There wont be anything playable for the next several months at least. Even then, the first "playable" test version is going to be primarily a showcase for the basic infantry functions as well as a test of networking capabilities.

We are still in pre-production and design documentation stages.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
DankE_SPB
Retired PR Developer
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Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by DankE_SPB »

lots of things were discussed about graphics, physics, network etc. but nothing(at least i cant remember it) about sound possibilities, what are they? will Jaymz have something to work on? :-P
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AquaticPenguin
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Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by AquaticPenguin »

DankE_SPB wrote:lots of things were discussed about graphics, physics, network etc. but nothing(at least i cant remember it) about sound possibilities, what are they? will Jaymz have something to work on? :-P
Not sure about sound, but I don't imagine it would be too difficult to implement OpenAL or SDL in the engine. I believe sound is a relatively minor part of game-engines since there's not a great deal you can do with it. I'm not sure if the developer of C4 plans on having sound functionality down the road either.
Jaymz
Retired PR Developer
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Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Jaymz »

C4 Engine Features
Sound manager:
· Fully spatialized 3D sound effects.
· Doppler shift and other frequency effects.
· High-precision sound travel delay.
· Atmospheric absorption effects.
· Reverberation with multiple simultaneous environments.
· Directional sounds with cone attenuation.
· Obstruction attenuation applied to direct and reflected paths.
· Frequency-dependent volume settings for all effects.
· Permeation system determines how far sounds travel through interiors.
· Unlimited streaming music channels with seamless looping and concatenation.
The current release doesn't support surround sound. But the creator is planning on including full surround sound support in future releases.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
Conman51
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Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Conman51 »

Im not sure if this has been answered but is there a player limit to the c4 engine, or since you guys kinda own the engine now does that mean you can set a limit as high as you want?
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



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bondsan
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Re: Source Engine

Post by bondsan »

Hotrod525 wrote:a mix of ARMA2 and OF2DR could be nice... the payer limit of Arma2, the map size of OP2DR, whit the nice effect of Dragon Rising... (realistic balistic, stabalised gun, thermal sight...) =D
agreed. i like the arma player limit and i love the huge maps as it lets the jets stretch their legs properly but huge maps need lots of assets and lots of assets need lots of players, as each town is a good distance apart it sets up enough room and time to prepare assault and defensive positions.

i played arma 1 for a while and loved the thought of a PR version of such an epic map. but would the community go for an arma size map or would they prefer to stick with the existing format ?
those who live by the sword get shot by those who don't
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Bringerof_D »

· High-precision sound travel delay.
· Permeation system determines how far sounds travel through interiors.

^^WIN right there... now they we wont hear the sniper fire till the guy has picked up and started booking it off the hill top
ankyle62
Posts: 556
Joined: 2009-07-12 21:41

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by ankyle62 »

what kind of a computer strain is the new engine going to have? im looking to get something new but dont want to have to upgrade 2 years from now whenever it comes out.
SomebodySomeone
Posts: 89
Joined: 2009-02-27 18:00

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by SomebodySomeone »

How about using the Bad Company 2 engine? When it's released that is :P
DankE_SPB
Retired PR Developer
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Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by DankE_SPB »

how about reading through thread or sticky FAQ at least?
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doop-de-doo
Posts: 827
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Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by doop-de-doo »

Could you tantalize us with a little something off C4? Something you are capable of..? :P Something to whet the appetite?

:evil: B4TM4N :evil:
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