maybe you can use that torque liscence to develop some games for Ipod? PRLite anyone?
The PR team is going to use the C4 Engine
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rushn
- Posts: 2420
- Joined: 2010-01-01 02:51
Re: The PR team is going to use the C4 Engine
C4 was definably worth it after I looked at all the features and the makers bio especially for a cheap price and for life updates
maybe you can use that torque liscence to develop some games for Ipod? PRLite anyone?
maybe you can use that torque liscence to develop some games for Ipod? PRLite anyone?
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TristanYockell
- Posts: 340
- Joined: 2007-01-21 05:03
Re: The PR team is going to use the C4 Engine
I'm not asking if this "will" be in PR2, but if it is possible in the C4 engine, that is Material penetration.
If someone is hiding behind a tree, can it be made possible to hit them through the tree with larger caliber rounds. ect.
Or through a wall of a house, we all know thin civillian walls and most everyday materials don't stop .30 cal and up rounds very well.
My sks for example will punch through a substantial amount of wood, I would not want to be on the recieving end behind a fallen log.
If someone is hiding behind a tree, can it be made possible to hit them through the tree with larger caliber rounds. ect.
Or through a wall of a house, we all know thin civillian walls and most everyday materials don't stop .30 cal and up rounds very well.
My sks for example will punch through a substantial amount of wood, I would not want to be on the recieving end behind a fallen log.
Last edited by TristanYockell on 2010-03-15 00:02, edited 1 time in total.
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ChiefRyza
- Posts: 620
- Joined: 2008-06-29 07:37
Re: The PR team is going to use the C4 Engine
[quote=""'[R-DEV"]Masaq;1295049']Yes, and you'll be happy to pay $100USD for the game to allow us to pay for those servers? 
This is slightly outside the scope of the FAQ, so this is in no way an official announcement or anything of the sort - but obviously we'd like destructible static objects ingame as a minimum, and some level of deformable terrain would be nice as well. To what extent that's possible and practical depends in terms of bandwidth and computational requirements, and is very much a wait-and-see.[/quote]
Basic deformation from large explosions and destructible buildings would be able to be coded in most definitely, just not as amazingly accurate like in games like Bad Company 2 and Red Faction. Just depends on where networking is going to be in the next couple of years, we are still quite limited in terms of maximum bandwidth (especially Australia
)
It would just be state coding really, once a building is destroyed it would no longer be a dynamic object, but that information has to be sent to every single person on a server, where at the same time 100+ players are running around killing each other, blowing up even more things etc.
It would be great to have destruction though, not just for aesthetic value but for gameplay even at it's most basic level. Also, it would be quite possible to have people running around digging tunnels, the effect on the server however is something to consider and a big limitation.
[quote="TristanYockell""]I'm not asking if this "will" be in PR2, but if it is possible in the C4 engine, that is Material penetration.
If someone is hiding behind a tree, can it be made possible to hit them through the tree with larger caliber rounds. ect.
Or through a wall of a house, we all know thin civillian walls and most everyday materials don't stop .30 cal and up rounds very well.
My sks for example will punch through a substantial amount of wood, I would not want to be on the recieving end behind a fallen log.[/quote]
More than possible, just comes down to material types. Remember that we have the source code now, in theory anything is possible within reasonable constraints.
Also, with the graphical thing, just look at World of Subways, which is a train game yet it still shows how fantastic the engine can look with a little effort. Remember they wouldn't be thinking about pushing the environment details too high either because the whole time your in a moving vehicle on a one way track.
This is slightly outside the scope of the FAQ, so this is in no way an official announcement or anything of the sort - but obviously we'd like destructible static objects ingame as a minimum, and some level of deformable terrain would be nice as well. To what extent that's possible and practical depends in terms of bandwidth and computational requirements, and is very much a wait-and-see.[/quote]
Basic deformation from large explosions and destructible buildings would be able to be coded in most definitely, just not as amazingly accurate like in games like Bad Company 2 and Red Faction. Just depends on where networking is going to be in the next couple of years, we are still quite limited in terms of maximum bandwidth (especially Australia
It would just be state coding really, once a building is destroyed it would no longer be a dynamic object, but that information has to be sent to every single person on a server, where at the same time 100+ players are running around killing each other, blowing up even more things etc.
It would be great to have destruction though, not just for aesthetic value but for gameplay even at it's most basic level. Also, it would be quite possible to have people running around digging tunnels, the effect on the server however is something to consider and a big limitation.
[quote="TristanYockell""]I'm not asking if this "will" be in PR2, but if it is possible in the C4 engine, that is Material penetration.
If someone is hiding behind a tree, can it be made possible to hit them through the tree with larger caliber rounds. ect.
Or through a wall of a house, we all know thin civillian walls and most everyday materials don't stop .30 cal and up rounds very well.
My sks for example will punch through a substantial amount of wood, I would not want to be on the recieving end behind a fallen log.[/quote]
More than possible, just comes down to material types. Remember that we have the source code now, in theory anything is possible within reasonable constraints.
Also, with the graphical thing, just look at World of Subways, which is a train game yet it still shows how fantastic the engine can look with a little effort. Remember they wouldn't be thinking about pushing the environment details too high either because the whole time your in a moving vehicle on a one way track.
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Qaiex
- Posts: 7279
- Joined: 2009-02-28 21:05
Re: The PR team is going to use the C4 Engine
killonsight95 wrote:everytime you destroy a house/building you loose defesnive power for your own team after you have taken control of it
A nice thought, assuming the tank crew actually gives a shit about the infantry guys, something you rarely see.
For some reason tanks, APC's, attack helicopters just go off doing their own thing and don't really give a shit what any of the other squads are doing.
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Twisted Helix
- Retired PR Developer
- Posts: 5145
- Joined: 2008-11-03 04:18
Re: The PR team is going to use the C4 Engine
Yes it will be.DevilDog812 wrote:PR2 = TrackIR compatible?![]()
The C4 Engine will be developing a port to the iPhone and iPad.maybe you can use that torque liscence to develop some games for Ipod? PRLite anyone?
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Tofurkeymeister
- Posts: 647
- Joined: 2008-03-22 13:09
Re: The PR team is going to use the C4 Engine
Its amazing that one guy wrote most of the game engine.


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Sniperdog
- Retired PR Developer
- Posts: 1177
- Joined: 2009-02-27 00:06
Re: The PR team is going to use the C4 Engine
DevilDog812 wrote:PR2 = TrackIR compatible?![]()
I can't wait[R-DEV]Twisted Helix wrote:Yes it will be.


Will Stahl aka "Merlin" in the Squad community
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Hunt3r
- Posts: 1573
- Joined: 2009-04-24 22:09
Re: The PR team is going to use the C4 Engine
Natural teamwork means that players work together so that 2+2=5, and 2+0=0, forced teamwork means that 2+0=0, but 2+2=5.Feriluce wrote:Whats the difference?

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Twisted Helix
- Retired PR Developer
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- Joined: 2008-11-03 04:18
Re: The PR team is going to use the C4 Engine
Here is another thread with some pretty amazing textures in them
New Sci-Fi Textures WIP Thread
Worth bearing in mind that none of these shots are of geometries, they are all of flat cubes with the C4 engines texturing applied to them , using Parallax data and Horizon mapping. You are seeing a flat surface here with the C4 engines gfx lighting applied to it.

New Sci-Fi Textures WIP Thread
Worth bearing in mind that none of these shots are of geometries, they are all of flat cubes with the C4 engines texturing applied to them , using Parallax data and Horizon mapping. You are seeing a flat surface here with the C4 engines gfx lighting applied to it.

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maarit
- Posts: 1145
- Joined: 2008-02-04 17:21
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DevilDog812
- Posts: 491
- Joined: 2010-01-26 22:22
Re: The PR team is going to use the C4 Engine
nice![R-DEV]Twisted Helix wrote:Yes it will be.
how about integrated civilians? like a whole separate group of players/AI
ANTI-WIKILEAKS, PROUD SUPPORTER OF THE MILITARY
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rushn
- Posts: 2420
- Joined: 2010-01-01 02:51
Re: The PR team is going to use the C4 Engine
did they buy the industrial version?
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Feriluce
- Posts: 334
- Joined: 2009-03-12 18:35
Re: The PR team is going to use the C4 Engine
I'm assuming they got the standard license, as (as far as I know) there is no plans for a console release (You'd need professional license for that), and I dont think they'll sell it for more than 100$ either.rushn wrote:did they buy the industrial version?
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doop-de-doo
- Posts: 827
- Joined: 2009-02-27 12:50
Re: The PR team is going to use the C4 Engine
<--- promotes this as AIDevilDog812 wrote:
how about integrated civilians? like a whole separate group of players/AI
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Feriluce
- Posts: 334
- Joined: 2009-03-12 18:35
Re: The PR team is going to use the C4 Engine
Nah, it would be more fun to have a 3rd team of players playing as civilians. They could then choose to help either the insurgents or the US forces.doop-de-doo wrote:<--- promotes this as AI
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Celestial1
- Posts: 1124
- Joined: 2007-08-07 19:14
Re: The PR team is going to use the C4 Engine
Mixture of both would be best.
Bots for population, players for uniqueness.
Bots for population, players for uniqueness.
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Dunehunter
- Retired PR Developer
- Posts: 12110
- Joined: 2006-12-17 14:42
Re: The PR team is going to use the C4 Engine
Guys, no suggestions yet
Pre-alpha, remember?
[R-MOD]Jigsaw] I am drunk. I decided to come home early because I can''t realy seea nyithng. I hthknk i madea bad choicce.
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Masaq
- Retired PR Developer
- Posts: 10043
- Joined: 2006-09-23 16:29
Re: The PR team is going to use the C4 Engine
Time for thread to go to thread heaven, I think!
"That's how it starts, Mas, with that warm happy feeling inside. Pretty soon you're rocking in the corner, a full grown dog addict, wondering where your next St Bernand is coming from..." - IAJTHOMAS
"Did they say what he's angry about?" asked Annette Mitchell, 77, of the district, stranded after seeing a double feature of "Piranha 3D" and "The Last Exorcism." - Washington Post
