So will 1.0 be the last version of PR?
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JL
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Rhino
- Retired PR Developer
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eggman
- Retired PR Developer
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I dunno when it will end lol. At some point we defined v1.0 as being when we had a fairly complete set of Brit assets in game. But with all the other loose ends, that feels like a bit of an overall insult hehe... by that I mean we have a lot of stuff still needing to see completion (rifleman w optics, mortars, Hueys, etc). And there are still some pretty majorly gimpy game play dynamics we'd like to eradicate. So I think we'll call it v1.0 when we feel that there are few MAJOR changes left for us to feel good about the mod.
I think by the time v0.7 rolls out we'll have polished up the changes to the major elements of the vBF2 mechanics we dont like (class system, spawning system). But we'll still have some gaps here and there.. but I would guess that there's a possibility that we might jump from v0.7 to v1.0 if we're reasonably happy with everything.
At some point soon I'd like to think all of the major changes we intend to bring are complete and we can focus more on polish and new content as opposed to the fairly substantial changes v0.5, 6 and 7 will bring.
I think by the time v0.7 rolls out we'll have polished up the changes to the major elements of the vBF2 mechanics we dont like (class system, spawning system). But we'll still have some gaps here and there.. but I would guess that there's a possibility that we might jump from v0.7 to v1.0 if we're reasonably happy with everything.
At some point soon I'd like to think all of the major changes we intend to bring are complete and we can focus more on polish and new content as opposed to the fairly substantial changes v0.5, 6 and 7 will bring.
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causticbeat
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TroyMcClure
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$kelet0r
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It would be great to see the team use this stage as a proof of concept exercise and move on to a superior engine platform as soon as it becomes available. There really is no denying how destructive the DICE engine is to the game the devs want to make and the players want to play. The Unreal Tournament 3 engine would be my preference (Red Orchestra and infiltration are proof of how powerful the platform is) and would even allow the team to submit in the 'make something unreal' competition. Onwards and upwards.
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TroyMcClure
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Rhino
- Retired PR Developer
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no engine that is out yet can really support the full needs of PR. the ET:QW engine looks good, but only has a max of 32 players and also only 1km maps max. the engine is also not DX10 and now that DX10 is out, we should really be aiming our selfs at a DX10 engine. the only engine that might handel PR that has DX10 is crysis. but that game is mainly built for SP, and the MP part of it still only has a max of 32 players. so again, there really isnt a engine thats worth moving to at the moment.Fishw0rk wrote:What engine can handle large scale combined arms combat like BF2? I'm asking because I genuinely dont know. Can Unreal 3 support jets, choppers, boats, etc?
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$kelet0r
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Yes - massive maps, vehicles, solid infantry combat. Well I assume because UT2004 did it very well and that was Unreal 2.5. And RO is on that platform currently. So UE3 is probably bigger and better - anyway isn't ETQW on itFishw0rk wrote:What engine can handle large scale combined arms combat like BF2? I'm asking because I genuinely dont know. Can Unreal 3 support jets, choppers, boats, etc?
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El_Vikingo
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$kelet0r
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The unreal engine 3 is the way to go imo and I hope that PRM does take advantage of the opporunity when UT3 ships later this year. If only because of the pedigree and success of similar tactical modifications on that platform such as RO and Infiltration. Crysis is another possibility but like Rhino said it is limited in multiplayer, similarly to ETQW - the engine will show its age when it finally arrives and the upper limit in map and player size is quite low. Ideally all the models and skins would be made as modular as possible so that they can be slotted into a new engine without too much effort.






