[Ideas] PR Future Engine Ideas and Suggestions

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Locked
Spearhead
Retired PR Developer
Posts: 1785
Joined: 2007-06-01 00:53

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Spearhead »

As for Joint Ops: I've just recently remembered that one. (It's older than BF2)

I never fully checked that out but it looks like NL is working on a a new Delta Force title right now. Basically the game engine has a lot going for it thinking about PR. The Map sized, player number and modability seem to be there.

Things I didn't really see so far are in the area of VOIP, squad system and scripting. I guess I will check that one out a bit more closely.

EDIT: Here's the link for the new DF game supposedly due 2009
Last edited by Spearhead on 2009-02-16 16:22, edited 1 time in total.
Image
nicoX
Posts: 1181
Joined: 2007-07-24 10:03

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by nicoX »

'[R-DEV wrote:Spearhead;936291']As for Joint Ops: I've just recently remembered that one. (It's older than BF2)

I never fully checked that out but it looks like NL is working on a a new Delta Force title right now. Basically the game engine has a lot going for it thinking about PR. The Map sized, player number and modability seem to be there.

Things I didn't really see so far are in the area of VOIP, squad system and scripting. I guess I will check that one out a bit more closely.

EDIT: Here's the link for the new DF game supposedly due 2009
If PR thinks about moving to another engine within this year, I think this will be the right choice.

I don't see other game developers coming up and making a Battlefield warfare game besides EA/DICE. Although I think it's better to leave them once and for all, with no remorse going back.

If EA/DICE were serious about their Battlefield business, they would never let Novalogic get ahead. And if this games turns out to be successfully it will take on a whole new game community which EA/DICE later will have problems taking back.
Last edited by nicoX on 2009-02-16 17:23, edited 1 time in total.
nicoX
Posts: 1181
Joined: 2007-07-24 10:03

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by nicoX »

Is this saying anything about the engine?
Image
gopedman
Posts: 9
Joined: 2007-09-11 21:32

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by gopedman »

Joint ops engine or americas army engine.
Dv83r wrote:I'm surprised this game hasn't come up. Joint Operations: Typhoon Rising. My friend told me it can hold up to 64 players on a 10km map. The bad thing is that you have to pay a monthly fee to play this game.

btw I don't know what you friend is talking about, you don't have to pay monthly fees to play joint operations at all and its limit is not 64, it can reach 150 without mods. The game developers servers are 150 slot. There was already a reality mod for this game aswell, if you were to take the engine and make a whole game out of it thats another story. I would wait to check out the new delta force engine, it seems like it could be a winner, the picture of the horses is a terrible representation of it, theres some others that look 10x better.
Last edited by gopedman on 2009-02-17 02:51, edited 2 times in total.
Fluffywuffy
Posts: 2532
Joined: 2007-11-13 23:52

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Fluffywuffy »

thecoolj85 wrote:i say if you are goning to switch engines go the the crysis one i played the demo for it and my system is pretty low quality my cpu doesnt even match the minimum requerements but i got ~30 frames one low to medium settings idk if its just the demo but i like the crysis engine alot and there seems to be mods from balck sand studios for crysis so maybe you guys should consider it
You suggested Crysis after you've several threads to upgrade your pc for Crysis?

What?
Image

[DM]AirborneLegs or hellatom ingame
tp94
Posts: 4
Joined: 2009-02-18 15:48

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by tp94 »

see which engine they are using for opperation flashpoint two and use that as they are going to have 64 players with each human player having his own 6 man AI squad on the same map (so the maps cant exactly be smakk).
tp94
Posts: 4
Joined: 2009-02-18 15:48

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by tp94 »

sorry that was supposed to be "Small" not "Smakk"
eggman
Retired PR Developer
Posts: 11721
Joined: 2005-12-27 04:52

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by eggman »

OFP2 is 12 to 24 players multiplayer. It looks superb, but that limitation is a killer.

Crysis is a non starter for similar reasons.

I am leaning toward indie game, a bit sick of being limited by lack of access to source code. I can't see myself being up for another mod project and I'd be surprised if any of the core PR team are up for that as well. It's a huge amount of work, basically a "phase" in your life, so there needs to be more to it than modding for a lot of folks on the team. Not saying an indie game would see us quit day jobs, but at least we can have a shot at something with an economic model.

egg
[COLOR=#007700][COLOR=DarkGreen]C[COLOR=Olive]heers!
egg[/COLOR][/COLOR][/COLOR]

Image
NiteFox
Posts: 3
Joined: 2009-02-04 15:53

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by NiteFox »

I am 16 years of age and i know i dont know a ton about gaming but yesterday my squad and I were talking about how it would be cool if a squad leader could make 1 watchtower of some sort at or near a firebase, also I was personally thinking that a lot of the hands in the game are pretty big, i mean i can handle it but just saying..lol
biggestbastian
Posts: 40
Joined: 2008-08-09 20:31

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by biggestbastian »

would it be pausable for pr to make their own game?
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by gazzthompson »

biggestbastian wrote:would it be pausable for pr to make their own game?
no , to much money , time, experience needed ect
steve_06-07
Posts: 916
Joined: 2008-04-27 23:36

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by steve_06-07 »

ARMA 2 Engine would be epic. Large maps with real ballistic and material penetration. Or maybe if the CoD 4/5 engine could handle larger maps with vehicles that wouldn't be to bad either, because the graphics would be sweet.
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic21893_1.gif[/img]
SocketMan
Posts: 1687
Joined: 2007-03-09 22:03

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by SocketMan »

Instead of buying an engine it might be better to partner with an entity like
Microsoft (for example) to develop it ?

also we need a list of features that the engine (regardless of where it comes from) must have:

For example:

-allow at least 100 players on line lag free
-Modular,highly modable
-Multi threaded (dual/quad core cpu support)
-Physics support
-Multi GPU (SLI/Crossfire) support
-GPU processing/Gpu physics support)
-IPv6 support
-Must be secure (no hacking/cheating/glitching)
-...................etc.....


I don't think that minimum requirements should be low,many times these
requirements are lowered on purpose to the point where you can run the game,but not play it( Of course the lower the requirements the more people can buy it).
Elektro
Posts: 1824
Joined: 2009-01-05 14:53

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Elektro »

It would be a great idea if you guys contacted EA GAMES and worked with them making a new engine ;)
Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Tannhauser »

Elektro wrote:It would be a great idea if you guys contacted EA GAMES and worked with them making a new engine ;)
Not only that's unlikely but.. doing that just to end up with another nerfed game that would be produced for the masses rather than quality and rushed in order to be milked until death, expansion packs after expansion packs and trashing all of its/their potential... I'd rather stay with PR being a mod.

A mod that doesn't evolve following hollywoodian market currents, but that evolves following a strong and active community thriving for open-ended improvements and responsive&communicative developpers and contributers

You will never get the Player-to-RCon-to-RDev concepts with game industry. It's either you work for them and they pay you to make new games to be sold, or be a player that suggests stuff for the expansion packs and that will never have a chance to contribute/work substantially for the game himself. Nothing against the game industry, but this closed system shows its flaws in comparison to open systems like PR or Wikipedia or any mod that accepts members that actually do stuff disregarding paychecks, industry-experience and contracts.
«Hollywood jackasses who insist on spending seriously huge amounts of money to make films that even my cat won't watch. And he'll happily sit in the bathroom and watch me shit.»
- [R-DEV]Masaq
rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by rampo »

MAKE PROJECT REALITY ENTIRELY A NEW GAME!!! THAT WAY U CAN GET PAYED!!! WOOOOT VIVE LA REVOLUTION!
Image
single.shot (nor)
Posts: 692
Joined: 2008-04-12 07:06

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by single.shot (nor) »

wait for BF3, and hope it isn cartoony, like BF1943?
War is a huge matter for a nation. it's the field of life and death, destruction and survival, and such matters cannot be left unstudied. - Sun Tzu
PRftw
Posts: 3
Joined: 2009-01-28 15:04

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by PRftw »

+1 for EGO engine ( https://www.realitymod.com/forum/f18-pr ... post891960 ), i dont know if it will support many players tho.... shame if not.
Colibri
Posts: 20
Joined: 2007-12-22 15:57

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Colibri »

'[R-DEV wrote:Spearhead;936291']As for Joint Ops: I've just recently remembered that one. (It's older than BF2)

I never fully checked that out but it looks like NL is working on a a new Delta Force title right now. Basically the game engine has a lot going for it thinking about PR. The Map sized, player number and modability seem to be there.

Things I didn't really see so far are in the area of VOIP, squad system and scripting. I guess I will check that one out a bit more closely.

EDIT: Here's the link for the new DF game supposedly due 2009
Even though I doubt this game will be released in 2009, with the recent "discovery" of Mumble by PR, could Mumble be implemented to this game if it had no VOIP? It sounds possible, but I don't know if the 3d audio would work in a game without VOIP.
UncleRob199
Posts: 71
Joined: 2007-07-21 15:49

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by UncleRob199 »

Source, UT, Crysis, all good. To my knowledge, they are all easier on your CPU to run than BF2, but do any of them have as good physics as BF2 - I'm thinking particularly for helicopters?
Locked

Return to “PR:BF2 Suggestions”