for what? regular armies dont use it, you're supposed to kill enemy, not restrain\arrest themAlthough it would be nice if we got flash grenades like in bf2v, dont know why they are not in the game.
[Ideas] PR Future Engine Ideas and Suggestions
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DankE_SPB
- Retired PR Developer
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Re: [Ideas] PR Future Engine Ideas and Suggestions
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Ironcomatose
- Posts: 3471
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Re: [Ideas] PR Future Engine Ideas and Suggestions
What are you talking about? We are issued flash grenades and we use them all the time in the kind of war we are in now.DankE_SPB wrote:for what? regular armies dont use it, you're supposed to kill enemy, not restrain\arrest them
[R-DEV]DuneHunter - No offense to any female gamers, but never, ever underestimate the amount of havoc a woman can unleash upon innocent unsuspecting electronics.
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DankE_SPB
- Retired PR Developer
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Re: [Ideas] PR Future Engine Ideas and Suggestions
i doubt you can identify hunting on insurgents as "war" and why throw flash, if you can kill enemy with frag? whats the point of suppressing then killing them with hand weapon?Ironcomatose wrote:What are you talking about? We are issued flash grenades and we use them all the time in the kind of war we are in now.
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Deadfast
- Retired PR Developer
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- Joined: 2007-07-16 16:25
Re: [Ideas] PR Future Engine Ideas and Suggestions
Innocent civilians around?DankE_SPB wrote:i doubt you can identify hunting on insurgents as "war" and why throw flash, if you can kill enemy with frag? whats the point of suppressing then killing them with hand weapon?
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Ironcomatose
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Re: [Ideas] PR Future Engine Ideas and Suggestions
For in game purposes flash grenades only make sense on maps with civis and even then the chances to employ them right are few and far between. All im saying is that your statement about our militaries not using them is false. Because we do.DankE_SPB wrote:i doubt you can identify hunting on insurgents as "war" and why throw flash, if you can kill enemy with frag? whats the point of suppressing then killing them with hand weapon?
[R-DEV]DuneHunter - No offense to any female gamers, but never, ever underestimate the amount of havoc a woman can unleash upon innocent unsuspecting electronics.
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DankE_SPB
- Retired PR Developer
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Re: [Ideas] PR Future Engine Ideas and Suggestions
i wonder how you will recognize it when somebody fires from room\flat\whatever else and you need to clear it out asap with minimal costDeadfast wrote:Innocent civilians around?
btw, whats interesting, nobody cares when JDAM dropped in urban area, but when it comes to use of grenades everybody thinks about "innocent civilians"
hmm, i think its my bad because of crappy englishFor in game purposes flash grenades only make sense on maps with civis and even then the chances to employ them right are few and far between. All im saying is that your statement about our militaries not using them is false. Because we do.
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Cpt. Trips
- Posts: 314
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Re: [Ideas] PR Future Engine Ideas and Suggestions
If they had a bigger radius or otherwise a greater guarantee to be effective, i'd much rather use a flash to clear a room than a frag. They could've taken a position which avoids or decreases frag damage, giving them just enough capacity to cap me.
Maybe that's just my armchair general opinion.
Maybe that's just my armchair general opinion.
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wormeaten
- Retired PR Developer
- Posts: 1169
- Joined: 2006-05-06 01:10
Re: [Ideas] PR Future Engine Ideas and Suggestions
I read this post and in generally notice that most of you just theorizing and not try to play other game in the way you talking about.
I was playing PR before almost since released and now mostly playing ArmA and I have experience to play big and organised battles with close to 100 players. That experience you can’t compare with anything else but the problem in ArmA is shortage of good PvP mod. All PvP mod’s official or not official are based more or less on some sort of vanilla BF2 style. Most of people now playing coop missions because only here you can play on some good servers descent team work play and that’s the reason why BI focus on better AI in ArmA2.
ArmA already is much better engine and give much more than old BF2 engine who is BTW already buried.
ArmA just need one PRmod to bring new perspective to PvP playing and I see ArmA as perfect platform for PR. PR is exactly what ArmA need and ArmA have most open source community among the games in general and all work in ArmA will be easy transferred to ArmA2 because most of the scripts will be working on ArmA2.
It is my great wish if one day someone starts work on PR ArmA. This is not mean necessaries to transfer from BF2 to ArmA but I think it will be enough interest to start parallel PR mod on ArmA engine too.
I was playing PR before almost since released and now mostly playing ArmA and I have experience to play big and organised battles with close to 100 players. That experience you can’t compare with anything else but the problem in ArmA is shortage of good PvP mod. All PvP mod’s official or not official are based more or less on some sort of vanilla BF2 style. Most of people now playing coop missions because only here you can play on some good servers descent team work play and that’s the reason why BI focus on better AI in ArmA2.
ArmA already is much better engine and give much more than old BF2 engine who is BTW already buried.
ArmA just need one PRmod to bring new perspective to PvP playing and I see ArmA as perfect platform for PR. PR is exactly what ArmA need and ArmA have most open source community among the games in general and all work in ArmA will be easy transferred to ArmA2 because most of the scripts will be working on ArmA2.
It is my great wish if one day someone starts work on PR ArmA. This is not mean necessaries to transfer from BF2 to ArmA but I think it will be enough interest to start parallel PR mod on ArmA engine too.
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ownzor2410
- Posts: 4
- Joined: 2009-03-21 06:32
Re: [Ideas] PR Future Engine Ideas and Suggestions
I am realy noob at this stuff
^^
I'll say you gyes use the new FROSTBITE engine or maybe its only for consoles
I'll say you gyes use the new FROSTBITE engine or maybe its only for consoles
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Teuvo
- Posts: 41
- Joined: 2009-04-15 19:03
Re: [Ideas] PR Future Engine Ideas and Suggestions
Point of Existence 2 mod stopped their development work lately.
How about cooperating with them to get German army to PR and give their hard work some more time to live and credit?
Point of Existence // A Battlefield 2 Modification
How about cooperating with them to get German army to PR and give their hard work some more time to live and credit?
Point of Existence // A Battlefield 2 Modification
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Rudd
- Retired PR Developer
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- Joined: 2007-08-15 14:32
Re: [Ideas] PR Future Engine Ideas and Suggestions
I could be mistaken, but the German mod in PR has shared with POE and should be in the next major release of PR.Teuvo wrote:Point of Existence 2 mod stopped their development work lately.
How about cooperating with them to get German army to PR and give their hard work some more time to live and credit?
Point of Existence // A Battlefield 2 Modification
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AnimalMother.
- Posts: 2476
- Joined: 2007-02-25 15:38
Re: [Ideas] PR Future Engine Ideas and Suggestions
you are mistakenDr2B Rudd wrote:I could be mistaken, but the German mod in PR has shared with POE and should be in the next major release of PR.
PoE havn't shared anything the german PR faction got bits and bobs from OPK
ex |TG-31st|
AnimalMotherUK - YouTube
AnimalMotherUK - YouTube
vistamaster01: "I just dont get people with girl usernames/pics/sigs lol,
for example I thought AnimalMother was a girl
ops:"
Arte et Marte
for example I thought AnimalMother was a girl
Arte et Marte
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arjan
- Posts: 1865
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Re: [Ideas] PR Future Engine Ideas and Suggestions
Thats right, POE doesnt share anything.
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Farks
- Posts: 2069
- Joined: 2007-01-20 00:08
Re: [Ideas] PR Future Engine Ideas and Suggestions
What about Frontlines: Fuel of War? Don't know much about the game except for the fact that it's developed by the guys that made Desert Combat. Seems like they would be fairly mod friendly.
Frontlines: Fuel of War - Wikipedia, the free encyclopedia
Frontlines: Fuel of War - Wikipedia, the free encyclopedia
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SkaterCrush
- Posts: 1173
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Re: [Ideas] PR Future Engine Ideas and Suggestions
I just hope for BF3...like really if it DID come out and PR modded it....
EPIC
EPIC
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eggman
- Retired PR Developer
- Posts: 11721
- Joined: 2005-12-27 04:52
Re: [Ideas] PR Future Engine Ideas and Suggestions
We're currently messing about with an indie engine called C4. It's written by one guy who is a very well respected computer scientist in the 3D graphics programming world. It's not currently complete, but the bulk of the rendering engine is complete. Right now physics and terrain engine improvements are the C4 engine developer's focus.
The terrain engine is as important as the rendering engine for a PR2 project. C4 has a voxel terrain engine; LoD management for terrain as well as terrain streaming are being added to the terrain engine. Those two things translate to extremely large worlds with extremely long view ranges. Voxel terrain is like what's in CryEngine, it allows map developers to bore holes, caves and sculpt terrain features (most game terrain engines are 2D heightmap based and don't understand the concept of a cave very well).
Paramedic, Taxi and Katarn have been working on some map concepts with the current build of the C4 engine. They have a 64km world with 5 or 6 km view distances working at 30fps. And in this version the terrain engine is only about 60% complete, the next stuff on the roadmap is all about large worlds and long view distances with good visual fidelity. It's a very impressive engine.
C4 engine website
C4 engine screenshots
C4 engine roadmap
We're just seeing what building our own game would be like.. it'll be a huge amount of work, but we're taking some baby steps to see if we think it's feasible. At the same time we're working on a design (effectively a mix of PR1, ArmA, Infiltration and maybe some concepts borrowed from Planetside mixed in with some fresh PR2 ideas). There currently is no game engine or mod platform that exists that can do what PR2 would require, so we'll likely have to pioneer a few concepts as well as hope stuff matures to facilitate some of the vision.
egg
The terrain engine is as important as the rendering engine for a PR2 project. C4 has a voxel terrain engine; LoD management for terrain as well as terrain streaming are being added to the terrain engine. Those two things translate to extremely large worlds with extremely long view ranges. Voxel terrain is like what's in CryEngine, it allows map developers to bore holes, caves and sculpt terrain features (most game terrain engines are 2D heightmap based and don't understand the concept of a cave very well).
Paramedic, Taxi and Katarn have been working on some map concepts with the current build of the C4 engine. They have a 64km world with 5 or 6 km view distances working at 30fps. And in this version the terrain engine is only about 60% complete, the next stuff on the roadmap is all about large worlds and long view distances with good visual fidelity. It's a very impressive engine.
C4 engine website
C4 engine screenshots
C4 engine roadmap
We're just seeing what building our own game would be like.. it'll be a huge amount of work, but we're taking some baby steps to see if we think it's feasible. At the same time we're working on a design (effectively a mix of PR1, ArmA, Infiltration and maybe some concepts borrowed from Planetside mixed in with some fresh PR2 ideas). There currently is no game engine or mod platform that exists that can do what PR2 would require, so we'll likely have to pioneer a few concepts as well as hope stuff matures to facilitate some of the vision.
egg
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cyberzomby
- Posts: 5336
- Joined: 2007-04-03 07:12
Re: [Ideas] PR Future Engine Ideas and Suggestions
oh wauw! That all sounds very cool! Must be one hell of an experience for you guys as well, trying to build your own game instead of a mod![R-DEV]eggman wrote:
We're just seeing what building our own game would be like.. it'll be a huge amount of work, but we're taking some baby steps to see if we think it's feasible. At the same time we're working on a design (effectively a mix of PR1, ArmA, Infiltration and maybe some concepts borrowed from Planetside mixed in with some fresh PR2 ideas). There currently is no game engine or mod platform that exists that can do what PR2 would require, so we'll likely have to pioneer a few concepts as well as hope stuff matures to facilitate some of the vision.
egg
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Wicca
- Posts: 7336
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Re: [Ideas] PR Future Engine Ideas and Suggestions
How many players are we going to see in this game? Like per server basis?
Xact Wicca is The Joker. That is all.
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eggman
- Retired PR Developer
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Re: [Ideas] PR Future Engine Ideas and Suggestions
[quote=""'[R-COM"]cyberzomby;1004921']oh wauw! That all sounds very cool! Must be one hell of an experience for you guys as well, trying to build your own game instead of a mod![/quote]
It's um... a pretty massive difference heh. Bigger than we thought. Especially when working with an engine that is not yet complete. But on an Indie budget, C4 looks like the best choice atm. It's a very advanced engine in the aspects that are finished, and the guy just might be another John Carmack like developer (maybe.. maybe not.. but what he has done with C4 is impressive).
You can download the C4 engine demo from here. Most people don't explore the demo levels as much as you need to.. there are hidden portals and player operated doorways and panels and such. And that demo is fairly crude in many ways. Again it's not a complete engine at this stage, it's missing some terrain features, the physics system and the foliage system are currently placeholder (aside from a bunch of other less obvious stuff).
[quote="Wicca""]How many players are we going to see in this game? Like per server basis?[/quote]
As many as we can get
We may use a 3rd party networking library such as RakNet. But just getting a basic 2 player multiplayer game compiled is currently our focus hehe
Ideally we'd like to see 8x8 man squads + 1 Commander per team (65 per team, 130 total). We think that 4x8 man squads + 1 Commander per team (33 per team, 66 total) is about as small as PR can get and still be interesting. I'd settle for 98 (6x8 man squads+ 1 Commander, 49 per team).
We may be able to augment those numbers with some AI for things like Civlians or statically placed MG nests or supply truck drivers and such (bots can maybe do some of the boring tasks that add to the human player experience).
But when you add in destructible environments (in PR2 ideally birch trees don't stop vehicles like a brick wall) then you start to really tax the available network bandwidth in client server architectures and peer to peer architectures on PCs are very prone to hacking / cheating... so effectively we'll be stretching the limits of what is feasible.
egg
It's um... a pretty massive difference heh. Bigger than we thought. Especially when working with an engine that is not yet complete. But on an Indie budget, C4 looks like the best choice atm. It's a very advanced engine in the aspects that are finished, and the guy just might be another John Carmack like developer (maybe.. maybe not.. but what he has done with C4 is impressive).
You can download the C4 engine demo from here. Most people don't explore the demo levels as much as you need to.. there are hidden portals and player operated doorways and panels and such. And that demo is fairly crude in many ways. Again it's not a complete engine at this stage, it's missing some terrain features, the physics system and the foliage system are currently placeholder (aside from a bunch of other less obvious stuff).
[quote="Wicca""]How many players are we going to see in this game? Like per server basis?[/quote]
As many as we can get
Ideally we'd like to see 8x8 man squads + 1 Commander per team (65 per team, 130 total). We think that 4x8 man squads + 1 Commander per team (33 per team, 66 total) is about as small as PR can get and still be interesting. I'd settle for 98 (6x8 man squads+ 1 Commander, 49 per team).
We may be able to augment those numbers with some AI for things like Civlians or statically placed MG nests or supply truck drivers and such (bots can maybe do some of the boring tasks that add to the human player experience).
But when you add in destructible environments (in PR2 ideally birch trees don't stop vehicles like a brick wall) then you start to really tax the available network bandwidth in client server architectures and peer to peer architectures on PCs are very prone to hacking / cheating... so effectively we'll be stretching the limits of what is feasible.
egg




