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Re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-02-16 16:07
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

Re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-02-16 17:13
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.

Re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-02-16 20:04
by nicoX
Is this saying anything about the engine?
Image

Re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-02-17 02:45
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.

Re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-02-17 19:56
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?

Re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-02-18 17:45
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).

Re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-02-18 17:48
by tp94
sorry that was supposed to be "Small" not "Smakk"

Re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-02-19 01:21
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

Re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-02-20 15:37
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

Re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-02-22 20:36
by biggestbastian
would it be pausable for pr to make their own game?

Re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-02-22 20:42
by gazzthompson
biggestbastian wrote:would it be pausable for pr to make their own game?
no , to much money , time, experience needed ect

Re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-02-22 20:50
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.

Re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-02-24 06:18
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).

Re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-02-24 22:31
by Elektro
It would be a great idea if you guys contacted EA GAMES and worked with them making a new engine ;)

Re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-02-24 22:49
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.

Re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-02-25 13:37
by rampo
MAKE PROJECT REALITY ENTIRELY A NEW GAME!!! THAT WAY U CAN GET PAYED!!! WOOOOT VIVE LA REVOLUTION!

Re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-02-25 13:41
by single.shot (nor)
wait for BF3, and hope it isn cartoony, like BF1943?

Re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-02-26 00:33
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.

Re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-02-27 15:33
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.

Re: [Ideas] PR Future Engine Ideas and Suggestions

Posted: 2009-02-28 22:04
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?