[Ideas] PR Future Engine Ideas and Suggestions

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Locked
wormeaten
Retired PR Developer
Posts: 1169
Joined: 2006-05-06 01:10

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by wormeaten »

We don’t have anything what proves the C4 capability everything is steel theory nothing is proved how it works in practice.

With C4 PR could be alive not before two years period and in just some dissent beta form not final.

Can we wait that long?
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by McBumLuv »

With C4 PR could be alive not before two years period
Eh, wot?

If you're saying that pr can't survive for 2 years to make the transition, then I disagree, unless you're saying that pr needs 2 years to transition and would be completely inactive till then, then I disagree as well. :/
Image

Image

Image
Cheditor
Posts: 2331
Joined: 2009-03-01 14:35

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Cheditor »

If PR goes to Arma 2 it could be hard to get a foot hold in it, the ACE mod is one of the main mods used in Arma at the moment and i bet they will move onto arma 2 when it is released. But that billboard system with that C4 engine could be some income for PR guys ^^ product placement ftw
Image
Image
Vaiski
Retired PR Developer
Posts: 894
Joined: 2006-07-17 23:29

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Vaiski »

wormeaten wrote:We don’t have anything what proves the C4 capability everything is steel theory nothing is proved how it works in practice.
I'm not sure what exactly you mean with capability. Like rendering or network capability? It renders very high quality graphics, is well structured and provides full source code. Its also possible to add an external network (eg raknet), physics (physX, Havok) etc. components if you want.
There are also many games being developed on the engine. Many of them are MMO style and need large seamless terrains just like we do. I wouldn't consider us as guinea pigs... The engine has been in development for years.

The actual limits are more related to our team's skills now. It's not about the 'vanilla game' and its features anymore.

wormeaten wrote: With C4 PR could be alive not before two years period and in just some dissent beta form not final.

Can we wait that long?
You would end up waiting a year or two for any engine. Porting a mod to a new engine takes time even if its just a mod.
And the devs are not going to just stop developing PR1! It would be stupid to kill a healthy mod at this point.

McLuv wrote:Beautiful, I have many high expectations for this engine. What about the assets, though? Will laser designators be true (IE, no slow box moving at the speed of snail, not light)? Or will stabilization systems work? And how many players could each vehicle hold? And would interactive display boards be feasible on large multiplayer games? I'm sure most of this hasn't been explored, but they shoud also be thought about.

Oh, and infiltration-esque infantry movement is a requirement practically :D
Well it all depends how our coders code the actual game. There are no similar limits like when modding BF2 or any other game.

C4 is not going to limit us for that kind of gameplay related features. It just provides us with the tech and tools that are needed to build a game. As far as I know it doesn't even know what a vehicle is.. and therefore doesn't say if they can have turret stabilization or not. Vehicles don't even exist until we code them and define how a vehicle type of objects behave in the game world.
Image
Farks
Posts: 2069
Joined: 2007-01-20 00:08

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Farks »

wormeaten wrote:We don’t have anything what proves the C4 capability everything is steel theory nothing is proved how it works in practice.

With C4 PR could be alive not before two years period and in just some dissent beta form not final.

Can we wait that long?
You don't know what you're talking about, do you? Games and software in general are not made overnight, and projects started today will definetly be alive in two years unless canceled. That's how long any reasonably good, quality game takes to develop.
dominator200
Posts: 179
Joined: 2009-04-24 12:52

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by dominator200 »

could the bf1943 engine be used dnt no if the remodelling would be possiable or worth it
dominator200
Posts: 179
Joined: 2009-04-24 12:52

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by dominator200 »

So let me get this striaght r u already workin on with the c4 engine the new game or is this an idea , I hope u r coz this game beats everything hands down, however i would prefer the game to stay as it is basically take the pr mod to a new engine with better graphics with the core elements of the gsme play still there, and if ur r what are the possiablities that we would have to pay for the game in the future.
Last edited by dominator200 on 2009-05-16 00:25, edited 2 times in total.
eggman
Retired PR Developer
Posts: 11721
Joined: 2005-12-27 04:52

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by eggman »

With C4 we currently have a purple human shaped blob that can run, crouch and lean :) We have a couple of ginourmous test maps, but they keep crashing on my machine hehe. And a crude ballistics simulation. And one guy sorta associated with PR2 is working on a T34 Tank simulation that we hopefully can share some stuff with him and learn about how to do tracked vechiles. And we've integrated some 3rd party tools into the C4 engine, just as a learning process. We're in the process of getting our SVN repository, project management tools and Wiki and such set up amongst the PR2 crew. There are guys working on specific aspects of the design, as well as collecting some reference data and several broad design topic discussion with the entire PR1 team.

We'd hope to have some sort of proof that we're actually doing something (a playable alpha) before the PR1 community dissipates. That's about the only "schedule imperative" we're working against. I think that is 12 to 36 months before PR1 starts to decline (it's still growing). And in 4 years if people hear of a PR2 game and they remember liking PR1, they might be compelled to buy it / try it (we're still not sure of the business model, but it will have a commercial aspect to it).

Someone mentioned the C4 billboard system. Hehe that's not referring to "advertising" billboards. That's in reference to the 3D engine's capability to turn 3D objects that are far away into 2D "billboards" to be more efficient (this is good for us because it is an aspect of enablingling long view distances and high numbers of rendered objects).

If we decided to do some sort of in game product placement / advertising (and we might) we'd need to integrate the tools from an in game advertising provider. But we're gamers too heh and some of that stuf is real shite.

The C4 engine may not be the best choice. But I sincerely believe it is the best choice of Indie priced engines. And Eric Lengyel, the sole coder of the C4 egine, is an extremely bright guy who offers tremendous support. I like supporting guys like that.

The engine isn't even complete yet, but people are shipping product on it. And some people are attempting some incredibly ambitous projects on it. The next release will add a physics engine and some terrain engine optomisations for large terrain rendering. His goal is to allow for unlimited terrain without loading screens. There are some pretty major chunks missing from the engine, but the core foundation is there and the roadmap is pretty solid in terms of rounding out the engine's feature sets. I expect it's mid 2010 before C4 could be considered truly "complete". Hopefully sometime shortly thereafter we can have some basic elements of PR2 in place and toss out a playable alpha to get some community feedback involved.

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

Image
eggman
Retired PR Developer
Posts: 11721
Joined: 2005-12-27 04:52

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by eggman »

C4 is a very capable (incomplete) game engine. The gap between modding and game development (against an incomplete engine) is like the difference between an electric powered go cart and an M1A1 Tank where the model you will be using is actually an M1A2.

A C4 powered title "World of Subways" recently won an award at the Cebit Serious Games conference.

Vaiski from the PR2 team (formerly PR1) recently won second place in the C4 Shader Contest. First place went to an amazing day / night / cloud system by another C4 community developer, as seen below:

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/MX_phmVcSz4&hl ... ram><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/MX_phmVcSz4&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>[/youtube]

So yeah.. stuff is happening 8-)
[COLOR=#007700][COLOR=DarkGreen]C[COLOR=Olive]heers!
egg[/COLOR][/COLOR][/COLOR]

Image
Farks
Posts: 2069
Joined: 2007-01-20 00:08

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Farks »

I really like where you're taking this! And who knows, maybe you will be running a game studio full time in the future. ;) I see potential in that aswell, and it's a good thing to do in times like these (creating jobs, etc).
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by cyberzomby »

Eggman that is all great stuff! I keep being impressed by the C4 engine and what demo videos are already out there!

A purple human blob that can lean! Amazing stuff If you look at how awkward it sometimes can be to check around corners in PR !
PBEnthusiast
Posts: 82
Joined: 2008-09-22 02:47

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by PBEnthusiast »

This is probably a crazy one but, I think Project Reality should try and create their own engine.
eggman
Retired PR Developer
Posts: 11721
Joined: 2005-12-27 04:52

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by eggman »

[R-COM]cyberzomby wrote:Eggman that is all great stuff! I keep being impressed by the C4 engine and what demo videos are already out there!
Yeah it's a really nice piece of tech. Again Eric may / may not be a John Carmack / CliffyB class engine programmer.. but he is brilliant enough that I believe there is valid similarities. And it's cool to support grassroots stuff imo.
[R-COM]cyberzomby wrote:A purple human blob that can lean! Amazing stuff If you look at how awkward it sometimes can be to check around corners in PR !
hehe yeah, not sure if it was just me, could have been whole dev team.. but I was like "f00k yeah, first PR2 feature not found in PR1" when the purple blob leaned :razz: Took about 7 guys to make that happen tho hehe.

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

Image
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by HughJass »

i tought i recognized that church, it was supposed to be in pr :D i remember seeing a wip post about it.....?

anyway, some crazy news there eggman, I hope the very best to the pr2 team.
Image
dominator200
Posts: 179
Joined: 2009-04-24 12:52

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by dominator200 »

Jonny wrote:Just how crude is this simulation?

I'd like to have a go at getting something where the drag force is proportional to the relative speed of the projectile and the air its in, and that automatically calculates damage based on relative momentum*KE if it would be better than what you currently have.
Errrm wat lmao, if this means the further away u r the less damage a projectile form a weapon does then i agree this would be a good feature esspecialy for healin time.
Locked

Return to “PR:BF2 Suggestions”