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Posted: 2007-03-29 07:40
by JL
kind of like DC Final, PR Final?

Posted: 2007-03-29 07:41
by Rhino
ehhh, I hardly think v1 is a year off, much sooner than that looking on our current rate of progress but I dout it will also be the last version of PR. a small maybe for the BF2 engine but i think it is more likley we will be building on and exspanding the mod even more after v1 ;)

Posted: 2007-03-29 08:23
by eggman
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.

Posted: 2007-03-29 08:41
by AfterDune
Must... have... specs... we neeeeeed the specs of .6 :o

(very good to read you guys will keep continue-ing (?) the development of this great mod, thank you!)

Posted: 2007-03-29 08:47
by Desertfox
By 1.0 will we have totally custom objects as in the mod will be a full conversion :O ?

Posted: 2007-03-29 08:50
by Rhino
Desertfox wrote:By 1.0 will we have totally custom objects as in the mod will be a full conversion :O ?
no.

Posted: 2007-03-29 10:32
by causticbeat
I think it would be nice if after 1.0 the team focused more on content. Adding maps, factions, new toys, etc etc

Posted: 2007-03-29 10:46
by AfterDune
But they already do that. Every release contains new maps and toys (not always factions, but they're working on it). And next to that, they're changing the gameplay 'n stuff :o .

Posted: 2007-03-29 12:13
by TroyMcClure
as I can see devs & C love this project, this mod will never end if there will be a single dev :p

Posted: 2007-03-29 12:27
by AfterDune
And even if there are no devs left... we will continue to play! Even if it's only to not break our promise, lol ;)

Posted: 2007-03-29 12:32
by $kelet0r
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.

Posted: 2007-03-29 12:34
by TroyMcClure
AfterDune wrote:And even if there are no devs left... we will continue to play! Even if it's only to not break our promise, lol ;)
sure we will play forever! I mean no devs, no new versions :D

Posted: 2007-03-29 12:49
by Rhino
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?
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.

Posted: 2007-03-29 12:51
by $kelet0r
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?
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 it

Posted: 2007-03-29 16:07
by El_Vikingo
ETQW uses the Quake Engine, which is a modified Doom Engine I think, from a modified Doom 1 engine.
j/k

ETQW maps are supposed to be small 16 vs 16 players.

Posted: 2007-03-29 16:20
by jerkzilla
ETQW uses a heavily modified Doom 3 engine. You say that Quake Wars will only have a max of 32 players? But Wolfenstein ET had 64... From the clips I've seen of it, that game may need a realism modification.

Posted: 2007-03-29 16:29
by $kelet0r
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.