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Team Application
Posted: 2005-09-07 22:51
by DEV.olution777
Are there any open spots? If so I would like to apply for a spot as a coder. I have worked on a few other mods including Operation Restore Hope, Ancolius, and Final Front. I don't play online much because I spend my time working on the game files to make single player as realistic as possible. I can't really show you any previous work because it's hard showing a python script to someone and having them be excited about it, but if you can come up with a way I can show you please tell me.
Posted: 2005-09-08 02:30
by DEV.olution777
It would be good if someone would reply...
Posted: 2005-09-08 02:53
by Tactical Advantage
Sorry, no one has replyed yet, but im guessing your post got pushed back by new posts, but im sure you'll getting a reply soon from one of the Developers, by the way, Welcome to the Forum...
Posted: 2005-09-08 03:14
by CobraPhantom
As far as I know, PR has 2 great coders already, but Just be patient or PM one of the devs.
Re: Team Application
Posted: 2005-09-08 03:16
by Dre
DEV.olution777 wrote:Are there any open spots? If so I would like to apply for a spot as a coder. I have worked on a few other mods including Operation Restore Hope, Ancolius, and Final Front. I don't play online much because I spend my time working on the game files to make single player as realistic as possible. I can't really show you any previous work because it's hard showing a python script to someone and having them be excited about it, but if you can come up with a way I can show you please tell me.
Sorry for the delay in response, but the members of the development team are working folks and living in various parts of the world. So, realistically speaking, there will be a time where you may not see a reply for a few hours.
As far as your applying to be a member of the team, I'm not sure if we're hiring coders, however, the best bet to kick the process off is email the team lead, requiem via
[email protected] . He will be more than happy to discuss any openings we may have.
Posted: 2005-09-08 11:21
by Comanche
Hi, i would like to apply *** a modeler for your mod. I am working with Cinema 4d r9, but i can export 3ds files. Curently I only did high-polygon models. Unfortunately i have no experience with skinning or animation. U can see some of my work on
http://www.mindfusion4d.net.tf .
Comanche
Posted: 2005-09-08 12:16
by Dre
Hello Comanche. I enjoyed looking through your work. Please contact requiem via
[email protected] for more information. And thank you for stopping by.
Posted: 2005-09-08 13:54
by Wolfmaster
your work looks real good Comanche.....
btw, didn't req say the team was looking for modelers?
Posted: 2005-09-08 17:29
by Alpha_Lima
CobraPhantom wrote:As far as I know, PR has 2 great coders already, but Just be patient or PM one of the devs.
We actually have 3, [R-DEV]ArchEnemy, [R-DEV]Paladin-X, and [R-DEV]Djuice.

Posted: 2005-09-08 18:28
by Wolfmaster
of which one is concentrating on prmm and the others on the full mod.... right?
Posted: 2005-09-08 19:49
by Beckwith
yea Pally is the primary guy for PRMM atm,
arent Hailo and Wybl coders to?
Posted: 2005-09-08 22:26
by DEV.olution777
Comanche wrote:Hi, i would like to apply *** a modeler for your mod. I am working with Cinema 4d r9, but i can export 3ds files. Curently I only did high-polygon models. Unfortunately i have no experience with skinning or animation. U can see some of my work on
http://www.mindfusion4d.net.tf .
Comanche
You couldn't make your own topic? I don't mind that you used mine, I'm just asking.
Posted: 2005-09-08 22:51
by Dre
I'm glad that he didn't. Made my life easier.
Posted: 2005-09-08 23:45
by DEV.olution777
Lol. That works, I guess.
Posted: 2005-09-09 17:54
by TerribleOne
Comanche do you have any low poly work? High poly modeling is very different to low poly allthough im sure your perfectly capable of both.
Low poly is somtimes more demanding in the fact you have a limited amount of triangles for a part you could normally copy to perfection in high poly sub-d modeling.
Posted: 2005-09-09 18:41
by BlakeJr
[R-DEV wrote:Alpha_Lima]
CobraPhantom wrote:As far as I know, PR has 2 great coders already, but Just be patient or PM one of the devs.
We actually have 3, [R-DEV]ArchEnemy, [R-DEV]Paladin-X, and [R-DEV]Djuice.
Umm, what about Frosty-whats-his-number from Battlefield Experience? Or did I miss something back when BFE was discontinued and he posted something over at TBF2 like "if you want to see more of my work you will have to wait for PR" well, more or less something like that...
Besides, isn't it about time to have the Team page updated?
Posted: 2005-09-09 19:01
by requiem
He never showed, so that's that.
Teampage is going to be updated soon.
Posted: 2005-09-09 21:09
by CobraPhantom
Sorry Djuice, didnt mean to leave you out

Posted: 2005-09-09 22:24
by Comanche
Well actually as i never worked on a mod i don't have such experience. However as far as i see it's about as you say just using less polygons, much less and most details are added by bumpmaps and colour maps. How much polygones can be used at the most for a vehicle and how much for gun with the bf2 engine. For the rest i would also like to know, is all model one single object?
Comanche
Posted: 2005-09-10 08:45
by BlakeJr
requiem wrote:He never showed, so that's that.
Teampage is going to be updated soon.
That was nice of him...
I really liked BFE and was looking forward to his input on PR.
So be it. On with the show!
