Posted June 8, 200915 yr Because that way we don't make any sort of "official" statements which may be construed as promoting what could end up being vaporware. I hate it when folks do that... I've been a gamer for 35 years.. seen a lot of that...always hated it. I'd really prefer to keep it informal, but at the same time building interest helps with morale and momentum. PR2 is a stupidly ambitious undertaking, only feasible because of the passion a bunch of us have to make a game that doesn't yet exist and no one else has the blind faith to jump into the abyss a few of us have flailed ourselves into. Here's a quick FAQ: 1. Is the PR team working on a complete stand alone game? Yes, although as of June 6, 2009 we are in Pre Production mode. 2. What engine is the team using? The C4 engine. 2B. Is this the engine that the team won with MOTY? No. We evaluated the Torque engine(s) and found that the C4 engine would be a better fit for our long term goals. 2C. Why not Unreal? Or id? Or "engine x"? We have no budget. We need to work with an indie priced engine. We don't want to get bogged down in legal contracts and business entities. Nor do we want to strike some kind of "deal" with a publisher who forces us to make a game *they* want to sell as opposed to the one *we* want to make (as improbable as a publishing deal would be). Additionally we want to support the Indie gaming community and the C4 engine and it's author Eric Lengyel are stellar examples of how indie gaming is progressing. 3. What will the game be like? Like PR1 mixed with Infiltration, ArmA and CoD4. So in other words.. ideally it will look like CoD4, play like Infiltration, have the scale of ArmA, the accessibility, team structures and innovations of PR1 & some new PR2 innovations to tie it all together. 4. Where will it be set? Classified as of June 6, 2009. 5. What factions will be represented? Classified as of June 6, 2009. 6. How many players will be supported? We are hoping to support a minimum of 33 players per team (4 x 8 man squads + 1 Commander) for a total of 66 players. Ideally we'll support 98 players total preferably up to 130 (8 x 8 man squads + 1 Commander per team). 7. How big will the maps be? Maps will be scaled based on the type of engagement; infantry maps will be smaller, combined arms maps will be larger. The C4 engine theoretically will support unlimited terrain sizes. 8. How much will it cost? Right now we don't know. It will likely be sold via subscription, hopefully through Steam. Yes, Steam can suck, but it has a lot of great infrastructure for PC sales and distribution. It'll be something like $3 per month or $30 for a year subscription in advance. Again not definite, we'll forgure that out over the coming months. 9. Will there be a free alpha / beta? Yes, we'll be releasing several playable builds of the years of development incrementally moving towards a "one point oh" release that will be commercially available. 10. Will there be vehicles? Duh. :-P 11. Will everyone be able to play 5P35HU1 F0RC3Z? No, PR2 will be a class based game much like PR1 (only with a much better UI for the class and squad systems). 12. When will it be released? Dunno. As of June 6, 2009 I'd guess 2011 at the earliest as a commercial product. 13. When will there be a playable alpha? Depends on playable hehe. But hopefully in 2009 we'll be able to distribute an early build to the community that shows off some of the basics. 14. Will there be a physics system? Yes. If the C4 engine's physics system proves inadequate, we'll integrate a 3rd party physics engine. As of June 6, 2009 the C4 engine v1.5.9 does not include a physics system (although shipping titles on C4 have integrated 3rd party physics engines). The C4 roadmap includes a physics engine in C4 v1.6. The physics system in C4 is designed to be a "network aware" physics engine. Networked physics is extremely difficult to pull off, particularly in lare scale multiplayer environments (physics uses up network traffic). But we all dislike the idea of 15. Will PR2 be release on consoles? Heh.. if I say "yes" people will say "pmg, the f00k3d pr for consoles". But the reality is that if a publisher came to us and said "we'll fund you to port the PC version of PR2 to Xbox, PS3" .. we'd consider it (yes purely for a sell out whoring of money). The C4 engine works on PS3 today and will, probably by 2010, work on XBox 360. Basically we're going to try and avoid any decisions that would make a console "port" be unnecessarily difficult. But the tactical gamer on the PC platform is our primary audience. 16. What else can you tell us? I dunno, that's prolly already too much given we're still in pre production mode and are not even sure if we can pull this off. Sounds promising but theres always the chance of it not becoming a reality... http://www.bigd.com.au/_bigdfiles/sigs/mh-sig-2016-11.png
June 8, 200915 yr Interesting..I wish them luck. http://i230.photobucket.com/albums/ee118/bahlye/bahlye007/mouse_zps73307fb2.gif
June 8, 200915 yr I guess PR will make it to 1.0 before this is finished. There is plenty more work to be done and hopefully by the time PR2 becomes a reality, the DEV team will have acquired a huge amount of content made by them within the studio and contributers. For example, they would have to replace all DICE/EA models which I assume will happen in the next year or so, then get people who can code not only in python but in C++ as well. I can't wait for this though, but in the mean time PR will provide me with ample entertainment for years to come. [sIGPIC][/sIGPIC]
June 8, 200915 yr cool, wonder if any of our devs are involved in that? There comes a time in every musician's life when they must decide what instrument they should master. Few. If any are ever worthy enough to master. The cowbell.
June 8, 200915 yr Can models be moved between games or would this be from scratch ? Because otherwise thats a Tonne of work http://i.imgur.com/798rp.png http://i46.tinypic.com/v2wmlz.png Close Air Support excellence
June 8, 200915 yr That's quite a venture... I wonder how it will pan out. Hopefully they can keep the current PR base interested that long; consumers are fickle, and to begin with they'd be catering to a niche that already has several burgeoning titles. In any case, the PR devs have been some of the best mod devs I've ever seen, if that translates to a full fledged game you can be sure I'll pick it up, if only to support their tireless efforts. BigD is an awesome community, borne from the tight knit players from the PR of yore. If PR2 could attract a similar crowd, it would certainly be a mammoth achievement on their part. I look forward to seeing what they can achieve with an engine from the ground up. http://i235.photobucket.com/albums/ee94/psyrus_uraya/awards-1.png QFT: Your computer is smart man. It tells you not to play the second worst PR map [burning Sands] (first is Wanda Shan). QFT: if you dont get pissed off when you lose you dont care enough
June 8, 200915 yr Best of luck to them ... Something i might as well follow and see how it progresses. Big Task ahead of them Madhouse can you throw up the direct link please .. http://i294.photobucket.com/albums/mm120/Albatross-water/AlbatrossSig3.png
June 8, 200915 yr http://www.realitymod.com/forum/f18-pr-suggestions/51326-ideas-pr-future-engine-ideas-suggestions-33.html#post1047310 Interesting...Good luck to them.
June 8, 200915 yr I want it now I'm wishing them the best of luck, and hopefully it all comes together. http://img234.imageshack.us/img234/645/rx2yg8.jpg http://bigdgaming.net/images/added/awards/valorousunit.bmp http://cache.www.gametracker.com/server_info/203.14.173.90:19577/b_350x20_C692108-381007-FFFFFF-000000.png
June 8, 200915 yr Good luck to them. Hopefully we see this in the future. http://i821.photobucket.com/albums/zz137/bobobobob_bucket/Stiller_001-1.png?t=1262869465 "All is Dust."
June 8, 200915 yr This is pretty cool, if it ends up coming to fruition the good thing is they know they have a community to sell to, I would be a lot of money on the fact that 95% of PR fans would pick up a copy of PR2 Good Conduct http://bigdgaming.net/images/added/awards/goodconduct.bmp
June 8, 200915 yr I'll fund this, give me 2 years to get enough business experience to capital raise for a game studio [sIGPIC][/sIGPIC]
June 8, 200915 yr subscription through steam... yuck hope it goes well for them though, sounds like a lot of hard work. http://i61.photobucket.com/albums/h72/mott_photos/bigdcopy.jpg
June 8, 200915 yr yeah ditto re the subscription thing, be better if they work it so you buy it like you buy most games these days (o: There comes a time in every musician's life when they must decide what instrument they should master. Few. If any are ever worthy enough to master. The cowbell.
June 8, 200915 yr That's quite a venture... I wonder how it will pan out. Hopefully they can keep the current PR base interested that long; consumers are fickle, and to begin with they'd be catering to a niche that already has several burgeoning titles. In any case, the PR devs have been some of the best mod devs I've ever seen, if that translates to a full fledged game you can be sure I'll pick it up, if only to support their tireless efforts. BigD is an awesome community, borne from the tight knit players from the PR of yore. If PR2 could attract a similar crowd, it would certainly be a mammoth achievement on their part. I look forward to seeing what they can achieve with an engine from the ground up. +1 ^^^ exactly what i was thinking and cause im to lazy to re-type. i am just gonna steel ya words. http://i574.photobucket.com/albums/ss187/Chanvlan/new_kit.jpg yeah but this is the internet' date=' you have to expect the unexpected or else you'll get caught out by things you should've expected but didn't. Its exactly like knowing about the stuff you dont know about, that way you know theres stuff you dont know so when you know what you dont know you can say "ah i knew that!"[/quote']
June 8, 200915 yr Yea, wouldn't be too hard to implement a buy online and download setup (correct me if i'm wrong!). However steam might be a good place to start to get commercial operations going, just look at Natural Selection 1 & 2 for example! Anyway whatever they end up doing, i'm excited. PR has huge potential that deserves to be recognised in the commercial gaming world!
June 8, 200915 yr Wow so they won an engine but deemed it insufficient? at least they are dedicated to producing what they really want the game to be I'd say we will all follow this with great interest because as the DEV's have shown they beleive in the PR community and have tried to push the boundaries as much as possible. Maybe fastropes will become a reality lolz and I'm sure our AUS Dev's will play a big part in making PR2 happen. Well Done the whole PR crew Edit: Support for the Collada scene format, enabling models to be imported from 3D Studio MAX, Maya, XSI, Blender, and other content creation packages. Full skeletal hierarchy support for skinned meshes. Bump map, parallax map, horizon map, and ambient occlusion channel calculations. Texture compression and automatic mipmap generation. Edited June 8, 200915 yr by hades198 http://matt.itsthemadhouse.com/na/sigs/na-sig-gruanch5.png http://bigdgaming.net/images/added/awards/bulletmagnet.bmp http://bigdgaming.net/images/added/awards/gren.bmp http://bigdgaming.net/images/added/awards/ocrs.bmp http://bigdgaming.net/images/added/awards/opagamaserv.jpg
June 8, 200915 yr The problem with the TGA engine they won is that it's getting outdated graphically, clearly won't be updated in the future and is a pain to use (it isn't really documented, the idea is "if you don't already know how to do it, you shouldn't be trying").
June 8, 200915 yr Ah fair enough no wonder it was a prize lol, Seems theres some good aspects to the C4 engine. Terathon Software has added a new component to its website called the Terathon Marketplace where products designed for use with the C4 Engine can be bought and sold by the community. The types of products to be offered in the marketplace include 3D models, music tracks, texture collections, training videos, books, and any other kinds of resources that would be valuable to a C4 Engine user. Community members who wish to sell their work in the marketplace can submit their products and earn a generous royalty on each sale. Robert W. Lindeman, Assistant Professor in the Department of Computer Science at Worcester Polytechnic Institute (WPI), recently integrated support for a tactile virtual reality suit named the “TactaVest” into the C4 Engine. A documentary featuring the TactaVest aired on the Discovery Channel show Daily Planet in Canada on May 26. Full story Build 128 of the C4 Engine is now available to licensed developers. This release includes a fully functional multiplayer game and new world designed specifically for multiplayer deathmatch games (shown in the screenshot to the right). The multiplayer game makes use of many new features in build 128 such as jump pads, protection shields, splash damage, power-ups, and mid-air propulsion. http://matt.itsthemadhouse.com/na/sigs/na-sig-gruanch5.png http://bigdgaming.net/images/added/awards/bulletmagnet.bmp http://bigdgaming.net/images/added/awards/gren.bmp http://bigdgaming.net/images/added/awards/ocrs.bmp http://bigdgaming.net/images/added/awards/opagamaserv.jpg
June 8, 200915 yr That's quite a venture... I wonder how it will pan out. Hopefully they can keep the current PR base interested that long; consumers are fickle, and to begin with they'd be catering to a niche that already has several burgeoning titles. Not from where I sit, there are a whole whack of us who like the squad system that the BF series only has (as far as I know) as well as straight pvp. I do not like bots, I want the person I shoot to be unpredictable as well as pissed off and swearing in their chair somewhere in the world while I tbag their corpse. I could play many of those burgeoning titles especially with my upcoming i7 rig but I am almost certain I'll be sticking with PR for a long while yet and move to PR2 if it's like what I play now but prettier and more players. I hope there are a lot more of me running around as just from that short interview, I wanna play! Psyrus, from the rest of what you said I know your with me on that one! I bet they will be mod friendly as well, lot's of community input after it's finished. Edited June 8, 200915 yr by Snazzy http://img.photobucket.com/albums/0903/SirChuc/smokejumper3.jpg http://bigdgaming.net/images/added/awards/valorousunit.bmphttp://bigdgaming.net/images/added/awards/OperationCrownRibbon02.jpg Or as one of many thousands of Canadians have said, my guns are at the bottom of that lake. That's my story and I'm sticking to it. - On Gun Confiscation
June 8, 200915 yr god if they get paid to do what they're already doing so well now, it should be a bloody incredible game!
June 8, 200915 yr jump pads, protection shields, splash damage, power-ups, and mid-air propulsion. are we combining PR with unreal tournament http://i.imgur.com/798rp.png http://i46.tinypic.com/v2wmlz.png Close Air Support excellence
June 8, 200915 yr Splash damage! hence the bolding who doesnt want splash damage? http://matt.itsthemadhouse.com/na/sigs/na-sig-gruanch5.png http://bigdgaming.net/images/added/awards/bulletmagnet.bmp http://bigdgaming.net/images/added/awards/gren.bmp http://bigdgaming.net/images/added/awards/ocrs.bmp http://bigdgaming.net/images/added/awards/opagamaserv.jpg
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