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Thread: The [DEV] Dump

  1. #31
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    Re: The [DEV] Dump

    Regarding PR Mumble:

    http://www.realitymod.com/forum/f10-...ml#post1032058
    Quote Originally Posted by [R-DEV]Twisted Helix View Post
    It will all be much easier soon when the 0.5 beta is out (its ready we just need to set it up on the servers). Then you will not be able to use any other version of mumble than the PR one.

    Please bear in mind as well though that if you start mumble up AFTER you are in game , then you will not link to the game and will not derive positional information. At the moment you will be an irritation to everyone in game as they will hear you everywhere on the map, however in a future version I am going to make it so that anyone not giving positional information will be automatically muted and deafened on the server.
    |TG-6th|Charity Case


  2. #32
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    Re: The [DEV] Dump

    News on the .86 patch:

    http://www.realitymod.com/forum/f12-...ml#post1033378
    Quote Originally Posted by [R-DEV]UK_Force View Post
    UPDATE



    Just to update you all guys .....The Patch is pretty much ready to go out, we are now awaiting the release of the BF2 1.5 Patch , to ensure it will run with no errors. We have been testing the Beta with our Patch, and things look good.

    To that end we hope to release a few days after the BF2 1.5 Patch.


    Thank you for your patience.


    -The Project Reality Team
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  3. #33
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    Re: The [DEV] Dump

    http://www.realitymod.com/forum/f10-...ml#post1037330
    Quote Originally Posted by [R-DEV]Twisted Helix View Post
    For the future though I too see running murmur on each game server as a desirable thing as then you can have a very tight link between the game and murmur. Things like players getting autoassigned to channels depending on what Squad or even kit they have. The idea being that mumble becomes a seamless experience, the player does not even have to do anything ... he launches his game and mumble launches seamlessly in the background (or through a launcher), when he joins a server mumble autoconnects to that games murmur server, as he spawns and joins a team he is automatically moved into that channel and the channel for his squad. Therefore mumble will become a side by side alternative for BF2VOIP, but one that offers much much more.
    |TG-6th|Charity Case



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  5. #34
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    Re: The [DEV] Dump

    http://www.youtube.com/user/Chuc
    [media]http://www.youtube.com/watch?v=U8sHRCBwWCA&feature=channel_page[/media]
    [media]http://www.youtube.com/watch?v=aU42KjMB6DE&feature=channel_page[/media]
    [media]http://www.youtube.com/watch?v=F5benE6IScc&feature=channel_page[/media]
    [media]http://www.youtube.com/watch?v=8EikPJK-nrQ&feature=channel_page[/media]
    |TG-6th|Charity Case


  6. #35
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    Re: The [DEV] Dump

    http://www.realitymod.com/forum/f12-...ml#post1042350
    Quote Originally Posted by [R-DEV]fuzzhead View Post
    Since the 1.5 patch has been delayed (they said would be out in may 2009) we may change plans once again for v0.86 release, but we really would like to have the security features that were implemented in BF2 1.5 applied for PR as it does solve quite a few problems (CTD name spoofing being a prime example).

    The final decision will be made by us whether to wait on 1.5 or not, currently at this time we still need to do some more internal testing before v0.86 is ready to ship, once its ready we will make a judgement call whether to hold off release for 1.5 or not.
    |TG-6th|Charity Case


  7. #36
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    Re: The [DEV] Dump

    http://www.youtube.com/user/Chuc
    [media]http://www.youtube.com/watch?v=_gcY9BvnFqA&feature=channel_page[/media]
    [media]http://www.youtube.com/watch?v=6nphe3747YE&feature=channel_page[/media]
    |TG-6th|Charity Case



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  9. #37
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    Re: The [DEV] Dump

    More PR2 info:

    http://www.realitymod.com/forum/f18-...ml#post1045652
    Quote Originally Posted by [R-DEV]eggman View Post
    Theoretically the C4 engine will allow for unlimited terrain sizes, with seamless paging of terrain from disk (when the terrain engine is complete). Whether that is practical (due to some technical limitation) is unknown. The game play aspects of that are not in our design vision. We're looking to very large maps not because we want arbitrarily large worlds, but because we want to see realistic deployment of a variety of assets.

    Jets don't really make sense in PR1, they are very gamey. Artillery doesn't really make sense. Even helicopters are not realistic in the current sized BF2 terrain.

    We've thought about aspects of fuel consumption being relevant, so we'll probably accelerate fuel consumption so that Helicopters and such need to consider time to and time on target. Additionally we want to see supply aspects play a larger role. Logistics of a variety of types will be an important aspect of PR2. ArmA Warfare mode with the WACO mod and ACE is a very cool game mode imo. But ArmA itself has innumerable barriers to being a great multiplayer game. A lot of the concepts of Warfare and CnC mode will be incorporated into PR2. We'll probably have other game modes, but there will be a core concept of how PR2 is played that will be more like a real time version of the PR Tournament than the typical public PR server.

    There will eventually be bots in PR2, at least with our current thinking. Bots will do stuff like man defensive positions (which will be placed like PR1), anti air positions, drive supply trucks etc. Boring stuff that players don't want to do all the time. Current thinking is also that anything a bot can do, a human player can do as well .. but the bots are available (likely at a logistical cost of some sort).

    We're shooting for 100+ players broken into 8 man squads with a commander per team. So 98 players would be 6 x 8 man squads + 1 Commander + Bots. If we can get it beyond that, we will. But destructible networked environments eat up resources. And those are cool

    The nature of map size and layout will be affected by the type of assets we want to see deployed. So, for example, a map with jets will be extremely large.. with significant chunks of it just to facilitate there being jets wth somewhat realistic airfield layouts and such. Jets are likely quite low on the initial priority list. It'll start with Infantry, Jeeps, APCs, Supply Trucks and some sort of Helicopters.

    I'd say that when we can do those vehicle types (a single type of each to start with) with superb Infantry play and fairly high fidelity simulation of the vehicles we'd look for some money from you lot to play it

    But there will be a lot of playable alphas and betas for a long time before we get anywhere near that.

    egg
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  10. #38
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    Re: The [DEV] Dump

    More stuff on the idealogy of PR2

    Quote Originally Posted by [R-DEV]eggman View Post

    PR2 will have an "auto update" capability. Not sure if it will have the ability to download maps you don't already have. More than likely we'd not bother with that and instead just stream those down as an auto updating patch.

    Ideally PR2 will retain the "accessibility" of PR1, but add in a lot more depth along the lines of ArmA as well as expand greatly on the innovations already found in PR1.
    |TG-6th|Google




  11. #39
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    Re: The [DEV] Dump

    Even more PR2 goodness:

    http://www.realitymod.com/forum/f18-...ml#post1047310
    Quote Originally Posted by [R-DEV]eggman View Post
    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.
    |TG-6th|Charity Case



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  13. #40
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    Re: The [DEV] Dump

    More information on the unfolding saga of PR2:

    http://www.realitymod.com/forum/f18-...ml#post1047816
    Quote Originally Posted by [R-DEV]eggman View Post
    If people have problem paying $30 for a year of a game that looks like CoD4, feels like Infiltration, has the scale and scope of ArmA, the teamwork systems of PR and a bunch of new innovations... those people are probably not going to pay anything for a game (this is a reason why PC gaming is suffering.. there is a LOT of free content available in the form of mods or pirated games.. a lot of people think everything should be free all the time).

    And the notion of subscription is just an idea. We want to be able to release it in a solid but early stage.. and continue to develop it.. for many years thereafter. It's not viable for us to develop PR commercially and give away updates for ever. It's not viable for us to take 5 years to develop PR to a "one point oh" stage where we can sell it...

    egg
    http://www.realitymod.com/forum/f18-...ml#post1048019
    Quote Originally Posted by [R-DEV]Masaq View Post
    Let's be clear guys - PR2 is very (highly) unlikely to be a game that is ever released on a single release date with all the intended content and features that those working on it wish to put into it included; in the way that most FPS games are released.

    Far more likely is that a limited-scope game would come out, with additional content coming at a later date. That's what a subscription-style payment system would allow for; ongoing continuous development, a lá PR1.
    http://www.realitymod.com/forum/f18-...ml#post1048158
    Quote Originally Posted by [R-DEV]eggman View Post
    btw regards subscription.. think of it like this...

    The whole notion of a subscription and an "annual bundle" price point is that if you don't like subscription services, just buy a year at a time. In fact, we might even just look at a 12 month and a 6 month subscription fee. Something like $18 for 6 months, or $30 for 12 months.

    We'd sell the initial game +1 year for $30 total (as an example). After a year you will need to re-subscribe. Let's say it's $18 for 6 months, or you can buy another full year for $30. If through that first year we have "earned" your respect as a consumer and you decide to subscribe for another year at the "bundle" price of $30.. you can play for another year. Or you can buy a 6 month sub.

    It gives us an opportunity to continue to develop the game. And we'd ideally be looking at nearly double the content over a 2 year period. I know the economics being this stuff.. and we'd need upwards of 100k subscribers to get even remotely close to breaking even.

    egg
    Also, I stumbled across this post while browsing randomly. For anyone who's had any experience with the tactical awesomeness that is / was the Infiltration mod, this should be very exciting news.

    http://forums.beyondunreal.com/showt...12#post2304512
    Quote Originally Posted by eggman51
    Hey folks,

    I am eggman from the BF2 mod team "Project Reality". I am a huge fan of Infiltration, going as far back as 1999.. a stunning achievement in tactical gaming even by today's standards.

    I'd like to see if I can track down any of the Infiltration developers. The purpose would be to talk with them about a tactical gaming project.

    Does anyone know how I can get a hold of any of the original Sentry Studios guys?

    Thanks in advance for any assistance y'all can provide.

    Cheers,
    egg
    |TG-6th|Charity Case


  14. #41
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    Re: The [DEV] Dump

    lol:
    [media]http://www.youtube.com/watch?v=j3gbyR_zmIo&feature=channel_page[/media]
    Also:
    [media]http://www.youtube.com/watch?v=P_rtvH-5sC0&feature=channel[/media]
    The red dot in this video is rendered as a 2D cross hair instead of part of the 3D model (like it used to be). The result is a brighter, more realistic red dot, but it appears before the weapon is fully sighted in and it doesn't move when the weapon recoils.
    |TG-6th|Charity Case


  15. #42
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    Re: The [DEV] Dump

    You can tell by the music that it's from Chuc ;o



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  17. #43
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    Re: The [DEV] Dump

    Quote Originally Posted by From IRC last night
    [07:46] <Masaq> 0.86 release date is likely to be announced over the weekend, put it that way
    Also, from a thread in the PR forums...

    Quote Originally Posted by Join IRC thread
    0.86 release is imminent, join IRC NOW to discuss...
    http://www.realitymod.com/forum/f10-...-join-irc.html


  18. #44
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    Re: The [DEV] Dump

    http://www.realitymod.com/forum/f12-...ease-date.html
    Quote Originally Posted by [R-DEV]AncientMan View Post
    For those who have played PR in the last few days, they are surely aware from the ingame message of the day that the release of PR "0.86 is imminent". Well, let us tell you how imminent that is.

    Project Reality 0.86 will release on Friday, 19th June 2009.


    The result of months of hard work by all involved, 0.86 fixes issues, adds new and exciting features, and aims to improve upon the award winning gameplay from previous versions.

    Project Reality 0.86 Changelog
    For the full changelog of 0.86, feel free to check out the developer blog posted in our last news post.



    Project Reality 0.86 Server Files
    The server files will be made available to licenced server administrators prior to the client release. If you are not already a server administrator but wish to receive the files, please fill out a server licence application.



    Project Reality IRC Channel
    As always, we encourage the Project Reality community to join us in our PR IRC Channel. You never know, the more people in there, the more interesting it could become .

    - The Project Reality Team
    |TG-6th|Charity Case


  19. #45

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    Re: The [DEV] Dump

    Chuc posted this on his youtube page. I am looking forward to this addition and to impersonating the Character "Karl" from "Die Hard" and reenacting the rooftop scene from "Die Hard."


    Project Reality - F88s Austeyrs:

    [media]http://www.youtube.com/watch?v=-iEAJdI73HY[/media]



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