project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > PR:BF2 Suggestions
PR Time:
Register Forum RulesDeveloper Blogs Project Reality Members List Search Today's Posts Mark Forums Read
PR:BF2 Suggestions Suggestions from our community members. Read the stickies before posting.

Contact Support Team Frequently Asked Questions Register today!

Closed Thread
 
LinkBack Thread Tools Display Modes
Old 01-09-2009, 03:55 PM   #91
Tannhauser

Tannhauser's Avatar
Default re: [Ideas] PR Future Engine Ideas and Suggestions

I'm not sure, but the Dunia engine (Far Cry 2) seems to be very interesting and has neat dynamics. I guess if they ever release an SDK for the game we could check out how far it can go? Right now, mapping for Far Cry 2 is just insanely easy and it could make wonders if we ever modded it for PR standards.
Let's cross fingers and see if we can expand the limit to 64? I'm sure we can, they probably reduced it for lag/networking issues being rushed to release the game early? (I'm sure FC2 devs weren't thinking of releasing the game with uber-invincible mercenaries that can only die with headshots lol, they just didn't have the time at Ubisoft to test/fix those things I guess)

But i'm no coder or anything, it'd be up to the team here to check it out.
Sorry if that was already answered, I didn't read the whole thread like I usualy do.

«Hollywood jackasses who insist on spending seriously huge amounts of money to make films that even my cat won't watch. And he'll happily sit in the bathroom and watch me shit.»
- [R-DEV]Masaq
Tannhauser is offline
Old 01-09-2009, 04:27 PM   #92
eggman
Retired PR Developer
Supporting Member

eggman's Avatar
Default re: [Ideas] PR Future Engine Ideas and Suggestions

Quote:
Originally Posted by Raic View Post
Just wondering, how does people see 'id Tech 4' aka 'Doom 3 engine'.
Out dated? Looking that id is looking to open-source it after they release their next game (can't remember the name, EDIT: Rage) so adding features you need should be possible ie, squads. Enemy territory already has big maps, so I bet its possible to stretch the limits.

Standalone PR!
Rage is using the same Doom 3 engine extensions that were used in ET:QW. Currently, with ET:QW anyways, maps are limited to 2sq km and players limited to 32 (might even be 24). Rage may extend either of those, not sure. But the Doom 3 engine does not support large outdoor maps (if you call 2 sq km large). For that you need the extensions to the Doom 3 engine used in ET:QW and Rage.

egg

Cheers!
egg



To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

eggman is offline
Old 01-09-2009, 04:36 PM   #93
[R-DEV]Deadfast
PR: ArmA2 Lead Developer
PR Server License Moderator

[R-DEV]Deadfast's Avatar
Default re: [Ideas] PR Future Engine Ideas and Suggestions

Quote:
Originally Posted by [R-DEV]eggman View Post
ArmA 1 features materials indicate 100+ players. ArmA 2 features materials indicate 50+ players. I am not aware of any reports of stable and regular gameplay at 100+ players with ArmA 1. Anytime I tried ArmA 1 when it originally came out servers were laggy and buggy with 30+ players. I recently re-installed now that the ACE is out, but I've not had time to play much. Still rarely see servers with more than 40 slots.
The international Conflict tournament (International Conflict: Armed Assault) states to have a record of 126 players on one server, with the usual average around 100 per battle.

Quote:
...We have an average of about 100 players in each battle with 126 players being the record...

Don't ask me how bad the lag was though - I'm not a part of it
[R-DEV]Deadfast is offline
Old 01-09-2009, 04:55 PM   #94
Tannhauser

Tannhauser's Avatar
Default re: [Ideas] PR Future Engine Ideas and Suggestions

Quote:
Originally Posted by Sabre_tooth_tigger View Post
does moddb engine has squad mechanics?
Good question, is there possibility of making a working Teams-Subteam-Player gestion system in the Torque engine proposed to the winner of this year's ModDB contest?
Being open source I guess it is... But what about Voip and Q/T rose goodies like BF2? And again, wouldn't EA be bitching at us if by making PR into another engine, we'd use concept they initially implemented in BF2?

«Hollywood jackasses who insist on spending seriously huge amounts of money to make films that even my cat won't watch. And he'll happily sit in the bathroom and watch me shit.»
- [R-DEV]Masaq
Tannhauser is offline
Old 01-09-2009, 05:03 PM   #95
eggman
Retired PR Developer
Supporting Member

eggman's Avatar
Default re: [Ideas] PR Future Engine Ideas and Suggestions

Quote:
Originally Posted by Tannhauser View Post
I'm not sure, but the Dunia engine (Far Cry 2) seems to be very interesting and has neat dynamics. I guess if they ever release an SDK for the game we could check out how far it can go? Right now, mapping for Far Cry 2 is just insanely easy and it could make wonders if we ever modded it for PR standards.
Let's cross fingers and see if we can expand the limit to 64? I'm sure we can, they probably reduced it for lag/networking issues being rushed to release the game early?
Dunia is an evolution of "Yeti" (which was used in GRAW). Yeti is based on Unreal 2.5. I really doubt that it's easy to alter the Dunia engine to support more players than what FC2 ships with. Mapping is an important aspect of modding, but is only 1 part of it. There is no "SDK" for FC2 modding and I don't know of plans to release one (may people have been bitching about this and no response from Ubisoft).

So it's about as well supported as BF2 modding (only with a much better map editor). And fewer players. But the world / maps are huge and the visuals outstanding.

egg

Cheers!
egg



To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

eggman is offline
Old 01-09-2009, 05:11 PM   #96
Raic
Default re: [Ideas] PR Future Engine Ideas and Suggestions

If they win the engine licence aren't they allowed to add or remove any features they want? This requires a guy with ability to read the code and put the needed lines there though. Or have I misunderstood things?

Quote:
Originally Posted by [R-DEV]eggman View Post
Rage is using the same Doom 3 engine extensions that were used in ET:QW. Currently, with ET:QW anyways, maps are limited to 2sq km and players limited to 32 (might even be 24). Rage may extend either of those, not sure. But the Doom 3 engine does not support large outdoor maps (if you call 2 sq km large). For that you need the extensions to the Doom 3 engine used in ET:QW and Rage.

egg
Rage uses 'id tech 5' not 4.
But aye, It might be that MegaTexture technology won't "ship" with the source.
Raic is offline
Old 01-09-2009, 05:14 PM   #97
Tannhauser

Tannhauser's Avatar
Default re: [Ideas] PR Future Engine Ideas and Suggestions

Quote:
Originally Posted by [R-DEV]eggman View Post
But the world / maps are huge and the visuals outstanding.

egg

True.. and sad that Dunia is a no no.. Damn.
Now, killed all my dreams of playing PR on 16km maps like northern/southern Leboa-Selato haha! Tough i'd be pissed at getting my M1A2 stuck in those narrow canyons or at my firebase being caught in a savana-fire lmao!
Thanks for the info Egg

«Hollywood jackasses who insist on spending seriously huge amounts of money to make films that even my cat won't watch. And he'll happily sit in the bathroom and watch me shit.»
- [R-DEV]Masaq
Tannhauser is offline
Old 01-09-2009, 05:55 PM   #98
eggman
Retired PR Developer
Supporting Member

eggman's Avatar
Default re: [Ideas] PR Future Engine Ideas and Suggestions

Quote:
Originally Posted by Deadfast View Post
The international Conflict tournament (International Conflict: Armed Assault) states to have a record of 126 players on one server, with the usual average around 100 per battle.

Don't ask me how bad the lag was though - I'm not a part of it
That's interesting... I do wonder what the lag is like. In BF2 high pings from one player can disrupt an entire server, so I am curious how that is with ArmA. I've always found it to be laggy / buggy multiplayer, but I haven't played online for a while (but plan to again now that ACE is out).

Quote:
Originally Posted by Tannhauser View Post
Good question, is there possibility of making a working Teams-Subteam-Player gestion system in the Torque engine proposed to the winner of this year's ModDB contest?
Yes, there is work already done in this area on TGEA.

Quote:
Originally Posted by Tannhauser View Post
Being open source I guess it is... But what about Voip and Q/T rose goodies like BF2? And again, wouldn't EA be bitching at us if by making PR into another engine, we'd use concept they initially implemented in BF2?
The Comm Rose is a decent idea, but there are other ways of implementing the same functionality. VOIP is critical, there are some solutions for TGEA, but they are pretty basic. I'd love to see a solution like ArmA's "VON" stuff. That didn't work when I first played ArmA, but Fuzzhead indicated ot me that it is now working and I checked it out and it's quite cool (but still has a few fundamental problems).


Quote:
Originally Posted by Raic View Post
If they win the engine licence aren't they allowed to add or remove any features they want? This requires a guy with ability to read the code and put the needed lines there though. Or have I misunderstood things?
Yes, but it would be more like 6 to 8 coders required to make any kind of reasonable progress given the complexity of something like PR. And that would just be on engine extensions and missing functionalities. There would be another 12 to 20 people developing / migrating assets.

Quote:
Originally Posted by Raic View Post
Rage uses 'id tech 5' not 4.
But aye, It might be that MegaTexture technology won't "ship" with the source.
Interesting. Afaik ET:QW uses "id tech 4", so I assume that 5 is yet another set of evolutions. Not sure which one they will open source, but I'd be surprised if it was the megatexture feature as that, afaik, is the single largest innovation in the id engine technology and I doubt they would want to give that away just yet.

egg

Cheers!
egg



To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

eggman is offline
Old 01-10-2009, 02:44 PM   #99
VRV
Default re: [Ideas] PR Future Engine Ideas and Suggestions

Crysis Massive Battle

YouTube Video
VRV is offline
Old 01-10-2009, 03:01 PM   #100
CodeRedFox
Retired PR Developer

CodeRedFox's Avatar
Default re: [Ideas] PR Future Engine Ideas and Suggestions

While it is allot of player/AI going on you can also see the edge of the map. Which makes me wonder how big the map is.



To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

"apcs, like dogs can't look up" - Dr2B Rudd
CodeRedFox is offline
Closed Thread


Tags
engine, future, ideas, suggestions
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT -4. The time now is 12:19 AM.


Powered by: vBulletin. ©2000 - 2012, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO.
All Content Copyright ©2004 - 2012, Project Reality.