Official Price of Peace Thread


(DrGuppy) #61

It’s summer time! That warm feeling (from here in Canada :stuck_out_tongue: ) is sweeping the Northern Hemisphere and things go crazy, this time of year.

The Price of Peace team is set to have a slow, quiet July, full of bar-b-ques and parties; vacations and beaches and even a little relaxation. This update is to inform you of a few minor things, some team changes, and a general direction we will be taking until either just before or just after August 1st.

DEVELOPMENT CONTINUES:

Most of our modeling department is taking some time off after slaving away to get all of the PoP v0.1 weapons completed. The last models for the first release can now be shown, but don’t be suprised if we get a few more in before the release. Here are the new models, to view in a larger window simply click on the thumbnail images below.

Bren Light Machine Gun - Model by No1_Sonuk, Skin by Jadams.

Mills Bomb Frag Grenade - Model by No1_Sonuk, Skin by Jadams

M1918A2 Browning Automatic Rifle - Model by --[Jelmertjuh]–, skin by Jadams

The HUD is being massaged into its final state, with a font-maker package being updated and revised. Images should be posted just after we have the kinks worked out, as we don’t want to show you everything with the same old Courier font from ET. The “whole picture” will be up soon. Thanks go to hollowgrave and Guga-Nought for their crazily dedicated and ongoing efforts in this regard.

The Limbo menu (aka Team/Class/Weapon selection system) is being worked on by the same two fellows with the same caveats to the reader that it will be shown when we can accurately represent what we want it to look like as a final version. The same two team members are responsible for this one :wink: , and they seem to be forming the core of our User Interface development team :slight_smile: .

The Animations for weapons are being “sorted”, as our British members are wont to say. We have recently aquired an animator by the name of Line_Spike who has been attacking the character animation system with mixed success. To those who don’t know the concerns about this problem, don’t even think about trying to understand. Suffice it to say that any success is monumental.

Isigny Sur Mer, Omaha Beach, Le Bocage, and Vierville Sur Mer continue development. The progress is astounding and the first two are, in fact, right at the tip of being DONE. These maps have been a long time coming, but they are beautiful to behold as recent screenshots and videos show. The first versions of these maps are not yet laid out for the double-direction play that is a core part of our planned Objective mode. However, the duplication and modification is being considered and worked on as I type this.

Saigon is charged with MANY projects, including the development and coordination of ALL coding. His expertise and that of our other two active coders (unqiue1 of AIMod fame, and hollowgrave from Kaos Klan) has seen the birth of an extensive weapon scripting system for the addition and modification of weapons options without the need for recoding any source, as well as the planned objective mode facilities, the look and feel from first and third person (cross-working with animations by Line_Spike shortly), and several other projects that form the core of our whole “thing”. :slight_smile: The code is in such a state that CVS has been employed to manage the file accessibility. Conveniently, several projects have no crossover and those are highest on the priority lists.

And the beat goes on…

UNFORTUNATELY:

This week has seen a revelation in the team. The month of July will be a month of vacations left right and centre. Several key members (as if they all aren’t :stuck_out_tongue: ) will be taking lengthy holidays (2+ weeks). Things are being arranged vey carefully so that production can actually happen while these members are away. Preparations and precautions are being taken and, thankfully, none of the coders are on this list of slacke–I mean vacationers.

In addition, there is worse news:
dime1622, a stellar mapper and deputy leader extraordinaire has left the PoP team. He and Th0rr are responsible for the Omaha Beach map to its current development state, and he is also responsible for several excellent ideas that have fired up the team and fans alike. He has claimed lack of time from his school and life concerns and simply cannot continue. He leaves our team in a state of friendship and his opinions will be consulted on occasion. Sorry to see you go, buddy.

green1152, an excellent modeller and animator has chosen to go a different path. Low-polygon models and simple animations are not his style anymore and we salute him as he leaves to follow more artistic pursuits. Having not heard from him in quite some time, his leaving comes as no great shock. The inherent loss of team ability is less than ideal, but as we haven’t had access to him for some time, it is not terribly serious. green, good luck in your next endeavour.

MotoMn121 is the third and final member to leave. His reasons are similar to dime1622’s, with a twist. Moto has a long vacation coming up and immediately upon the heels of his return home is his return to school, which will take the wind out of his development-time sails. Similar to green1152, he also has not been seen in some time because of massive computer problems, so we take his leaving also with a grain of salt, while still sad to see him go.

All in all, we are not in any way worse off than yesterday when we had not heard from these fellows in some time (the honest truth about it, sorry guys). Vacations and team flux aside, we are still working, and fans beware, because despite my next announcement, we’re actually almost there.

THE NEXT ANNOUNCEMENT:

There will be no updates until early August.

We are focusing on keeping people busy and not idle while leaders (ipox, No1_sonuk) and members (various) go on vacation. Fortunately, we can count on our coders to continue doing what they do best. Our modellers have mostly finished what they have had to do for now, and the animator(s) are diving right in while the water is warm. Jadams, our returned skinner, has managed to pump out several skins in a very short period of time, and is going strong.

The task of keeping people busy means that everything is in a state of disarray as far as displayable items are concerned. Especially as regards coding, even with a CVS system in place, the code is in a state where everything is half-done (so to speak), so a compile and build for public viewing or even internal testing would leave everything not finished. We are sure you understand. We recommend you look away for 3 weeks and then look back and marvel :stuck_out_tongue: .

Thanks go to all our team members, past and present, and all our fans and anyone who reads this :wink: . Have a great July, indeed a great summer, and we’ll be back at you soon.

Now before I forget here are a few ‘going away presents’ to tide you all over until the next update in early August. As you can see from the videos below these two maps are nearly done for the first release with only the minor detailing to go on some sections.

[ul]
[li]Isigny Sur Mer, American Offensive direction run-through second tech demo
[/li][li]Isigny Sur Mer, German Offensive direction run-through second tech demo
[/li][li]Omaha Beach, American Offensive direction run-through tech demo
[/li][li]Omaha Beach, German Offensive direction run-through tech demo
[/li][/ul]

DrGuppy
Public Relations
The Price of Peace

PS: You may find a few nibs and squibs (videos, etc.) posted seemingly at random… whispers it’s meant to look that way. /whispers :wink: This is not a contradiction, as I, DrGuppy, am not going on vacation and thus I will be attempting to keep you all informed and psyched as much as possible. :stuck_out_tongue: Please feel free to comment on this update or post on The Price of Peace forums. (http://pop.rtcwfiles.com/forums)


(Chr()nos) #62

I can’t wait!! Looks really GREAT!!!

I can even say SMASHING!!! (My English teacher use this word very often)


(dime1622) #63

Monday, October 17, 2005

Welcome to the first of four currently planned public News/Media updates for The Price of Peace, which will be spread out over the next 11 days! This is essentially our countdown to our v0.05a alpha release, scheduled for October 30, 2005, for which we have chosen three public forums members to particiapte in with us secretly.

With their help, we will modify the v0.05a release to create public Beta v0.1. On November 10, 2005, we will announce the release date of The Price of Peace v0.1 Public Beta TEST, which should be reasonably after the 17th.

With the large volume of information we want to provide to you, we have to split things up into these four releases. Each will contain over 20 images, and this one is no exception.

The planned Public Beta TEST will include several of our gametypes, working NPC characters, four maps, several new weapons, and several other new features. While the Public Beta TEST is an excellent (and large) step toward our end-goals, it will not be totally representative of our final product, and our final product is not the focus right now. In fact, our main central-focus gametype will not even be in the v0.1 release. But don’t worry, there will still be enough goodies to satisfy.

The beauty of such and EARLY STAGE v0.1 TEST release is that it will give us feedback. With that, we can improve every aspect we show off. And show off, we will.

For today’s Media/News release, we are presenting pictures of the following items:

  • Map pop_omaha
  • Map dm_mammut
  • Map pop_isigny
  • Map pop_highway
  • Command Map pop_omaha
  • Menu design for Class Selection
  • Menu design for Team Selection
  • Menu design for Input Config

These can all be found in our Images section. Hope you enjoy them! There will be more this Thursday, October 20! And please don’t hesitate to ask questions!

On another note, we tend to get a lot of visitors to our forums that aren’t registered. I have mentioned this in the General PoP Discussion forum, but please don’t be afraid to register and say hi.

And we are still actively searching for a few more team members. We are still in need of 3D animators, 2D texture artists, skilled level designers who have time on their hands, and a programmer. Please apply at the forums by sending a personal message to ipox, No1_sonuk, or dime1622. As you can see, The Price of Peace is a successful team and is definitely going in the right direction.

Again, The Price of Peace mod team is extremely happy to be presenting this new wealth of information to you and will continue to do so over the next couple of weeks and after. We’re forging ahead with gusto! Keep your eyes peeled over the next several weeks for the large amounts of information we will provide.

Thanks for being such great, steadfast fans!

Erik “dime1622” Johnson
Swiss Army Knife
on behalf of The Price of Peace development team (all of us!)
Rapidfire Entertainment

Example picture thumbnails:


(dime1622) #64

Thursday, October 20, 2005

Welcome to the second of four currently planned public News/Media updates for The Price of Peace, which are effectively our countdown to our v0.05a alpha release, scheduled for October 30, 2005, for which we have chosen three public forums members to particiapte in with us secretly.

Obviously, since it has only been three days since our last release, there isn’t OODLES of new information for you, but there is a good amount.

First off, we would like to welcome Ryan (TWIXMIX) as a new coder with the team. Ryan has done work with Jakub (Jaquboss) before, and is already becoming an active team member.

Secondly, we have produced a mini-schedule for a “pre-v0.05 alpha” in-house release. With Marc (Mud-H) and Denny (FireFly) nearing substantial completion on their maps, pop_omaha and dm_mammut, respectively, the maps will be passed on to Jakub for incorporation with gametypes, and we should be running around on them with our new gametypes in under a week. Hopefully, we should be able to tell you a little about it during next Thursday’s update.

Yours truly has been busy assisting in the coordination of the different fields of work for the alpha release. Thanks to MSN Web Messenger (awful program, but hey, my computer at work has me locked out of admin privileges), I am able to work with my teammates around the globe while I am at work. This is especially useful when trying to coordinate people in Europe with people in Australia while I sit at work in Florida. What fun! Everyone is working together well, though, and we are steaming ahead.

For today’s Media/News release, we are presenting pictures of the following items:

  • Map pop_omaha
  • Map dm_mammut
  • Map pop_highway
  • Stielhandgranate 24
  • Nebelhandgranate 39
  • 88mm Pak 43 Artillery Gun
  • M18 Smoke Grenade
  • M1A1 Thompson SMG
  • v1.5.Minimal_PoP HUD
  • v1.5.Minimal_ET HUD
  • v1.4 HUD

These can all be found in our Images section. Hope you enjoy them! There will be more this Sunday, October 23! And please don’t hesitate to ask questions!

Please also be aware that we are starting to amass a lot of map pictures. This is to give you a good idea of what the maps entail, and will later be cleaned up. Videos of the maps will take their place to give you a better idea.

I would like to take the time to explain the HUD pictures. The Price of Peace will have a lot of customizeability with the HUD, including a few presets. The v1.5.Minimal_PoP HUD is a representation of what you may typically find on a server. The v1.5.Minimal_ET HUD is another version of the PoP HUD, but with a bit of an ET “flair” to it. The v1.4 HUD is a representation of the HUD with all its options turned on. The HUD will be totally customizeable so that servers can choose what they want to and want not to show. For those wanting as much realism as possible, almost the entire display can be shut off. We know that a lot of people don’t like having a lot of HUD information (myself included) so we have made the HUD customizeable to their preferences. However, some pubbers may be in the mood to have as much information as possible right in front of them, so we wish to cater to them as well. Of course, PoP competition mode will eliminate most aspects of the HUD. Questions? Please feel free to ask in our forums!

In the past few days, we have had several new people join our forums. They have already gotten involved and are asking smart and important questions. If you have questions or just want to say hi, but aren’t registered, don’t be at all afraid to do so.

Again, we are still actively searching for a few more team members. We are still in need of 3D animators, 2D texture artists, skilled level designers who have time on their hands, and a programmer. Please apply at the forums by sending a personal message to ipox, No1_sonuk, or dime1622. The Price of Peace mod team continues to be a strong, well-established mod team.

Again, The Price of Peace mod team is extremely happy to be presenting even more information to you and continues to push ahead! Please continue to keep your eyes peeled over the next several weeks for the large amounts of information we will provide.

From the mind of Will Ferrell himself, “with a PoP twist”:

“You stay classy, PoP fans ;)”

Erik “dime1622” Johnson
Swiss Army Knife
on behalf of The Price of Peace development team (all of us!)
Rapidfire Entertainment

Sample media images:


(Jaquboss) #65

i see this first time :o
thats weird


(Fusen) #66

looking nice, should be fun to finally play this on 30th ;D