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  #16  
Unread 05-09-2004 , 07:55 AM
No1_sonuk No1_sonuk is offline
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The model viewer plugin can be found here: http://www.viewpoint.com/pub/downloads/vmp.html
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  #17  
Unread 05-21-2004 , 02:51 AM
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Hey everyone, its been a while since an update and it'll have to be a little more unfortunately. The team is working on some material that I can't release to the public, yet. In the meantime our team is ever-expanding as we include more content so I have a request for a new member.

The Price of Peace is in moderately desperate need of a 2D GFC artist of considerable skill able to work with PhotoShop graphics like http://66.132.176.8/priceofpeace/nix.../mockfancy.jpg

This request is of some urgency for an upcoming previously-unmentioned project whose release is set for the near future. Please head over to our Forums at http://pop.rtcwfiles.com/forums and make an account. Then PM me, DrGuppy, or ipox (Leader) to find out how you can help us.

Thanks for your time,

DrGuppy
The Price of Peace Public Relations
Rapidfire Entertainment
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  #18  
Unread 05-30-2004 , 09:49 AM
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Hello again everyone! Ok enough small talk it’s time for some screens!

I’m able to show you 10 new WIP screenshots from our Isigny map today. This map is being worked on by Disgruntled Goat with help from MotoMn121 and Th0rr. Although this map appears to be very close to completion it still has to undergo extensive "rubbling" which is the process of adding realistic rubble to the map where it is required to truly create a war-torn atmosphere.

To view the screenshots simply go to our map image section located here for the complete thumbnail list or view them individually from the links below. Enjoy!

-Isigny Sur Mer 1
-Isigny Sur Mer 2
-Isigny Sur Mer 3
-Isigny Sur Mer 4
-Isigny Sur Mer 5
-Isigny Sur Mer 6
-Isigny Sur Mer 7
-Isigny Sur Mer 8
-Isigny Sur Mer 9
-Isigny Sur Mer 10

SubWolfer from The Price of Peace team has also set up our Official Server! This server is currently running ET but will be the first one to host The Price of Peace modification/game. Feel free to jump in and perhaps play with some of the PoP Devs! Server statistics can be viewed here.

The team has also expanded to a grand total of 33 members which includes the 5 people from Sonic Valley Productions that are working on sound design.

This number has increased in the last few weeks because of 3 new members to the team.

We’ve doubled the number of coders on the team with the addition of hollowgrave and Drevnij. Hollowgrave has a BS in Computer Science and is very eager to help us out, he is also a member of the Kaos clan which has generously let us use their servers while we develop this game. Drevnij is a 2D graphics coder who has started work on the HUD and various PoP menus. He is new to Q3 coding but is very skilled in C coding and is also eager to get things underway.

To top it all off we have Larsal who is a long-time friend of ipox. Larsal will be helping with Editing and Logistics, this includes high level details such as branding and marketing, not to mention general assistance with documents and other things.

Lastly our Skinner/UV mapper position is still open. If you have skills in this area or know someone who does feel free to contact me at DrGuppy@RapidfireEntertainment.net or send me a PM on our forums.

With each new update we get that much closer to a release, can’t wait until you guys step off the landing craft for the first time! I’ll be back soon to keep you guys informed.

Thanks for your time,

DrGuppy
The Price of Peace Public Relations
Rapidfire Entertainment
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  #19  
Unread 05-30-2004 , 10:40 AM
Flipsen Flipsen is offline
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This mod is getting better with every update, almost going the same way as Trauma Studios (= the mod team behind desertcombat) i hope, anyway im looking REALLY forward to the finished version!
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  #20  
Unread 05-31-2004 , 04:05 PM
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MainFrame MainFrame is offline
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yeah looking sweet fellas ... that grease gun is beautiful really looks like it needs some grease lol
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  #21  
Unread 06-06-2004 , 01:18 PM
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The Price of Peace, June 6th 1944-June 6th 2004

Now it was the 29th Division's turn. The men in Company A had it worst. German artillery was falling near their boats with alarming frequency, but the enemy's fireworks had just begun.

A few bullets pinged sharply off the landing craft. At that moment, the Stonewallers knew that the beach would be hell. The Germans seemed to be taunting the Yanks, zeroing their machine guns on the boats as if they were test-firing on a range. Their deadly work would begin in earnest when the men of Company A disembarked and raced across the wide tidal flat. The last fifteen seconds in the boats were the worst fifteen seconds of the men's lives.

Only thirty more yards to the beach. Three and a half years of training had come to this. The men pondered glumly the irony of practicing for the invasion for so long only to be killed during their first seconds on Omaha Beach.

Some men shut their eyes and prayed; others cursed. A few joked half-heartedly about army life insurance. But most were too frightened and miserable to do or say anything at all. Anyway, there was no more time for words. With a jolt, the boats hit bottom and crunched forward on the sand. Then the ramps went down.

Beyond the Beachhead
Joseph Balkoski
60 years ago, June 6th, 1944, the Allied Expeditionary Force hit the beaches of Normandy in their continuing efforts to liberate Europe. It was important to the world of relative freedom as we know it on levels larger than we can even fathom, and the effort took the bravery and fortitude of thousands of men and women from the free nations.

Today, June 6th, 2004, with an eye towards the great sacrifice and heroism of that time, in our own form of tribute to the trials of the Second Great War, The Price of Peace design team would like to update everyone significantly on our progress, particularly of the last month, in our attempts to build our planned Realistic, Historically Accurate, Interesting, New, Different, Customisable, First Person Shooter. To that end, we would like to present you with the following list of accomplishments so far, and bring you somewhat up to date on our progress.

Today we will be starting a series (more or less) of technical demonstration videos, which will cover a wide variety of subjects from runthroughs of maps to weapon animation and integration movies to videos of various parts of anything we feel are significant enough to warrant special note. The first two of these are:Again, a series of tech demos will enlighten you further on these and other subjects as a little more time progresses.


More images of Omaha Beach, Dog Green Sector, Dog One Draw have been compiled by dime1622. This map has been steadily built by Th0rr and dime1622. Links directly to each image are listed below.Next, additional images of Isigny have also been made available. Links directly to each image are listed below.Further, we have several new models, including:All weapons are working in our internal builds, not necessarily fully functionally, but all have technical issues that prevent us from showing them to you at this point. Several of them await skins and animations, and the ones that are animated require some tweaking. Again, stay tuned for more "tech demos" for information on these.

We are also looking for a few more persons to fill our team. First, we are in need of a talented UVmapper/skinner. We have many models ready to go that need UVmapping so they can be skinned. Person must be able to UVmap but skinning is not a required skill. In addition, we are looking for an animator with Return to Castle Wolfenstein or Wolfenstein: Enemy Territory animating experience to deal with creating new animations and exporting them. For either position, please contact dime1622 on the forums, on MSN Messenger at erkoman22@cfu.net, or e-mail him at the aforementioned address.

Our coding team is also phenomenal. Great leaps and bounds have been made in the following areas:
  • Our 6 Classes have gone in smoothly.
  • Our entire weapons loadout is coded in and awaiting models and animations and inevitable troubleshooting, as well as a few weapon-specific features not to be mentioned yet. Two and a half (more or less) primary weapons have actually been added and animated in one fashion or other, but technical problems prevent their display here. Our Lead Coder, Fred, is currently working on extracting all weapon code from the game itself and building up a small scripting system to make it that much easier to add weapons, specify animations, and change statistics like rate of fire and damage.
  • Our planned objective system is in the test map phase with bug fixes and full implementation to happen before we show it in action (watch for a tech demo, unless we skip right to showing it in Omaha Beach).
  • Several small minor features have been made by our fun-loving coders who play around with this stuff constantly (phosphorous grenades, "shell-shock" effect, etc.).
  • Our HUD development moves forward with 2 available mockups of the final version of one of our planned TWO HUDs, since we intend to cater to regular and competition players alike. The so called "fancy" HUD is displayed in two scenarios in Image 1 and Image 2 on our GUI images gallery. The little man in the far left corner is our favourite (he's YOU).
All in all: Moving forward!

Thanks for your continued interest,

The Price of Peace development team
Rapidfire Entertainment
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  #22  
Unread 06-14-2004 , 05:32 PM
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-=3vil=- -=3vil=- is offline
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Wow, looks fantastic... I might actually give this game ago :O
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  #23  
Unread 06-18-2004 , 10:50 AM
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Greetings everyone!

This week, I've got a rather significant update for you guys, including some big progress in every department. I've brought along a good schwack of screenshots from our never-before-seen maps Vierville and Le Bocage. We've also added a few new members to the team, continued to work on new models, inserted more ground-breaking coding, started work on the new list of voice commands, completed more music and in-game sounds, as well as continued our quest for world domination... Err, I mean continued our quest to make one hell of a game!

I'll start with the eye candy portion of the update, as it is usually the most popular. Here are 13 of the first publicly seen screenshots from our maps Vierville and Le Bocage.

The first 6 images come from the map Vierville, which is being created by Th0rr and Disgruntled Goat.The other 7 never-before-seen pictures show off Le Bocage, which is still being worked on by HawkeyE and Disgruntled Goat.In the past week or so, the team has filled our much-needed UVmapper/skinner with the return of Jadams.

We have also have hired unique1 as a coder, who has already started work on some secret projects that I'd love to tell you about, but simply can't just yet.

Lastly, we have our newest addition with the talented mapper (or "level designer" as he likes to be called) BXpress from Germany. He is best known for working on the "Bridge of Remagen" map, which can be found here.



Our modelling department worked hard at getting the final small arms models ready for the first release. With these models out of the way, most of them have moved on to smaller models such as lightbulbs, chairs, and other miscellaneous items. Guga-Nought, however, has been hard at work completing some rather large models including the Flak-88, Kubelwagen, German Half-track, the three of which can be viewed below. To top all these excellent larger models off Guga-Nought, and green1152 have completed the M1 Carbine model which nearly completes our list of small arms for the first release of The Price of Peace. Skinning is ongoing.DrGuppy (I'm not just the PR guy!) has also started to redo the ET voice commands completely to make them sound more realistic. I'll be adding probably 4 times as many sounds to the list. Administrating the voice acting will be done by the sound guys who will recruit American and German voice actors. These actors will go to the recording studios, which are located in Nova Scotia for the American voice actors (Sonic Valley Productions), and Hungary for the German voice actors (roland's studio). We know some of the ET German commands can be funny at times but we're going for a more realistic feel to the game. The German voice commands will be done in the German language. Taunts are currently being discussed, but that's all I'll tell you for now!

Our sound department is slaving away as usual with roland still pumping out menu and PoP Theme music while Sonic and his crew have completed 80% of the Higgins Boat (LCVP) audio package. They have also finished the audio for the M3A1 (Grease Gun), G-43, and the MG34. On top of all this, they have a growing array of whizzby and ricochet sounds.

I know you guys are itching for a release, and quite frankly the whole PoP team is as well. We're pushing forward faster than ever to get that first release out the door, but still have little ways to go. More exciting progress to come in the near future, and it just might include information on some of our secret projects.

DrGuppy
The Price of Peace Public Relations
Rapidfire Entertainment
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  #24  
Unread 07-10-2004 , 10:33 PM
Dan! Dan! is offline
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Wow man this would be worth getting a PC to help out .
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  #25  
Unread 07-14-2004 , 09:03 AM
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DrGuppy DrGuppy is offline
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Summertime!

It's summer time! That warm feeling (from here in Canada :P ) 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 , and they seem to be forming the core of our User Interface development team .

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". 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 :P ) 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 :P .

Thanks go to all our team members, past and present, and all our fans and anyone who reads this . 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.
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* 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. :P Please feel free to comment on this update or post on The Price of Peace forums. (http://pop.rtcwfiles.com/forums)
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