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Which I might add; is excellent. Not to mention genius.
Apologies for our busy schedule,
We're currently working on the Project but have no date for a
release at time. Just know that this is an undertaking by the
most professional RavenShield Mod team available; however its
also small in number and we're busy with working on this work.
To answer some questions;
Duel Wield? Never going to happen, just because it's silly.
Installer? Possibly, this is being thought over in debates.
Time frame? We're getting there, and appreciate your ideas!
With the amount of research into the mod, we undoubtedly had the discussion of underslung grenade launchers. We've decided against it for the time being.
Think Malleus level AI, but clearer definitions of rules of engagement. Proper stances and movements.
Just wanted to say thank you for all your support guys! The
fact that we have such a great fanbase for our project is a
real heart warming experience for us both. Thank you, okay?
To give you some kind of concept of how difficult the
work is for Project VI. Keep in mind that developing
a title that is over a decade old in engine/natively
coded content and then revamping it can be difficult.
We're currently on the weaponry phase, the ideals of
a generation of neglected Rainbow Six gamers indicate
that the people want weaponry, options and tactically
sound gameplay. We're on weapons; which when done in
essence could amount to over 100 weapons, tons of the
new gadgets and scopes; not to mention added features.
When that is done, i myself will be personally using
a new batch of Static Meshes attached to originally
built characters to make new, refreshing uniforms in
what could potentially look like ArmA 2+ GFX styling.
The objective of this mod is to create a final, and
worthy released mod/overhaul of a Rainbow Six title.
This hasn't been undertaken on the scale we are now.
Demonstration of the AR-15's is available because it
is available to the programming dept. There are over
127 weapons sketched for potential use in Project VI.
RavenShield will never be the same; it is RavenShield
but in the most HD format, with ironsights, tactical
features, true gadget control and new uniforms, plus
a bunch of extra's tacked on that not only express a
fantastic mindset for creativity but keeps the users
coming back for extra content in the future. Not to
mention the expansion packs being supported and in a
likely outcome will probably also be HD'd, this is a
truly massive project being undertaken by so little.
We appreciate all your support in these endeavers.
Thank you. :)
Please take screenshots from the dev update and post to the screenshots if you wish!
Agreed, however implementation could be done via the female hostage model and some updates to static mesh attachments. Great idea.
And if you're interested, definitely show others what you see and if you're interested in certain features don't be afraid to ask.
We're using 3DS Max, exporting to ASE Format and then importing using that format. RavenShield is a unique game in that it doesn't use *just* bones, but rather the Static Mesh of Unreal to attach to a predefined set of names. Therefore, in essence we can create tons of new weapons, align them using advanced coding and geometry and finally place them in.
It's all really quite ahead of its time in implementation, but in reality this is how several developers should be making such things. And yes, flashlight *model* is going in, not sure *yet* if we can make a projector light emitter. If so, it may be slightly buggy, but nonetheless we're looking at the approach. Failing that, a tactical aid that helps blind hostile forces is never a turn down.
As in what are the weapons lists? Or how do they aim?
I intend to update all SFX/FX in the game. This may include final emitters and sprites. My goal right now is to get the models done.
I will be releasing a screenshot list upon completing phase one, or Gadget phase. This allows our dev team to create gadgets of various types, afterwards i will begin to commit to weaponry fully. All of the AR-15 models are completed and awaiting implementation. I have then decided to finish Shotguns and Sniper Rifles, as this is easiest/quickest.
I've always felt this should happen, truthfully. I'd imagine a static cable model that's shaped like a subtle "L" shape, and it rotates on a pivot axis determined by the player. Meanwhile, the camera actor is shifted to the end of the model and inserted through doors. It can only be activated at the finding of a door and it would carry a grayscale overlay, maybe IR capable. That's how i would picture it working. In terms of corners? not sure, i'd be concerned for clipping through walls.
great idea by the way.
Hey guys, Masaketsu here;
Yeah, so my apologies on that huge delay, had some issue's with the outside world and i wasn't able to get ontop of the situation in time. Nonetheless, i am happy to say that PVI is now in development, i am at the phase where we create proper working, strobe and particle "type" lasers for the AN/PEQ-2, and the Flashlight. Big props to Twilight, his ambition for creating an upscaled, current-next gen FPS remake of R6 RVS is fantastic. The real difficulty comes in getting this work finalized.
That being said, while i am pushing out the model data for the SM implements (static meshes) i am wondering if anyone would like to begin some work on converting each map's current existing textures into newer, more refreshed/high definition map textures, same for their respective SM's with possible shadering or detail maps. If anyone has any questions on how it should be done, please don't hesitate to contact me. As it stands, we're in the model implementation phase, there will be a ton of changes (all for the better) and ultimately we'll be busy on that for the most part. If anyone would like to grab maps as a priority, please submit a message to me or Twi, make sure you have qualified experience in shadering/texture design and that you maintain the maps playability for vanilla maps. Consult with Twi if there are gametype specific concerns, and most importantly if you need models for the maps HD'ness, i can work on that also.
I took the liberty just hours before the final shutdown to make a backup
of the download section. But the trouble is i don't know what version maps work with what. So it's that and other issue's. Anyways, please get in touch and i will see what i can't do, this is quite a significant issue.
It's an ACOG zero'd at the proper height-sight ratio. This is how it should look, despite our lack of "zoom" code and "depth perception" blur. Otherwise, spot on.
Fantastic work, if anyone has questions, refer to this and it's Author.
Probably an issue with their website.
Head on over to Rvsgaming.com to check out the download links and begin Raven Shield 2.0!
One day, it is less than one day; cannot WAIT.
Alrightey, good news; we've straightened everything out, and we're looking toward a Xmas release as planned. Also, i would like to ask that if anyone *has* a server, or a team that would like to test this and make it a fulltime modification, that they can contact me directly at Masaketsu@hotmail.com to ensure their place as a mod sponsor, and fulfil their obligations alongside ourselves to the Raven Shield Community. Don't hesitate to ask questions; also Athena's Sword/Iron Wrath weapon in RvS!!!
This mod is compatable with Steam versions. We do intend to ensure a properly functioning installer, that reinstalls the 1.6
if the user so wishes.
Thanks guys! :D
No need, 3D Sights have glitches in their animations, and we'd rather have a realistic and effective system, that works. Than a system that does less than the 2D, and is buggy.
This is very true, but in any case, we try nonetheless. It's better to attempt something, and enjoy both winning and losing, than to of never experienced any of it at all. Plus, it's Raven Shield, why wouldn't any Tom Clancy fan want this? We're doing what Ubisoft failed to do, and that's listen to the community intently, and ensure it's absolute progress. Thanks guys for any input!