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The Price of Peace will include groundbreaking changes to the Source engine to the point where nothing will resemble what it originally was. There will be server-side changes to allow for a point-based Multiplayer Campaign system with maps played in a revolutionary mode of multiplayer action which will bring the strengths of the single- and multi-player game styles together in a seamless union sure to be popular throughout the gaming community. Characters will feel alive, immersed, a part of the war. Further modifications will allow for classes, team-play, and many server-customizable features like crosshair-removal, implications of stamina, degree of float of the cone of fire, weapon distribution, and more. The shining glory of The Price of Peace will be its new style of multiplayer game play. This Campaign Mode will maintain statistics and results throughout a campaign, each of which will span several maps. Enemy Territory has a campaign mode, but the PoP campaign structure will take...

Report RSS Our Source Venture So Far

It's been 12 days since we announced our move to the Source engine. Here's a rundown of what has happened so far: First of all, two new members have joined. Jaguarrrr, an experienced Source programmer, and DannyCon, a talented modeller/skinner were recently added to the team. We are still

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It's been 12 days since we announced our move to the Source engine. Here's a rundown of what has happened so far:

First of all, two new members have joined. Jaguarrrr, an experienced Source programmer, and DannyCon, a talented modeller/skinner were recently added to the team. We are still looking for a couple Level Designers and an Animator to round out the team. Please visit our website or our Moddb profile to find out how to contact us.

As far as models go, a new MP40 was modelled and its skin is nearing completion, a new 7.92 mm ammo box (to feed those hungry MG42s) was modelled and uvmapped, and our new M1 Garand was modelled and UVmapped. Furthermore, our new MG42 was modelled and is being UVmapped at the moment. The third person version was also modelled, uvmapped, and skinned during this period. American and German arm rigs have been modelled, uvmapped, and their skins are nearing completion. The Colt M1911A1 is back under No1_sonuk's scrutinous eye as he adds more detail due to the higher poly limits in Source. Finally, we have started importing our old map models and creating new ones. Trees, obstacles, and the like are smoothly being dropped into the Source environment.

The mapping department has been active as well. dm_mammut's brush work was converted to Hammer .vmf and is progressing toward being ready for playtesting. All of our old custom textures have been ported to work in Hammer, and a second playtest map has been started, dubbed dm_townsquare.

In the coding realm, new HUD and menu systems were conceptualized, ideas finalized, and they are now in the process of implementation. Resident tweaker No1_sonuk has also been working on driveable vehicles and other fun things (like driveable LCVPs). We have also been active working with the weapon code to add slots for our new weapons and equipment. Other coding work has been in progress as well.

New weapon sounds for the MP40, M1 Garand, and MG42 have been created to work in Source's audio environment. In addition, various other sounds like footsteps have been created.

And that's only 12 days' worth of work. There are other things that happened, as well, but this covers at least a good chunk of it.

On a side note, we are still evaluating what to do with our ET materials. There is still some ET development occuring, so I'm pretty positive that you'll see at least some of our ET work publicly released.

And I also decided that I can't leave you with no media at all. I don't like showing "just renders" because any mod team can do that, but since we're rebuilding I don't see why not. Here's a look at our new MP40 and M1 Garand.

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