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No1_sonuk took the night partly off because he's been on every night very late and hard-working for the last few weeks. Wish him a good rest, won't you? He's skinning and in-game-ing and even moving towards animating things himself. In the meanwhile, dime1622 is going away for a few days,

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  • No1_sonuk took the night partly off because he's been on every night very late and hard-working for the last few weeks. Wish him a good rest, won't you? He's skinning and in-game-ing and even moving towards animating things himself.
  • In the meanwhile, dime1622 is going away for a few days, will be back, will go away again, will be back. He's getting a little "real life" busy, but not enough to stop him completely from helping us out. ;) He's worked on several new models and I'm sure he'll be posting a dev journal shortly. His efforts also include managing the build-up of a media release to you guys, so I can focus on the text side of things. Map screens, up to date model renders and in-game shots, and possibly but not promising proper-in-game-media of things working.
  • --[jelmtertjuh]-- is skinning, modelling, and about to try animating as well!
  • Mud-H in his every day working 8-10 hours for PoP (I can't believe how dedicated he is... in fact, all the team is supoib!) is tackling multiple maps, some surprises, some new efforts on a daily basis (I honestly don't know how he keeps track), and all the while is managing his mapping team which is now fully 6 strong, including himself. Omaha is looking beautiful. I hope our media release can do it justice. ET (and CoD!!! :o ) never looked this good.
  • Swiss, HawkeyE, Playa, and Decoy are pounding out the efforts. Isigny and Highway are rather phenomenal, moreso every time I look at them. I'm hoping to see an update on Vierville too, soon. Secret extras will not be discussed until much further along, but pop_mammut and pop_bahnhof are going to be very close-quarters and tight maps.
  • Schaffer has a co-created (with me) solution to the HUD problem in the works. I'm hoping our upcoming media and information release can include Team, Class, Equipment, View Options, and Input Configuration preliminary menu "screens" (they're actually mock-ups. we're working on one thing at a time over here.). You won't believe your eyes. I'm very proud to have had anything to do with them. Schaffer is also heavily involved in multiple aspects of texturing, and in mapping, modelling, and graphical research into historical issues, including helping design the maps themselves along those lines.
  • roland continues to work with sounds. He's trying to consider the immersive experience of the soldier on the battlefield. Randomised locational panning bullet whizzes, movement-type- and class-specific equipment jingles and material-based-footsteps and countless other efforts are on his plate. Gunshots are only the beginning.
  • unique1 and Jaquboss and Saigon are assessing where they are after Saigon's return. It might take a couple of days to get their feet again, but in the meantime, work goes on, with unique1's basically having finished the Omaha Beach LCVP "moving spawn point" landing craft and all that that entails. Jaquboss has added a few minor simple standard game types we're not going to talk about just yet, and today fiddled around with the cg_shadow 3 and 4 shader settings to bring them back to Q3 specifications where they worked properly and well and actually looked like shadows (though not perfect dynamic shadows, they're giving quite a nice effect to the whole thing -- it's a VERY nice start). And Saigon as always has a million limit-breaking- and "foxy-"tricks up his sleeves.
  • As a footnote, Subwolfer and DrGuppy are gearing up for private but wider-release alpha testing. Patience, my friends.

We're steaming ahead. You're following the right project. We're going to knock your socks off! :banana:

Thanks for your interest.

Stephen "ipox" Kuehn
Project Leader, Creative Director/Designer
The Price of Peace TC modification for ET
Rapidfire Entertainment

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