Last Month the Japanese try to retrive this mod a little bit more. They played in the at 2pm CET. At the moment the gametracker,com Server Monitorring is off. Hope soon they turn it on. The ranking seems to work.
Registered Member #1871 Joined: [ 06:58 ] [ 11 May 2007 ]
Yes, the public site will be onlineat the end of juli/start aug.. It will have all features, storyline, some render shots and movies.. There will also be a IS history section, in which we will describe the past history and community aspects, combined with some old school vids etc etc..
There are only 1 or 2 websites that are active for BF82 with is82.com being by faaaaar the biggest portal for the mod.. (faaaaaaaaaaar)
So given such a tiny community its a bit fishy 'happening' to end up with 'ISR' which 'happens' to be the most prominent and known acronym of the the entire game.
Registered Member #1871 Joined: [ 06:58 ] [ 11 May 2007 ]
Hey flamin, long time no speak..
ISR is not only created for the is82.com community.. Its a commercial project in general (AAA standard) with freeware (Basic version) features added to this so everyone can play the game in one way or the other.. Since is82.com was our most loyal group of mod players, its logical that is82.com gets the most attention from us!
Although I can't confirm it yet, but I try to get the MP part available as freeware and the additional features and SP mode packed in the retail version.. So MP stunting might be free, creating might need the retail version with all the editors.. but again, this is just a thought and not confirmed yet as this still needs to go through a set of meetings that generally discuss the commercial sides of ISR..
I cannot go too deep into the detailed features yet, but if you contact me on msn we can discuss some aspects already if you care to know more about it..
Registered Member #1871 Joined: [ 06:58 ] [ 11 May 2007 ]
FlaMiN wrote ...
will it have graphics like that Crysis stuff?
The engine itself is fully next-gen compatible, although ISR has its own look which doesn't reflect the current game standard.. The technique is the same, only will we use a different look combined with different image filters.. There is a possibility to do scene based color grading btw, which is a technique mainly used in image processing for photo and film. This can enhance the general color feel of a film and will be used the same way for the game.. Example: everyone might remember the blue look in CSI for instance, or the brown look in jeepers creepers.. This way you can adapt the general colors of the content with the camera output, thus the feel of the FMV.. there are many more features like this coming up
since the engine is next-gen compatible, does it have DX10 support, will the game be more compatible with for exampel dual core processors... <- or is the processor stuff done by the OS?
Registered Member #1871 Joined: [ 06:58 ] [ 11 May 2007 ]
DX10, opengl etc. are all supported just like custom materials etc.. The scripting language is equal to the one used by crytek and others called: LUA.. LUA is highly flexible and should proove as a good decision.. Regarding the processors: we haven't reached any optimisation stages yet, so its not fully clear where our boundaries are.. We will try to support some physics cards though, as we can raise the effects a lot then and take work of the CPU and GFX card.. The game also features a full ingame GUI with mouse control and sub applications (You could now for instance be able to create an arcade box with an actual working sepperate game on it or a full radio system with custom music tracks ) our possibilities are shear endless atm, this mainly caused by the LUA scripting system..