1944 D-Day Operation Overlord

Off topic, but don't go too far overboard - after all, we are watching...heh.
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1944 D-Day Operation Overlord

Postby Mugzy » Tue Aug 22, 2006 5:25 pm

This game sounds very cool! I hope they do a good job on it.

http://www.1944game.com/
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Postby [ecgn] btt » Tue Aug 22, 2006 6:06 pm

Something to keep an eye one.

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Postby Chacal » Tue Aug 22, 2006 7:14 pm

Looks like it'll avoid some of the BF2 stupidity:

How does one score points?

There is no score, you have your rank, and you get promoted depending your actions and experience. There will be a website for each server showing rankings, promotions etc. Its not about who kills the most, or who holds a flag the longest, it’s about the overall effort. Your objective could be to hold a bridge long enough for support to get through. If you manage to hold it, you won’t get any special recognition, you will be simply given another task/mission/objective. The idea is that you aim to win the war, not your own personal high score.
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Postby Hash » Tue Aug 22, 2006 7:59 pm

I got a stupid question, is that a mod or an actual game?
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Postby BladeRunner » Tue Aug 22, 2006 8:24 pm

Originally posted by Monstrous
I got a stupid question, is that a mod or an actual game?

looks like its going to use the Unreal Engine 3.0
http://www.1944d-day.com/forum/showthread.php?t=1507
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Postby BladeRunner » Tue Aug 22, 2006 8:32 pm

http://www.1944d-day.com/forum/showthread.php?t=1336
" What are the system requirements?

--------------------------------------------------------------------------------

What are the system requirements?


These have yet to be decided, but as a baseline:
Intel Pentium 4 2.8GHz
512MB RAM memory
nVidia GeForce 6800
Will get you very good framerates. Obviously as the game progresses in development and features start to be fully rolled out the specs will increase but we are making every possible effort to ensure lower spec machines will cope.

One such feature would be allowing the player to control the Detail of the Models and of the Textures before they even start the game. Obviously lower spec machines cannot expect good framerates with highly polished content, physics, HDR + real-time lighting. So they need to sacrifice features to ensure they get the performance they want. So we have made a lot of these features available via a menu, so the player can adjust and adapt the game to their own
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Postby CreepingCharlie » Tue Aug 22, 2006 8:58 pm

Looks freaking sweet!!

It would be cool if they could do it.
What is the maximum amount of players in multiplayer/singleplayer?

Singleplayer will obviously only have one player, but is not limited in the number of units.

Multiplayer will be aimed at 128 - 256 players, but this may increase as we spend more time developing this aspect of the game. It is also not limited to the number of units ingame.


Like that idea. No more stupid people.
What will be done to combat annoying players?

(like unbalanced weapons- everyone heads straight for a tank and racks up 20 kills because everyone else is infantry)

Firstly you select a unit not weapons. When you spawn into a unit you get their weapons not a weapon you opt for. Now more often than not you don’t need training, but in the case of Snipers, Anti-Tanks etc you need training, or experience even if its just rifle experience.

When it comes down to vehicles, you can only use them if you have training you can use them, if you don’t you will have problems. For example if you enter a tank as a private you can command the tank provided nobody out-ranks you.

Of course, if another unit enters and they out-rank you then you will be forced to move position. If you are outranked by everyone that will mean you will be forced to exit the tank (after all you have no training). So expect to here:

"Alright laddy you can leave now, I have it from here"

(Obviously there will be various phrases)

Now if it happens both of you are of the same rank, you will stay where you are and they will take another position.

Again if no-body tries to enter then you can assume any position, but more often than not, you will be booted due to lack of experience, and of course controlling the tank and other vehicles will be far tougher without any specific training...
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Originally posted by TChinnyChin
Just like in game Charlie leaves in a chopper without any infantry again.:D

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Postby =ender= » Tue Aug 22, 2006 9:15 pm

Now THIS sounds sweet! Anyone see any screenshots around?
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Postby CreepingCharlie » Tue Aug 22, 2006 9:28 pm

Looking through some of the FAQs, its seems that it will be a combination of things seen in DOD and BiRs but with that FPS feeling and goodness. Its sounds like a really good WW2 game. Wonder when that will come out.

Reality Engine: This is basically a complete next-gen game engine. Structure and feature-wise it's very close to Unreal Engine 3.0.
SpeedTree: Trees & Grass rendering technology, but instead of seeing just a few, we can have millions of trees that completely interact with the world.
NovodeX (Ageia PhysX): Physics engine that covers all the usual rigid body features but has additional support for a lot of great features, mainly for us tank tracks.
Also an API which is seamlessly compatible with Ageia PhysX hardware.
RakNet: Network Play. (netcoding)
DirectX: The usual set of features and graphics support.
.Net framework: A framework that allows us to create entire games via scripting if we wish using C#.
Python: Another scripting system.
DirectShow: For capturing and recording in-game.
Tokamak: another physics system.
Army Strong
I'm a pilot
UND Fighting Sioux!
Originally posted by TChinnyChin
Just like in game Charlie leaves in a chopper without any infantry again.:D

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