Would you vote this Mod, Mod of The Year? MODDB 2010.
Yes, I would definately!
89%
[ 68 ]
No, I would definately not!
2%
[ 2 ]
Maybe, I am not too sure!
7%
[ 6 ]
Total Votes : 76
Author
Message
Masaketsu Major General
Joined: Sep 09, 2008 Posts: 401
Posted: Wed Jan 27, 2010 12:23 pm Post subject: Raven Shield 2.0 Official Topic
Admin: This is a clean continuation/start of discussion. The previous thread has been locked, but is available for viewing.
The Rainbow Six: Raven Shield 2.0 Official Topic.
Hello and welcome to the Rainbow Six: Raven Shield 2.0 Official Topic, as some of you
already know; Rainbow Six: Raven Shield 2.0 is a project to revive the penultimate game
in the Rainbow Six series in an effort to send out a message to all videogame developers
who are thinking of developing a new tactical title. This project contains some of the most
talented works and efforts brought to you by the very best of our very own RvSGaming.
Let's start by giving you a reason as to why we have chose to do this, why we are so
very passionate about this development. It cannot be denied that in the recent few years
Rainbow Six has taken a turn towards the generic gamer, who has sought to play for a
pick up and play experience. Rainbow Six was the cornerstone title in a long series that
gave birth to a new franchise. While Ghost Recon stole the limelight in ground war, it can
only owe it's lifespan to it's forefather, Rainbow Six. Rainbow Six was the work of a man
we proudly support. Tom Clancy, a known and respected author brought the Jack Ryan
series into the political thriler genre in an explosive entry, but it was team RAINBOW that
really took it to the global level. We are here to continue the works and efforts of a legacy
that without our help will quickly evaporate in the heat of the new generation of videogames.
What we offer in Rainbow Six: Raven Shield 2.0 is the "FINAL" patch to bring closure to
a game that needed all the tender, loving care that we, the community could give. We have
offered HD Textures, you said more. You said better Characters, we delivered our word.
We said more realism, you said YES! and finally, you said revive our game. We promised.
Without a doubt, we stand as a collective community on the forefront of extinction in a set
of videogame catastrophes; Lockdown, Critical Hour, Vegas & Vegas 2. It is time we all
set the standard of videogaming as *THE* community that offers both advice and critique.
So, without any further hesitation, i will proudly offer the final development features for our
build, and with some help i can gaurantee it will be far better than even i expected. Can we
also make sure to give full credit to our contributors, and i mean that by posting in response.
Rainbow Six: Raven Shield 2.0 Features:
TEXTURES --
*Revamped HD textures, in 512x512 to 1024x1024 format.
*Revamped Character Textures, now with MOLLE Rigging.
*Revamped Weapon Visuals, new Scope Lenses and Hands.
*Revamped Terrorist Textures, with Balaclava Masks, More.
CODING --
*Ironsights, using the very best add/tex texture system, exact.
*Goggles, no HUD unless you hit F1. Will show health damage.
*Night Vision Overlay, rests ONTOP of Goggles, now complete.
*Athena's Sword & Iron Wrath weapons, combined. NOTE 01*
*Tweaked Enemy AI and improved patrols, equipments, actions.
MAPPING --
*User-Made, Default Maps all get HD Graphics, plus Day/Night.
*Consistently Updated Scenario Map Additions, plus Day/Night.
*Possibility for maps from both Splinter Cell & Ghost Recon too.
*The ability to turn off / on light switches, cut power via generator.
*Potential improvements over original maps are to be made soon.
MISC --
*Brand New Menu Textures, Including Previous Clancy Artwork.
*Possible .bik Video background for main menu showing RAINBOW.
*Possible inclusion of custom music option for .bik video for Main Menu.
*Updated Controls, minor tweaks to default control system. Your choice.
Alright, so with that said i would like to give credit to our contributors and their projects.
Keep in mind that KetsuCorp Enterprises, while developing this for non-profit reasons, is
very excited and would like to fully thank both the Raven Shield Community, and it's team
effort to provide a reasonably large, client/host installation of improvements. Good Hunting!
*You must own and have registered a copy of Raven Shield, Athena's Sword & Iron Wrath.
CREDITS --
*Aaron Wyatt, Production Manager.
*Rupert Haynes, Production & Design.
*Michael Rouselle, Production & Design.
*Andrew Eaton, Production & Design.
*Perry Kho, Programming & Production.
*Carlos Garcia, Programming & Production.
*Vadim, Programming & Production.
*Twilight, Programming & Production.
*James Bonk, Programming & Production.
*Anthony Lunkwitz, Mapping & Design.
*Akpin, Texture & Design Improvements.
*Shadow of Mannanin, Mapping & Design.
*Shadow Timbitz, Mapping & Design, Coding.
*Iain Fullard, Texture & Design Improvements.
*Jimothy, Information Logistics & Improvements.
*Alan McQueen, Logistics and Improvements.
*Hexbomb, Advice & Modelling Improvements.
*Chris Smith, Media Coverage and Interview.
*The RvSGaming Community, you are the best!
Last edited by Masaketsu on Sat Aug 14, 2010 1:12 pm; edited 5 times in total
Posted: Thu Jan 28, 2010 1:09 pm Post subject: The Official Raven Shield 2.0 Topic
Hmm, i'm thinking of posting some later screenshots of the uniforms, and HUD system...
Would anyone be interested in seeing this? Also, i may include some HD Weapon Skins.
And post updates on how the recovery process is going. There's no point in wasting time in theoretical discussion about what the mod is going to have if there's no mod at the moment. _________________
I've regained all the native files, but the artwork i need that isn't within the game files, rather
used for things like texture templates for my mod work for texturing is vital. MOLLE, Holster
the usual stuff. Anyways, the big thing is that the textures will definately be a big process.
I'd estimate at best, full recovery within a month and a half. This means i can recover both
the ingame builds i have. Plus i can recover all of the other vital works, such as the texture
works, coding samples, SDK's & various other test builds. Anyways, that's the biggest set.
Oh also, screenshots you've probably already seen Twilight, but i think the Community has
some interest in them, probably something of a mini-project while i wait is to get the member
base here, informed about the kind of graphical indepth we're providing. Which reminds me:
Any luck with a .bik insert? Cause i have a design layout for M2 (your mod)
Those screenshots are absolutely amazing! Keep them coming!
I really love the custom detail on the SMG (picture #10) and the US camo scheme - way better than ubi's attempt. _________________ A storm is coming...
Glad you like them, i do apologize about the lack of screenshots that are more
current, but you can definately expect more quality than this. I'm really trying!!!
Note: The Gloves are Blackhawk SOLAG, and the Kneepads & Elbow Pad are
Blackhawk HELLFIRE Brand. I hope to emulate a non royalty license, based up
from a carbon copy set of pads. If you have any requests for gear, tell me ok? ^^
haven't been on lately on the forum due to lack of time (and excess of work, hehe).
i'm proud of being part of this mod and want to tell u guys, who have been so helpful to us that's it's being a great pleasure to work with you.
I hope everything goes smoothly with the recovery of the work, masa, i'm here to help u in any way i can. Thx so much for assembling such a nice supporting network of ppl who, like me, just can't let go of the best tactical shooter of all times.
Very true. Just so you all know, this project started with one youtube video, showing the
work of Qa Doom, aka Jugulator on Youtube, running ironsights on his system. Ever since
then we have collaborated an incredible venture, that is almost at a closure in this chapter.
Yeah, it's actually pretty amazing. When this 2.0 first started, I was pretty skeptical. It sounded like a million other mod attempts that others had tried: "O HAI GUYZ IM GONNA MAKE A GUN LOL" and failed after people realized how difficult modding this game is. It's been a pleasant surprise watching this mod stay alive longer than a few days, and a lot of fun participating in some of the work myself. _________________
Glad you enjoyed it Twilight! I think once we've gotten the normal stuff out of the way
we will be able to focus on the exotic stuff like creating a 2.0 SDK out of UTPT Extract
based files. If that's with your blessing, it would need your entire endorsement okay?
Also, any luck on getting the bik menu research complete? I'd love to help design a video
menu for the new Merc2 mod plus you can add your music to the .bik, and remove the
default music line, so that we can swap it in and out using the bink video format setting.
Anywho, i'll keep you guys posted, because this will eventually take it's time, and also
an update about the recovery: I'm about 95.00% done with resources, the problem now
is restoring my programs so i can continue the work i began! And so it begins... *evil laugh*
So when exactly is this mod coming out, or how close is it to being complete? I'm personally not too sure about the addition of the ability to use the iron sights because it didn’t work that well in another mod that was made. I don't think the gameplay for this game was originally designed for iron sights to be used, but I'll wait and see how well you guys implement it in the game.
We can expect this mod to arrive in a working beta form, late summer due to the work set
that was postponed during the loss of data. When this is complete, we should be near an
entire beta and final release build. Please keep in mind, that the quicker we get people onto
this project for working standards, the faster we can expect final satisfactory results, ok.
Thank you for your interest, and please note that we are still looking for talented personnel
for the unification of the mod development structure, if you would like to apply please send
me a message via RvSGaming.com or go to the website http://www.tangofoxtrotniner.com.
The previous ironsight mod was developed with *limited* selection of ironsights, aka they're
generalized. In our mod, each ironsight is unique to the weapon itself, giving birth to a great
selection of ironsight usages, and their corrective sight requisites. However, keep in mind:
These ironsights are designed as a replacement for crosshair usage, and this mod does a
great deal of work in fine tuning the player himself, as he will have to learn how to actually
aim with the weapon, and correctly apply the right shooting techniques to win in firefights.
This does not mean that the game is awkward, it just means that the game is now designed
to fluidly transition between ironsights, unique to the weapon, and correctly aim as it should.
This, including several realistic AI tweaks will render the AI "non godlike" but more realistic.
This mod can safely be called a realism mod, but it's definately not designed to make it just
an "improvement" rather an entire system rework, that will engage the player in a variety of
ways that can make him/her feel both challenged and at the same time refreshing as well.
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