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Project: CQB is a realistic Multiplayer Modern Tactical Shooter. The year is 2012, the Afghanistan war is still raging, the worlds army's send more and more troops to finally extinguish the flame. Navy Seals, SAS, GROM and the KSK are all overwhelmed by the missions in the Middle East and a team is needed to sweep up the residing mess that is left behind. Drugs, Weapons and Trafficking flow into the United States and Europe at an astonishing rate. A world team is needed to be the final stop to the flow. World leaders agreed to develop the project, CQB. Project CQB will encounter all kinds of terrorism and outlaws, but the international team of excellence from the World's leading Special Forces will eliminate them in a clinical sweep. Project CQB utilize modern equipment, new unique styles of weapon tactics together with the already solid backbone of the UK SAS, US Navy Seals, US S.W.A.T. Tactics.

Post news Report RSS Project: CQB - Update 13/12/10 - Monthly Update

An update on the past month's work including Flash/Scaleform, new code, new graphics and much more.

Posted by on

Welcome to the December 2010 update.
small update to fix screen-shots - 06/02/2011

What's going on?
Since the previous update there has been a real push to arrive at standpoint for the alpha demo. With regards to core functionality now in place; the front end of the game has been the key point to complete.

Anything we should see?
Yes is the answer, although nothing special and definitely needs some animating, the front end menus are starting to take shape.

Main Menu (As you can see the lockers are not finished)

Menus - Dec 2010

Profile(Stats)

Menus - Dec 2010

Profile(Gear)

Menus - Dec 2010

Multiplayer(Join)

Menus - Dec 2010

Multiplayer(Host)

Menus - Dec 2010

Settings

Menus - Dec 2010

As you can see it is all very much work in progress, but the style and shape of the menus are coming together. The settings menu is most probably going to be the style standpoint of the game. The Host menu will most likely change to the style of the settings. The locker you see behind the camera will contain your gear loadout as well as your character will hold the primary weapon.

Procedural Car Colours and Ironsights

Random Shots (1) - Dec 2010

The vehicles in the game all have procedurally generated colours, which basically selects from a list of (referenced) car colours from a library. This enables a change in colour each time the map is loaded.

The M468 Ironsight needs some work but shows it will look.

USP Ironsight

Random Shots (1) - Dec 2010

Take a look down the road...

Random Shots (1) - Dec 2010

USP it...

Random Shots (1) - Dec 2010

Anything going wrong?
There still seems to be an issue with the USP flickering with black triangles on screen
The find servers command still pauses the program for 20 seconds while searching giving the user the idea that the program has crashes. Coding AI is a severe issue in Unreal. The lack of pathfinding is profoundly odd for such a high-tech engine and we have had to recode our own A* pathfinding service.

What can we expect soon?
We will continue to push for the all important open Alpha demo. Also with this monthly updates can become more common and maybe push into weekly updates soon.

Post comment Comments
Meat-Popsicle
Meat-Popsicle - - 104 comments

Glad to see you guys are putting out a lot of updates recently.

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thewonderboy
thewonderboy - - 653 comments

Nice. Looks better than at start.

Hows about the sounds? They go over graphics for me.

Also when i watch those screenys it makes me same kind of tickles as rainbow six vegas 2. Great game..... Both.

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Meat-Popsicle
Meat-Popsicle - - 104 comments

Yea so much RSV2 in this :P

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RetroHelix
RetroHelix - - 6 comments

Its kinda looks like you are going trough a wonderland with these unreal lightning/bloomeffects.
I like the menus, simple and clean.

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paulv2k4 Author
paulv2k4 - - 24 comments

Yeah the bloom effects are a real pain to control in Unreal. Will be working to get it more perfected in the future.

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Maxivz
Maxivz - - 152 comments

This is looking great guys!

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paulv2k4 Author
paulv2k4 - - 24 comments

Many thanks to your kind comments.

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RagnarokSky
RagnarokSky - - 53 comments

mmm i woud like to know how that iron sight system worked i got mine working perfectly just wanted to see if there where oter ways to do it

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paulv2k4 Author
paulv2k4 - - 24 comments

The game is not using first person weapon models at all so animating the weapon into place causes clipping issues. Instead each weapon is built with a bone where the camera should be when looking down the sight. The game receives the command and moves the camera to the ironsight camera. Hope this helps.

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RagnarokSky
RagnarokSky - - 53 comments

mmmm intersting concept thanks!

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Matt_Bak3r
Matt_Bak3r - - 347 comments

things are starting to shape up nice :D

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Paroxysm-Interactive
Paroxysm-Interactive - - 54 comments

Looking good cant wait to play this :)

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