Re: Worth To Get Back Into The Game?
Posted: 2017-12-11 20:23
Go get 'em Bluedrake
That's alright. Just a difference of opinion. I don't fault you for it, nor do I think anyone from RDEV is purposefully doing anything to hurt the Project Reality community.[R-DEV]AfterDune wrote:Obviously we don't give up control, because things would die down really fast. You'll end up with a divided playerbase and what not. If one wants to contribute, make an effort by modding the game. If we like it, we'll put it in the mod and make the person a contributor. And if we don't like it, well, end of story.
You get manpower by building a system that incentivizes the onboarding of manpower... however over the past few years I've seen a starkly biased opposition against recruitment and contributor expansion. The tools and process of contribution for the Project Reality community haven't been properly opened or maintained in a way that effectively incentivizes contribution.we simply don't have the manpower
I have made a completely unexpected living for the past year (or possibly two years) developing software and selling it to companies that work in integrations.We'd be better off making another mod on an existing game. We talk about this from time to time, but no serious efforts have been made.
Dafuq are you talking about? Everybody was and is free to create something they like if they put enough time and effort into it. That's how people went from [R-CON] to [R-DEV] in most cases, because they proved their work to be a valued and a valuable addition to the project. This "secluded society" you're picturing doesn't exist, as a matter of fact the game wouldn't be what it is today without its players stepping up and investing time into it, which is why many Devs are trying to be helpful whenever they can, such as Outlawz and Max helping me making my map and AlonTavor "coding" an entire new gamemode for an event. The reason why not everybody is being allowed to add stuff at random is firstly because it is still being developed and secondly to make sure that it meets certain requirements and fits, and because the game needs to be compiled to work, further reinforcing why you can't open source it all.Bluedrake42 wrote:Of the few underlings remaining, who still hold the keys to the master servers and development repositories... instead of letting the community take over development of the game (as I would have expected them to) they have been holding on to all the original systems they can (including the original master server system) which keeps the community from continuing the project without their interference, or without their control.
The game is old, mate. It's pushed the boundaries of the BF2 engine and then some, but it's always been a very niche game experience that requires much more from the player than to enjoy pretty lights flashing, kill streaks and other bullshit that most shooters have today. Which is both a curse and a blessing, a curse because it never allowed the game to be absurdly popular, a blessing because it enjoyed continued support from players because there are no better alternatives at that time/even today.So all the people complaining about Project Reality "dying" and that there aren't enough players... this is the reason why. Its not because not enough people play the game... or we need to promote more... or yada yada... its because the community hasn't been given the control it needs to continue this project,
Do you actually hear yourself talk when you spew something as ridiculous as this? Are you actually this stupid in the head? Nobody in the Dev team got to where they are now without hardwork and dedication to the project, nobody "just so happens" to be part of the team for nothing.by an elite few who just happened to have usurped control of the original project.
The only one attempting a childish power play is yourself, BlueDrake. As far as I know you haven't done anything meaningful to developing the game, so why should your opinion count for shit? Do you think you're the only one with an opinion or idea here?I'm not fear mongering. I'm just frustrated that the future of my favorite game has been gummed up by political BS and childish power playing. A constant theme with anything related to the Project Reality community for some reason. So forgive me if I frequently sound bitter, if I do it is because I am.
You all have come to terms with it dying, that is fine. I disagree. I just hope someone with some sense makes a change before there isn't any chance to change left. I don't mind either way. Would just be a shame, especially since it is something that can be avoided.Frontliner wrote:And also, there still is no shame in this game eventually dying one day.
I'm sorry but there are huge legal problems with even thinking about doing something like that, just for starters. Anyone who contributed any work for PR:BF2, did so for PR:BF2 and you need to get permission to use any asset outside of that, by everyone who worked on that asset (and for the most part, the models, UVs, textures, export, coding, animations, sounds etc are all done by separate people with often multiple people working on one of those areas too). This is in place so no one can gain/profit off of anyone else's work without their direct consent and protects the original creator(s).Bluedrake42 wrote:If RDEV were to start cataloging and archiving assets, meshes, and all universal file formats into a single cohesive library... you could start preparing all of realitymod's creative content for an engine migration.
Bluedrake42 wrote:However I have a theory/feeling that RDEV's SVN repository is dilapidated, and the reason a major migration hasn't started is because they have either lost, damaged, or not maintained Project Reality's original raw assets.

Unforantly that was down to how 2Slick4U insisted on setting up all his accounts, with him having full control over them and no one else could touch them. Pretty much all of the team protested about this but the only way to stop him from doing it, would have been to remove him from the team and make new accounts early on in his place, and with him also having full control over the site/forums too at the time would have meant also losing them. It was hard enough for us to gain back control of them and we eventually had to go totally around him to some of our really old server admins before Slick came in, who still had some access to them and was able to give us control of the site/forums again. Unfourtantly YouTube wouldn't listen to us that we where the rightful owners of PR and instead just shut down the account.Bluedrake42 wrote:I mean... even the official Project Reality Youtube channel was shut down, because the original owner of the account was AWOL. If that is the state of what PUBLIC realitymod accounts and platforms look like... I can only imagine what the state of INTERNAL development accounts and repositories look like.
As AD said, team members have come and gone from PR for years. Hell even when we where at v0.4, hardly any of the original team members from the v0.1 / v0.2 days where still around and same has gone from there with the team and the mod constantly evolving together. I am one of the very few devs who has stuck with the mod over the years although in an ever-dwindling capacity to what I use to contribute due to r/l stuff etc.Bluedrake42 wrote:I took a screenshot of the current "Core Team" listing on here Project Reality's website... and then I crossed out every developer listed there, that has their account set to "retired."
You mean the system that over the years has given this mod something like 500+ weapons, 200+ vehicles, over 100 maps over the years and a shit tone of other stuff that has made this mod probably the biggest thing out there where it comes to content for a FPS?Bluedrake42 wrote:You get manpower by building a system that incentivizes the onboarding of manpower... however over the past few years I've seen a starkly biased opposition against recruitment and contributor expansion. The tools and process of contribution for the Project Reality community haven't been properly opened or maintained in a way that effectively incentivizes contribution.
How would you suggest we improve on this?Bluedrake42 wrote:There is no clean, or unbiased method to contributing to the community... and I think that is an issue. If that were to be a priority, you would see a huge influx of creative content and contributions. This isn't an issue with resources... its an issue of initiative, and taking advantage of those resources.
This makes the most sense. I think the biggest question is what are all the biggest roadblocks in terms of account management and ownership because of this. Just as like... a triage. What are all the accounts and systems central to RDEV, and of all of those... which are owned/run by who, and what is the access hierarchy for each. Are there any jointly owned accounts? If so... in what way.[R-DEV]Rhino wrote:Unforantly that was down to how 2Slick4U insisted on setting up all his accounts, with him having full control over them and no one else could touch them. Pretty much all of the team protested about this but the only way to stop him from doing it, would have been to remove him from the team and make new accounts early on in his place, and with him also having full control over the site/forums too at the time would have meant also losing them. It was hard enough for us to gain back control of them and we eventually had to go totally around him to some of our really old server admins before Slick came in, who still had some access to them and was able to give us control of the site/forums again. Unfourtantly YouTube wouldn't listen to us that we where the rightful owners of PR and instead just shut down the account.
I'm aware, but the technical experience of long term members... as well as their integration into account systems, or in some cases just knowledge of improperly documented code/functions/systems can be major loses if there isn't a proper off-boarding process as well.As AD said, team members have come and gone from PR for years. Hell even when we where at v0.4, hardly any of the original team members from the v0.1 / v0.2 days where still around and same has gone from there with the team and the mod constantly evolving together. I am one of the very few devs who has stuck with the mod over the years although in an ever-dwindling capacity to what I use to contribute due to r/l stuff etc.
The thing you need to remember is that Project Reality is a volunteer-based mod/game, and as such, that very model means that people are constantly coming and going all the time as real-life circumstances change or they move on to other things such as Squad.
I also suggest you read this, might give you some insight to where PR has been before you came on the scene: PR:BF2 General Discussion - Project Reality Forums
YesYou mean the system that over the years has given this mod something like 500+ weapons, 200+ vehicles, over 100 maps over the years and a shit tone of other stuff that has made this mod probably the biggest thing out there where it comes to content for a FPS?
You fight antiquity with convenience. At this point infrastructure will likely have a larger impact on population than content. The auto-updater is likely more of a reason the game is still populated than most other features.How would you suggest we improve on this?
While that is true to some degree, it has never been a huge problem, other than with Slicks case, and that was simply because for w/e reason we will probably never know since no one can get in contact properly with him, he refused to hand over the accounts etc which has never been a problem with anyone else. Everyone else, both past and present in the team have always handed over w/e they felt was needed to be handed over before they left, and after they left, in terms of accounts, assets and knowledge.Bluedrake42 wrote:I'm aware, but the technical experience of long term members... as well as their integration into account systems, or in some cases just knowledge of improperly documented code/functions/systems can be major loses if there isn't a proper off-boarding process as well.
For instance the previous Slick issue. The bigger this game gets... and the longer people stay, and then subsequently leave... the more damage that is going to cause. Without a properly mandated/structured documentation and issue system, as well as commit comments/etc... onboarding new developers gets exponentially more difficult as time goes on.
I'm going to be forward, and assume that Rhino alone holds enough information in his head... that his departure would make maintaining certain parts of the project practically infinitely impossible to relearn/rebuild/develop.
I want to know more about the documentation process, and where your documentation it is stored/maintained/made available by developers.
Well, there is no straightforward guide you can make to any of that. Each map, weapon, vehicle etc has its own set of unique problems, hell there are vast differences between wheeled and tracked vehicles on how you make/export them and many other things. We are also always making advances in the ways we do things. This is also not to forget that making any kind of tutorial takes a huge amount of time and this is coming from the person who has made the majority of them for the community. Even a somewhat simple video tutorial is pretty hard to make and takes quite a lot of time.Bluedrake42 wrote:1. Distributing tightly edited, pretty, and educational PDF tutorial files, that explain to community members how to create a single cohesive asset in Project Reality. Like a map, weapon, or vehicle. Or creating tightly edited videos that do the same thing.
A download button for some tools like the BF2 Editor in the launcher might be an idea but having them fully integrated would take up too much space, and while it might get a few more people to load up the editor, without actually seeking out to make a map from the offset it will probably put more people off from mapping etc than getting people into it since the learning curve is pretty steep to begin with.Bluedrake42 wrote:2. Integrating important tools into the launcher itself, as well as possibly bundling development tools (and their required subsequent files) into single easy-to-install packages that help potential developers more conveniently expose themselves to elemental development software.
The biggest issue with this, other than actually making the infrastructure to make it work, is it splitting the community even more with some players playing mini mods, some playing with some custom content, and others playing standard etc, but more likely than that, servers will not run these custom mini-mods etc for more than just a one-off events. It is hard enough as it is to get servers to run the different map layers than the most popular ones evenBluedrake42 wrote:3. Developing content management systems, and possibly integrating them into core community services (like the auto-downloader.) Anything that centralizes distribution of additional community content like mini-mods, maps, or otherwise... into a single well maintained, easily accessible, and easily utilized service.
If EA was up to that I'm sure we would be, in principleBluedrake42 wrote:Also I'm not sure... but there is potentially even an angle to have Project Reality supported through Origin. I'm not sure how feasible this is... but I don't think it would be impossible. If it is... I have many contacts to start that dialogue. I think EA would see it as a victory over Steam, and possible a welcome public relations benefit. I know they have done similar things before, if not rarely...
What is your recruitment process when you decide to start recruiting for new developers of a specific skillset? Also how specialized do they need to be within a specific tool/engine/etc, and are there any major idiosyncrasies for specific talents specific to the Refractor engine? Quite simply... how feasible is it to headhunt in other development forums (Unreal Engine 4, Unity, etc) that share similarities with the workflow of Refractor?TBH the biggest setback in terms of people leaving we have had other than Slick, was the loss of both our Animators (Chuc and KaB) as while they where both more than happy to hand over all their knowledge etc, they didn't have any time they could put towards making new animations in the future which did set us back a bit. But luckily Wlfk has come out of the community in the last few months and has really stepped up in the animations department. TBH we had the exact same issue when Chuc initially left but then KaB stepped up to that too.
So the problem there really hasn't been so much knowledge, tbh that has been handed down pretty well in most cases though tutorials and just internal comms (old members still chip into our internal dev discussions now and then even). The bigger loss is not having anyone of a particular skillset, that is when things really grind to a hult in terms of development.
Do you have an issue or commit comment system? When someone submits code, or you do your sprints/epics/etc/however-the-fuck-you-decide-to-do-your-stuff where is that kept? Do you have anything like that anywhere publicly? What is your general project management environment like? Do you only use SVN commit comments? Or is there something external?As for where are documentation is, pretty much all of it is fully public knowledge and can be found in our tutorials section, anything that isn't in the public domain is not there since either it has no relevance to the community and/or is sensitive material that could be exploited in the wrong hands (like how to use our SVN servers).
Modding Tutorials - Project Reality Forums
Sorry, that is what I meant. Of course it wouldn't automatically download all the tools for clients not interested in mapping. However just centralizing the entire development tool library for clients, so those who are interested can more easily access all the required software they need for content creation, could by itself likely vastly improve community development overall.A download button for some tools like the BF2 Editor in the launcher might be an idea but having them fully integrated would take up too much space, and while it might get a few more people to load up the editor, without actually seeking out to make a map from the offset it will probably put more people off from mapping etc than getting people into it since the learning curve is pretty steep to begin with.
I understand that... and I'm not asking that we open up the flood gates of community development projects. However... even making an "official" submission and approval process for content, or anything more obvious and clear to prospective content creators could have a massive impact.The biggest issue with this, other than actually making the infrastructure to make it work, is it splitting the community even more with some players playing mini mods, some playing with some custom content, and others playing standard etc, but more likely than that, servers will not run these custom mini-mods etc for more than just a one-off events. It is hard enough as it is to get servers to run the different map layers than the most popular ones even
TBH IMO we are better off spending that time integrating any good content fully into the mod, rather than having some possibly low quality / questionable content that players can opt to download and play, some may even change the core beliefs of our mod, which is the same reason why we outlawed server-side modding in the early days as servers where turning PR into vBF2 with more powerful weapons with them lower the spawn times of vehicles etc.
If you are interested you would have to PM me, it would be rude of me to mention names or otherwise here. I'm not promising anything either, I just know a few people that could potentially get the conversation started... and of course I occasionally get invited to Redwood City. Things like that usually just revolve around shaking the right hands. EA can be a pretty flexible company if you find common ground.If EA was up to that I'm sure we would be, in principle![]()
There's no such thing as "common tools" for bf2 modding as pretty much all work being done through text editor that's already a part of OS, and rest of tools(bfeditor\3ds\whatever) optional helpers that just simplify work in a way it's suits modder. F.e. rhino being oldfag still sticks to max9 while our new animator wlfk working in max18, and both of them had to fine their workflow experimenting themself.Bluedrake42 wrote: Sorry, that is what I meant. Of course it wouldn't automatically download all the tools for clients not interested in mapping. However just centralizing the entire development tool library for clients, so those who are interested can more easily access all the required software they need for content creation, could by itself likely vastly improve community development overall.
Just a small "tools" section within the launcher, or otherwise. It could potentially even utilize the auto-updater system, or it could just be a simple file host URL. Either way, little things like that have major impacts in contributor conversions.
No of course, but things like mapping tools and otherwise is pretty significant. Obviously you're not going to bundle something like Maya with the launcher.[R-DEV]rPoXoTauJIo wrote:There's no such thing as "common tools" for bf2 modding as pretty much all work being done through text editor that's already a part of OS, and rest of tools(bfeditor\3ds\whatever) optional helpers that just simplify work in a way it's suits modder. F.e. rhino being oldfag still sticks to max9 while our new animator wlfk working in max18, and both of them had to fine their workflow experimenting themself.
LMAO. PR is still only a mod. Sophisticated, total conversion and etc. but still only a mod. How it can be released on Steam as a separate game?Bluedrake42 wrote:The only reason EA hasn't smacked PR is because a red flag hasn't gone up yet. If RDEV were to attempt a Steam release, or any other high-brow distribution, EA would quickly move to counter.
Such alternatives like...Bluedrake42 wrote:That alone cripples full control of the project, as well as the full potential it has to grow and expand. Staying local looks worse and worse, especially as viable licensed alternatives continue to grow in accessibility and power.
Money. But that wouldn't be a thing because they're not interested in something like that. Correct me if I wrong, but people was trying to contact EA on that subject before and nothing has happened. None of the recent EA projects have any kind of modding tools released by the developers.Michael_Denmark wrote:What would it take for making it worth for EA, to literally fund this modification?
There's a possibility that R-Devs never had full access(I mean including legal ability to copy, modify or distribute) to some part of those source files in the first place, at least not to all of them and especially current R-Dev team. You've mentioned releasing PR on steam early on. Even if EA would be okay with that or PRM would migrate to other engine there is still a problem. Lots of PRM content belongs to people who are no longer available or not really into giving up their rights for free. I think this is the biggest problem(legal at least) with moving everything on a new engine.Bluedrake42 wrote:If RDEV were to start cataloging and archiving assets, meshes, and all universal file formats into a single cohesive library...
More than 9 years have passed since the release of the PRM. How long was your longest job? Mine was 6 years because I've been paid well, but that was exhausting and felt just wrong after my growth as a worker has stopped.Bluedrake42 wrote:So of the original Core Team... the entirety of Project Reality's original management team, including every lead developer (except for AfterDune,) and over 70% of all core developers for Project Reality, have left the project.
There are some flaws in your logic. Current R-Dev team didn't hijack anything. They've just proceed to work on the project which was never "community" in a sense you're seeing it. There was a thing called "Black Sand Studios" in the beginning. I think you see PRM as something which belongs to us, players, which is really not, even though we can contribute. We don't really own anything here, even our copies of the mod doesn't really belongs to us(or R-Devs either), and there's nothing wrong with that I think.Bluedrake42 wrote:So all the people complaining about Project Reality "dying" and that there aren't enough players... this is the reason why. Its not because not enough people play the game... or we need to promote more... or yada yada... its because the community hasn't been given the control it needs to continue this project, by an elite few who just happened to have usurped control of the original project.
I'm not fear mongering. I'm just frustrated that the future of my favorite game has been gummed up by political BS and childish power playing. A constant theme with anything related to the Project Reality community for some reason. So forgive me if I frequently sound bitter, if I do it is because I am.
Mapping tools isn't just bfeditor neither. F.e. pretty much all of mappers doing their terrain&textures in external programs. Obviously we're not going to bundle something like Geocontrol\Worldmachine\Photoshop with the launcherBluedrake42 wrote:No of course, but things like mapping tools and otherwise is pretty significant. Obviously you're not going to bundle something like Maya with the launcher.
CoH: Blitzkreig did. Just as example.assetruler69 wrote:LMAO. PR is still only a mod. Sophisticated, total conversion and etc. but still only a mod. How it can be released on Steam as a separate game?
Yar.[R-DEV]rPoXoTauJIo wrote:Mapping tools isn't just bfeditor neither. F.e. pretty much all of mappers doing their terrain&textures in external programs. Obviously we're not going to bundle something like Geocontrol\Worldmachine\Photoshop with the launcher![]()
Did they do that on their own? Or did THQ allow them do that? I said that because I really doubt that EA would be that interested in doing anything like that.[R-DEV]rPoXoTauJIo wrote:CoH: Blitzkreig did. Just as example.
Sure they are interested in money. They do have shareholders, right. Could be I got the information wrong, getting old you know, so, please bear over with me, if the following three largest shareholders of EA, are outdated:assetruler69 wrote:Money. But that wouldn't be a thing because they're not interested in something like that. Correct me if I wrong, but people was trying to contact EA on that subject before and nothing has happened. None of the recent EA projects have any kind of modding tools released by the developers.