Modding the PR mod itself (modception)

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uzipaz
Posts: 22
Joined: 2014-05-21 16:48

Modding the PR mod itself (modception)

Post by uzipaz »

Hey guys,

I've never done modding of any sorts. I do know some programming, C/C++, python.

I was wondering that Battlefield 2, the game developed by DICE was programmed in such a way that is mod-able not only in terms of art assets but by in-terms in gamelogic/gameplay aswell. Hence, the gameplay of PR is so different from the vanilla BF2.

Now, I was going though some files in my PR-mod folder in my BF2 installation directory and I found out that all of the source code files related to the core Project Reality gameplay are actually just compiled bytecode files that ofcourse cannot be edited.

I was wondering if all that source-code be released for public to edit and modify the core-gameplay of PR, we might see birth of different mods of PR itself, each catering to tastes of different types of PR players.

Just like, DICE gave you guys the freedom to mod the original game. Maybe, the developers of PR should also give enthusiast modders the opportunity to make changes to the core gameplay of PR itself? and let people come up with their set of custom PR style gameplay changes the way they like?

I would appreciate feedback on this.
Rain08
Posts: 22
Joined: 2014-05-15 04:40

Re: Modding the PR mod itself (modception)

Post by Rain08 »

Yes you can. I have a separate 1.2 version of PR that I modded. I only use it when I play LAN/coop with my cousins. According to the section 6 of the license of the mod, you can do anything you want to the mod but not edit any .pyc, .exe, or .dll files from the mod even for personal use.

BTW, am I the only one here that read the license for the mod?

Edit: You can find the license in Battlefield 2\mods\pr\readme\license.rtf
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Modding the PR mod itself (modception)

Post by rPoXoTauJIo »

Write your own python stuff. Here's all the info.

Then import it in __init__.py.

But this is only server-side modding, as python is working only from server side of bf2.
There's also some possibilities with packed maps files. But the rest is just try-test loop with various .con's and .tweak's in zips in content folder.
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
uzipaz
Posts: 22
Joined: 2014-05-21 16:48

Re: Modding the PR mod itself (modception)

Post by uzipaz »

I was talking about the python files that define the core mechanics of Project Reality. For example,

'realitycivilian.pyc' probably contains all the logic of how civilians work in the insurgancy gamemode of PR. Maybe, I want to tweak the civilians logic a bit but I can't do that because the file is in bytecode. The official developers of PR have kept the source code to themselves only(on which I would like their stance on why so?).

Similarly, take 'insurgency.pyc' in gamemodes folder. Maybe, I want to tweak how insurgency gamemode works in PR according to my personal tastes but I can't do that because they only provide the bytecode file and not the actual source-code.

etc...
Rain08
Posts: 22
Joined: 2014-05-15 04:40

Re: Modding the PR mod itself (modception)

Post by Rain08 »

uzipaz wrote:I was talking about the python files that define the core mechanics of Project Reality. For example,

'realitycivilian.pyc' probably contains all the logic of how civilians work in the insurgancy gamemode of PR. Maybe, I want to tweak the civilians logic a bit but I can't do that because the file is in bytecode. The official developers of PR have kept the source code to themselves only(on which I would like their stance on why so?).

Similarly, take 'insurgency.pyc' in gamemodes folder. Maybe, I want to tweak how insurgency gamemode works in PR according to my personal tastes but I can't do that because they only provide the bytecode file and not the actual source-code.

etc...
Well, you can't. At least according to the license, since it states that you can't modify .pyc files. You must ask permission from the devs in order to do it.

I also wanted to access them .pyc files.
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Modding the PR mod itself (modception)

Post by rPoXoTauJIo »

Because various reasons, but from my view, the main one is that devs trying to hold up standarts for gameplay(as it's also covered by server license), and if it would be open source, then the code would be lying in tonns of other mods.

As for gameplay alterations, there's enough options left in realityconfig_*.py files.
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
sgtsev3n
Posts: 187
Joined: 2014-12-15 23:18

Re: Modding the PR mod itself (modception)

Post by sgtsev3n »

Rain08 wrote:you can do anything you want to the mod but not edit any .pyc, .exe, or .dll files from the mod even for personal use.
this is non-sense and stupid that they made this rule.

@op:
no one can tell you what you have to do with files ON YOUR HARDDRIVE as long as it wont see the lights (means it wont be released).

you can do whatever you want with the files on your harddrive, you can infect your windows files with a virus and screw your system, as long as it stays on your harddrive and wont find its way to the internet. i have modded various games on my notebook too, edited the BASE files (means no seperate mod, the mod is actually integrated into the main game) and ported alot of content from one game to another, from one mod to another. no one can tell you what you have to do with files on your computer but never ever make the mistake to release stuff.

i respect project reality devs and love theyr mod, but the rule is just non-sense, i mean its like someone you dont know gives you furniture for your home , places them and tells you that you are not allowed to move the furnitures, everything has to stay as it is and that in your home.
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Mineral
Retired PR Developer
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Location: Belgium

Re: Modding the PR mod itself (modception)

Post by Mineral »

While you can do all those things , you are definitely not always allowed. Reverse engineering is a big nono (although not really avoidable) for example on all software/games except if they are from the start open source.

PR is very open to community modding and has been assisting since the start, we are now pretty much the sole source of proper tutorials and help now that bfeditor forums are down. This doesn't mean we suddenly are doing to give everyone our 3D asset files, our code libraries and everything else. Lots of things were actually payed for by developers such a code and sound libraries and licenses. We aren't an open-source project although we try to share our knowledge as much as possible.

Those python files are locked for a reason. And everyone who knows how to google can de-compile them as well if they want too know how it all works... It's mostly cause we want our gamemodes and server side settings to stay largely the same among all servers to provide the players with what we believe is the best PR. Otherwise the player will get confused fast if we allow every server to change ever small parameter as they please. This ain't sandbox/arma type game :)

If modders want to alter gamemodes or other parameters then we want them to make them as new gamemodes, rename them and brand it as a community mod. This offers better transparency to the player so he knows what he getting in to and he knows it's not the main PR as it was designed.

For personal use offline I doubt anyone is going to care if you decompile and alter our python... We won't know it anyway.

sgtsev3n think before you say something is stupid or nonsense... Everything usually has a reason. And usually a good one.
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sgtsev3n
Posts: 187
Joined: 2014-12-15 23:18

Re: Modding the PR mod itself (modception)

Post by sgtsev3n »

i didnt want to attack anyone and i hope no one feel insulted by my words.
i respect the work and play project reality as it is, i talked about personal use, not about releasing stuff.
i wanted to point out that it if someone decompile the python etc and edit them for personal use, the devs or any other wouldnt even know about it and thats why there is no point of a rule which says people arent allowed to edit them since no one can check it and as long as it wont go public, no one will care
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