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[Request] Using PR Resources in my own mod

Posted: 2011-04-14 00:26
by flashpointpref
I realize that there have probably been previous requests similar to this but I just wanted to state my case up front, and ask only that I be judged on an individual basis.

I began by bf2 modding journey quite a long time ago, where I would change little tidbits of code and send the modified objects_server to my friends and we'd play our own little custom version of bf2. I've also really liked PR since I started playing it back at .85. Recently I've been playing around with AIX2, since my friends and I really enjoy a good round of coop action. At first I set out to make AIX2 a more enjoyable experience for just a couple of people, tweaking little things about the weapon handling to make it more fun to fire (setSpeedDev at 0 0 0 0? wtf?) or changes in the name of "realism" (in quotes because I'm not talking about NORG here). After some time of playing both AIX and PR, I had a crazy notion of porting the weapons in PR over to AIX, just for the hell of it. Now after browsing this forum for a bit for modding advice, I realize I'm not the first one nor the last one who has come up with that idea. But after I managed to get the M16A4 working in AIX (minus the blur shader and shotgun crosshairs) I couldn't stop there. The next thing I knew I was throwing away hours of my life on bfeditor.org and the forums here, searching for ways to tackle the next obstacle. In the end I managed to replace almost every weapon for every faction with PR equivalents, implemented a deployable foxhole and mortar, a working GTLD, and even the mortar calculator. Looking back I realize this isn't actually a whole lot compared to the amount of work it took to develop PR, but this experience showed me a glimpse of how much work it must have required to put something as epic as PR together. That said I definitely appreciate all the work the devs have put into PR.

With that said, I feel like the work I've put into my project should be shared along with the things I've learned about bf2. However, I realize that all of the resources are either from AIX2 or PR, and I only contributed to coding and some modifications of the resources. So, in order not to plagiarize, I'm here to ask permission to use the PR models, sounds, animations, and code. Not all of it, but a lot of it. I want to make sure the devs get full credit for the hard work they've put in to create these resources. Since it's my first time doing something like this I'm not completely sure how to ask permission but this was as good as I could do. Thanks in advance!

Re: [Request] Using PR Resources in my own mod

Posted: 2011-04-14 00:57
by Rhino
if you where to make a new mod which loads data DIRECTLY FROM PR and AIX etc, so that PR and AIX must be installed on the players PC in order for your mod to work and all your mod contains is new .con and .tweak files etc to change the code of objects, then we MAY let you release your mod but that would have to go though our management.

I can tell you now that there is pretty much no chance of you being able to port PR's content directly into your mod and release it without our permission without at least you giving us something of around abouts the same value in return, which tbh is unlikely.

It is btw very possible to load objects directly from another mod, and have your mod overwrite its code just by including the following lines in your client/serverarchives.con, which would be the following for PR:

Code: Select all

fileManager.mountArchive ../pr/menu/Fonts_custom.zip Fonts
fileManager.mountArchive ../pr/Common_client.zip Common
fileManager.mountArchive ../pr/menu/Fonts_client.zip Fonts
fileManager.mountArchive ../pr/menu/Menu_client.zip Menu
fileManager.mountArchive ../pr/objects/common_client.zip Objects
fileManager.mountArchive ../pr/objects/dynamicobjects_client.zip Objects
fileManager.mountArchive ../pr/objects/effects_client.zip Objects
fileManager.mountArchive ../pr/objects/kits_client.zip Objects
fileManager.mountArchive ../pr/objects/miscobjects_client.zip Objects
fileManager.mountArchive ../pr/objects/roads_client.zip Objects
fileManager.mountArchive ../pr/objects/soldiers_client.zip Objects
fileManager.mountArchive ../pr/objects/staticobjects_client.zip Objects
fileManager.mountArchive ../pr/objects/vegitation_client.zip Objects
fileManager.mountArchive ../pr/objects/vehicles_client.zip Objects
fileManager.mountArchive ../pr/objects/water_client.zip Objects
fileManager.mountArchive ../pr/objects/weapons_client.zip Objects
fileManager.mountArchive ../pr/shaders_client_pr.zip Shaders

You will need to PM [R-DEV]UK_Force for official permission thou.

You of course will need to also get permission from AIX too.

Re: [Request] Using PR Resources in my own mod

Posted: 2011-04-14 01:23
by flashpointpref
Thanks for the reply. That's perfectly reasonable, and I'll try to work this into my code soon. The only question I have is if there are conflicting resources, i.e. ones that exist in both mods in the same file structure, how can I resolve this and prioritize one over the other?

Also, there were some resources I made some direct changes to, specifically the reload sounds, which I increased in speed. Could I only include those resources since they're sort of unchangeable through code?

Re: [Request] Using PR Resources in my own mod

Posted: 2011-04-14 01:40
by Rhino
flashpointpref wrote:Thanks for the reply. That's perfectly reasonable, and I'll try to work this into my code soon. The only question I have is if there are conflicting resources, i.e. ones that exist in both mods in the same file structure, how can I resolve this and prioritize one over the other?
it loads items in order of what comes first on the list, we use the same loading method as above to load items out of vBF2, but we only do it after loading PR's content first, this way vBF2 vehicles etc have our code and not vBF2s code but still loading the meshes out of vBF2.

Code: Select all

fileManager.mountArchive menu/Fonts_custom.zip Fonts
rem patch
fileManager.mountArchive Common_client.zip Common
fileManager.mountArchive menu/Fonts_client.zip Fonts
fileManager.mountArchive menu/Menu_client.zip Menu
fileManager.mountArchive objects/common_client.zip Objects
fileManager.mountArchive objects/dynamicobjects_client.zip Objects
fileManager.mountArchive objects/effects_client.zip Objects
fileManager.mountArchive objects/kits_client.zip Objects
fileManager.mountArchive objects/miscobjects_client.zip Objects
fileManager.mountArchive objects/roads_client.zip Objects
fileManager.mountArchive objects/soldiers_client.zip Objects
fileManager.mountArchive objects/staticobjects_client.zip Objects
fileManager.mountArchive objects/vegitation_client.zip Objects
fileManager.mountArchive objects/vehicles_client.zip Objects
fileManager.mountArchive objects/water_client.zip Objects
fileManager.mountArchive objects/weapons_client.zip Objects
fileManager.mountArchive shaders_client_pr.zip Shaders

[b]fileManager.mountArchive ../bf2/Common_client.zip Common
fileManager.mountArchive ../bf2/Fonts_client.zip Fonts
fileManager.mountArchive ../bf2/Menu_client.zip Menu
fileManager.mountArchive ../bf2/Objects_client.zip Objects[/b]
flashpointpref wrote:Also, there were some resources I made some direct changes to, specifically the reload sounds, which I increased in speed. Could I only include those resources since they're sort of unchangeable through code?
You will need to ask permission for use of thous kinda items to be included into your mod, best to make a list of everything like that you need.

Re: [Request] Using PR Resources in my own mod

Posted: 2011-04-14 01:54
by flashpointpref
Awesome, I appreciate the help. I guess I'm just trying to decide whether or not I really want to go through with releasing it at the moment. I will however use the knowledge I've picked up to help other modders.