#creator_dlc_discussion

1 messages Β· Page 12 of 1

cunning nacelle
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Very few addons expand on the base game factions

zealous turtle
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There's Arma 3 Aegis

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Adds russians and brits

cunning nacelle
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The groups using vanilla content most likely use that because they want to appeal to people who dont want to dl large modpacks

zealous turtle
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Plus some things here and there

muted narwhal
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if you expect A4 to feature more real life stuff, i wouldn't hold my breath

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considering all the licensing headache

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A4 = future BI military game

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whatever is gonna be named

hallow parrot
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I'd say A4 in 2023-25 settings but in an Armaverse design is gud for me

cunning nacelle
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I will be optimistic

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I dont think devs are blind to what happened with a3

hallow parrot
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I don't see there's a mess

wraith sleet
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tbh, going back to balkan era that A2 had would be best imo

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didn't really like the near future take that arma 3 did

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i just want ||arma 3 that runs at a decent framerate||

muted narwhal
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what happened to A3?

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@cunning nacelle ?

ebon sedge
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I'd love a WW2 A4 of course, but imo the devs can do whatever scenario they want and I'll most likely be able to have fun with it

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As long as they dont start doing laser guns that is heh

cunning nacelle
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I think A3 marked widespread sandbox usage that included large overhaul content addons, whether that be for different time periods or simply the numerous life/dayz clone groups. Thats what gave a2 life but again, A2 was working with a bunch of vanilla assets those groups and mods would use, whereas with A3's content people were putting together overhaul packs.

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So for a future game i think having the ability to download the platform and then having more of an ability to customize what is neccessary/loaded by base game would make more sense

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Especially given the success of the a2 steam dayz game page and separate appID.

knotty ore
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In the end "base game" is quite a lot I think, shared sounds, textures, terrains, buildings, environment assets, effects, animations, game engine itself. You would not save much any space if you separate the few vehicles and uniforms that are "scifi"

cunning nacelle
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I do not agree, people download mods that have terrains, buildings, textures, majority of used sounds, etc that can enable missions with next to no vanilla content used. Common data re: a2/a2oa.

hallow parrot
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No vanilla content? How about voices?

cunning nacelle
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If you mean people only using the uniforms/weapons of a mod faction and not the identities of units from mods like RHS then sure

hallow parrot
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Also, not everybody wants to make every data that used in a CDLC/MODs. Removing all vanilla data is really a bad idea, that will corrupt some CDLC/MODs

cunning nacelle
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I am suggesting a platform style for the next game, it's far too late for a3

hallow parrot
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Fair

ebon sedge
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tbh I think the people that dont like the sci-fi setting should just get over it instead of expecting BI to put in more work to seperate the vanilla stuff or something like that

sand coral
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It wasn’t even really a sci-fi setting

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Most everything there was pretty much kit in development atm or already in existence

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I do kind of hope that whatever A4 is they do it in something like the late β€˜90s early 2000s

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somewhere in South America or Africa, that could work quite well

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Post-Soviet world order allowing for a lot of conflicts

ebon sedge
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that'd be interesting aswell

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ww2 bae tho

lucid depot
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I'd pick a more futuristic era, or just something in the current era. But as long as they give us all the tool and technologies to make whatever we want in whatever era we want, I don't care much πŸ˜„

void yoke
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I'm a sucker for new assets
which is why Iw as bummed when I saw GM was going to be separate

muted narwhal
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for what is worth, i would rather have the whatever new game they make more of a platform, with even less base content, but with modern modding support tools, and a newer up to date engine

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in any case, it has nothing to do with cDLC

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i don't mind the era picked, be it ww1 or alien drop ships

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as long as the engine supports everything inbetwee

wraith sleet
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dont know how logical it would be to do so, But i wouldnt mind if they remastered Arma 3 on a new engine keeping same assets maps etc. hopefully allowing mods + maps greater freedom and better overall performance the only thing stopping me from enjoying a gun fight in KOTH is the 10-20 fps.

ebon sedge
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I assume you mean Arma 3? @wraith sleet

wraith sleet
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yes oop

wraith sleet
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Does BI still own all the licenses from Arma 2? Trijicon for example.

lean sail
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afaik does BI not have licenses for brand names (although Trijicon was credited in Arma 2), hence why the vanilla game doesn't have real brand names.

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Ps. not sure how this question applies to CDLC thoug

open mulch
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If you want to use real names or Logo you need a proper License from the rights Holder even in a CDLC see at GM for example, no MAN, Volkswagen, Sachsenring or other real logos are used.

tepid lance
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Slight correction: Only trademarked names/logos need to be either avoided or licensed, not all real names/logos.

red saddle
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You didn't license your usage of "Dedmen" πŸ‘€

tepid lance
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We didn't use it.

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Also a quick check revealed "Dedmen" is not trademarked. πŸ˜›

tall sparrow
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Is there any news on new CDLC? I haven't been following

arctic seal
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nope

red saddle
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there has been a new GM update

tall sparrow
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Alright, thanks!

ebon rover
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Maybe Toadies involved with something

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Her latest tweet about something big coming is suspicious

steady gale
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I think it was said before that yeah toadie is involved in some CDLC

past sparrow
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There has been a post on the Reddit about a possible Vietnam CDLC

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The post seems fairly well reasoned but always cautious

red saddle
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"ArmA" πŸ€¦β€β™‚οΈ

past sparrow
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I know

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The post keeps getting removed which is interesting.

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Only just noticed

red saddle
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maybe removed them himself because of like he said it doesn't work

past sparrow
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Yeah probably.

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Their company website has a picture of them on the BI Tank πŸ˜†

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Not exactly like its been hidden either

bright eagle
hallow parrot
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I kinda also 🀞

bright eagle
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I really love the 2030's time line. I'm kinda hoping ARMA 4 is set in a similar era. At the earliest, the late 2020's.

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I'm just hoping the Creator DLC can provide some extra content that fits in with the mainline ARMA 3 content.

hallow parrot
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2025-2035-2040 lore is really good to go for me. It's really original and not something done by thousands of games/movies like WW2

void yoke
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yeah I really like modern scenarios where you see fully developed versions of current prototypes

tepid lance
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The official AAF retex of GM is really popular, so there is definitely a big audience waiting. πŸ‘

prisma mountain
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Would love more 2034 content. But sadly think we are just going to get lots of m16s AKs and m113s

ebon sedge
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I say the future is bright bongocat

open mulch
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it feels to me, that the majority want more actual in use or historical/old stuff instead of prototypes. But i can be wrong.

ebon sedge
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I think a good way to combine the two would be to make a cdlc that adds more guerilla style factions

prisma mountain
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I mean we got two of them.

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Both seem pretty flushed out after the Tank DLC giving them more technicals.

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Another thing I would be down for is a sci-fi mod of some sort.

ebon sedge
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Eh Sci-fi isnt really my thing

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But I think guerilla style factions (or just poorer nations militaries) could make for a nice connection between the futuristic setting and people wanting more old stuff since they could add old stuff while still fitting it into the situation

prisma mountain
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True, I would think it would have to come with it's own map though.

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Since guerilla factions are very anchored to their country/map.

ebon sedge
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Yeah thats true

warm zodiac
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@prisma mountain theres halo and so on

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Best sci fi universe next to muv luv

prisma mountain
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Most the sci-fi mods use dated chunky scripts and weird damage ratios though.

knotty ore
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Most of them are getting quite old

prisma mountain
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Yea, would be nice to see one that is more professionally done. With it's own lore/universe. Make use of the new ERA systems, vehicle in vehicle, ect.

devout turtle
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some sort of time portal, so you can pass between 2035 and 1985 etc...

ebon sedge
devout turtle
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my preference would be to go back in time and close the portal lol

ebon sedge
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That sounds like an excuse to have a mission combining vanilla and GlobMob hehehe

devout turtle
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all these thermal imaging helmets and weapons with 100 gadgets leave me cold. i want some wood (oo-er) on my gun

ebon sedge
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Thats why I love my WW2

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No high tech and very few scopes meaning more close combat bongocat

devout turtle
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i managed a complete ovehaul of call of duty united offensive about 10 years ago, was great fun getting in deep with all the kit

ebon sedge
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I dont think I've played that game before

devout turtle
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it was the expansion of the very first cod, i pulled together a mod that was quite popular but kept bumping into max-gamestate, as we were putting in too many new factors

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we have engine limits in arma 3 too, but thankfully they're not as limiting

ebon sedge
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Sounds cool blep

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Hm I can find united offensive on steam through the browser but not in the client

devout turtle
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it was the best cod imho

ebon sedge
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only cod's I've actually played are WaW and 2, but this is getting quite off topic now

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Except if you've about to announce that you're porting call of duty to arma as a CDLC heh

devout turtle
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hell no, that would suck. i hate cod these days

ebon sedge
prisma mountain
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I think the thermal stuff could of easily been toned down for gameplay reasons.

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Like, I love GM for those reasons, but the question will be for the future CDLCs how many copies of the same guns will we get?

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I mean even if you don't go future, there is quiet a few eras and wars that are pretty unique. Like the Korean War for example.

hallow parrot
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how many copies of the same guns
M4A1 from CDLC Alpha, M4A1 from CDLC Bravo, from CDLC Charlie, from RHS, from CUP, from NIArms, from other MODs,... πŸ™‚

prisma mountain
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Then you make the mistake of grabbing the one gun without proxy mags enabled 😦

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I mean if people are looking for creative freedom for a 2035 theme, why not re-hual chern or Sahrani? Would be great to see how much they changed in 2035. What political context has evolved, ect.

muted narwhal
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because none of that can be done by a 3rd party

prisma mountain
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I'm sure they could come to a agreement with BI.

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I'm pretty sure I posted in the forums at some point when they suggested this idea. But my first thought was they should of required it all to be 2035 themed. That way they had a easier reason to integrate it into the game, and people could see more expansions to the existing factions or even new ones.

muted narwhal
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BI allows some of their assets to be used in CDLCs

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but no, they do not allow their terrains to be re-used

prisma mountain
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Oh I met a 100% re-haul

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Like, at most the initial SAT map, but like Malden 2035 redone.

wraith sleet
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There already is a Chernarus overhaul that was made by CUP for free

void yoke
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I think thats made over the original one

wraith sleet
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It's still a big upgrade, the forests are lush and dense, the terrain is expanded some, new buildings and installations were added

prisma mountain
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The big difference though is the height map resolutions are much lower. Regular Malden and Malden 2035 is a huge difference in terrain elevation/detail.

hazy pumice
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I think thats made over the original one Chernarus Plus was "made over the original one" pretty much until the 0.63 terrain rework

ashen belfry
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Like the Korean War for example.

That will always have my vote. Its such a unique time frame. Its right in the transition period with propeller and jet powered aircraft. In a way, its like WW1 with horses fighting alongside of tanks.

hallow parrot
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I know nothing about Korean War honestly, but will be a great idea and concept for sure.
But also want some Japanese-themed or involved things as a Japanese, with well made Japanese voice over units. Good Ol' Battle over Hokkaido.

devout turtle
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it was the only time in history that the UN effectively declared war on a sovereign power. And it changed everything geopolitically. It ended up in a toe-to-toe fight between the world, driven my Macarthur and china driven by Mao.

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initially a very dynamic war, from american landing in a tiny enclave remaining in south korea, to them pushing back to the 38th parallel wit ha lot of world forces involved (scores of countries), then, Macarthur pushed up and right to the chinese border, which is widely considered to be a mistake, as china then unleashed half a million "volunteers" to push them back to the 38th parallel, away from their border.

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once they got back to the 38th parallel, there was trench warfare for a year while negotiations went on. eventually the cease-fire held, but to this day the war has not ended.

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equipment wise its basically a mixture of vietnam and ww2, with a few unique items (specially aviation and armour)

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this is a good primer, if you're really interested in its history

hallow parrot
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Interesting story

ebon sedge
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Hm yeah a Korean war CDLC could be really cool

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especially with some good SP content

tall sparrow
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Oh, absolutely. I know I'm very late to the conversation but a good Korean War SP campaign could prove to be great

grizzled pond
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can use content from dlc on normal servers ??

ebon sedge
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depends on wether the servers allow the cdlc content @grizzled pond

grizzled pond
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can add content on westland server and plp have ads ?

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like with other DLC

ebon sedge
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wat

arctic seal
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@grizzled pond
afaik people who don't have the CDLC can not join the server if CDLC content is used

hazy pumice
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They can with the Compatability Mod...

arctic seal
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oh, right

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i keep forgetting that

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thx

grizzled pond
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i try but i dont remember how to run server XD i test it soon

brisk pewter
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That will always have my vote. Its such a unique time frame. Its right in the transition period with propeller and jet powered aircraft. In a way, its like WW1 with horses fighting alongside of tanks.
would kill for 1951 carrier ops

devout turtle
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my dad served on a cruiser shelling north korea during that war

wraith sleet
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will there be future creator dlcs?

red saddle
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yes.. well multiple are in development, would be rather stupid to not release them

wraith sleet
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so like, same era as arma 3 oooor? we getting different era mods?

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like globmod

hallow parrot
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Until they reveal, we wouldn't know

wraith sleet
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damn

hallow parrot
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Maybe some of Bohemians or devs of CDLCs may know about it but they'll never speak to you about their project until its reveal

steady gale
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there is one that is strongly rumored to be ||vietnam||

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but we don't know of any specifics

wraith sleet
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that could be nice

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two cold war mods

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please add number station too

karmic harness
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I'm sure the user "Dedmen" would know a thing or two about CDLCs but he's gone quiet, lately. Can't find any new posts from him, on this Discord πŸ˜‰

wraith sleet
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hmm

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hmmm

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we'll see by the time i guess

hazy pumice
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It was a bot Stack... I heard a rumour that the Dwarden AI turned it off

karmic harness
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there is one that is strongly rumored
I've heard that CDLC devs have to sign an NDA so if someone claims that they know what a future CDLC will be about [edit: and tell you what they will actually be, obviously] they are either breaching the NDA or simply have no clue themselves (and are purely guessing) @wraith sleet

wraith sleet
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aight b

hallow parrot
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If β€œsomeone” is the author?

lucid depot
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I'd assume that they have signed an NDA with BI

hallow parrot
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We have at least two, maybe three unreleased CDLCs, but who knows its reveal date/release date... for now

mortal plaza
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It's all under NDA

steady gale
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yeah that's why I said strongly rumored, there is no one thing that has a person saying it is what it is, just a lot of small things that when all added up make a strong case

mortal plaza
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there is one that is strongly rumored

I've heard that CDLC devs have to sign an NDA...

Everyone involved has to

wraith sleet
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are we talking perhaps a year from now or 2 years

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is it gonna be a long waiting span for these dlcs?

mortal plaza
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We dunno and those who know are not allowed to tell

lucid depot
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Who knows, it can be in 3 days as it can be in 3 years Β―_(ツ)_/Β―

mortal plaza
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Probably not 3 years..because of development costs though πŸ˜„

lean sail
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Arma: Half-Life 3 CDLC confirmed in 3 days!!! πŸ˜‰

mortal plaza
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:o

lucid depot
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πŸ‘€

karmic harness
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@lean sail you were supposed to keep quiet about it! 😠

lean sail
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I didn't return the signed NDA yet, so I'm safe πŸ˜›

ebon sedge
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Maybe some of Bohemians or devs of CDLCs may know about it
πŸ‘€

tepid lance
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Think about how much time there was between the announcement and release of the previous CDLC. Assume the same will apply to the next ones.

ebon sedge
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Yep CDLC only get announced when they're really ready for release

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BI mentions that on the CDLC page iirc

lucid depot
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Yeah, in the CDLC FAQ/Q&A they did mention it

sinful cape
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i happen to know for a fact that one cdlc is about flamingos

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a3 doesn't have any flamingos, so it also makes perfect sense from that side

lean sail
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sassy 🧐

hazy pumice
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Was a rumour that one is Wild West... seriously

lean sail
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so now we have Half Arma 3, Red Dead Arma, Arma: Hawaii Shirt Edition, ... anything else?

ebon sedge
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Clearly a Verdarma WW1 CDLC

karmic harness
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Arma Primal with sticks and stones throwing mechanism? πŸ€”

solid slate
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πŸ€”

lucid depot
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Yeah, you forgot the best DLC, the L*fe DLC notlikemeow

hallow parrot
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Looks dope

devout turtle
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It was in its day a major game

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the graphics and gameplay were so advanced. It generated millions for a small company called Atari

ebon sedge
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iirc it also got banned in germany

devout turtle
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too violent?

ebon sedge
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But that might have been a different but similar game

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Yep

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33 years ago the BPjS said no to "River Raid".
"Young people should think themselves into the role of an uncompromising fighter and annihilator [...]", the BPjS said on 19 December 1984. The reason for this was the game "River Raid" with its disturbing depictions of violence.

In the cockpit of a fighter jet, you ruthlessly shoot down enemy helicopters and ships to the point of foaming at the mouth. No wonder that the game landed on the index and was therefore banned.

red saddle
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yes

finite cave
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Basically community members go to the developers and pitch their idea. If they get approved and their scope/quality of work etc are sufficient, they develop the DLC under developer supervision.

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Speaking of, what are your thoughts and rumors? When is the next CDLC dropping and what'll it be? :)

ebon sedge
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We know thus far that 2 CDLC's are in development so @finite cave

karmic harness
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Do we? @ebon sedge

ebon sedge
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Pufu mentioned as much once

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We definetly know that Rob's team is working on a CDLC

karmic harness
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The problem with rumors is that you never know whether the person telling you something actually knows something for sure or if "his uncle that is an Arma developer told him".

In fact, my uncle, who works at BI, said... πŸ˜‰

ebon sedge
muted narwhal
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@karmic harness i don’t do that btw. it isn’t about rumors, that being said, working ona cdlc and releasing / getting it approved are 2 different things

karmic harness
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I didn't realize that what I wrote above may have passed for me suggesting that you're spreading lies and false rumors. Sorry for that, @muted narwhal, that wasn't my intention :D
What I actually meant was to a tongue-in-cheek way to say: don't always believe what people on the internet are saying, in general, especially if the information has not been officially confirmed

red saddle
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@karmic harness

Do we?
As far as I'm aware our sitrep's said "multiple" which implies atleast two.

finite cave
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I realize best we can do is gossip and rumor, and I'm fine with that ;)

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Hoping for some cold war or even pre ww2 stuff

knotty ore
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cavemen?

finite cave
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Mostly though I was thinking WW1 and the associated conflicts

sinful cape
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sounds super expensive. would need lots of new assets.

red saddle
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cavemen?
no, that would be post WW3

fringe quartz
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yeah. Sticks & Stones DLC at launch.

karmic harness
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Hey! I wanted to state that if that becomes a thing, then I called it first! πŸ˜› @fringe quartz
#creator_dlc_discussion message (although yes, that was just a joke πŸ˜› )

wraith sleet
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Arma 3 dlc: first prokaryote

fringe quartz
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lol. Great minds think alike; you, me and Einstein

karmic harness
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and Einstein

that would be post WW3
There was an Einstein quote about that in Operation Flashpoint, when you died πŸ™‚

sinful cape
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inb4 another survival type game

karmic harness
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A survival game on Arma's engine? That sounds like something that could sell millions of copies! πŸ˜‰

sinful cape
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maybe add some zombies into the mix and the sales will double!

wraith sleet
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Oh yeah, but to save time reuse the chernarus map, it would make a great setting for such a game!

formal topaz
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If you place the USS liberty destroyer on a dedicated server and someone doesn’t have it, does that mean they can’t access the server if they don’t have the DLC?

ebon sedge
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I'm pretty sure everyone has the USS Liberty, should be part of the platform update @formal topaz

devout turtle
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yeah we issued it as a freebie

ebon sedge
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good guy devs bongocat

wraith sleet
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vietnam CDLC? πŸ€”

green folio
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Service & Supply? πŸ€”

ebon sedge
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Job Simulator dlc heh

wraith sleet
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Marathon simulator? πŸ€”

supple mason
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I'd like to see a creator DLC focused on adding in some more to the 2035 settings, factions vics etc.

green folio
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That's why Aegis is here

ebon sedge
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I'm personally more interested in historical stuff

sinful cape
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it will be historical in a few years

lunar rivet
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^ +1

elder star
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I want a creator dlc based on that african country the old man is from with the french foreign legion and that whole conflict

steady gale
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what african country? Santiagio is tanoan

elder star
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no he's from africa

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argana is what im thinking of

devout turtle
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foreign legion in congo would be interesting, in the 1950-early 1960s, like the siege of Jadotville kinda vibe

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dodgy uranium deals, warring factions

hazy pumice
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I'd rather have western buildings... you can make African maps fairly easily with existing models...

devout turtle
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specops fro msuperpowers

elder star
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true would love an african setting

devout turtle
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love the hardware and equipment

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i was always a sucker for Isla duala

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loved that setting

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a lot of people want rhodesian wars dlc

hazy pumice
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Needs a lot of new buildings for Rhodesia... few existing ones really work for it

devout turtle
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so long as it's old tech (no nvg/ thermal/ uav) i'm game. arctic would be cool. greenland cold war vibe

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like ice station zebra, in deepest greenland

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ice floes

elder star
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true but arctic would be hard since the engine can't really do snow and whatnot

devout turtle
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would be cool, to see glaciers

hazy pumice
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Or Northern Norway at the start of WW3... CrazyMike did a great job on snow in Winter2035 mod btw

devout turtle
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yeah. also bludclots norway map dev was awesome

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some of the most realistic terrain ive ever seen in a game

hazy pumice
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Oh, got to check that out... is it available yet?

devout turtle
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not heard much for a while now

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terrains eat people whole

hallow parrot
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It's suspended, because of some, L*fers did πŸ¦† it

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IIRC

hazy pumice
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... The Nord map yeah?

devout turtle
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shame to let bad community members ruin such beautiful work

hallow parrot
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With the big airfield and underground structure, yeah? That's

devout turtle
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i nearly downloaded a goose green map i saw on steam the other day, looked cool af.

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just dont have time to look at it

hazy pumice
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He said it was due to limitations of ARMA... Also said he'd resurrect it if BIS release Chernarus Plus as a DLC... I heartily support that πŸ™‚

hallow parrot
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Agreed actually

hazy pumice
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Chernarus 2020 is coming along nicely though πŸ™‚

hallow parrot
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A2 is already 11 yo. Worth to get remaster!

devout turtle
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I'm a sucker for Sahrani too. Loved that map. Popped my Arma cherry on that

hazy pumice
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You should really check out Chernarus 2020 in CUP Terrains Maps 2.0 if you have not already...

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Use the dev branch version for the latest updates πŸ˜‰

devout turtle
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I still think Takistan is the best Arma map ever. I know that probably sounds crazy. I just loved the realism of the environment, and the tactical landscape

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A lot of terrains feel a bit hemmed in

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and not ... exotic ? enough

hazy pumice
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I almost agree re: Takistan. For me it is the second best after Taviana

devout turtle
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a Takistan expanded to include a real life-size green zone, somewhere like Musa Qala or Now Zad, but with a full size camp bastion and mountain caves would be very cool.

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big terrain, mountains, colours, greens reds purples that crazy blue of the sky at dusk. would be sweet in A3

hallow parrot
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It's kinda hard question. In lore terms I always love Green Sea region because feels realistic. In terrain, I think I'd pick Tanoa

devout turtle
#

Tanoa feels too peaceful to me

#

It's like a holiday resort, an expanded south west sahrani

#

the closest we have to a war torn fiji is Bougainville

#

to me, not that exciting a conflict

#

unless you like coconut economics

#

in which case bougainville is truly fascinating

hallow parrot
#

Sahrani actually is cool, feels too small but yeah. There's DMZ, which is really cool setting to place

devout turtle
#

I always assumed this was the inspiration for Tanoa setting

undone kayak
#

Meh, please no more takistan maps.
Every military shooter ever has a takistan, Afghanistan or whatever and they all look the same and boring

prisma mountain
#

I think desert maps can be done right, they just need Altis sorta level of variation.

#

A proper snow map would be more my thing though. Like not just texture changes, but actually detailing out snow mounds, plowed roads, ect.

knotty ore
#

Proper snow would be cool feature. As well sand and mud. Maybe not in spintires detail but bit of dynamic surface would go a long way.

lean sail
#

tbf Blud did a great job with PKL and Vidda (which still should be remade!!!)

hazy pumice
#

If only Blud would show some love to western Europe or the USA with appropriate building models for a CDLC... Now that would be cool πŸ™‚

red saddle
#

πŸ€”

hazy pumice
#

My biggest gripe with ARMA at this point is PBR the lack of western buildings. Been working for a while doing a map based on the Channel Island of Jersey... probably won't finish it, mainly because I don't want to set it in Eastern Europe/Middle East (CUP Terrains/ARMA 3 Livonia resources), the Baltics or Med (ARMA 3 Altis/Malden resources) or the Pacific (Apex resources)... or Africa (a mix of all the above) 🀷

prisma mountain
#

I mean if you make a CDLC out of it, might be worth investing in some one to make said buildings.

sinful cape
#

sadly it's not so easy to find people

#

and if you find people, you will have to pray that any work will come out of it

#

in my experience, many of the community are already occupied with something. and hiring from outside the community is tricky, because such folks don't have experience with getting stuff into the a3 engine, which isn't all that easy if you never did it before

#

best case scenario, you hire from outside and have someone who can port that stuff into a3

devout turtle
#

that's what we have found to work best. freelancers provide fbx and PBR textures and our core art team do the technical implementation. In the early days we tried t oteach each new artist supershader workflow. As a result we lost 60% of artists within one asset cycle.

#

Our process has evolved massively in the past year, we've had some great advisers, possibly the best technical supershader artists that any amount of money can buy, and as a result we're very happy with our workflow now. It makes our starting point look so darn amateur.

sinful cape
#

thing is, if you have the skills to do this stuff right ... you might as well work directly for BI :>

muted narwhal
#

making buildings isn’t really all that hard, bit what you are suggesting takes a bit of time. cdlc is a long term investment, and there are chances of failure. as such most people prefer to work on things that pay the bills, and eventually do so modding in their spare time

muted narwhal
#

i already have quite a few us buildings in the work/done. afaik so does @sharp grail

prisma mountain
#

Think the biggest thing of course is doing that level of work with a promise of pay, rather then pay.

velvet hazel
#

What are the chances of there actually being more cdlc? We havent heard a thing since GM

ebon sedge
#

We know that there are CDLC's in the works

#

We definetly know that one is in the work since Rob has posted advertisements for positions working on it every now and then

#

And Pufu has also mentioned that he knows of another one but I dont know any more details about other CDLC that are public

prisma mountain
#

low key hoping all this extra time people have with lockdown might produce a new CDLC this year πŸ˜›

ebon sedge
#

πŸ‘€

velvet hazel
#

Have there been any teasers that anyone's aware of?

ebon sedge
#

I'm not aware of any that are marked as CDLC

velvet hazel
#

Well Im excited stuff is in the works, even if we have zero idea of what it is.

ebon sedge
#

I'm pretty sure its gonna be good

lunar rivet
#

Rob did release an image of a jet's pylon with a missile on it months ago in the creators_recruiting tab. I believe.

velvet hazel
#

Just spent awhile scrolling for it. I'll take your word for it.

ebon sedge
#

@lunar rivet @velvet hazel Iirc that picture was only an example of the kind of quality he is looking for and not an actual picture from the CDLC ( CC: @devout turtle )

velvet hazel
#

Ah that makes a lot of sense

lunar rivet
#

Ah thanks

sinful cape
#

Think the biggest thing of course is doing that level of work with a promise of pay, rather then pay.
@prisma mountain well, i pay directly. money is no issue. :>

prisma mountain
#

I would probably go with what Rob recommends then. Just find at least one core technical artist that can port stuff in, then find 3d people externally.

devout turtle
#

Ive interviewed well over 300 artists in the past 2 years, hired 100 and lost 60 due to lack of delivery, professional skills, time, focus, capability in practice or just dumb luck. One guy had to go into a mental hospital, another was caught inside syria during lockdown, many have lost their primary jobs due to coronavirus economic impact, some were backstabbers who suddenly demanded upfront payment and were fired on the spot, we’ve had some having to divert to other work to help their family, many PC deaths, honestly it has been exhausting maintaining a team to deliver enough content. But having said that, the time invested building our core team and our freelancer pool has been a good investment in the end.

#

I would say that when you advertise for freelancers, expect 80% to send you hideously poor examples of 3d printing models, 15% to have 1-2 passable models and 4% to have an amazing portfolio including games like COD.

#

The 4% wont deliver a thing as they always pick up other paid work and dont consider your project valuable

#

Of the 15% amateurs maybe 2/3 will not have basic communication skills, will call you bro, or not understand english well enough, the 1/3 remaining (5%) will be ok and of them 1-2 will become solid team members

#

The final 1% will turn up read the spec and follow the workflow and never cause any problems

#

As a result you have to assess hundreds of wannabes to find enough people to fulfil your backlog

#

If you could pay each guy even $5k a year then you would be able to build a reliable team much more smoothly

hallow parrot
#

I think I can understand your feeling. Everything I can do is just wish your luck at your project

devout turtle
#

I can add that recruiting from the arma community has been a breeze in comparison. Most people are very motivated, passionate and loyal. Their involvement has kept me sane. They dont have much time to commit but the hours they do out in are all spot on and productive

#

Sorting out workflow is an ongoing evolution as the team expands and develops

#

Without our IT guys we’d be screwed

arctic seal
#

why don't you leave the staff management to somebody else and focus on the creative part?

#

get that off you shoulders

#

like a human recourses dept

devout turtle
#

You do get some wonderful people turning up too. One guy from the 3d modelling subreddit has become our permanent recruitment consultant. He headhunts suitable candidates for us, completely unpaid

#

Hes been so helpful and we will find a way to reward him

arctic seal
#

that's good to hear

devout turtle
#

Staff management - id love to have another team member to handle it but they either dont have experience or time. Ive managed companies since 1997, so i can manage a lot of moving parts without crashing and burning

#

Anyone out there who can manage and motivate staff is likely flat out in their well paid day job or else not interested in making games

#

I remortgaged my house so i could do this fulltime

#

Because making games is what ive decided to do for the rest of my career

#

And i thank bohemia so much for giving me this opportunity

#

Once we have our second dlc out ( half of B01 is in our team) we should be able to attract more professionals to the table

#

We’ve even offered to host other potential dlc teams as we have a lot of transferable skills they can benefit from so they can focus on their creation and not get bogged down in the staff issues and legal and financial setup etc

#

Helping out friends is always a good thing

sinful cape
#

what do you mean with "host other potential dlc teams"

sacred flint
#

Cmon, i need others sp contents...i need cDLC! :)

muted narwhal
#

you sort of confuse this with a request thread

devout turtle
#

@sinful cape i mean, we can act as primary contractor, handle Bohemia contracting, subcontracting, finances, human resources, IT, workflow, documentation, licensing, planning and overall management. Which allows certain friends to develop a proposal and lead it without having to do all the horrible energy-sapping work they may lack interest in or skills / experience in. If they have a good idea and a strong pitch, and Bohemia is interested, we can offer to support and help them. In return we get some extra work for our team members todo, and more CV points for them, and the company has more titles in future when looking for producers/investors or new professional members

sinful cape
#

ok, so basically being the middleman

devout turtle
#

i see it more as being a vehicle that enables them to work

#

traditionally a middleman is seeking to buy from one guy to sell to another and make profit.

#

in our case we enable the creator to focus on creating, and get beyond their dreams and turn it into reality, without an enormous setup process and learning curve

sinful cape
#

what about outsourcing smaller work? like, what if i need something not exactly huge, but not super small either. would you check in on your team if there is free time to squeeze something in? :p

devout turtle
#

yeah that can be easily considered in a DM.

#

right now we have probably almost 10 artists with nothing to do

#

due to the ebb and flow of work etc

sinful cape
#

really?

#

i mean, i probably could find some work

devout turtle
#

yeah, i can't go into operational details, but let's say their areas are completed.

#

i guess people wanting to make a CDLC should consider keeping it small.

#

as once you go for something larger, all kinds of complications set in.

#

a big barrier is supershader workflow, as most artists can't really understand it

#

hopefully all that will change in future.

#

for now, Arma remains a specialist area

muted narwhal
#

supershader isn’t anything out of ordinary tbh

#

and can be easily translated from substance painter directly with 99% accuracy if one uses specific shader

#

or at least spec gloss workflow (non pbr)

devout turtle
#

yeah once you have the workflow down, it's pretty straightforward, but people who come from unity or other PBR workflows often find it very confusing, even with documentation.

#

that's been our experience anyway. so we now split our freelancers team out and they deliver PBR, and technical artists then convert it.

#

so long as they know a few design basics to avoid/ watch out for, it generally works really well

muted narwhal
#

the only issue there is that you won’t get a closer (is never 1:1) representation in sp viewport

#

which is ideal when you texturing

red saddle
#

I can add that recruiting from the arma community has been a breeze in comparison. Most people are very motivated, passionate and loyal.
can see why BI and BISim prefer job applicants from the community, plus they already know parts of the workflow.

tepid lance
#

To avoid confusion the used abbreviation is "BISim", since "BIS" could be confused with BI's old name abbreviation of "Bohemia Interactive Studios", which since has been shortened to "Bohemia Interactive".

velvet hazel
#

Sounds like the freelance economy is crap and salaried, unionized labor would be better.

#

How you get that via the way cdlc works, no clue

devout turtle
#

not many parts of any modern economy where salaried unionized labour is a thing, but that's off-topic hehe.

devout turtle
#

The first company i set up in 97 was a workers co-op. Im all for empowering people

velvet hazel
#

nearly 20% of German labour in unionized. 70% of Swedish and Finnish labour is unionized, and those are trade unions, so not even counting co-ops (plus the babor laws in general are less exploitative). I bring it up because from a labour perspective the gaming industry is under a lot of pretty valid scrutiny. IMO it effects productivity and creativity. TMK the GM guys are basically a two-man business and the scope and quality of their project was easily up to the standard of BI stuff (not complaining about BI production value btw). Im not trying to say there is just one good way of going about things but Im always suspicious of the potential for freelance labor to either get abused by management, or alternatively fail to deliver because they have such a limited tie to the company hiring them

#

Co-ops rule, and there has to be inherent value placed by labor on whatever project since they co-own it.

#

I'll shut up now

#

I just want ethical cdlc

devout turtle
#

Speaking from experience - having established and managed cooperatives, industrial and provident societies, mutual membership networks, charities, companies limited by guarantee, by share and publicly listed companies, it is not the company model nor the employment status that causes people to be motivated. Regardless of any of that, any structure can work so long as people are valued and coached and supported.

#

When i was young and naive i believed that a democratic structure was critical. A lifetime on the board of 10 social enterprises has taught me that leading fairly and responsibly and walking the talk is far preferred by people to any kind of equality of responsibility

#

Not everyone wants to go to work and be responsible for managing the company

#

In fact when you offer employee ownership and participation most people turn it down

#

If you want to deliver a cdlc its a hell of a lot of work, and prone to many bumps in the road. The last thing you might want is decision making shared equally with new people who dont know each other that well and all have different expectations, responsibilities and desires. I set up this cdlc model with 1 leader who can hire and fire, and who has to carry a lot of responsibility, but in turn i am carried and supported by a core of about 30-40 trusted experienced enthusiastic people.

#

I listen to them and we sometimes have quite heated exchanges

#

Some sub teams pretty much manage themselves

#

Some teams need a firmer guiding hand

#

It ebbs and flows as people come and go

#

One thing you cannot guarantee is that people who start or join the team will want to be in it at the end

#

Its a good reason not to have a model where say 10 of you start a cdlc and split the income 10 ways

#

What if one leaves or wants to leave? What if a new guy joins? How do you make a quorate decision? Unanimous? Majority? Elected role?

#

How to manage disproportionate / asymmetric commitments and workloads?

#

What if one guy never finishes his tasks and another guy always has to step in? Will they be paid equally? Will one come to resent the other?

#

There’s a lot to consider when forming a new venture. Our model allows maximum flexibility and shared risk and reward that is proportional to each persons measured, transparent commitment

#

We have only one leader but decisions are taken by others every day

#

We are effective because we are not hampered by mechanisms of bureaucracy.

#

Ive worked within many of the ethical structures and even taught and coached other social enterprises and co-ops

#

Im very passionate about ethical business practice, transparent accounting and equal rights

hazy pumice
#

I mean, that's good and looking forward to the CDLC but that is just how any well-run company works...

devout turtle
#

But beware if youre new to business, seemingly ethical models can also be your downfall

#

As they can distract you from your purpose and sap everyones will through role confusion and frustratngly slow consensus building

#

Thats coming from the heart lol a lot of my friends have worked in co-ops and struggled with weird power holders, socially different ( unbalanced) people who hoard power or play games

#

It can destroy passion

#

Having said that none of us would ever want to work for EA

#

Watching some of those youtube docs about games devs is fascinating

lean sail
#

BI and Codemasters anyone?

devout turtle
#

Then make them redundant, so they form a new creative company and make call of duty

#

The power to create something really cool is what drives every one of our team

hazy pumice
#

LOL... Bohemia rates much worse on overall, satisfaction and approve of CEO than EA on glassdoor... I personally wouldn't want to work for EA... but their employees seem to want to

devout turtle
#

So long as they have the freedom to create and are supported and disputes professionally and swiftly handled, most creators dont give a fig about the shareholding or board structure

#

They want to believe in their work and be inspired by the work of their peers

#

And be paid fairly and listened to

#

And that can be achieved with any company or partnership model off the shelf

#

My company model hasnt changed since the day i founded it with a standard ruleset. In previous companies we debated and developed the model over years. This focus instead on our game and story is much preferred

#

Everyone has to work out how they want to do this kind of thing. There’s many ways to go about it

#

Sorry to ramble on but i hope it may help some people considering forming a team and wondering what questions they should be considering

ebon sedge
#

Sorry to ramble on but i hope it may help some people considering forming a team and wondering what questions they should be considering
No need to apologize, its very interesting to hear some educated opinions on this blep

devout turtle
#

Right from day 1 we set ground rules for behaviour for example which mean people can work in a professional environment

velvet hazel
#

Totally, thats exactly what I wanted to read basically (responding in agreement with Pi123263). I do want to clear a few things up though. I wasn't advocating for total equality of leadership, even (to bring it back to military stuff) the Red Army at the height of collective military leadership in 1919 still deferred to officers during action. Anyone would recognize that a form of management is needed. Moreover a union doesn't necessarily relate directly to management style.

devout turtle
#

Coming from a mod team you dont always have that kind of culture inherent in everyone who volunteers

velvet hazel
#

and yeah I completely agree that not even everyone would even want to manage. It just isn't everyone's thing and it carries responsibility

#

Thats the interesting bit about the CDLC to me, because it's a different model than just "paid mods" it's an actual private professional structure

devout turtle
#

Yeah it really is a great opportunity

#

I would readily offer anyone considering making one some basic advice about their structure.

#

It all depends on the people and their backgrounds

#

Any music band has the exact same issues when they first get signed

#

Because all of a sudden their dreams come true but they now find they are no longer part of a free spirited journey into the creative unknown and instead they are struggling with cashflow, income projections, equality issues, role and responsibility issues, fairness, delegation, management and business

#

It can be a serious drag to people

#

Who just want to create

#

When you start a cdlc youre thinking about making a cool game. If you can get a lot of the traditional energy sapping processes out of the way early on you can get on with making one

#

Any reasonable sized cdlc is also creating a fairly valuable cache of intellectual property

#

How that will be handled is well worth considering

#

For example if someone joins and develops a weapon with your team and your sound guy synchs up the sound and the rtm guy does the character anim and your rigger animates it and another encoder equips units with it and sets up the recoils and ai profiles and another artist makes matching accessories for it...

#

The company has invested a lot in that art

#

So it cant remain the property of the artist

#

It has to be transferred to the company at the stage it is committed to the file repo

velvet hazel
#

yuppppppp thats a really interesting point

devout turtle
#

Because from this point on the company is spending a lot of money on it

#

You need people who are prepared to work on those terms and trust their IP will be protected by the common vehicle (the company) in order for them to mutually benefit

#

There are many chances of misunderstandings happening because people come from different backgrounds

#

One rule we have is that you must at all times remain reasonable

#

Failure to remain reasonable can be grounds for losing rights to profit share

#

This keeps everything fairly coolheaded

#

We also agreed a term that if someone wilfully tries to cause harm to the company then the legal costs to deal with them can be met from their expected income

#

Its a bit of a sting that, but it hopefully helps remind people that we’re in it for mutual benefit

#

Everyone is risking losing time and money making a cdlc. It can be gruelling work, and tempers can fray. People can get over emotional, and stop seeing sense, so strong mechanisms are needed to secure the work and the team in its endeavour

#

People dont always get on every day, but its not like a mod where you might just quit, this is contracted work

devout turtle
#

Anyway theres a lot to think about and a lot to manage and its never ending. So a lot of people would not want to take the step to becoming a professional developer

#

Or might try it and find its not for them

ebon sedge
#

or not have any relevant skills

velvet hazel
#

How do you determine "hurting the company," who determines that, sounds like it could easily be used against anyone trying to improve the workplace or organize.

hazy pumice
#

Seems like this should go to PM now? Sort of off-topic at this point...

velvet hazel
#

I have one last legit question

#

Was a CDLC project close to being revealed during the GM release phase and did something change internally?

#

Maybe I was reading too much into things, but it felt like we were going to hear more about other CDLC projects around then

sinful cape
#

everything runs on set schedules. if something happens that causes a delay, you move into the next schedule window

devout turtle
#

Reasonable is determined by the company and ultimately by a UK court. The company must follow a line to honour what is reasonable in order for its decisions to be upheld in court ordered mediation or eventually a case

#

Likewise for damage

#

Having a fair contract and a fair management is important in any company. If management listens to the team there’s no need for unions. Unions work best when there is a definite cultural difference between many workers and few management like in government or automotive or service industries. When you have a commonwealth ( contract that shares profit and income) everyone technically has a stake in success and so theres no division of management and workforce in terms of their goals. My parents were both union shop stewards and i was raised a socialist, but its not always a good thing to have an us and them mentality

ebon sedge
#
  1. PMP mods ConfusedDog ?
  2. what does that have to with CDLC's?
#

( @wraith sleet )

wraith sleet
#

isnt CDLC mods?

#

and PMP is Private Military Police

ebon sedge
#

CDLC are dlc that are outsourced to community creators which then in return also get a split of the money and support from BI in the creation of the CDLC

#

CDLC =/= mods

wraith sleet
#

ahhhhh i see

#

is there a mod chat?

ebon sedge
wraith sleet
#

ok ty :)

ebon sedge
#

btw remember to delete the question itself here as to not break the crossposting rule blep @wraith sleet

wraith sleet
#

πŸ‘

devout turtle
#

15-18 hour days 6-7 days a week working on arma for 2 years... about to login with breakfast and work til past midnight... another day in the salt mine... why do i still love this game so much??

#

Our amazing team has kept pace with me the whole way

#

I still love just loading up the game to play it

#

Thank god my wife is happy with the arrangement

lean sail
#

Thank god my wife is happy with the arrangement
Didn't knew there were female units in Arma 3 🀣🀣🀣

But we are also happy with the arrangement and can't wait for the result! πŸ˜‰

devout turtle
#

I buy her chocolate

#

The highlight of her week... mine is to go to the pub on a friday usually after logging 80 hours at my desk in the week... the first beer is like a special gift each week... i imagine the other cdlc leaders can empathise... you become consumed...

#

As i enjoy my one outing of the week ( i literally am at my desk or in bed the rest of the time) i think about what it will be like when this is over

#

Like some prisoner breaking rocks on devils island

#

And staring out to sea thinking one day i’ll be free...

#

Thank god for spotify

sinful cape
#

80 hours sounds unhealthy

devout turtle
#

It sure is. Thankfully it won’t be forever

sinful cape
#

he said and then it went on forever πŸ˜„

spare otter
#

80 hours sounds unhealthy
Sounds like game dev in general

#

Part of the problem of being passionate about your work

devout turtle
#

and working from home

novel isle
#

15-18 hour days 6-7 days a week working on arma for 2 years... about to login with breakfast and work til past midnight... another day in the salt mine... why do i still love this game so much??
Our amazing team has kept pace with me the whole way
Thank god my wife is happy with the arrangement
@devout turtle
Same here mate .. 4-5 hours for sleep is max πŸ˜‰
More than 19 years in business and still love it πŸ˜‰

devout turtle
#

yeah, Arma is just such an amazing, always changing experience. no other games come close.

devout turtle
#

Rob (Eggbeast)Yesterday at 07:46 about to login with breakfast and work til past midnight... another day in the salt mine...

#

logging out now...

#

17h day

wraith sleet
#

Dosnt get boring after awhile?

hallow parrot
#

Modding is a fountain, which will never dry up

glad osprey
#

Can't wait to see the fruits of your labor @devout turtle

devout turtle
#

Starting again now after 7h rack time. Another day another dollar... oh wait... no dollar? Damn

#

Our whole team is really champing at the bit to reveal those fruits. But all in good time

#

I like to talk to you guys about the non-secret areas of cdlc production, so you might get an insight into the process and the hard work the team does

#

That monologue i posted before about artists recruitment and performance is a very common experience

#

Was good to receive dm feedback on that so i know its not just me doing something wrong

#

After release i plan to update my youtube modding tutorials with much improved workflows and insights

#

Ive been taught by so many great people in the past 2 years and the knowledge will be really useful to the community

#

So many mistakes in my old movies but still there arent that many decent ones available

dark tangle
#

honestly im afraid to get into modding bc it will make me not like the game after a while :/

knotty ore
#

it is a journey to make new things really. Not that much about the game but more about challenging yourself.

sinful cape
#

I just like to make stuff

#

channeling creativity and such

#

if I cant do that, I go mad

#

still. I dont think it is good to spend 80% of the day on this. it'll burn you out at some point and you just become unproductive.

knotty ore
#

Robs current experience is not really a normal situation. πŸ˜„

dark tangle
#

it is a journey to make new things really. Not that much about the game but more about challenging yourself.
@knotty ore yeah i guess i had a toxic mindset back when I did modding for another gme

#

I used to compare to others too much and felt bad

#

but as you said it should be about challenging myself

knotty ore
#

for me at least it is like that.

devout turtle
#

oh believe me, i'm a 90% guy.

#

i get an idea and run with it and make something that mostly works

#

I need other guys to carry it to the conclusion

#

look at my previous mods and you'll see it everywhere, crazy innovations that work in most situations, but without artists to help, or programmers, or sound engineers, or better encoders than me, they'll never be as good as they should be

#

i've always followed the mantra "progress not perfection"

#

every day... aim for progress

#

don't get paralysed by a need for perfection

sinful cape
#

I like quality instead of quantity. finish something good, not lots of thing mediocre

#

this is why I rarely release stuff

devout turtle
#

that's what all of our team suffers from to differing degrees, a mixture of impostor syndrome and perfectionism, an inner voice nagging for better.

#

learning to use that voice to produce and improve rather than to become paralysed, is a key stage in modding or professional production

dark tangle
#

every day... aim for progress
@devout turtle yeah

#

one programming youtuber once told me that if I am making something for myself - i should first focus on making it work the way I can

#

and not caring about perfection

#

and that only comes after

devout turtle
#

so i spent half my time coaching over 50 super talented creators to get the best out of them, while making sure they deliver and don't get all tied up in knots

#

because

#

in game design

#

you need to play it to be able to see what direction it is going in

#

so if you dont have something you can play with, you have nothing

#

to this end, we (and many other game design studios) use a prototype, alpha, beta workflow

#

you build your prototype and even without textures you animate it and config it and apply all your ideas to it in game

#

then you make youralpha - finished game-ready low poly model with all textures, fire geo and shadow

sinful cape
#

sure. first thing you always do is make the idea work.

devout turtle
#

from there you can encode all the remaining service lods, and later at beta the distance lods

sinful cape
#

same with campaign, etc. first step is to make it possible to play through... even without actual missions, etc

devout turtle
#

yes, this is normal healthy production. it seems flawed and buggy to everyone else but you "tolerate it" as you understand where it is going to be in the end vision

#

so perfectionist mind-sets do not work well in game design on a broader level (i.e. a whole team producing many moving parts in parallel)

#

however you do need to nail down certain rules (naming convention, config tab spacing convention, upper, camel and lower case conventions)

vivid lynx
#

do the brackets go on the same line or not? πŸ˜‰

devout turtle
#

yeah exactly!

prisma mountain
#

Depends if you use Notepad++ or not πŸ˜›

devout turtle
#

forus - we allow the programmers to use CamelCase and class xxx { and config/ encoders use lower case and class xxx [return] {

#

and it works!

#

a fair compromise for utility

#

setting down rules for PBR to supershader conversion was a tricky one, we cracked it in the end, with some expert help.

#

i now know more about the physics of light than i know about taxonomy (and i have a degree in evolutionary biology)

#

so it was a fun ride, learning all this stuff.

#

to answer "does it get boring?" well, yes, certainly. this is one of the biggest challenges to any team. to stay focussed and motivated, and sharing a vision.

ashen belfry
#

So, no one unified style guide?

devout turtle
#

i won't go into details, but the workflow broke down on a set of vehicles recently and as a result i have 2 sets of the same vehicles which need merging (sigh!) and these 7 vehicles have approx 10 lods, and in each lod an average of 50 selections, so 7 x 10 = 70 lods x 50 = 3500 selections and there are TWO copies so thats 7,000 selections i am having to audit and fix. all because i didnt monitor that particular sub-team closely and they didnt follow the prescrribed workflow.

#

im about halfway done

#

and it is excruciatingly mind-numbing

#

so easy to make a mistake a paste it into every lod

#

so staying focussed when its so thoroughly tedious is hard yes

prisma mountain
#

In regards to DPs inquiry.

I would definitely say it can get stale at times. repeating task repeated over and over, and growing pains are definitely heavy.

CDLC are a bit harder because it's a gamble, you don't know if your going to get paid and not everybody is in a position to afford dumping the hours needed to develop and grow. You can spend literally a month just learning a specific system, then forget it half way down the road because there is so much ground to cover.

I definitely been on plenty of sprints, were I'll crank out something in a year, then never want to pick up another mod project again for 2. Just depends when you get hit by the inspiration, and can keep your long term goal in sight.

devout turtle
#

i have much more enjoyable work i should be doing but i have to bail the team out of this hole they got themselves into

#

the old saying " how do you eat an elephant" comes to mind ... "one bite at a time"

muted narwhal
#

why did you even use pbr workflow (actually there’s 2x pbr ways) instead of using non prb?

devout turtle
#

welcome to the real unsexy uncool world of development

muted narwhal
#

since i assume content is custom made

devout turtle
#

we used it because we are creating an asset base for use in future, and which our freelance artists are comfortable with

#

the conversion is pretty simple now we have a trained core of about 10 technical artists who can make the adjustments

muted narwhal
#

while i get that, you can very well translate both ways, at least in most modern tools

devout turtle
#

before that it was chaos

muted narwhal
#

is it automated process or manual?

devout turtle
#

but in the end our "hoard of IP" will be useable in all engines

#

it has to be manual

muted narwhal
#

fair enough, i prefer PBR just because it is engine agnostic

devout turtle
#

but the key we found was in understanding the flaws in the supershader itself

#

and what happens when you do certain things and other things change. like whack-a-mole

#

once we understood it fully it is now a fairly straightforward process

muted narwhal
#

but i can achieve PBR textures (spec/gloss or metalalness) easily and automated

#

from non prb diffuse + spec gloss

devout turtle
#

oh i see what you mean

#

yeah we plan to assemble a materials library for our next project, based on this one

#

we didnt do that this time but we have secured the rights to every artists materials

muted narwhal
#

my question was actually about automation of the texture translation to use with RV engine super shaders

#

from whatever PBR textures output the software provides

#

i guess it’s still manual work

devout turtle
#

it hasn't been necessary up to now, with a small number of artists working on vehicles or weapons you can afford to do things via the persons workflow

#

yeah you can either use the SP plugin and export in SS, or export PBR and fiddle endlessly.

muted narwhal
#

yes, but considering any larger team that has artists that are already used to PBR and make use of assets and smarts mats that they already have

devout turtle
#

yeah thats why we use PBR as a baseline, to not put off those artists wit ha steep learning curve

muted narwhal
#

setting up an automated processor of translation would have been something i had an interest in

devout turtle
#

we also let them supply only fbx and spp

#

its a holy grail eh

muted narwhal
#

having the sp is a pluss

devout turtle
#

but given where Arma is heading, it 's not worth the investment

muted narwhal
#

but there are times when you don’t get to have the source tex file

#

considering you have been doing this for the last 2 years

#

i though you set this auto process

devout turtle
#

yeah with spp we can then have a small crew of technical artists who are very familiar with the workflow doing the conversion

muted narwhal
#

yes, long term is not needed since enfusion is pbr

wraith sleet
#

Whenever I think i know anything about the game i just have to read a convo between blue people and realize i know nothing πŸ‘Ά

muted narwhal
#

fair enough

devout turtle
#

DP27 - pufu manages the biggest most successful mod in arma, and i manage the biggest cdlc team, so we have a vast experience that many modders can only see a small slice of in their work

muted narwhal
#

again, for the rest of a3 lifespan, at least for me, having such an automated system would have simplified and unified a certain part of workflow, without blocking someone else to do that manually

devout turtle
#

this isnt "because we're cool" it's just the nature of our jobs

muted narwhal
#

for me at least, fortunately, this isn’t a job :))

wraith sleet
#

Idk man the cdlcs and RHS are pretty cool πŸ˜‚
But yeah I understand what your saying(in terms of work ethic)

devout turtle
#

i love automation pufu, you should see my macros. even had mikero recently saying "who wrote those macros? they are so well written" and i dont have any kind of programming education except for a gcse in computer studies. was a genuine highlight to get such praise. but in terms of automating the art, with supershader fundamentally flawed, im not so sure its even possible. it needs an artist to decide how much light will reflect and which parts of the object are the most metal

muted narwhal
#

not really

devout turtle
#

well i dont think even bohemia has any way to automate this

muted narwhal
#

supershader is flawd in the sense you have too many controls outside the textures in terms of how things are lit

#

mainly over spec/gloss

devout turtle
#

our team has looked at it with some very experienced professionals and we don't see any way to automate it.

muted narwhal
#

yeah, sorry i don’t really agree here

devout turtle
#

unlike PBR it also allows the unwary to break the laws of physics, and have more light reflected than is there in the environment

#

and this factor fundamentally means that you cant adjust one slider without breaking another

#

imho

#

so it is always a compromise

muted narwhal
#

yes, but you can keep the values of all supershader rvmats the same

#

sure, once you change the values the automated process would fail

#

but otherwise it’s more than possible

devout turtle
#

the important process we learned was to nail down your shiniest part, and set this up in your rvmat, then work backwards from there using smdi to achieve the non-metallic

#

this yields chrome or bared polished steel AND matt cloth or wood in the same texture/ material

prisma mountain
#

I'm guessing your adding the complexity for universal benefit of the assets?

devout turtle
#

in many arma imports you see people wrestle with the same issues over an over

muted narwhal
#

PBR can be achieved in a non metalness way just as well

devout turtle
#

many PBR artists wework with dont really understandmetal/ non-metal too. it's crazy

muted narwhal
#

metalness is easier to comprehend for the average artist, but prb spec/gloss yields a bit more fine control

devout turtle
#

they turn in work and you look at their settings and theyve no idea about fresnel curves at all

muted narwhal
#

anyways, at least sp translates between the 2 with 100% accuracy

devout turtle
#

understanding first the physics of light allows you to appreciate the object in a real world way, and then apply your tools to it

#

yeah because it doesnt have the flaw inherent in SS

#

there are connections between elements of the RVMAT that break light physics

muted narwhal
#

in any case, cheers for the reply, just wondering how you have set translation, i got the answer i was looking for

devout turtle
#

and once you know these you can work easily in SS and not make the classic mistakes

muted narwhal
#

again, you can have a base rvmat for all things and get the translator /automation that way done

devout turtle
#

if we had time we'd have documented this by now for our own extended art team, but we havent which i knowsounds crazy

#

and once we have it documented we'll post it and share it for the benefit of the community

muted narwhal
#

changing any of the rvmat values bar the texture paths would most likely break it

devout turtle
#

we're not deliberately holding back anything

#

just no time to do the documentation in our endless sprint

muted narwhal
#

ahh yeah, no worries, these sort of docs would most likely help out the newcomers more than people who have been doing this for the last 15+ years

devout turtle
#

yeah we generally dont touch the top of the rvmat except the specular/ power, as the ambient/ diffuse break your terrain lighting effects

#

forceddiffuse is only useable for reflectors as far as we can tell

muted narwhal
#

well aware of how ss works and its limita and flaws

#

anyways, i’m off have a good one

devout turtle
#

so we set up our object with a blank smdi and fix the specualr/ power and fresnel to match the metalness

#

then we use the smdi to achieve the non metal

#

ok just adding this in case anyone was wondering what we were talking about

#

word to the unwary - don't change stuff at random in rvmats

#

its an illogical nightmare

muted narwhal
#

you don’t need to change the values, you need to change the textures

#

and doing both textures and values in the rvmat is bound to fail more than anything

devout turtle
#

are you saying you dont ever need to adjust specular/ specularpower or fresnel values?

#

if so, i'd be interested to share a call sometime to see how our different approaches both work. because RHS certainly is top shelf product, and i believe our cdlc is also, but we have very different workflows it seems.

#

we set up our metalness in the rvmat values

muted narwhal
#

i am saying that for setting and automated translator from PBR, both specular and spec power values would need to be locked

devout turtle
#

unfortunately i cannot share any images of the results here, but i can privately as you signed our NDA

#

ah ok i guess this is because we don't automate it.

#

we use a human eye and brain to manage the light levels

#

and the materials

muted narwhal
#

fresnel values as well, for most cases anyways. the n/k workflow is more acurate to real life in general than ior approach (used by most offline and real time pro engines out there)

#

issue being these values are there to compensate texture info, but could be avoided for 99% of the cases

#

anyways, the supershader downside is precisely the fact that you have way to many points of control outside textures

#

i guess that’s legacy thing and it is needed for when you have procedural colors

#

for instance

devout turtle
#

agreed. many people wont know that the fresnel values in rvmat are actually severely affected by specular or specularpower (sorry i forget which)

#

if you adjust one it moves the fresnel curve up and down the axis

#

this is one of the many flaws SS has

#

compared to PBR

muted narwhal
devout turtle
#

so if you didnt understand exactlywhat was happening you'd get really confused results by adjusting those values

#

and there are certain things like putting black in your green channel of smdi which as a 0 causes a spike in the specular

muted narwhal
#

IOR (index of reflection) is easier to understand than nk

devout turtle
#

because SS has a natural curve down until it reaches 1 on the x axis where it is at 0 on y, and below 1 it is fixed at 1

#

so you get a jump and your specular is all blown out and things have a strange white halo on them

#

idont have my notes to hand, and im not an artist

tepid lance
#

Some minor improvment near these limits can be done by manually adjusting the texconvert rules and impacting how the final .paa is compressed for _smdi filters.

devout turtle
#

dxt compression is another issue yeah

tepid lance
#

Naturally this comes at the cost of more data, though.

devout turtle
#

designing your model and textures to avoid dxt glitches is another whole can of worms

#

im not the guy who does this work, so i dont have all the right terms, but i do understand the areas of priority and at which stage to tackle them

#

for example leaving buffer zones in high contrast areas

#

so you dont get nasty pixellation

#

we have in the end set up a core small team of technical artists to manage this stuff, and they advise and support a bigger team of PBR artists

#

which mirrors the way BI and BISim works afaik

#

we're all still learning, it's a long road. i'll be glad when we can use PBR

#

damn i managed to have fun for 40 mins. gotta go back to fixing those damn 7000 selections now 😦

#

workflow is king

#

because when you dont follow it, anarchy rules

tepid lance
#

Automate it!

sinful cape
#

ctrl+del and all the problems go away

devout turtle
#

i mean workflow like proto, alpha, beta. that isn't possible to automate

#

however, proper checks and acceptance criteria would go a long way to solving the issues we've struggled with

#

sadly not enough hours in the day to monitor everything

#

as we evolve, we're adding a layer of proficient technical managers

#

currently character, weapon, building, sound, music and terrain is well covered

#

vehicles is all on me, and i struggle to find the hours to monitor every one

#

leading to my own punishment dealing with fubar tasks

#

good vehicle encoders who can also manage design stages are sadly few and far between

#

you can probably count the people in the arma community on two hands who can do that

#

and almost all of them are likely into their own CDLCs, or too maxed in their day jobs to do more than hobby stuff

#

we have a genuine skill shortage in the community

#

needs a course and a college certificate lol

#

i think certain skill gaps are a critical issue for the CDLC program as a whole

#

in my former profession i designed and managed programs of business support to bridge skill gaps.

#

for CDLC to evolve it could benefit from a small team of paid individuals from the community to produce training content and coach capacity building

#

i would happily contribute to that, but i imagine it might be a tough sell to bohemia, or any game publisher.

#

anyway damn it i'd better gat back to my vehicle - sob

prisma mountain
#

I don't think it's really just the lack of skill, more that everybody has their own idea of what should be a CDLC or what they enjoy.

#

Like I seen the big discussion about the finer details of supershaders, but it's like. What are you looking for? A career artist with a 5 year portfolio? Or some one who just matches the vanilla shading and imports good looking models just to A3?

devout turtle
#

the latter is preferred

#

we've had no luck even working with people who worked on call of duty

#

however, a lot of modders tend to be a bit crap at following directions, as they see it as a hobby and not a job, so what we look for is modders who aspire to work i nthe industry

#

because those guys can be taught

#

and they appreciate and learn the workflow and really contribute

prisma mountain
#

I can agree with that, but I also think a rigid pipeline is tough for modders, even the ones that could go pro.

devout turtle
#

it's necessary

prisma mountain
#

One week, I might just work on crunching bugs, fixing config errors, adding in features that were missing entries, ect. Mainly because it's a much simpler task for me that I can do in shorter time.

#

The next week when I got free time, I'll actually do model work.

devout turtle
#

you cant hope to deliver an aircraft or a truck that will be accepted in less than a year if youre a modder with no workflow

prisma mountain
#

I mean there is always a workflow if it's foward progress each day.

devout turtle
#

youre adopting a bit of a soloist point of view here

#

we split our assets into 2 man teams (artist and encoder)

#

so the encoder must help the artist to design the asset at the prototyping stage

prisma mountain
#

Too some degree, I guess my point is I tend to shrink or increase my workload based on reallife. As I work a full time job dealing with data.

devout turtle
#

and they work out together how it will be animated, and what features and functions it will have

#

and once they begin work, they meet every week to check in on progress, and see what each ofthem can do to push the assets forward i nthe coming week

#

with main goals being prototype in game, or alpha or beta, or gold

#

once they have a working alpha, we can adopt it into cutscenes, AI systems, missions, test its weaponry, sounds, fine tune physx etc

prisma mountain
#

That is why you don't just want a decoration person, a vehicle person, ect.

#

You want to say hey group A.
You got a option of a crate, tank, and tree to make. Try to get them all done by X date. Work on small stuff if your timescale is smaller for each week.

devout turtle
#

some of our core team do both encoding and art

#

some people have literally several hundred assets in their tasklist

#

and part of my job is helping them to manage that enormous roster

prisma mountain
#

Well yea, you get those hardcore people. I'm just sorta giving you a prospective of some one who deals with the same stuff with a data team that no one has degrees in data.

devout turtle
#

so the ycan prioritise their efforts to harmonise with team needs

#

other guys might make one vehicle over 6 months

prisma mountain
#

If I have a member who has less time for the week, they shelve the bigger project (The tank) and work on smaller ones.

devout turtle
#

the ones who turn up to meetings with encoder learn fast how helpful that is

#

the ones who dont and try to deliver their asset without talking to anyone - even ignoring please, requests and demands to meet, well, they ALWAYS 100% of the time fuck it up and either quit in a rage or get fired

prisma mountain
#

Do you have documentation and SOPs for them to orient themselves?

devout turtle
#

they dont keep an eye on the spec, or keep it up to date, they finish up not designing the asset to have the variations or the clutter animations built on

#

yeah

#

we have plenty of documentation

#

i usually point out page 1 of document 1 to these people repeatedly

#

and they still fuck up

#

because at heart they do not want to be in a team

#

they want to work solo

#

and that is fine, but not in our team

#

it costs us an enormous sum of time/ money to deal with their aftermath after they are removed.

#

im really not open to working with anyone now who isnt a can-do professional, optimistic and deferential in terms of deferring to the teams knowledge and workflow/ processes

#

anyone who thinks he knows better is fired within a week of starting

#

so now i just hit people with that statement before they sign the contract

#

saves us both a lot of time

prisma mountain
#

I honestly couldn't judge unless I seen your documentation and SOPs. Basically if I have to waste 80% my mod time figuring out a teams thought process, then it's not worth it to me.

devout turtle
#

having that point of view immediately makes you not recruitable lol

#

anyone who puts themselves first and the team second is not wanted

#

we have 120 people now and they pretty much all subscribe to this point of view

prisma mountain
#

It's not my way or the highway, it's more like....If you can't explain your process clearly enough to assure that I'm on the same page with proper Documentation and SOPs. then no

devout turtle
#

so we wouldnt allow anyone in now who wasn't also a lioness/ wolf looking for a pack to hunt with.

#

we've had our fair share of mane-groomers

#

everyone gets a fair trial

prisma mountain
#

I also seen teams like that though. Who have their way, and culture.

devout turtle
#

and a lot dont cut the mustard

prisma mountain
#

But then ZERO way to enter that culture besides 'figure it out, do as your told'

devout turtle
#

if i give a guy a contract, im signing my name on his document, that means i will stand by him so long as he stands by me. some of our guys i have coached, nursed, called ambulances for, helped through COVID infections, helped get over break ups, medical crises, so many family bereavements, pets dying, loss of jobs and homes...

#

i do that, and i teach them and they teach me

#

and we create cool shit together

#

and there is no drama

#

they respect the workflow, the team and value the experience

#

and we love to have them

#

some of them have plans now to go full time with us as soon as we start earning

#

im hoping to open an office in one of the guys countries, and have him manage it

prisma mountain
#

It sounds honestly like a military set up more then a corporate environment.

devout turtle
#

its a team

#

team first, abov eall else

#

above money

#

above you or me

#

above any role or goal

#

above any knowledge or status

#

if you cant shower with the guys, carry them or have them carry you, get shitty and bloody together, and laugh in a blizzard ofshit, you can fuck off basically

#

not you, i mean whoever

prisma mountain
#

Yea, I call that a military environment. It's not a bad set up, but I can see why you might not have a lot of people work out for you.

devout turtle
#

the guys who show up and say they will only work on art objects they choose, they can feck off

#

the ones who quibble about contract terms or money can also feck off

#

the ones who want to show off their prowess and lord it over others, can royally feck off

#

the ones who like the idea of the opportunity, then find out about the project from me in a personal 1-2 hour call, they then sign the contract in a heartbeat and get to work, they help with the documentation, they coach other team members, they apologise when they are absent or unable to meet a goal or if they make a mistake, they own it, they take responsibility, and they help everyone because they know that we stand or fall together... those are the people we surround ourselves with

#

the rest can feck off lol

#

our motto comes from a very special military adviser we have "Team... or feck off"

#

it is a military mindset that works best in this kind of team, but most of us are civvies and many of us go back 10 or more years.

#

the new ones are pretty amazing, jumping into a large busy team and running with the herd

#

so we do lose a lot of people. i will give most people a shot

#

but once they start fannying about or whingeing, if it's not something they can fix, or if they ignore advice repeatedly... well they get to feck off.

#

the value of the opportunity is great enough for everyone in our team

#

it doesnt matter about anything else

#

and anyone who cant see that lacks the heart to be part of the team

prisma mountain
#

It's a great system for sure, but it's a very rigid system.

devout turtle
#

yeah if you let in fannies and selfish people pretty soon you have a toxic corporation like most companies. with entrenched viewpoints, snipers, bullies and career time-wasters

prisma mountain
#

I wouldn't call everybody selfish and fannies. Like the other way of thinking. Is what are we doing that is driving people away?

#

Is it strictly just them failing, or something in your orientation that causes it? ect

devout turtle
#

it's positive pressure

prisma mountain
#

It's not a negative light, just seeing it at all angles.

devout turtle
#

like in a clean room, you maintain the room at higher pressure than outside,so microbes get pushed out

prisma mountain
#

But with if that happens within?

devout turtle
#

our culture is "Team or feck off"

#

and that will either appeal or appal

#

its a quick, efficient way of getting rid of the people who wont stick it

#

we've had some people who dont have the skills and ive kept them on and let them make a few props

#

so it's not about you being the perfect delivering artist or programmer

#

its about your attitude

#

do you contribute? do you engage? do we benefit from having you around?

#

ive built all my companies like this over the years

prisma mountain
#

But the question is do you listen? If you hire some one with 10x more experience then most your team. You going to listen to them if they point out some inherit design issues? Or listen to the seniors because that is the hierarchy is?

devout turtle
#

i learned it when i was young, in the navy and then the marines reserves. it helped me build some pretty outstanding teams in my career

#

who said anything about hierarchy?

prisma mountain
#

It gets established in a military style system.

#

Rather officially or unofficially.

devout turtle
#

above any knowledge or status

#

team team team

#

the only status you have in my company is being a team player, or not being in the company

#

there is no hierarchy

#

i make decisions on hiring or firing

#

but i ask people for their opinion on people

#

and i give people plenty of room to succeed or fail

prisma mountain
#

Working in both styles of structure at some, I would disagree. Radical changes/ideas from outside experience tend to get rubbed on personal attacks on the team because they are 'new'. Rather officially established or not.

devout turtle
#

when you think military = hierarchy thats the conventional military, the one who needs a lot of supplies and logistics, and bases and meetings and powerpoint

prisma mountain
#

When I say military style, I mean military ethos applied to a corp environment. I worked in it before and it can work in very small teams, and a rigid format. Just a bit more restrictive in growth vs a more open style system.

devout turtle
#

the military team ethic im talking about is the rule breakers, the anarchists, the crazy motherfeckers, the guys who can hold their own in a fight, who can back up their mates and cover their shift without drama or problems

#

people hit me up with suggestions every hour of every day. i seldom say no. but sometimes im like "no" and thats that

#

people need strong decision making

prisma mountain
#

Like I said I don't think it's bad. It's just bit more rigid.

devout turtle
#

notrigid, not tyrranical

#

having one ultimate decision maker is the most free you can be

#

imagine if we had committees?

#

if you trust a guy to play the role of leader, and he listens to you and helps you and learns from you... and he makes final decisions on things when they get stuck or need rapid progress... then this is truly flexible, and agile

#

if i stop listening to my team, they will abandon me

#

so i never take them for granted

#

this might be a thing to consider when setting up a new CDLC,

#

do you form a co-operative with a commitete to decide on things?

#

the first company i incorporated was a worker co-op

#

i went on to direct a network of co-ops, and an industrial and provident society (IPS) and later a handful of charities, some with committees and leaders of councils chairing them

#

i also set up a PLC inside a 1200 man law firm working personally with the 4 owners of the company - a pure oligarchy

#

i also worked with Earth first! for quite a number of years, an anarchist collective, so along with being an officer in the military ive tried just about every style of management and leadership

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and the main thing ive learned is "avoid bloat"

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avoid accumulating people who dont want to be here

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and get rid of anyone who is selfish

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if people channel power they get from others or the status of a role, for the greater good, then this is effective use of it

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if they wield power for some end, then they show their selfish side, and yo ucan safely eject them onto the sidewalk

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for me, being able to learn and fit into a team is 1000% more important than knowing how to model or encode.

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obviously you need talented people to drive the art and the programming core

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but for the many other roles, you can take someone in and coach them up to be a producer or a community manager or a QA tester or one of many other roles

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3am, another 17 hour day done... fun times he

sinful cape
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committees are rarely working

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listening to people is what you have to do, but at the end of the day one person must decide

devout turtle
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Im all for experienced leaders holding the reins, they serve the team like anyone else

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Even in a workers co-op the workers elect the directors to take the decisions for them. Collectives are best applied when you have no need of coordinated decision making but everyone has a really strong common goal like saving the planet

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One thing i learned years ago was how to be led. And allowing a leader to lead. Its an important teamwork skill. So in some areas i lead and in others i serve others who lead

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Keeping a team together over a gruelling long haul development requires a shared vision and a flexible set of rules for day to day working but some absolutely rigid minimum criteria like teamwork, respect, duty, professionalism etc

ashen belfry
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Morning everyone, can we keep the profanity to an absolute minimum please.

sinful cape
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there was profanity?

fringe quartz
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Search for few particular four letter words and you'll find it.

sinful cape
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nah, too lazy :)

muted narwhal
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lol at the walls of text above

sinful cape
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it's what happens if you work 80 hour weeks :ppp

devout turtle
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sorry FM i went a bit mad there

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will edit

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done

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apologies, was delirious after a stupidly long week auditing 8,000 selections manually

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thankfully that bit of calamity is over now, and i can get back to the fun stuff.

rugged tulip
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It's easy to get overworked sometimes for seemingly no rational reason, guys πŸ™‚ I'd be careful about this, some of my friends have burnt out working on their startups and they've came across some "interesting" (to say the least) health issues. Having a complete day-off (no electronics around whatsoever) every week is the least you can do to your body, your bobby and your mind in the long-term, I think :))

devout turtle
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it's an important risk for dlc teams to be sure

nimble hatch
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It's easy to get overworked sometimes for seemingly no rational reason, guys πŸ™‚ I'd be careful about this, some of my friends have burnt out working on their startups and they've came across some "interesting" (to say the least) health issues. Having a complete day-off (no electronics around whatsoever) every week is the least you can do to your body, your bobby and your mind in the long-term, I think :))
@rugged tulip Very true, as someone who is self employed, i was one who burnt out while on startup, worked every hour given, 14 hour days 7 days a week (Dont regret it, as it was temp), you literally are unable to socialise as you just rewired your brain to become hyperproductive, but, as crazy and as routine as systematic as it sounds, sleeping 8 hours tops, go to bed and get up early, training every other morning before work, eating well, finishing work by the evening, and giving yourself a sunday off completely to reset and restarting monday morning is the best thing for keeping productivity levels high, also using a todo list and keeping track of activities for that week to evaluate productivity, and whether/what day you burnt out is great, one mild burnout a week is manageable and can recover, but anything more is major and will stunt you for 2 days productivity levels will drop majorly, so anymore than one burnout and i revise the gameplan and go back at it

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(and stay away from more than 1 coffee , releases cortisol (stress hormone) which can induce anxiety, higher than normal stress, hypertension), this alone will ruin your productivity output. Exercise releases endorphins, feel good hormones which will counter, and will increase red blood cell count, meaning more oxygen to brain so you mentally become more engaged, focus, and entertained, persae)

devout turtle
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yeah i dont touch caffeine at all, and only drink alcohol at weekends when im testing (not true work)

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in my previous career i was managing 5 companies in parallel working at partner level in a 1200 man law firm and managing and developing unsung mod when at home. when the landscape changed at work to massively increase my stress, and then a close family member became terminally ill, and then my cat too, that was it - chronic fatigue syndrome for 3 years... unable to work.

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i recovered using a form of therapy designed to resolve PTSD, and it cured me in just 3 days, was amazing.

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so now i can work again 80 hours a week with few side effects, except the odd tired ramble and getting a bit grumpy with people who don't pull their weight for the team.

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but i agree resting is important

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i'll do it when im dead lol

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no, i do take rest

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and i make sure team members dont follow my example

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they have to-do lists

nimble hatch
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@devout turtle I feel you on that Chronic Fatigue Syndrome, and PTSD, i experienced those, absolutely horrible, i figured mine out by learning about psychology and doing creative art to ease my mind, lol

devout turtle
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and generous deadlines

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it's just so intense, when you get all your pipelines coming together in one big sprint

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nothing you can do about it but suck it up and soldier on

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one good technique i use is to fill myself with joy, as i take a walk, and reflect on being exactly where i want to be in life. and avoiding onlinearguments, making fast decisions, minimising points of contention

nimble hatch
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@devout turtle oh yeah no doubt on your last, macromanagement and an effective team means we have to work harder to keep on top and on track for the team lol, but also try to be conscious of how they might be feeling, from personal experience, high morale has been amazing in teamwork productivity and social interactions

devout turtle
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being generous with people, but firm on the terms, helps manage a big busy project

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thankfully we don't have factions or politics or bullies or problems. if someone can't work with the team they are asked to leave.

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no hard feelings, no regrets, just move on separately.

nimble hatch
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there is a saying a friend of mine has, she says something along the lines 'Give someone enough rope to hang themself', i like this, as, you can control them, but you cant micromanage them, so there must be an element of trust, like u say in work ethic and meeting team deadliens

devout turtle
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some things need micro-management, it's not an evil thing in itself

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i use charles handys donut model of management

nimble hatch
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(going to need to pull that up) i dont knw that one lol

devout turtle
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been using it for 25 years

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everyone has a different sized doughnut, according to their role, experience, mission-criticality, motivation, track record etc

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its using a ring doughnut

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the centre (hole) is the stuff you must do, the doughnut ring is the stuff you are allowed to do, the outside of the ring is the wall you cannot pass

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a micromanagement only approach would only use the "hole"

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and a laissez-faire collective approach (like a lot of mods) would have a massive un-ending doughnut ring

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setting limits on each area was handys idea

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and allowing each person a different shape according to their personal / organisational fit

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i use this to coach ambitious people to have ever bigger responsibilities and freedoms

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and to focus chaotic creatives on the areas they must and must not do

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it's really simple but it takes a lot of time investment to get to know each person well

nimble hatch
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this is an excellent read indeed, before i give my 2pence on the theory (which is very good), BIS have done very well to capitalise on their CDLC program, its like grabbing that unending doughnut, cutting some pieces and moulding the rest into shape

devout turtle
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it also works for almost all personality types

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well the doughnut would also apply to a whole organisation like a cdlc project yes

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all the teams involved will fear that their area of creative freedom (the ring) may be constrained by bohemias strict requirements

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but you also have to see bohemias POV, and work within their limits, because as publishers standing alongside the big game companies, they are putting their brand on your creation.

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as modders we all push boundaries

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that's what modding is

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so culturally, you need to rein in that aspect of the organisation to deliver a solid quality CDLC

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and as modders you can always put all your additional cool features into an "official mod" on steam workshop

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so people wanting flying wingsuits and women soldiers and attack dogs and vtol ships have to remember that that stuff is always gonna be mod-side and not dlc

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I was laughing with Yax yesterday about this, how much we push this engine to do things it wasn't designed to do.

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there is compromise in everything

nimble hatch
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Yeah, unless there is a feasible business model and financial return, or a big capital driver and effective project turnover

devout turtle
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so trying to push a feature through QA, it needs to be robust and sensible in all aspects, and that takes a lot of feedback cycles per asset/ feature

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GM added some really cool stuff

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and probably had a lot of cool stuff denied

nimble hatch
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Oh yeah, BIS and it's community most especially should give themselves props as they pushing the envelope, it's having a ripple effect on the video gaming industry

devout turtle
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and each CDLC steps up to the guillotine in turn

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to have their creations reduced

nimble hatch
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Oh, yeah, no doubt

devout turtle
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we have to take it wit ha sense of humour

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and not feel bad towards bohemia

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they are doing their jobs, and we, ours

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and there will always be tension in that relationship

nimble hatch
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Yeah I think it's easy to get salty at BIS lol

devout turtle
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it's only natural between a mod team and a publisher

nimble hatch
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True, true

devout turtle
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and there are many ways around the blockers

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the team just has to be ready for the feedback

nimble hatch
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It's crazy though because this level of communication,devolution, ways of thinking are so revolutionary it's amazing and quite mind blowing

devout turtle
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so as project director i counsel every artist and encoder and programmer and terrain artist on what is possible, what could pass QA, what will need more work, what may be needing to be excised into a steam mod. it sets up a culture of consideration at each stage of design

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and sets expectations

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this is an important consideration for any team

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we all have massive wish-lists

nimble hatch
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That's a great approah, not leaving QA as one of the last steps then feeling disheartened at the backlog of amendments

devout turtle
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so thats where an element of micro management comes in

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it's a necessary evil

nimble hatch
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Well yeah, macromangement with a minute level of macromangement to ensure effective organised progress

devout turtle
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handy talks about organisational values as a basis of the doughnut

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in CDLC terms one big value is to meet bohemias acceptance criteria

nimble hatch
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Well I haven't managed as big of a team as you have yet in the capacity described, these are definitely points I'm taking in

devout turtle
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and a team value is to push the envelope and see what we can achieve and get BI to give way on/ accept.

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a natural tension

nimble hatch
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My thought process prior was organised intermittent feedback meetings

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That's too stringent I guess?

devout turtle
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from my experience, each team member needs a google doc to do list, or some kind of phabricator/ trello board

nimble hatch
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Oh we got that

devout turtle
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you cant get people in the same room at the same time for stand up meetings, due to timezones

nimble hatch
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That's a massive must have

devout turtle
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some guys i leave t omanage their departments

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i just throw the odd request at them

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and they feedback each week like clockwork