#creator_dlc_discussion
1 messages · Page 13 of 1
some guys i have to meet weekly and manage their to-do list with them
as they wouldnt function well without direct management
i personally manage over 40 team members
QA is handled by a separate manager
and a separate discord to the main work team
So how many on the fly - organised meetings for a any topic would you say it is in %
0%
well
ok we have a weekly terrain team meeting
and a mission one
and then in small groups people meet weekly on their own areas of development
i dont attend most of those
Ah I see
So u judge who is good working o independently or not on their work output and personality type and/or what they request ?
you need a clear vision and goal, and then let people work at their level on their sub-team goals
yeah
experience and responsibility == greater freedom
some people literally can't function without direct hands-on management
but when they are managed, they deliver in spades
Yeah well I heard one studio have tried to cut costs by taking in interns instead of experienced team members and productivity and initiative and innovation has dropped drastically
some people need a buddy to thrive
Like down by 80%
it's never a case of purely functional assessment
i.e. dont just look at the work type they do
you have to consider the personality, experience, see what makes them deliver
Like these interns only do what their told and nothing else
some interns will turn into future CEOs
That's a real nuisance for us and for them, because it causes a negative cycle
True, very true
but some will coast along wasting every opportunity
you have to shake the tree regularly
and get rid of the coasters
Some interns see the gaps and address them and propose solutions so out of bad times, people rise to the challenge
So it could be a necessary evil sometimes I guess
letting in people who dont share your goals creates a toxic seam in the business
so everyone here (in our team) is undertaking a prolonged job interview
once they deliver a solid result, the eye is off them
i monitor each new person, offer assistance and support
the ones who try to go it alone or dont work well with other team members either quit or get asked to leave
it's better to lose a good artist/ programmer than allow them to build up and entrench power in your team if they dont have passion for teamworking
That's so true
it's where being firm on your future organisation goals is important
Nip issues in the bud aas the saying goes
There is no I in team lol
it's very easy to just take in anyone who volunteers
Literally, I think there is nothing more rewarding than reliable strong team members
i demand a high level of professionalism and teamworking
Like there really a big value
some people fail
they fail others in the team
it's tough, but they gotta resolve that or they gotta go
so i do bear down on people at that stage
This is the hard thing about working in team, some people snitch on others or get others in trouble for their mishap
and offer them a choice
And leading the team as sometimes a little investigation has to take place
occasionally they explain the situation and i realise im seeing it wrong
i always give people plenty of room to reflect and deal with the problems arising
so i put my ego to the back. im there to serve the team and to serve them
Yeah that's it man
and if they cant fit in, we part ways. there's no malice or hard feelings here, it's just a natural course of events
people can get swamped in drama about this kind of aspect in an organisation
Yeah that's it, have had to do that before, but those guys know exactly what they were doing and the consequences so I didn't feel guilty removing them
it takes a cool head and a robust flexible secure contract to underpin the team experience
for example you need to secure the IP early in the dev stage so that if another team member works on it, their work is not lost if someone leaves suddenly
Oh yes this is very important
then nobody can hold you to ransom
Manipulation and coercion is so horrible
we had one guy suddenly demand immediate payment for his work, after signing the same contract we all have, which agrees to payment after release.
so i explained that was not possible
and he tried to ransom us
so i simply cancelled his contract, and we removed his work, which led to another guy losing his work, which i still would have paid for.
that second guy left due to this unhappy outcome
so we lost a team member due to one guy being a crook basically
i tried to recover the situation but the crooked artist would not send us the high poly and settle on a fee.
This is the thing in life, naivety is your worst enemy, be it for a leader or team member
thankfully we dont get many of those situations
because if we did, we wouldnt have a CDLC to deliver....
he had worked on AAA titles before
There then worst people
the guys from the arma modding community are MUCH more reliable than many commerically experienced artists
Yeah I guess that stems from the collective intention of seeing arma 3 reach its potential
you have to avoid the money-grabbers and the status-queens
and the outright insane loners
it's a minefield
you need self-aware people who know themselves, and love working in a team to create a collective vision
I do believe really there is no point even wanting arma 4 as a community until we really have pushed the envelope on arma 3, or we are setting ourselves for a massive upset
For the most part yeah, it's hard for many people to shift how they operate and interact, it takes self reflection and correction, like I'm a middle child so I've got some ingrown traits that just wouldn't change, but as I Grow, I budge on other things
I always prefer working with people who have been raised with siblings, they are easier to interact with and have some rationale
But the worst people are the ones who think their perfect can't take being wrong they justify their own actions to themselves to tell them self their right, then they get really salty when they are called out, when you give those guys that period of reflection, as you said earlier, I really respect you for that, that helps situations getting out of hand
i try, i think quite a few people think im a proper asshole. you cant please everyone.
you just have to do your best
being a team leader always puts you in the frame for suspicion, hate, envy, being pilloried, lampooned, jeered at, for backstabbing, targetting, and sniping.
Haha people don't like confrontation and/or vociferous tones of voice, it attacks their very personality for some, others realise it's not they areare attacking then personally, but simply pointing out an issue
luckily i only really get that treatment from outside the team.
and when it happens i get a bunch of reassuring messages from my team saying "ignore that guy" or "if you need any help, or an ear, i'm here bud."
That's dope
once our CDLC drops im gonna take a backseat, and let the publicity be handled completely by others
That's it
So from previous experience you know it's the healthiest thing to do?
yeah
as you care so damn much about your product
it's best to stay out of the dialogue
or at least to skim the surface
i didnt make this, WE did
so we have community managers and spokespeople lined up
the coolest heads in the room
If people know they can personally get in touch with the main guy they will surpass the hierarchy and just dish out unchecked negativity and crap talk
It's good to know the troops but not always be accessible, it's crazy but necessary sometimes
And in today's age of keyboard warriors, people can hate and get justice served to them there and then
True, true
so we'll just manage our narrative
Projects like these for guys who have never had to adjust and adapt or coordinate can also be on their own personal journey of growth
They keep to themselves u know
?
i don't like having enemies, but a few will pop up and fire a few shots im sure
You just got to return fire sometimes
we'd prefer those guys to enjoy our product
and if not, then to find another outlet
we have a more interesting agenda to pursue
all will be revealed in good time....
Yeah, if you could give anyone advice in joining a Project, what would it be?
make sure you read and understand the contract
Hahaha
it's the whole basis of our relationship
Serious talk, and what about their conduct?
if they are joining ours, they get coached
setting weekly checkins wit h their team mates who work on the same assets is a minimum requirement
I still go by the one I said earlier about giving them enough rope to hand themselves, their in control of their actions, unless their delusional they will have an understanding of reality and damage
i usually point them to the clause in our contract which says if you become unreasonable and attempt to damage the team, you pay for our lawyers to deal with you out of your income.
And good team members and morale helps the team on the right track
this protects everyone in the team against people who won't work towards our common best interests
The quote on the rope is alleviating oneself of worrying for a other person who fully knows their damaging actions on other around them and promotes decisive action that helps progress
other advice - stick to NDA (which is why nobody in a3 discord talks about this cdlc but me)
And your issue does help because it eliminates bulls hit and informs them of consequences and isn't just an idle threat not backed up
yeah its robust and fair
working in law related profession for 23 years was a bonus in this regard
we write good contracts
As the saying goes 'in an ideal world' or in the English legal system, the 'reasonable man' test
our investors lawyers said that our investment agreement was the best contract he had ever read.
Helps give clarification
this was because, like our team contracts, it was written to take account of both sides of the agreement, and meet both sets of needs
if you contact a lawyer and ask for a contract, he'll usually write it from your POV, and this can lead to an extended debate with the other side to develop one they are prepared to sign
which costs a fortune in legal costs
Youre* Speaking from alot of experience, many of the things I already know, but have learnt some things in this interaction, as km sure others will also and take heed
when you work in a $100m law firm, like i did, you don't mess with the clients time like that, you write an even contract that gets the agreement signed faster
and which promotes harmonious working
and not a combative relationship
That the contracts I made also
it still protects your interests against all assaults
yes, finance terms need to be crystal clear
and robust in covering all eventualities
all the "what-ifs"
we had chartered accountants with international law expertise go over our contracts and it really helped
for example
if you state in your sub-contract that your are paying royalties
this requires you under UK law (our jurisdiction) to withhold tax for each subcontractor
that would be a massive legal minefield and pee off everyone
and cost us a fortune in accountancy fees
so we state that your work for us is royalty free andthat we pay you a share of profits based on your hours worked
and so we avoid that minefield completely
i knew ownership of royalties is paramount, but didnt know that on the tax issu
accountant fees in the thouands?
we paid a few grand for that (and a lot of other) advice
it will save us tens of thousands
thats why im happy to share knowledge, to maximise the effect of this burden of cost we took on
i've shared our contract with other potential DLC teams
this is a great discussion
and alot of people will see it
so the length of the discussion is justified
i hope so, people can just skip to the end if they don't like to read it
im happy to help any DLC team with advice in direct message
lol theyre too perfect to need to read it because they already know better than us (PS if this sentence applies to you, check yourself and evaluate lol)
dont poke that bear lol
too late, im now running
lol
your right though, thats the kind of attention im not looking to attract
there's also a risk of a withholding tax payable by bohemia in the czech republic, which should not be paid according to bohemias team
so we proceed on the assumption of 0% tax
real bad
but we prepare for it in our contracts
in germany its much higher than UK
so if your team is based there, you might choose to found your company instead in the UK to offset this risk
21 years really has put you in good stead, good sir
luckily brexit has no impact upon it as the trade terms between UK and CZR were established prior to joining the EEC/EU
this kind of stuff would boggle most peoples minds
they just wanna make a cool game right?
lol thats it
but getting reliable, well researched advice at the start is very very important
i studied law and history for a few years so understand what your saying
when was a teen
having any idea about law is useful
and not seeing it as distasteful
a lot of guys see lawyers as neck-biting vampires
well thats what going to happen if you brush them to the side
whereas the right lawyers will protect your teams best interests for everyones future security and happiness
that thing you thought you didnt need or could ignore comes back and bites you, in the neck, funnily enough, with fangs, and, sucks your money ahemblood
exactly
so you wrote a completely new contract or how do I have to understand this?
once we release, all our finances go through our chartered accountants software and team
so we are hands-off the money completely
thats a big stress releaser
also means we have 100% confidence there's no funny business
like me paying my wife some large fees
chartered ones have a reputation to uphold
yeah, 100^
they will throw you out on your ass the moment you ask them to do something fishy
securing their services is like a job interview for a law firm
thats a good Point of view
they background check you to the max
i like that
it gives my team a level of trust
confidence also
that i do not need to justify
and payment upon completion
also gives further stability
and a level of flexibility
a high level* of flexibility
well we all share the hit if we dont break even
collective
each person receives the same % of their total fee
well, its great aswell
and if we never break even we all write off the remainder of our invoices
shared risk, shared reward
importantly, in the contract each of us agrees that we can never demand *full payment unless the company has 100% funds to pay everyone.
stability and security very important
this protects the company from a run onthe bank which could bankrupt it
ok, so you are talking about "personal contracts" between you and your people
bit hard to follow the conversation right now
yeah. it means i can accrue $1m+ in debts without any risk of insolvency
its just about covering all bases so those reading this can take heed really
so that we as a team can achieve our goal
it makes sense for huge teams I guess. it's just a question of how big the usual cdlc team is
any team should protect itself from insolvency risk, or unlimited liabilities
those two are fundamental
I still have a hard time imagining the generic cdlc to make a million bucks
most BI DLCs made many millions i imagine
BI dlcs maybe, but I dont see them as equals with cdlc tbh
with 5.5m game owners it's not unforseeable for a CDLC to sell 200,000 copies
at least for orange DLC we can roughly calculate the revenue because the sale numbers are public
then if you add the discretional CDLC cost (BIS discretion), the profit gained canbe calculated
DLC team would receive 32.5% of that = approx $1m
minus steam, minus 50% BI, minus taxes, there goes that million quickly :p
more often than not, the higher the risk, the higher the reward
and there is some risk that just cannot be eliminated, e.g time is risk
there is no corporation tax to pay if you dont make profit
only personal income taxes
and the whole supply chain from Valve to Bohemia to us to our subs is "free of VAT"
Valve pays sales taxes
do we know how much GM sold so far?
players might as well burn out from cdlc quickly, and the later you are to the party, the less you will get out of it
yeah moneys a bonus, not the primary motivator
and a commitment to our art
we want to have a more complete arma experience
and if we can make a decent payday, then great
and some of us have taken on the responsbility to act upon our wishes,
we're also securing a massive IP base to make future games with
and building a strong team to do that
I dunno. it can ride you in some deep shait if you carelessly spend lots of money on the development process
exactly, lexx you should read earlier into the conversation to have that point addressed tbf
it was covered
it's harder to create a team based on promises
Lexx pays his team
so we have different approaches
yup.
for me it is primarily about getting stuff done. and I only spend the money I can - that means, no credits, loans, etc. that's just too big of a risk
yeah, answering your earlier question, i developed our contract based on bohemias, because there are many factors which must be passed on from publisher to IP creator, but added large sections covering our teams processes
Lexx i dont know anything about you or your arrangements, and have no intention of wanting to know, but i would say is, dont ever get too stubborn on a decision once already made, sometimes circumstances change, but weigh the pros and cons and, research and make sure to use the 7 p's before changing a decision, especially if you have the time to make a well educated decision
not every decision has to be in that moment, decision, decisive
sometimes you have to flow like water, sometimes you have to take the form of the object the water is put in, but only for so long, - (extract from quote from bruce lee)
yeah i use a soft approach that gets gradually tougher and tougher, like a yielding body in t'ai chi
if you push past a certain point it's all yang man lol
but taking your point, if you let up a little the Yin starts coming back into play
well, my top priority right now is to get stuff done to a level where all that is left to do is polishing. :p polishing phase is the best phase.
light at the end of the tunnel is a great light to enjoy
well, for me at least. I know many people hate it and just want to do new stuff
im only her jabbering because i worked stupid hours this weekend and i need some mental space
Eggbeast has a great point, i think you mentioned it in an earlier conversation before this one, that you do QA as an ongoing process, polishing as you go, i support this method more
it can slow you down hard
depends on team size/ exposure to risk of poor workflows
if you polish as you go, im doing this method already, as you get nearer completion, you know youve dotted your i's and crossed your t's, and no need to backtrack
in a big team, with people unfamiliar with the workflow, regular checks are better - we've learned this to our cost
imo if you "polish as you go", you tend to polish twice, because you still have to go over everything again later
personally im a 90% guy. i'll carry the ball to the 90 yard line, and pass it.
but yes, it is ofc depending on team size
well yeah, but the second phase of polishing may just cause massive headache
and stress and big stretches of time lost
but for others they get it 90% and i step in and take it over the line
even then our beta team find so many issues we didnt forsee
yeah
so we just keep going
but yeah you need your asset base in game fast
classnames set up
and good to test
i cant lie im using these processes already, lexx, when i first started, i thought the same, QA, at the end, then i got advice off others and changed the game plan
even if a vehicle is a white box
as the financial costing or collateral to make the decision change at that time was negligible
what we struggle with is finding reliable testers
I mean, I'm not saying you should not look at your stuff while you work on it. what I mean with polishing is really polishing / getting it release ready. ofc you still do QA mid-dev.
so many guys will sign up but not turn up
which is a shame
yeah i agree on that Lexx, people show me pics all the time saying why is this bit of the vehicle flying around? and i'm like "don't worry we'll do it in a clean sweep in a few weeks"
in all my years of doing this I never found a good tester. :p if someone comes to you and says he will test for you, what it really means is he wants to play the game early and that's it :p
this lol
Finding good reliable testers is really really difficult. Within the game dev industry QA is usually looked down upon by the developers, because usually the only interaction they have is a one-way street of "your stuff is broken, fix it". That can sour the relationship further. For GM we were super lucky to find two trustworthy people to help us with the content as we went to prevent the buildup of any large piles, but ultimately during the final stretch it's all hands on deck to validate the testing done so far in release configuration. Some would say its double the work for nothing. 😄
amen
we have an amazing workhorse in Maarten, our QA manager
and a couple of paid teenagers who work for him
and then about 100 people who can test, of which 10-20 will turn up at one point or another during testing
BI also pop in for a look every now and then
So how do you guys, especially at the latter stages, what do you use to collect feedback, and how do you process this info? e.g high/low priority, what platform etc do u use?
how does feedback go now mondkalb? is it more forgiving from the customer base?
as at the start is was unfairly harsh for you guys
phabricator is a good platform if you cant afford/ be bothered with JIRA
it has all the programmable possibilities to make it function almost exactly like JIRA without the fees
personally i use a pencil and notepad to track my stuff
although once every few weeks i'll blast all my tickets
in terms of priorities, these are built in to the software
although i tend to drop burning priorities into team channels after testing sessions directly
Within the game dev industry QA is usually looked down upon by the developers, because usually the only interaction they have is a one-way street of "your stuff is broken, fix it".
I love my QA person tho, he's saving me SO much time by testing complicated stuff for me :3
We use an internal spreadsheet that we allocate all issues into. It makes reporting super quick and easy. Usually the biggest obstable to reporting bugs is the interface and overhead involved in filing a bug. The Feedbacktracker came too late for us, BI only set it up for GM a month after release, so we're mostly relying on our discord's feedback channels. There we can directly followup with issues for more detail if needed, and also provide a much needed feedback to the community that the issue has indeed been seen, triaged and is being handled.
From what I gather now a year later is that generally the haters for "paid mod = sucks" have left, and the users are happy with tons of new free content and the fact that we as the developers listen and action community feedback as much as possible.
you have to be able to select "won't fix" or "not relevant" in the QA ticket to stay sane lol
that's great man. really cool to hear.
refreshing even
paid mods = sux will be back with the next cdlc :>
Oh yes, triaging bugs is very important, some reports are actually feature-requests, so they go into a different spreadsheet. 😄
that's a point i hadnt considered yet. feature requests.
we're so heads down making our content
gonna be sweet to have our first "feature request"
and then not so sweet when the drop becomes a downpour lol
exciting times
Dealing with feature requests will be mostly a communication task to handle, since you basically can neither confirm nor deny anything 😄 If you say you want to do it it will be misunderstood as "confirmed for version xyz", and then this builds false expectation. Ultimately things can only be announced/presented once BI's QA greenlit them.
Thats the reason why so far our two major updates came with lots of surprise additions. Personally I think that keeps it interesting for the community around GM as well. 🙂
So the usual response to "Will XYZ be in?" is this:
making everything from scratch is a bit of a nightmare, this is why no other DLCs have been announced yet lol. you guys had a massive headstart with GM iirc.
well, I was known as the destroyer of all fun, because I shot down all feature requests in past projects
players dont want you to be realistic about stuff. most dont understand what kind of work a "small" feature request is
a good reason to have cool-headed reliable people fronting the DLC team
We worked for a few years already on content that we liked for fun and as a hobby only, mostly hidden from the community because for Arma 2 we got burnt by content leaks and asset theft from our sources. That, paired with the -at the time- upcoming life scene that monetized content without permission, led us to essentially go underground.
We only announced the project to the public in october 2017, and a week later BI announced their 3rd party initiative. It was a perfect fit 😄
a fortuitous event 😉
to be fair, you GM guys maneouvred the arma scene quite well
Once we had the approval to go in as CDLC we started with the un-fun parts of fleshing out symmetric content, which meant building content we weren't so super interested in. Like for example I had zero interest in building russian small arms, but we needed them. 😄
we were working on a hollywood production which went south, so we had the company set up and the team mostly assembled and were working on jets dlc with bohemia, so had a good insight into how to do it. but to create everything from scratch is a massive undertaking
Creating everything from scratch to a consistent and high standard is absolutely a tough task. Looking forward to seeing what the next CDLC will be and bring. 🙂
thats the thing with creativity isnt it, you have a massive initial vision, which has to be reviewed and made smaller to suit the confines
what makes me happy right now is having a good 50 team mates who deliver quality reliably and regularly. that in itself was our biggest hurdle to overcome
kinda wish for smaller cdlc tho. everything right now seems so big
we have to go at it at this scale because we didn't have a 5 year head-start and we want to scale alongside other DLCs
With the restrictive policy of optional-content-only, it'll have to be essentially a stand-alone thing to be worthwhile, IMO.
only if you take multiplayer into account. personally I dont give a duck about mp
yeah, or a campaign focus
we see it as building a niche for future publishing opportunities
to continue on and tell more stories
rather than a one-off money grab
https://forums.bohemia.net/forums/topic/211229-global-mobilization/
This was the original announcement of GM as a mod project, you can see there that the west side was fairly well fleshed out at the time, but the east was nearly empty. All this still had to be done, and the west-side content re-done to be of better quality and standardized.
It is time to make this Project official, Global-Mobilization (GM) is a a joint venture of the former GAF Team (Maverick and Myself) and MBG (Mondkalb). The goal is to deliver a highly detailed environment for cold war combat in central Europe. This includes Aerial Vehicles, C...
guys, there is also another effect here, the end effect of arma 3, will dictate the arma franchise for the next enw many years, not to mention the approach of other games, that may not even be within the same genre, but share some general aspects
yup
there will be a very positive ripple effect
once a4 is out, I dont give a3 more than a year
(it will still sell ofc, but not as much as before)
well you guys did an outstanding job of creating your east faction so fast
terrain is the biggest overhead though i think
Thats true, Arma 3 just celebrated its 7th release anniversary. It's an aging platform. Between the release of OFP (Now called Arma Cold War assault) and ArmA (first arma game) there were only 5 years of a gap.
as the tools are so shit
yes, but lets talk about that, there is no point releasing a4 or even entertaining it, if a3 cdlc program brings hundreds of amazing new features, complete the game, and bring financial benefit to all involved, esp a4, then only then, should we really be entertaining a4
nononono that's all wrong.
if BI is working on a follow-on game, it will have invested millions into it. they would release that when they are ready to, and as early as possible, to stem the (cash) bleeding
irresepctive of any CDLC projects wishes or needs
arma 4 should be in secret production, while all of this going on, and use time to its advantage, so there is no major time gap or ridiculous hype train that causes pressures on BIS
and that is right and acceptable and immutable
aswell as cash flow like egg said
but if CDLC is a success, (and i have every confidence it will) BIS should have no issue with A4 funding streams
they must be doing ok. making $58m in sales last year
steam sales, GM release, and thats just the start
dayZ must have made $100m+
so i cant see a company of 400 (maybe $12m annual salary costs) with that much recent income running out of money in any reasonable dev cycle
it's likely much tighter than that, due to valve and other developer costs, and investments in other platforms
but still, not a harsh environment
yeah, especially look at now, off the top of my head, there are two influential points to take into account
- The amount of unconfirmed CDLCs in progress, for how many years
- And the new video gaming background of battle royale, especially large scale maps, and room for maneouver and long range combat etc etc (E.g warzone), there is a MASSIVE potential customer base to be snatched up! by BIS and then CDLC'S
amount of cdlc doesnt really matter, imo, as all of them could still fail
its a no brainer and perfect timing, no point shooting anyone in the foot
i like to believe the glass is half full, and thats the approach when leading, im not starting something to not finish it, thats regret, and regrets the worst feeling
huge terrains delivered by cdlc is also something I dont believe in... simply because I have yet to see a huge a3 terrain that didn't look bad :p
I try to be realistic :p
and a driver
realism also
thats what they always say
until the optimist achieves, and the realists are dumbfounded
sometimes you just to go against the grain and achieve, thats greatness, thats results, not comfortable and no growth
and i do agree 20km terrains are almost impossible to do well given the asset demands and the timetables, but especially the tools
making a new terrain is lots of work and very expensive. making it look good is also a factor.
P E R F O R M A N C E 🙂
I'd like to think with Weferlingen we managed the balance of size and performance quite well.
AI pathing seems to be a much bigger factor than model count/ scene complexity
ever wondered why BI doesn't do rivers?
put a group of AI next to it and a waypoint on the opposite bank, and watch server FPS take a nose dive
terrains i can understand, are a big ? looming over it, but that depends on whole project dependance on the map, or the impact, and timescales/dev cycle, like whats already been stated
AI IMO is alot more important than a terrain
I have a timelog somewhere on the hours spent on Weferlingen. in the end I think it was easily 8-10h per settlement. We've got 49 of those. 😄
a lot of stuff for terrains requires feedback tracker tickets to help out
I can't give any details due to not being announced let alone released, but i can say if i was making a terrain, i'd expect to spend something in the region of 40,000 hours on it.
I have probably added +3.5k hours to my steam a3 play ticker since the whole thing started in 2017
ive heard minimum 10,000 hours on it
and the saying is you must 10,000 on any craft to become a master
so, that in perspective, sounds absolutely crazy
I guess that involves making new 3d models?
lol
my figure would be for terrain builder work only
because making a new terrain alone with existing assets really shouldn't take that amount of time.
a lot depends on your approach. if you want areas to be interesting, you need to spend time on them, then test gameplay and tactical situations and go back and improve them
AI improvement id but as more of a priority over terrains
not in scope
wdym?
that needs engine leve laccess
we'd like t orewrite the entire thing forsure lol
but thats another wishlist item
the netcode is key for future work
but 40k hours is over 4 years of work. not including new 3d model creation time in that... and sorry, but i question that number :p
DM me about it
unless we are talking about some huge terrain size here
it's a good estimate of real timescales for a detailed high fps terrain
4 years for one person, but you dont just have one if youre not insane
(sorry M, didntmean you there lol)
i think tanoa took 2 guys 2 years to make
so that's a similar figure
and i bet they had better tools than any CDLC
and more experience
nah, they use the same
One of our terrain guys made himself custom blender tools that let him do terrain editing in blender or smth. #arma3_terrain will know about it
but its publicly available, maybe not the latest and greatest version tho
Hi map/terrain/environment/world… makers, this is, after working at BI/BISim for almost 10 years, my first topic created here at BI forums. In my defense, I’m mostly active in Arma 3 Maps Terrains Skype’s group, but the topic I want to share with you deserves to be discuss her...
yes
TB needs a party option
to allow multiple people to commit to one project directly
at least you can sorta do it via Zeus, X-Cam etc
multiple people collab is so huge.
Even being able to just do 3DEN in multiplayer, to just place stuff together would be great :u
and then autoimport it to TB with some autokey script 😛
yeah it's a new tool suite we need.
we did it as PoC for some of the SFP terrains
one that doesn't crash every day
it was very funny to have multiple people arrange gardens at once 😄
I guess you could do a mod for 3DEN that replicates all actions done ( as the eventhandlers are available) over network
at least back the x-cam had a lot of needed features or doing bulk insertion of fences etc
and the more "noobie" editors were fine with using zeus
the server just had some auto persistence with rolling backups
Check out "Plopper" from Adanteh though, its great and might get even greater
yeah, 3DEN got lots of improvements since then
I think we did this before the release of X-Cam even 
the biggest hurdle was removing already added stuff
someone had to go into TB and remove it before the server and all clients could get an updated wrp
we did some testing of using a blank wrp world with all objects editable but... 😄
Problem in terrain dev area compared to modelling/scripting I think is that there aren't enough real programmers in there doing stuff
Like, you can (I think it was already shown before) bridge Unreal Editor to do Arma 3 Terrains. it just needs developer effort to do it
I can probably do such a thing, but I don't do terrains, even if I tried I wouldn't have enough personal interested in it, and not even thinking about my free time
there's a lot of workarounds but TB is the queen bitch sitting in the center of the web. she can't be avoided, and she is a very fickle god
as long as you can generate a wrp anything goes 😄
since the game doesn't really care about TB
we need Mike or someone else equally talented to make a new terrain tool oneday
but many of the TB files are either readable or documented
like doing XML template generators
imagine a terrain tool with remote version control and merging functions and logs and selectable reversion capability?
I think the biggest "hurdle" is having previewable 3d models
notto mention al lthe funky placement tools and adjustments, and duplicate management and other things
especially for first party (bis arma 3) models
that too
since messing around to much with p3d could be considered breach of contract
I minimized the amount of work done in TB extensively. I worked with adanteh on the Object placer and integrated my line-placer tool there, it used to be just a bunch of scripts that sorted out the rivers and powerlines for me. Majority of automated placement happened via QGIS where I generated the object.txt file via python. I cut out TerrainProcessor essentially entirely except for the road grading.
Only thorugh these automation "shortcuts" I was able to pull off the GM terrains plus all assets placed on it.
imagine a terrain tool with remote version control
Doesnt TB have the svn integration still available?
im not aware of it
I know that Visitor 3 had it, and Visitor 4, but maybe that was dropped for the TerrainBuilder version that eventually was released for Arma 3
a bit late for us to develop it in the immediate future, but we can go sniffing out the options
I think to remember that I saw SVN in TB code, but maybe only old leftovers
Big sad part was that Vistior 3 actually had an API similar to O2 script, so you could automate tasks there, Visitor4/Terrainbuilder dropped that entirely 😄
we have an SVN god in our team, so i'll ask him to look at it when he has time
as it could help us and others
we find TB is very unstable
and a big part of working with it is managing your workspace so you can handle crashes
and not lose too much effort
I was truly blessed by not having had TB crash on me and thus lose data. But I think it was because i never spent too much time in TB at all 😄
a sensible policy
So even if it did crash, one would only have to revert to the last working version and re-integrate the newest changed data.
If only TB was easy to compile so that I could actually fix things ┬─┬ ノ( ゜-゜ノ)
I will try to get back into TB dev though and see if I can get some stuff fixed
At least TB is not MFC from hell 😄
Who is the original creator of xcam?
Silola
RE: SVN - there is this kind of a thing in TB
But no documentation as far as I know to go along with it
My 2 cents is that I doubt it would allow collaborative work inside TB though
For objects, maybe, but for heightmap I doubt that.
so layers could be managed in svn?
would be interesting to find out
embedded svn client
looks to me like you get the same effect if you just move the terrain files into a repo folder
I dont think there is any kind of take this part from this guys work and this part from this guys work
as there is no such division in the tool anywhere else
so it would just overwrite everyones work
TB inherently is single user program
Majority of automated placement happened via QGIS where I generated the object.txt file via python. I cut out TerrainProcessor essentially entirely except for the road grading.
Important note on this is also that it allows you to stuff for different games.
If you make a solid automagic object placement script in QGIS then it doesnt matter you use it for Dayz, Arma 3 or some other thing
Only thing one might have trouble with external tools is that you cant use BI/mod models in them for accurate placement
but perhaps we start to digress from the topic of the channel. 😄
unless you make your 100% custom stuff :p
but i honestly doubt that will happen with cdlc. it's just too expensive.
tell me about it hehe
If you add p3d support (basic support is pretty simple) to the tool you want to use, you can indeed use and render models in your tool
but for first party assets that would be supporting odol p3ds
yeah, thats what I was talking about
isn't that kinda the thing that must not be talked about? 😛
i mean, cdlcs probably get access to lots of this stuff
so unlike for the generic mod team, it's actually a realistic possibility
Motivation ist one of the most viable tools for success
If they wanna do the rest of the stuff, I can probably help with a thing to load and render p3d's from pbo's in unreal. (no animations tho)
But needs to be closed source then, oof.
Motivation ist one of the most viable tools for success
@plucky magnet motivation is the worst. it comes and goes and is unreliable. the best tool for success is discipline. :>
@plucky magnet motivation is the worst. it comes and goes and is unreliable. the best tool for success is discipline. :>
@sinful cape
Discipline is the most important I agree with you from my Military experience,
but if you have good superiors that know how to motivate a man/woman and how to keep motivation up, motivation will make any task much easier.
I can probably help with a thing to load and render p3d's from pbo's in unreal.
This was my original hope for something like Blender / bLandscapeTools and in a way plopper too (Which is mostly Pythnon code these days aka supported in blender)
However inability to actually get reliable positioning or even loading of (binned) P3Ds at all basically meant /care for me
If the code that takes poly's and displays it, I could only give geometry lod though, but that should be sufficient
With inability I mean my own brain being too smooth, not that its technically impossible.
Happy unveil CSLA Studios!
Why are they making another CDLC that's cold war almost identical to the first CDLC?
I mean why would anyone choose to buy it?
Well, it isn't BI making it
after all it is a Community DLC
both just happened to be in production
BI isn't making it. And I think they also like GM started shortly before CDLC stuff was announced
I understand that BI isnt making. What I mean it seems like its a DLC for CDLC
Why are they making another CDLC that's cold war
Meanwhile, in an alternate reality: Why are they making another CDLC that's near-futuristic, almost identical to Vanilla Arma 3 ?
started shortly before cdlc was announced? wasnt csla started very soon after release of A3 ? pretty sure i seen a forum thread
At this point anything that anyone does for Arma 3 will be similar to something that's already been released either as a mod, as a CDLC or a DLC
Might be time to open up a #csla channel
My point is its fairly similar to the already release CDLC.
Like do a WW2 CDLC or Nam or Rhodesia
from consumer perspective, it would be unfortunate however, if there are hypothetically 3-4 CDLC all having a lot of crossover in assets (AK's, M16, T-72, etc) - because it just means their additions are not of value to the player, PLUS all those CDLC creators did the same work on the same thing - waste of time
I've heard rumours circulating around a Nam CDLC at least
I actually think its cool that there's a "similar" DLC for one
Imo having a full fledged cold war setting is cooler than having random DLC that don't really connect much so you're basically limited to what's in that DLC
yes its cool if you they can combine. But if its the case that when you combine them, you have 50% crossover (double items) then its not great
The new cdlc will also have the single player campaign?
apparently
crossover sure, but a czech ak and an east german or polish ak are not exactly the same thing, neither are the T-72 variants @little rampart
we'll see whats in and what is not. Personally i dont think it will be interesting enough for me to buy
also, even if they are not the same - they are extremely similar to the point where they are practically (in actual use) identical apart from superfluous differences
you could say exactly the same of many of the popular weapon mods within the community
yes but mods = free
^
so adding superfluous content is fine if its free?
~yes
@pastel wraith yes
you add it if you think its worth it to you. I would never use those mods that add 30 different M4's/ M16, or 50x the same BDU but with different camo
do you use CUP?
In this day and age most consumers besides COD players dont want to pay for a dlc that makes "what seems to them" like a different color AK
i only use CUP terrain stuff
Like do a WW2 CDLC or Nam or Rhodesia
Who knows what the other cdlc crews are working on @solemn pelican
ok, second point would you complain if they didn't make them and you had to use GM
i have GM, so its no problem for me - but yes it would be weird to not offer a complete package for the ones that only buy one cdlc
However the main point is, if the items are the same, in the same Game, its annoying if they are different items and different models
it certainly would be doable, if there is collaboration between cdlc teams
that would also mean daisy-chaining, cdlc's behind other cdlc's
no single one could be a self contained package used without the others
no it would mean that the same model and config is included in both packages
saving time and efford for the respective cdlc teams
thats beginning to sound like a content licensing nightmare
I don’t think that’s a good solution, I’d rather just not have overlapping themes/content 😛
how do you not have overlapping themes/content if the same armies use weapons and vehicles for 30+ years some times
2 Cold War dlcs
How so? They both use assets from Arma 2... Just make CUP a dependency and they're done...
PS. no offense to the CDLC teams, but it does look a lot like "new terrain, old assets".
cold war is between 1945 and 1990 - so if we have 1 cold war dlc, then there could be no other cdlc in that period 😄
you understand what I’m saying lol, perhaps there will be considerable differences between GM and this one
The extend of that remains to be seen
The Arma 2 data packs come with their own licence attached, creating content between however many CDLC teams want to feature that content would mean each one would have to agree with all other parties this could open the door to one team claiming the content and leaving the rest out, having said that, aren't all CDLCs published under a common licence
CDLCs aren't published under a "license" really. They are all owned by developer/bohemia, no open license like the data packs and stuff
a "common license" - yeah, one that doesnt allow modification
i'll have to have another look but i remember a clause on the website when the CDLCs were announced around how the content could be used and the terms with Bohemia, that's roughly what i meant with that, those agreements would be fairly similar if not the same if im not entirely mistaken
if BI would allow inter-cdlc assets, they might as well allow the use of other DLC assets
(which is currently not possible)
which is why likely every cdlc is now adding their own AK/M even though it was already done with Apex
yeah you can't share stuff between CDLC's as both downloads are optional
IF they really wanted they could do a common library that comes with any of the downloads.
I can see it being logistically non-trivial. But for the end product it would be better
not to mention the logistical aspect of having multiple groups with what in theory should be the same thing, but could be wildly different in practice, and with how arma inherits classnames could lead to some unintentional side-effects
theoretically yeah. But then, not really worth it for just 2 CDLC's that share assets that are only somewhat similar (same name, but still different)
and one team might need to then agree to just use the other teams assets, instead of making their own, thinking their own would be better in some way. Could cause lots of disagreement and stuff
or it could just work out if there is an understanding 🤷♂️
there's some gap left until 100+ GB Modern Warfare install 😉
if its clear from the get go that this is how its going to work out, then i think such agreements can be reached. When its imposed after the fact, then yeah, protectionism sets in.
primarily thinking of an A3 successor there...
starting CDLC opportunities as soon as possible after release - and also set more guidelines and stuff, so the CDLC dont feel like some thrown together mods, but integrate better into the game.
although it could hurt the modding community big time, if everything is done under wraps for the first 3-5 years (esp. in case of new engine, new tools)
oh lord what happened to this channel hehe
if its clear from the get go that this is how its going to work out, then i think such agreements can be reached.
Yeah but mind you that when you apply to BI (the "from the get to" moment in time) you don't know who else has applied and what is their idea for their own CDLC.
That and also the fact that different teams may work at a different pace, have different priorities, etc...
What if CDLC A and B agree to use the same AK model, made by B. Then it is decided that A will be released 6 months earlier than B, the AK model is not yet ready and B has more important things to work on atm?
@devout turtle actual discussion 😛
i prefer monologues
@stack the "dont know" can be solved easily. Establish base for communication and collaboration. Work out what the content of the package is, then identify overlap. Work out the importance of those items ("need to have" vs "nice to have" list) then decide who makes it.
If there is a will, there is a way.
if team A cant get their act together and delay AK model by 6 months, then team B will have to make their own - yeah. But that would be the exception and not the rule.
if team A cant get their act together and delay AK model by 6 months, then team B will have to make their own - yeah. But that would be the exception and not the rule.
that effectively means blending them into one team, who can work with each other interchangebly, thats a rather tall order
so the compatibility mod on the workshop will let anyone use the content of the CDLC, except the map?
Is it like the Arma 2 BAF DLC, where those who don't bought it play with low-res textures?
as far as art assets go, not really. Its just "do i have to make it, or does someone else make it"
but a weapon in arma isnt just an art asset
80% of the work is art assets...
so the compatibility mod on the workshop will let anyone use the content of the CDLC, except the map?
same as GM, probably.
Normal DLC restrictions
Hmm... wonder whether those HouseBlock models I see in a pic on the Steam Store page will be opened up for the CDLC... that would be cool
so the compatibility mod on the workshop will let anyone use the content of the CDLC, except the map?
Is it like the Arma 2 BAF DLC, where those who don't bought it play with low-res textures?
No, it works like the current DLC system.
If you have the Compat mod, you can see all assets in high quality and play on servers which use the CDLC. However you can not use the content from the CDLC (and get a "buy now" popup if you try to).
It does however allow you to check out everything (except for terrain) in the editor, and play on CDLC servers.
Making art assets is time consuming, which means it is expensive
Therefore collaboration makes a lot of sense economically too, not just "we dont want messy editor"
Btw CSLA has a youtube channel, with footage.
Oh yeah, nice
Tell me it's a joke guys. We just bought a Cold War DLC last year, we need to buy it again?
Like, come on.
Don't need to buy anything you don't want
Why you're forced to buy?
I waited for these posts
Personally I think that GM and CSLA are gonna complement each other very nicely
Don't need to buy anything
You get the point fellas. I don't want to rain on CSLA parade but it kinda feels like buying the same DLC just split in two.
it has some cool assets tho
if you care about czech stuff
isn't arma a bit of a Czech creation?
lol
@sinful cape I agree, really love the screenshots. Problem is, I was able to convince only one friend to buy the GM.
No way I'm convincing anyone to buy GM and CSLA. I can make any missions I want but I'll have noone to play them with.
yeh, but tbh that same issue can happen with any other cdlc
well something like nam is propably a bit more popular than czech military hardware (and admittedly a neat map from what i can see)
the limiting factor really is the asset use. for example, if i would want a t-72 in my campaign for whatever reason, i would have to make my own... bam, now we have 3 cdlcs with t-72 .....
Let's not forget the addition of US Army Cold War assets...
3? we only have 2 in total 😛
Which add to the scenarios possible in GM ofc
how many mods already added us army cold war stuff?
And the map does look good from the videos on that youtube
GM didn't have T-72s (yet), didn't it?
the issues with cDLCs is that people have been spoiled already with a bunch of quality free mods
3? we only have 2 in total 😛
@little rampart so far :p
@hallow parrot yes, but i was under the impression that they would have wanted to do one eventually
spoiled by a few quality mods, and a lot of A2 ports...
therefore 1980 US army to me is the least interesting to have in any scenario
@sinful cape
yeh, but tbh that same issue can happen with any other cdlc
That's the problem I'm experiencing. I'm unable to play the CDLC I've already bought because nobody wants to buy it and now there's another CDLC which probably few people in community will buy.
woudl have been usefull to have 1-2 years after A3 release. But now?
that would have been a patch nightmare :x
a3 changed so much.
and i had to fix my campaign / mission so often in these years :x
more than once i just wanted to ragequit, because something that always worked suddenly didnt anymore
well, all mods you can get now did it, and you pay money for cdlc, soo....
I wish they retained the blurry textures approach at least. Yes, it was super-confusing but at least you could have fun with the friends.
And all of my friends ended up buying all Arma 2 DLCs eventually.
new idea - instead of low res DLC, play google advertising videos on those textures 😄
I think BI needs to spend more stats in Intelligence and less in the perk Money Grab
my dude, it isn't really BI's doing, is it now?
BI doesn't really have much to do with it. They got a CDLC pitch that was good, and accepted it. I don't see any wrongdoing on their part
"i refuse your suggestion of the existance of gray, there is only black and white in this world"
^works for BI, doesn't see a problem.
how many call of duties have you bought since A3 release? ^^ 😛
i dont think that BI is responsible for CDLCs being similar to each other?
And ofc no one is forced to buy it if they don't want to...
they could say no, but why would they?
All BI could've done here, is refuse a good CDLC pitch, because it is similar to a different pitch they got
cdlc creators bear the risk of it flopping monetarily for them
But why refuse money to the developers who invested over 7 years into their mod wanting to turn it into a CDLC?
As long its good content, I don't see any reason to not approve such a thing. If the players don't want to buy it or think its stupid, well they don't have to buy it
If players are salty that they didn't get some 8 years of hard work for free instead, then get outta here.
If you think this causes other CDLC's that you might like better to not be released, you're wrong.
pepare to write that answer about 5000 times in the next weeks 😛
If the players don't want to buy it or think its stupid, well they don't have to buy it
And from my experience, they aren't going to.
pepare to write that answer about 5000 times in the next weeks
Nah! Just set up the valhalla bot to do it for you and enjoy your free time 😉
thats what i count as preparation
I don't see why people would complain that others won't buy a CDLC, besides feeling sad for the developers that they don't get what they deserve
And from my experience, they aren't going to.
@main ingot actually some people will always buy it. maybe not enough for MP games, but there is a large portion of people who don't really play MP anyways
For the common customer they will look badly upon BI as its a BI released item whether or not its developed outside of BI team
And from my experience, they aren't going to.
I bought GM and literally never ran it, even once.
I will also buy the upcoming CDLC because I want the modders to get my money ¯_(ツ)_/¯
@little rampart 0
For the common customer they will look badly upon BI as its a BI released item whether or not its developed outside of BI team
@solemn pelican what would look badly?
@red saddle @muted narwhal
People (me, that is) are complaining because the distribution strategy behind this entire CDLC thing throws a wrench into MP communities.
Fair point about SP though.
GM managed to get compatibility patch for people who do not own it IRC
and it was explicitly stated that the same would be done for csla
^
The fact they are releasing another DLC that was extremely similar to another already released DLC that was $30 and noone really bought into
that's hardly true now, is it?
and noone really bought into
X Doubt
no one forces anyone to buy cDLCs, or DLCs for that matter
you do it if you wanna do it
i know i will
Do any large communities who play regularly use GM? I think it was just some event missions by AFI and such. The sales to me seem scattered and not aligned with any continuous MP usage, it will be a harder sell to people who bought GM and have it sitting around gathering dust.
Speaking of small communities, it's usually a group of friends so if someone doesn't have something, people ain't playing that.
I think TSB sometimes plays with the GM cdlc
I heard Gruppe Adler plays with it, but maybe not on the terrain, and with the compatability data for non-owners
i really wonder how cDLCs sales would have been if BI started the program earlier, and if there would be less mods overall
Everyone was basically screaming for cold war like stuff at early A3, that would probably have been awesome timing back then
yeah - which is why i#m saing, for next Arma - start a lot earlier with this
And doubt many people would complain if both releases were like 2-3 years apart
hehe just shows that you shouldnt necessarily listen to the loudest voices 🙂
doesnt come without tradeoffs. If most modding active people are tied up in cdlc - then very little stuff will make it into public -> newcomers will have it even more difficult to get into modding.
everyone was always screaming cold war, now they get their damn cold war and it isnt right either!111
its 8 years (?) after A3 release...
bit late lol
09.2013 I think
quite a lot of us are still here though
@little rampart to be honest, if modding is important for BI, maybe they should support it internally more themselves, rather than have older farts deal with that
true...
@little rampart 7th anniversary was few weeks ago
Quite a lot of us are here using quality free mods to account for a3s setting
im too old to remember dates or events 😛
welcome to the senile club
just read A3 twitter 👀
@red saddle the comments or what?
what is a twitter? sounds dirty
ahhh, yeah, not everyone is #socialmediasavvy
Definitely looking forward to combining GM and CSLA for a Fulda Hof Gap mission
Certainly a great combination to be had. I'm excited to see how CSLA content will interact.
CSLA Iron Curtian CDLC mod#2, great work BI for seeing the massive opportunity in support from community, and GM (Aswell as most recent) CSLA for the work they put in, its great to see the community put so much work into a game and boost its replayability, even after 7 years since release 💪
well, i'm kinda hype now
the idea of more a3 content usually excites me
doesnt really matter what it is
Do CDLC creators use internal tools or are they limited to available public tools?
It is said BI uses same tools.
Does CSLA have a discord channel?
See the pin in the #csla_iron_curtain channel
They use same public tools as everyone else. But on demand get special tools if needed and depending on my time
Since there are all kinds of community made tools made its not impossible CDLC teams make some for themselves too
Such a new luxuirous service that Dedmen provides. 🙂
Should've happened earlier... 🙃
Dedmen's Services™️ - sounds threatening, tbh
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do you accept #350?
3,50 is all i can do
#350
not more, not less
3.6 not great, not terrible
"CSLA Studio plan to make compatibility data for non-owners of the DLC available via the Arma 3 Steam Workshop" why cant such a function be added to the a3 launcher? for example: if you aint got the dlc it still shows it but adds a *Free/Lite next to it and if you choose to activate it you download the workshop edition. Would make it more player friendly and people can choose themselves if they want more GB of arma 3 or not.
I think having something like that added to the launcher has been requested a few times
people can already choose if they want the compatibility data?
they can? as not owners of gm on a3 launcher?
What he means is to have it integrated into the DLC section of the launcher
well that part is separate from the being able to choose
no need to explain every player how to download mods..
educating people should be priority really.
well user friendly is what the a3 launcher was built for, so such a feature would be really nice
yeah, would be nice to have
But.
Letting you download compat data when its required.
Launcher detects if DLC is required by the terrain, and the compat data won't help you join DLC terrains
well, thats the same with tanoa or livonia.
yeah
but players still would be able to join the same server
and server owners wouldnt need to create 3 different servers and split their community
why tho
a lite version without the map, if they want the map or the watermarks gone, buy it
server runs 1 mission at at time
hell i bought all dlcs, on release.
uh.. wasteland and altis life are bigger then those escape and coop missions
¯_(ツ)_/¯
its just a idea, bohemia will decide at the end
I would like it I guess, but unless there's really high demand for it (which there currently isn't) probably a won't do
prefer investing my time into making Arma itself better, rather than saving players a couple clicks outside of Arma
seems a bit like fluff considering how easy it is to subscribe to mods on the workshop
I guess the only thing that could be improved is how fast you can get to that mod
heh best would probably some kind of splitter in the interface. if you own the cdlc, the launcher shows you the cdlc. if you dont own it, the launcher shows you the lite data. :>
As long as csla is smaller than gm. 30gb was waaaay to big. This appears to have significantly less vehicles and equipment than gm so hopefully smaller and cheaper.
Sound files and texture resolution are usually the biggest contributor to overall file size. IIRC GM typically uses higher res textures than most BI assets, and has several complete sets of German radio protocols, plus the campaign stuff
GM never was 30GB. 21GB initially, and ~23,9ish now after 1.2.
my GM folder weighs in at 24GB 🙂
This appears to have significantly less vehicles
I'd say CSLA has more vehicles than GM does, judging from the screens.
And the more complex map on top of that.
||If only somebody would play with all this||
he might have been talking about unique vehicles
That's what I mean
as in, types that haven't been done before
I just want to have that thingy on the left, it looks cool https://steamcdn-a.akamaihd.net/steam/apps/1294440/ss_9a5957cb1f7ea781f011edb4ac7fcf0a15c3661c.1920x1080.jpg?t=1600778560
I got an impresison that he was talking about amount vehicles from the disk space usage perspective. 🤔 I got an impression that CSLA has more unique models where GM mostly has variations of the base model.
I imagine CSLA ought to be smaller, GM has ridiculously high res textures on most of their vehicles
I also really like that we're actually getting some new artillery with CSLA (seen in the middle there) https://steamcdn-a.akamaihd.net/steam/apps/1294440/ss_e441080db07c462ec6cbc852a33c036bc2b6646b.1920x1080.jpg?t=1600778560
While the more content the better, I find that arty vehicles are rarely used overall and when they are used, they're used as a props to destroy.
Imo thats mainly because artillery units arent very fun to play tho (atleast in vanilla arma)
when you get a mod like ITC land systems you can actually have some real fun with arty units
@tepid lance do you have 4k textures in GM?
irc, one rule was to have nothing above 2k
Yes, 4k textures are used.
GM has 75 vehicles currently (including variants, not counting texture versions).
Excluding minor variants for argument's sake (I.e difference of Leopard 1A1 vs Leopard 1A5, but counting Leopard 1A3 as extra due to significant turret change, or not counting supply truck variants) we arrive at a unique vehicle count of 30 new vehicles.
Remember that these are all fully original assets made from scratch by us. 🙂
fancy
Can never satisfy everyone with textures. Some complain res isn't enough and not enough detail, then some complain of file size when high resolution textures are used.
We didn't want to slave our content to the 2013 standards and rather have them suitable for future uses where 4k is more standard.
plus downscaling textures is incredibly easy. upscaling not really
30 unique originally made vics? Goddamn GM is packing heat
we made jets dlc 4k, and tanks dlc followed suit. so why not eh?
GM tanks look amazing in 4k. really lovely artwork.
best assets in arma right now imho
30 vehicles is a lot indeed. What's the count excluding static weapons?
That is excluding static weapons. 🙂
gobsmacked
for only 2 (or a handful of guys) to make that many vehicles, is frankly astonishing
It did come at a tough cost in personal free time, and IMO was only possible because we can focus 99% of the time on production, and just 1% on figuring things out/fiddling around, which is normally the big project delay factor.
yes i see. dealing with artists unfamiliar to your workflow did not derail you every day from your focus... oh to have that kind of simplicity...
@tepid lance cheers
as much as I like high res textures, I'm not sure if it was worth the file size increase with GM, since the large file size seems to throw a lot of people off, especially if they would be using the workshop compatibility addon
2k vs 4k - hands down i'll take 4k any day.
the difference is like 2015 vs 2020
1TB SSDs are cheap enough these days
and who hasn't got an A3 install of <100GB?
so an extra 20 is nothing really to worry about
notfor a game you play for6 years or more
compared to loads of games you install, play and probably barely ever return to
tell that to the people who don't use GM because they don't want to install 20GB for things they might not always use
for me personally it doesn't really matter, I just have GM installed despite that I don't remember the last time I even loaded it up
they would not install it anyway
Who doesn't want to buy extra storages for a game that played for 5k hours already? 😉
a lot of people apparently
I've seen multiple people in the 2 groups I play with say they're not gonna use GM because of the file size
I wonder if something like a "HD Texture DLC" would be possible, like many games do
Tho then you have all textures twice I'd guess, and use up even more space :p
RV4 can't handle textures more than 4096x4096 IIRC, so...
that would be interesting, have base GM with slightly lower res textures and then have a workshop addon that has higher res textures, but I'm not sure how well that would work with arma addons and yeah, that would create the issue that you would then have both sets of textures on your PC which would result in an even higher size
No i meant like the default tex could be 2k to lower file size and put the 4k in the HD pack
not even sure how you'd do that with arma honestly, unless you had hiddenSelections set up for every part of each model?
who would want to first download 2L textures and then on top 4K textures 😛
it is hardly about size of files
more about how a3 handles the 4k textures
and the fact that it can randomly choose to mipmap these
Was just adding an idea to the discussion above
Personally i don't care
maybe if there was a possibility in the arma launcher to have like, two different packs that you could chose between when installing GM
so you pick between having 2k or 4k textures
that would be quite a lot of extra work for the developers though. Likely not worth the trouble
the people that dont get it are unlikely to get it no matter what
that's not true
what would be the benefit?
you can say that all you want, but it doesn't change the fact that there are people that literally said that "I won't use GM because it's too big"
I've seen people say that
and that is a minority
doesn't matter if that minority is the people deciding what mods/dlc groups play with
and their reasoning is "I don't want to make people download 20gb of things we might not use"
honestly, the real question i had is if GM is using 4x2k textures or 1x4k texture, which in terms of size
is precisely the same
nope
nope what
a 4k texture is about 10 the file size of a 2k texture
I checked this specifically because I was curious
I took one texture and checked its file size at 4k and 2k
so the 4x2k would still be smaller
i can easily check that in the next 30mins, you might be right tbh
the difference might not be that drastic with all textures but still
2k > 4k seems to be an exponential increase
performance wise, from a section count pov (draw calls)
less number of textures+rvmats = better
still, for now at least, 4k textured assets are the first to be mipmaped
pretty randomly too
yeah I can imagine performance being better with less materials
doesnt 4k textures have couple of issues in RV engine?
Just the agressive mipmapping that Pufu mentioned.
fairly sure ppl also reported the engine also never switching back to 4k when mipmapped down
Never noticed that. The test for that is simple though: Spawn in a tank with 4k textures, get out, inspect, walk away 100m, and then walk back to see if the texture is blurrier.
another "problem" i think was that you get only 4k with very high video options (and maybe some hardware/GPU requirements) and otherwise the mipmaps may look (bit?) worse than native 2k
Yes, but not really a problem, but the purpose of video settings. 😄
I think what he's trying to say, if you have lower settings, in one case it's gonna downscale a 4k texture and in another case it'll just use the 2k texture as is
and in that situation the native 2k texture might look better
The texture files themselves already contain downscaled versions, those are the "mipmaps" that were referenced earlier. So during conversion from the source file to the Arma specific format (.paa) it bakes the lower-res versions already into the .paa file. I'd have to quickly check which downsampling mode is used here, but it is not done runtime or influenced by hardware settings.
It's mostly undocumented, but for example _co textures downsample differently than _dt textures. (mipmapFilter = FadeOut;). So that could be potentially what might have been witnessed, but for the color textures (_co) it's left undefined, so presumably "default".
Did a quick test to see whats actually happening. I have downsampled the texture in Photoshop from 4k to 2k (so that its a native 2k texture), and compared that with 4k mipmapped down to 2k (so a generated downsampled version via the regular tools.)
The mipmap is indeed slightly less sharp, less "crisp".
So it is certainly noticeable, I'd agree.
Thanks for making me look into this. 🙂
It is possible to manually make the mipmaps
Dusting off old kegety's PS plugin? 😄
Dedmen had a tool for that not long ago
takes textures, puts them together and generates missing levels sort of thing
If anyone seeks to replicate my experiment above, i did this with an _mca texture, which has different texconvert rules than your usual _co.
looks like it just needs a pass of sharpener over the generated mipmap :>
It looks like the mipmaps are generated using some sort of bicubic smoothing, while downscaling in photoshop preserves more details on default settings.
I imagine those mipmap scaling algorithms might just be very old given how old the arma engine the .paa format is
and photoshop probably has some newer more advanced ones
yup
real question is, if the tools can be updated :>
there was a paa plugin for photoshop ages ago. it doesnt work very well anymore today, but I guess a new one would be a viable alternative
so the 4k downside (not even gonna touch all the pluses here) is that
a. the above mipmap issue
b. not going back to 4k once it got mipmapped for lod0
c. being able to see this only when texture setting is set to maximum - ultra or whatever is called these days. Otherwise you get to see the 2k auto-mipmapped
Dedmen had a tool for that not long ago
@knotty ore the downside being having to do that manually
I think also the mipmap issue of not going back to 4K was solved?
no idea, last time i checked over 6months ago, was still there
b. not going back to 4k once it got mipmapped for lod0
I did try this earlier and could not find this behaviour.
surely another 4k downside is the exponential file size increase?
I think the behaviour of it getting stuck on the lower mip-maps is directly related to how much VRAM you have
Used to happen with my old GPU, doesn't seem to occur now
But I believe BI's tweak was to ensure it didn't just drop straight down to like the 512 mip-map, which is what it did before when the game decided 4k was too spicy
Now it goes down to 2k as one would expect
If you want to test how 4k blends, I made a test texture with different color for every mipmap a while ago
the downside being having to do that manually
or automating it in your build pipeline
Is it just single colour image per mip? Might be better to do one that actually has some different colours and tone to give a better representation of filesize for practical applications of 4k textures
if I scale down a 4096x4096 texture to 2048x2048 is has about a quarter of the size, as its a quarter of the pixels. no x10 or exponential increase
maybe Mondkalb could give an estimate how big filesize of relevant textures is
but I don't see the problem with filesize, only with download size. but that is a problem because of encryption
and every mod has a bunch of stuff I don't always use
heck, A3 has 80% of stuff I never use
I literally tested a texture at both 4k and 2k and the size difference was almost 10x
it's definitely not just a quarter
I literally did the same
well as I said it might not be exactly that on all
but there will definitely be cases where the size difference is that large
The 4k I tested earlier clocks in at 14.2mb as paa, the 2k version weighs just 4.1mb as .paa.
as far as I understand GM doesn't actually use complete _co textures for a lot of things and instead use other textures to create the full shader
and I think _co ones are the ones where the size difference will be the least different
the test I did was with a _nohq
just unpacked a 4096x4096 _nohq from CUP and resized, 2048x2048 is 3841 vs 14627
Who knows what the other cdlc crews are working on @solemn pelican