EXPANSION OF DEVELOPMENT BASE PERSONNEL THROUGH EDUCATION
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Why do you all bother trying to get in “dev team”? It is their “ball”, their “courtyard”, the point was made clear in the past they are no interested.
Have fun with what you have in your HD and let them play the way they want. -
Naysayer
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Why do you all bother trying to get in “dev team”? It is their “ball”, their “courtyard”, the point was made clear in the past they are no interested.
Have fun with what you have in your HD and let them play the way they want.I am not asking to be on any team dev. or otherwise. I am asking for a better terrain to fly over. Period. If that requires work on my behalf, so be it. But that would be anarchy if everyone of us just chose to start making buildings, tiles, structures etc. Look at all the side projects.
In my opinion HIGH QUALITY work is needed. And to get high quality work done, you need to think and answer the following two questions: a) what do you want to get out of your pipeline in the future? b) How do you get that out of it? You could probably also answer while at it “what is the most efficient way of getting that out of my pipeline?” or “do I anticipate future changes?” or “what are my inherent limitations I will always be carrying along with me?”.
Those are questions that can’t be answered by me. But that doesn’t mean I am dictating what people should do.
There is also the matter of continuity. Having a version 1.0 is good, but having a single version out every year is even better. Right now effort is scattered in various directions. I feel - and this is only my opinion - that if those efforts were centralised we would be enjoying a far better sim experience. All of us.
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I (we) am still waiting for someone to give love to the Tactical Reference.
BAH…lol
Exactly what needs to be done?? Just updated info and/or missing info???
C9
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You got too late for the match, the kids have already a ball and got the team set. Sorry. But we can surely enjoy watching they playing….;)
Edit: was a reply for the atreides, not you cloud.
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@Cloud:
BAH…lol
Exactly what needs to be done?? Just updated info and/or missing info???
C9
BOOM! See that’s what I’m talking about. A “mission” if you will describing perfectly what would improve the simulator for the dev team and save their time!
Now they have time to work on Link-16! juuuuuuuust kiddin’ don’t beat me up guys
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Monster Terrian, the LOD editor
LOD Editor comes with a user manual. And Jan Has has put out and made public a LOT of info on how to use LE also, here and on his website.
Monsters TE, is an intuitive application. It’s not hard at all, you just have to play around with it and learn how it works. If you have questions, then ask them here on the Forums and you’ll most likely get the answer you need.
The problem I see is everyone want’s to be spoon feed everything…AND I mean everything. Most of us old Devs have learned ourselves with very little “being taught” or “having instructions” from anyone. We studied the tools and figured out how to use them basically on our own.
No one want’s to do this anymore. But then again that’s just a sign of the times we live in now a days, as everyone seems to feel they are entitled to be given everything they want/request!!!
C9
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You got too late for the match, the kids have already a ball and got the team set. Sorry. But we can surely enjoy watching they playing….;)
Edit: was a reply for the atreides, not you cloud.
Thats fine if thats how they want to keep things. I can only make suggestions. From my POV my suggestion makes sense. Perhaps I am not taking into consideration factors that only they know of. For whatever reason - my offer stands. I thnk that if they focused on creating/maintaining pipelines (e.g. cockpits, terrain, 3D objects, weather etc), higher quality and a greater volume of work would get done.
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You got too late for the match, the kids have already a ball and got the team set. Sorry. But we can surely enjoy watching they playing….;)
Edit: was a reply for the atreides, not you cloud.
I know. I love your analogy!!!
It’s my ball and I’M taking it and going home!! LOL
C9
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@Cloud:
LOD Editor comes with a user manual. And Jan Has has put out and made public a LOT of info on how to use LE also, here and on his website.
Monsters TE, is an intuitive application. It’s not hard at all, you just have to play around with it and learn how it works. If you have questions, then ask them here on the Forums and you’ll most likely get the answer you need.
The problem I see is everyone want’s to be spoon feed everything…AND I mean everything. Most of us old Devs have learned ourselves with very little “being taught” or “having instructions” from anyone. We studied the tools and figured out how to use them basically on our own.
No one want’s to do this anymore. But then again that’s just a sign of the times we live in now a days, as everyone seems to feel they are entitled to be given everything they want/request!!!
C9
Not my stance cloud 9. I am willing to do work and read / learn whats needed to do that work. COORDINATION is what is missing from the picture. How helpful would it be if 70 out of 100 devs are working on the same tile? Does that sound productive? If you feel that anyone that puts in the time to figure out how the tools work and what exactly to get out of them will achieve the required results, I will take your word for it.
But the next time you find 40~50 iterations of the same “thing” in a folder, you will eventually ask yourself if this could be avoided.
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@Cloud:
LOD Editor comes with a user manual. And Jan Has has put out and made public a LOT of info on how to use LE also, here and on his website.
Monsters TE, is an intuitive application. It’s not hard at all, you just have to play around with it and learn how it works. If you have questions, then ask them here on the Forums and you’ll most likely get the answer you need.
The problem I see is everyone want’s to be spoon feed everything…AND I mean everything. Most of us old Devs have learned ourselves with very little “being taught” or “having instructions” from anyone. We studied the tools and figured out how to use them basically on our own.
No one want’s to do this anymore. But then again that’s just a sign of the times we live in now a days, as everyone seems to feel they are entitled to be given everything they want/request!!!
C9
I don’t know man, I don’t think it’s so much about giving everything to people or spoon feeding, because it would be pretty hard to still not study whatever tutorial or videos they would make and be successful. There’s got to be some modder out there with enough zeal for what he does to share that knowledge with others.
It’s just part of being a member of a community imho, the human experience, sharing with others. Now if someone is definitely taking advantage of you, then you stop, but sharing knowledge, ideas, technical know how is how we all get better as a whole and is not just giving away everything at anothers request.
I agree that the tools aren’t hard after studying them, which I have to an extent, but I’m not primarily a modder I can do simple stuff, but otherwise I leave it up to another person in my team, Flogger (Rybo) to do what I am not able to do. We all can do more by networking with others that have the skills we don’t. Another part of the human experience in this world.
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Not my stance cloud 9.
No, No, sorry Atreides, that post WAS NOT directed at you in any way!!
Sorry if you thought that.
C9
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@Cloud:
No, No, sorry Atreides, that post WAS NOT directed at you in any way!!
Sorry if you thought that.
C9
Thats ok. I am not easily offended anyway. As I said earlier, I think that keeping the dev. team “tight” or “closed” is probably a good thing as it limits anarchy. Organize us. I am only suggesting that the team sits down and has scope for even just one single thing (lets say buildings in general for the sake of an example). And once they define what would be GREAT to have concerning buildings in Falcon, to figure out what needs to be done to get them.
If you say that the tools are intuitive, I believe you. I am self taught in many ways myself. I would never fork out for CAD lessons anyway and some CAD techniques can be frustrating to say the least. Similarly, there are self taught people out there on e.g. photoshop, Paint.NET, etc. Those tools produce BMP and raster images. Whats missing from the picture is the common goal of the scope I just mentioned.
We all need to know what we are making if we are to contribute and help. Organize us.
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This post is deleted! -
@Cloud:
BAH…lol
Exactly what needs to be done?? Just updated info and/or missing info???
C9
BOOM! See that’s what I’m talking about. A “mission” if you will describing perfectly what would improve the simulator for the dev team and save their time!
Now they have time to work on Link-16! juuuuuuuust kiddin’ don’t beat me up guys
Both. Just ensure that each “entities” is present & up to date in TacRef … Remove what is wrong/outdated.
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We all need to know what we are making if we are to contribute and help. Organize us.
BMS team knows well what to do. If you want to contribute to development - read it again.
Regards
EGHI -
…I still think that what is really needed is a consolidated reference space for third party developers/contributors. As mentioned there are a a lot of them already (and many would-bes) making add-ons for BMS as it is. But unless one can (or is even willing to…) wade through the crypto-labrynth of information scattered hither and yon that supports third party development, one ends up…er…“benched”.
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…I still think that what is really needed is a consolidated reference space for third party developers/contributors.
Talking about theatres, most of the ppl in the knowledges are the 3rd party dev themselves. Ask them to create some articles/blogs : https://www.benchmarksims.org/forum/blog.php
Like this:
https://www.benchmarksims.org/forum/entry.php?106-Particle-system-properties-and-DDS-files
https://www.benchmarksims.org/forum/entry.php?140-Creating-license-plates-Part-1
https://www.benchmarksims.org/forum/entry.php?51-Render-batch-break-how-to-model-efficiently-for-BMS
https://www.benchmarksims.org/forum/entry.php?52-Ptypes-polycount-FPS
https://www.benchmarksims.org/forum/entry.php?53-Painter-man!-Painter-man!
https://www.benchmarksims.org/forum/entry.php?54-Texture-quality-weight-optimization -
Talking about theatres, most of the ppl in the knowledges are the 3rd party dev themselves. Ask them to create some articles/blogs : https://www.benchmarksims.org/forum/blog.php
Like this:
https://www.benchmarksims.org/forum/entry.php?106-Particle-system-properties-and-DDS-files
https://www.benchmarksims.org/forum/entry.php?140-Creating-license-plates-Part-1
https://www.benchmarksims.org/forum/entry.php?51-Render-batch-break-how-to-model-efficiently-for-BMS
https://www.benchmarksims.org/forum/entry.php?52-Ptypes-polycount-FPS
https://www.benchmarksims.org/forum/entry.php?53-Painter-man!-Painter-man!
https://www.benchmarksims.org/forum/entry.php?54-Texture-quality-weight-optimizationThat’s at least a start…and a bit of the tip of what I’m suggesting. I’d like to see a single document - or series of BMS subject addressing tech documents, really - similar to the BMS -1 or -34, bundled with BMS. I know that’s work, but that’s what would actually help people…how 'bout it, 3rds?
And how about creating some tools - like a blank, generic, flatlanded theater - as a building block. Then newbies could texture and add elevation from that, and it would also help create an adherence standard of sorts for development. And something similar for aircraft? That one would be trickier, I imagine. I’d certainly settle for theater creators getting more love - I see some great ideas out there that could stand to be making more progress than they seem to be.
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If you could get theater after theater modeled to the upcoming 4.xx spec by volunteers and all you had to do was have one liaison between the BMS team and the non-BMS contributors that could teach and supervise those efforts, why would you NOT do that and save yourself tons of time and help develop the exceptionally talented to become part of the BMS team? BMS doesn’t even charge for it’s product so what does BMS stand to lose? I just don’t understand why BMS would not want interns when they are champing at the bit to bring Falcon 5 BMS to life?
Developing talent by having volunteer experts teaching courses, supervising, and evaluating output and helping out when the student gets stuck seems like a way to continually be revitalizing the team and propelling the sim to the next level and get the quality control up. The volunteer experts wouldn’t even have to be part of the BMS team, but someone that BMS is willing to work with. All they need to do is talk to each other and the solution would start to work itself towards a solution.
I’ve played around with 3D modeling, vector graphics, and coding so I am confident I could produce a decent pit with some classes and someone to help me out when I get stuck. Now maybe the pits the team produces in the 1st iteration aren’t the best, but at least you get all the pits started and if you are lucky 1/4 of them turn out be damn good and able to go out in the next update. That just seems to make sense to me, unless all of this is already getting done in a timely manner?