GC Mod

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Contents

Introduction

This is the main page of the GC Mod Development wiki.

It is meant for mod development coordination, communication and documentation. This mod is intend to use at our BF2 Tournament Global Conflict.

    • GC Mod Ideas|Ideas
    • GC Mod Changelog|Changelog
    • GC Mod Installer|Installer
    • GC Mod ToDo List|ToDo List
    • GC Modding Team|Modding Team

GC MOD

Status: pre development state (trying things)

download link: http://mod.global-conflict.org/gcmod-installer-0.1.exe

Timeline

A proposal for a timeline:

  • pre development phase
    • build very small core development team
    • fill Wiki with content
    • get to know with bf2 development environment
    • verify from the list of ideas what can be done and what cannot
    • build structures
      • howto work concurrently on the code
      • howto use the wiki
      • howto document
    • define community verification process
    • put some cool modifications together to show the possibilites to the community
      • might be used and tested in inter-campaign events
    • choose/prepare an installer


  • early development phase
    • define and legitimate content for a first gcmod release to be used at campaign 8. Content would primarily be
      • Weapon / Vehicle / Classes / Map Tweaks
      • small scripts influencing the gameplay
    • implement that content
    • define future aims


  • solid state development phase
    • distribute roles within the mod team
    • find poeple to fill unmanned roles
    • define decision making process for the mod team
    • start modding GFX, maps, objects
    • pimping the mod's presentation
      • add logos, movies, music and stuff like that

Verification Process

We must define a way how to let the gc community influence our development process.

  • proposal

The ultimate right to decide what will make it into the gc mod will remain to the gc community. To allow an effective development process the gc community simplifies the task of decision making in the following way.

The modding team classifies all changes into two categories:

  1. non-critical changes
  2. critical changes

This classification can be doubted retroactively by any votable by creating a classification votum in the votables forum. This votum must be issued before the change makes it into the mod or at latest four weeks after the patch release date where the change was made. This vote may be formulated in a constructive way already deciding on other options.

Non-critical changes include:

  • textures, skins, sound files, models, animations, intro movies
  • any changes to custom maps until a map is included in a current campaign
  • bug fixes
  • performance fixes
  • informational changes
  • administrational scripts

Critical changes include:

  • balancing issues
  • weapon / vehicle / class tweaks
  • new weapons / vehicles / classes
  • scripts that influence the gameplay in a serious matter

Non-critical changes may be included in the mod with any confirmation process of the gc community. Critical changes needs to be approved by the votables. This has to be done by creating a vote in the votables forum offering not to change it at all (as first answer) and arbitary other options. A vote has to be run the fixed amount time of seven days. A vote has passed when at the end of the vote period 2/3 of the voters have voted for the change and there were at least ten participients. The mod developpers are not excluded from the voting process. It is legitimate to summarize several changes into one single vote.

A critical update can make it into to next release immediately if approved by both current campaign generals (or respectively their representatives) and one member of the gc senate. This critical update needs to be approved as described above with hindsight by the votables.

This verification process must be legitimated by the gc community and so will changes require a legitimation.

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