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Bethesda Softworks Forces Website to Pull Modding Tool

Naked Ninja

Arbiter
Joined
Oct 31, 2006
Messages
1,664
Location
South Africa
Good lord NN you really are an idiot at times.

Back atcha buddy.

This demonstrates your perspective pretty well. You'd like powerful, efficient tools to create game content for a game broadly similar to TES.

Yes. Powerful efficient RPG creation tools please.

No - they've stated publicly and repeatedly when questioned by modders on TESCS features that TESCS is designed entirely for their own designers. If their designers need it, and it's practical, it's in, if they don't, it isn't.

Uh huh. Was this in response to "why can't I add multiplayer to the CS"? So they made their RPG design tool based around the requirements of their rpg designers, not all possible future requirements from modders. Those bastards.

If you think it's designed specifically as a modder-friendly tool, you might explain why GMSTs are not exposed to scripts. This would be a fairly simple change, and would add huge potential for modders.

They should also expose all possible code functions to the script. And everytime the code makes a function call, it should callback into script! That would add huge potential for modders. In fact the script should just be a direct bridge to all engine code. Those bastards, the only reason I can think of not to do that kind of massive undertaking is to screw modders.

Perhaps they haven't found a need to do it because their designers found they could achieve almost all of what they needed using the existing functionality?

It's just not something we've found a need to do.

You can almost see the subtext : Because for most reasonable modifications whats there can do the job. This is a mod-oblivion tool, not a "make any game you can imagine" tool. Thats the difference between a game editor and a game engine.

So you're clearly better informed than people who've used the tools extensively

Your electrical wiring at your house can be faulty and you spend weeks trying to figure out why, poking around in your attic and suchlike, then finally you call an electrician and he takes 5 minutes looking around and tells you what the problem is. Get what I'm saying?

So now it's impossible that Bethesda would want to make a tool user friendly when they're investing tens of man years into using it? It's not some small utility that the occasional designer uses from time to time - it's a tool that many designers spend almost their entire time using.
The notion that tool efficiency and user-friendliness couldn't possibly be aimed at increasing designer efficiency (and thus saving money) is simply daft.

Oh it is totally possible. What you fail to realize is that the reason most in-house tools are not amazingly user friendly is because they don't have to be. You have the programmers on hand to ask questions, and most people have an idea of how the thing is designed. They tend to be designed for technical peopl. If you run into an issue, go ask the programmers. In that kind of environment the designers pick up the tools and learn to work with their quirks. Compare that to the cost in time of making truly user friendly tools (which is numbered in months-years) and you see why for the most part game companies go with the "let the designers use the fugly tools" option. Like I said, you're obviously not a professional programmer or you'd be aware of just how nasty internal use tools are, for the most part.

trivial bugless software is relatively common

Wrong, they all have bugs. You just haven't found them yet.

complex bugless software is merely very rare

Haha, still wrong. It is "merely" nonexistant. Again, it's obvious you aren't a programmer. No programmer would ever claim their code 100% bug free.

"Everything has bugs" is, as you well know, an idiotic defence of buggy software.

No, but it is proof that "The code has bugs = Beth doesn't care about modders!" is false.

True enough - yet it's quite possible to do both (with a versatile scripting language), with the first part acting as a façade over the lower-level systems.

Your logic is flawed. You see, powerful guis and suchlike a built around a particular structure. If your user can go into that structure and really muck about with it then they would break the guis and editing tools. It's like building a house, on a foundation, then going and removing the foundation. What happens to the stuff built on it? Exactly. All fall down. Thats why Unreal ED doesn't come with a "powerful RPG content creation editor" on top of it's powerful script. Because you have to build the foundation first, then the "house". The two goals are somewhat incompatibale. The same will happen with SoW. I will expose ways for modders to modify variables, write scripts, create items, spells, creatures and special abilities. But I can't give you the ability to modify the fundamental structure and still give you working gui editors. Certain foundation stuff is going to be locked because I can't give you the ability to modify it without everything falling down.

And just for the record, the "systems" in an RPG are vastly more complex than an FPS, and the interactions between those systems are also complex. But obviously exposing all that at the most fundamental level is as complex as with an FPS engine eh.

Their explanation makes perfect sense - TESCS has what they've used, and nothing more.
It's only when you start to assume that it was built for modders that the design looks poor.

Lol. No. It's only when you assume it was built to handle any possible thing modders want to do that it starts to look poor.

Which, again, everyone concedes - so long as you don't want to change any fundamental mechanics significantly.

Thats why it's called modding and not game authoring. What you are looking for is a game engine. Of course, you'd need to write all the RPG subsytems on top of that. Then, when modders complain that they want to tear those out by the roots and why didn't you give them that flexability via scripting language and mod tools you can come back here and copy-paste this speech to give them! :D


would you please bring some specific facts.

Cool, how about you bring some experience with software development.

FACT: the TESCS could not replicate the campaign of Fallout 1, never mind Arcanum. It just doesn't have that capability.

You wouldn't have the same skill system but you could do a good chunk of the flexible quests and dialogue and suchlike. Some triggers to psuedo simulate the area descriptions like in Fallouts text window, some new models....


but it can't do anything else.
No mate, you can't do anything else. Sorry, thats actually what you are saying.

The Morrowind construction set can't create RPGs because is not a real RPG module creator.

Sometimes I wonder why I expect intelligent conversation on forums. Sigh, I must be masochistic. But anyway : No. just no. Stop talking before you hurt yourself, you're clueless in this regard.


but I think the fact that there are no great gameplay mods for Morrowind (adding interesting, multi-segment quests) given the size of the modding community speaks for itself.

No, it says something about the community. I refer you to my sig. You know that significantly less than 50% of skilled indie devs who start an indie game ever finish? And that is even truer of modders, for anything more difficult than a few cosmetic changes. Most people are dabblers.

while in UED it's only a question of hacking together a few pieces of code in UnrealC.

Oh well done. Yes, you are right, you can trivially modify a variable in UED script. How fantastic. But UED has no RPG content creation tools or guis. No interconnection of subsystems to break (well, it does, but how many modders are going to want to muck about with the collision detection subsystem?). You'd have to code them up yourself. And once you did you'd find fundamentally modifying how the system works far less simple.

A group of skilled modders could very well make an RPG running under UnrealTournament with UED and basic 2D/3D graphics software

I love that "could". Sure, they could. In fact, when I was originally going to mod an RPG instead of write my own (geez, that was ages ago) I was going to do it on top of UT2003, very powerful editor system. That same group of modders could probably do a Shivering Isles sized mod for Oblivion too. Heck, maybe even with good roleplaying!

But since you're using this fact in your proof of how awesome UED is versus CS, show me some nice examples of these RPGs ontop of UED. Links plz. Because there are hundreds of MW&Ob mods out there. Sure, many of them are small things, but that level of use by a community of mostly noobs is quite a thing.

But since it is so simple, why not do it yourself? In fact, why not buy Torque, since that would let you sell your RPG? They differ in details, sure, and the Unreal engine is obviously much more capable of gfx tricks, but Torque has a wicked scripting language that will let you modify variables to your hearts content. The BSP level building and terrain editing will aready be familiar to you. Heck, I hear there are even people making RPGs with it already! *





*disclaimer, may take a number of years greater than 2.
 

Brother None

inXile Entertainment
Developer
Joined
Jul 11, 2004
Messages
5,673
Naked Ninja said:
I'm a professional programmer and game developer, let me assure you, the ES Construction Kit is one of the best modding tools I've ever seen and is a fantastically designed piece of software. Public use tools are some of the hardest things to make, there's a reason a lot of games don't come with the in-house tools used to develop them, it is because they are hideous, unfriendly and filled with quirks that would frustrate and annoy your average user. It takes a lot of developer effort (read money spent on salaries of programmers) to get them fit for the public, they certainly didn't go to all that effort because they hate modders, the idea is laughable. The Witchers tools are only being released sometime soonish right? It's probably taken CDProject a while to make it fit for the public consumption.

Naked Ninja said:
So they made their RPG design tool based around the requirements of their rpg designers, not all possible future requirements from modders. Those bastards.

So you're admitting you were wrong in the above statement and the CS doesn't show any effort made to help modders? It's just there, a release of what they use themselves. It isn't proof of effort, it just is.

Explain to me how, considering Bethesda prefers their in-house designer software to be user-friendly (probably because of the size of their staff and their production method this is preferable, whatever), releasing that software and then not offering any further supports shows they love modders? Sure, it doesn't prove they hate 'em, either, but it hardly the proof of "grate support" people claim it is. You've said before the release of modding tools is support, but it's become clearly now it isn't. Can you admit that?

By the way, I thought you were an amateur designer/programmer.
 

Alex

Arcane
Joined
Jun 14, 2007
Messages
9,221
Location
São Paulo - Brasil
Naked Ninja said:
If you think it's designed specifically as a modder-friendly tool, you might explain why GMSTs are not exposed to scripts. This would be a fairly simple change, and would add huge potential for modders.

They should also expose all possible code functions to the script. And everytime the code makes a function call, it should callback into script! That would add huge potential for modders. In fact the script should just be a direct bridge to all engine code. Those bastards, the only reason I can think of not to do that kind of massive undertaking is to screw modders.

Perhaps they haven't found a need to do it because their designers found they could achieve almost all of what they needed using the existing functionality?

From what I understood of Galsiah's post, that is pretty much the point. The tool was made for the designers, to add in things that were in line with the game already set up. Adding something that isn't there by design, while not impossible, is only doable through inelegant work arounds.

I understand your point about it not being a game engine. If too such level of functionality was given the CS would be much harder to produce, and the extra functionality might make it harder to use. However, if Bethesda wanted to support modders, they could have polled for the most important script functions and added them in as a design requirement. As I understand, Bethesda failed to provide appropriate documentation for the program, and this is a good proof they don't care much about modding beyond the basics.

Anyway, I don't see much point to this discussion. Bethesda can choose to support modders or simply help people who want to produce more of the same. As a company, they can take whatever decision they want. However, whatever decision they take, going around shutting down fan projects like that will tarnish their image, no matter wether they are legally bound to do so or not. And the more they alienate their fan base the better, right?

Naked Ninja said:
So now it's impossible that Bethesda would want to make a tool user friendly when they're investing tens of man years into using it? It's not some small utility that the occasional designer uses from time to time - it's a tool that many designers spend almost their entire time using.
The notion that tool efficiency and user-friendliness couldn't possibly be aimed at increasing designer efficiency (and thus saving money) is simply daft.

Oh it is totally possible. What you fail to realize is that the reason most in-house tools are not amazingly user friendly is because they don't have to be. You have the programmers on hand to ask questions, and most people have an idea of how the thing is designed. They tend to be designed for technical peopl. If you run into an issue, go ask the programmers. In that kind of environment the designers pick up the tools and learn to work with their quirks. Compare that to the cost in time of making truly user friendly tools (which is numbered in months-years) and you see why for the most part game companies go with the "let the designers use the fugly tools" option. Like I said, you're obviously not a professional programmer or you'd be aware of just how nasty internal use tools are, for the most part.

Actually, letting people use "fugly" tools is not a really good decision. The fact that companies have chosen to do so for one reason or another throughout the years doesn't mean that it is a good idea. Tools that give you easy feedback and are easier to use are going to improve productivity and morale.

Bethesda may have decided to make a more user friendly tool for a variety of reasons. Maybe they wanted to support modders (at least at some point of the project), maybe they wanted to boost productivity or maybe they simply wanted to allow people with less technical skills do the job.

Naked Ninja said:
trivial bugless software is relatively common

Wrong, they all have bugs. You just haven't found them yet.

I think he means things like:

#include <stdio>
#include <stdlib>

int main (int args, char* argv[]) {
printf("Hello World!");
return(0);
}

Naked Ninja said:
complex bugless software is merely very rare

Haha, still wrong. It is "merely" nonexistant. Again, it's obvious you aren't a programmer. No programmer would ever claim their code 100% bug free.
Formal specification could prove a code is bug free [bold] according to its specification [/bold]. While this doesn't guarantee that the software does what you want (the specification may be wrong) it is closer to that ideal anyway.

Naked Ninja said:
True enough - yet it's quite possible to do both (with a versatile scripting language), with the first part acting as a façade over the lower-level systems.

Your logic is flawed. You see, powerful guis and suchlike a built around a particular structure. If your user can go into that structure and really muck about with it then they would break the guis and editing tools. It's like building a house, on a foundation, then going and removing the foundation. What happens to the stuff built on it? Exactly. All fall down. Thats why Unreal ED doesn't come with a "powerful RPG content creation editor" on top of it's powerful script. Because you have to build the foundation first, then the "house". The two goals are somewhat incompatibale. The same will happen with SoW. I will expose ways for modders to modify variables, write scripts, create items, spells, creatures and special abilities. But I can't give you the ability to modify the fundamental structure and still give you working gui editors. Certain foundation stuff is going to be locked because I can't give you the ability to modify it without everything falling down.

And just for the record, the "systems" in an RPG are vastly more complex than an FPS, and the interactions between those systems are also complex. But obviously exposing all that at the most fundamental level is as complex as with an FPS engine eh.

Didn't the Civilization 4 SDK manage to do both? (note: this is an actual question) I seem to remember you could change the gui as well, so maybe that is how they did it, but while I didn't use it too much, it seemed like a powerful tool.

Their explanation makes perfect sense - TESCS has what they've used, and nothing more.
It's only when you start to assume that it was built for modders that the design looks poor.

Lol. No. It's only when you assume it was built to handle any possible thing modders want to do that it starts to look poor.

Which, again, everyone concedes - so long as you don't want to change any fundamental mechanics significantly.

Thats why it's called modding and not game authoring. What you are looking for is a game engine. Of course, you'd need to write all the RPG subsytems on top of that. Then, when modders complain that they want to tear those out by the roots and why didn't you give them that flexability via scripting language and mod tools you can come back here and copy-paste this speech to give them! :D

Naked Ninja said:
FACT: the TESCS could not replicate the campaign of Fallout 1, never mind Arcanum. It just doesn't have that capability.

You wouldn't have the same skill system but you could do a good chunk of the flexible quests and dialogue and suchlike. Some triggers to psuedo simulate the area descriptions like in Fallouts text window, some new models....

I think the point here is that the CS is way better at adding things to the main campaign than to create a mod of the game.Sure, you could create something like the fallout in the CS, but it doesn't mean you should. Just like you can make something like object orientation in C, but it is not what it was designed for.
 

galsiah

Erudite
Joined
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Messages
1,613
Location
Montreal
@NN

You're missing the point. Nowhere have I suggested that TESCS is a bad piece of software. Nor have I suggested that the design decisions aren't sensible, bearing in mind the requirements (i.e. modder support a non-issue). I'm simply pointing out that it isn't a versatile modding tool, and isn't designed with modders' interests in mind.

Whether they should have supported modders more with greater versatility beyond what they needed themselves is a separate issue. I'm simply saying that they didn't - since they didn't.


I really can't be bothered to dissect your ramblings in detail, but in the interests of education, here's a quick pointer:

Naked Ninja said:
True enough - yet it's quite possible to do both (with a versatile scripting language), with the first part acting as a façade over the lower-level systems.
Your logic is flawed. You see, powerful guis and suchlike a built around a particular structure. If your user can go into that structure and really muck about with it then they would break the guis and editing tools.
Five easy steps to greater understanding:
(1) Find yourself a copy of "Design Patterns: Elements of Reusable Object-Oriented Software".
(2) Find page 185.
(3) Read through to page 193.
(4) Repeat stages (2) and (3) until you realize that the façade pattern isn't always evil.
(5) Read the rest of the book.

Personally I found "Head First Design Patterns" a much more approachable introduction (it's in Java, but it really doesn't matter), but "Design Patterns:..." is a more complete reference. I found it pretty useful, and I guess you would too - unless you're so "professional" that you've realized that no book could teach you anything you don't already know.

If you want to argue that the façade pattern isn't appropriate there, that's another question. Personally I'd say that it's appropriate when the aim is to support a range of unanticipated uses, rather than only those you've designed in from the start - i.e. when you want to support modders, or need an unusual degree of flexibility late in development.
Naturally it wouldn't have made sense for Bethesda, since supporting modders wasn't their aim.
 

Alex

Arcane
Joined
Jun 14, 2007
Messages
9,221
Location
São Paulo - Brasil
galsiah said:
@NN
If you want to argue that the façade pattern isn't appropriate there, that's another question. Personally I'd say that it's appropriate when the aim is to support a range of unanticipated uses, rather than only those you've designed in from the start - i.e. when you want to support modders, or need an unusual degree of flexibility late in development.
Naturally it wouldn't have made sense for Bethesda, since supporting modders wasn't their aim.

I will just quote you here Galsiah, because I think you misunderstood Naked Ninja's point about the Façade. While it is a great tool for hiding complexity in code, it doesn't help much with the GUI. Bethesda GUI works because the way the objects they defined in the program work.

If they wanted to allow changing the code directly, either the GUI would need to be changed or they would need to build a framework. Either option is more complex than the CS they created, and therefore would have added costs to the project, and possibly made modding more confusing/complicated.
 

galsiah

Erudite
Joined
Dec 12, 2005
Messages
1,613
Location
Montreal
Sure - but the GUI can just implement the façade interface, with a more versatile scripting language having access below the façade. The GUI/scripting divide would parallel the façade / underlying-stuff in the code.

Naturally you'd need to make sure that lower-level access didn't break the tools, but there's no reason to think it would any more than it would in code. Either way the façade/GUI is a simplification of a more complex (but consistent and well-designed) underlying interface. Clearly that underlying interface needs to restrict use to an extent in order to maintain its integrity. However, maintaining the integrity of the façade under lower-level access would be an automatic consequence of maintaining the integrity of the entire lower-level interface under its own use.

Again, I'm not saying that this would be a cheaper/better way to do things - clearly the versatility has a cost. However it's a perfectly viable model, GUI or no GUI.


EDIT: To be fair, since my next point with the façade business was that "If the second really is so easy compared to the first...", I suppose that the extra difficulty of constructing a more complex, yet-reliably-consistent-with-the-GUI, low level interface is relevant.
That said, Bethesda could have relatively easily exposed a little more functionality without any GUI-screwing worries - things like more versatile GMST access wouldn't cause any trouble in this area. Genuinely new extensions would admittedly have been significantly more work.

@NN A few questions on the architecture for SoW:
Where exactly are you drawing the line between hard-coded systems and more versatile/moddable elements in SoW? (I don't think there's anything about this in the forum/blog)
Is any versatility you aim for mainly to give yourself options to change things up down the road, or specifically for modders?
How clear are/were you on exactly what you want from the gameplay when deciding on how versatile you'd make things?
Where you aren't/weren't clear, have you run into restrictions that would lead you to adjust things in retrospect? On the other hand, have you created any versatile elements which haven't been of any use to you (though they might perhaps be for modders)?
 

DraQ

Arcane
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Chrząszczyżewoszyce, powiat Łękołody
Naked Ninja said:
But since you're using this fact in your proof of how awesome UED is versus CS, show me some nice examples of these RPGs ontop of UED. Links plz.
Well, they are about as numerous as horse racing sims under Oblivion, aren't they?

(There was one RPG under unreal in production, but it died, I think)

We're comparing the quality of modding tools here. If both tools allow cobbling together some content similar to original game using provided prefabricates and/or imported resources, but only one allows for in-depth modification of gam's mechanics and objects, it's pretty obvious which one is better.

UED's interface is simple when it comes to making simple multi- or singleplayer maps, or creating skins for existing models (the latter is rough equivalent of many TES mods that are basically retextures of existing stuff). It's also as easy to edit simple properties of existing objects in UED, as it is in CS.

The difference is that you can make some crazy stuff in UED - entirely new weapons and monsters, in-game terminals with mouse-driven interface (not separate screens, interface and controllable cursor are displayed as texture), partial armour, terminals that access actual web content and display it during the game, etc.
In CS you can't even make your character use different existing animation while levitating or hack together some simple dodge anims.

Regarding the difference between the number of mods:

1. Things like skins usually don't count as mods in FPS games, whereas retextures in CS do.
2. TES games use prefabs that look at least semigood, no matter who uses them, UED requires user to create their own geometry for the level.
3. TES games are open sand-box type world with mods applied on top. Person who adds an NPC in the middle of Bruma counts as a modder. Person who takes Rrajgar Mines, adds a warlord somewhere in it and tries to relase it as his own creation counts as a retard who should go play in the traffic while ass-raped by a horde of rabid baboons.
 

eth

Novice
Joined
Nov 20, 2007
Messages
84
Maybe Bethesda got feared that people would realize that Oblivion is a texture mod of Morrowind?
 

Naked Ninja

Arbiter
Joined
Oct 31, 2006
Messages
1,664
Location
South Africa
So you're admitting you were wrong in the above statement and the CS doesn't show any effort made to help modders? It's just there, a release of what they use themselves. It isn't proof of effort, it just is.

Sigh. No, I just thought if I highlighted key words someone might see the point, but apparently I have to elaborate. Perhaps with an example. I'm a programmer right? And I want to make a cool tool to empower...lets say artists. To make art. Now lets say I have a large art department sitting directly upstairs, who are far more likely to know what type of requirements artists have and what features they'd want to enable them to make art. Would I not then, logically, go to said art department, get their specs, then come back down and design a nice tool for art creation based on those specs?

Now we release this tool out there for everyone to use, and a bunch of amateur artists on the forums begin to cry that this isn't a tool made specifically for amateur artists.

Because it doesn't have feature X. Well, we say, reasonably enough, we designed it around what our in house artists said they needed to make art.

Ah well, obviously your designs didn't intend to support amateur artists then, they cry, rather melodramatically!

No. They made a tool to make art. Naturally they got the input of their artists on this. This is not proof they didn't intend to help amateur artists. The fact that they got their functional spec from their own artists doesn't mean they didn't put effort into making it fit for the public, to improve usability.

You've jumped on this "the program only has the functionality that our internal designers requested" as proof that they just metaphorically tossed it over their shoulder to the starved modding masses once done with Oblivion. I'm telling you NO software gets that polished for public use by accident. And it is very rare for internal use software to be that polished. I've certainly never seen it.

Explain to me how, considering Bethesda prefers their in-house designer software to be user-friendly (probably because of the size of their staff and their production method this is preferable, whatever

Ah, that innocence, I'm trying to remember when I lost it.... Now I feel old, thanks guy :/

Big companies are some of the worst culprits for shoddy in house tools. I'm curious, are you guys all students or what? Sounds like you have a kind of happy pipe-dream of what the industry is like.

By the way, I thought you were an amateur designer/programmer.

Amateur RPG designer. However, to clarify (at the risk of coming off like I'm blowing my own horn) I am :

A professional programmer with 4 years experience, previously I worked in image analysis and 3D vision systems. I am now a professional game developer, although probably not in a field the Codex would appreciate. Online gambling games. Yes, we have game engines, script systems, in house tools, designer departments, large staff etc etc. Heh, it even says "Game Developer" on my job contract, which is kinda neat.

Before that I completed my honors degree in computer science and mathematics, from which I graduated Cum Laude. During my degree I took a fancy to gfx and game programming, culminating in me writing my own 3D game engine and game on top of it for my honors project. I then scrapped that and began building a more advanced engine for my RPG (based on my research of pro game engine techniques including Unreals). After a while, realizing I'd be spending the next few years writing an engine and tools instead of a game, I looked around at existing engines to license. Torque looked the best product, mainly for it's robust toolset and scripting engine, so I moved to it. And now it is 2+ years later, bringing me to a total of 7 years researching and developing game dev technology and techniques. During my development of the RPG framework on top of Torque I have done a lot of research on other systems. Both NWN and CS have influenced my design. Dialogue for instance is heavily inspired by NWNs powerful system.

Hopefully that is a good enough pedigree to call myself a professional, and to comment in these matters.

However, if Bethesda wanted to support modders, they could have polled for the most important script functions and added them in as a design requirement. As I understand, Bethesda failed to provide appropriate documentation for the program, and this is a good proof they don't care much about modding beyond the basics.

Mmm, see above example about the artists. Sure, they could poll the community. But their internal designers are going to have a better and more realistic idea of what is a good suggestion and what isn't. Your suggestion is just asking to be bogged down for ages. And if you reject an idea without explaining why, modders will be up in arms as well. I'm sorry, the reality is that isn't a good idea.

"The basics"? You can build entire RPGs and customize the experience quite a bit via powerful editors which hide significant complexity from users who don't really have the technical knowledge. What are these things beyond "the basics" and how does that show Beth doesn't care? Because you can't make total conversions? Meh.

Actually, letting people use "fugly" tools is not a really good decision. The fact that companies have chosen to do so for one reason or another throughout the years doesn't mean that it is a good idea.

That's stating the obvious eh? But you will find it difficult to convince someone to give devs the time to really polish a tool unless the management can see a money value DIRECTLY assigned to it. And no, saying "it will improve productivity!" doesn't work as well as you think. Companies are under pressure and long term thinking doesn't happen as often as you'd like. The fact that the tool is so polished implies someone with power in the business structure championed it.

or maybe they simply wanted to allow people with less technical skills do the job.

Ain't it great when you can kill 2 birds with 1 stone. I'd lump modders into that category.

I think he means things like:

#include <stdio>
#include <stdlib>

int main (int args, char* argv[]) {
printf("Hello World!");
return(0);
}

Any other programmers here see the immediately obvious flaw? Anyone? No? Ok, I'll point it out.

That function is built off the stdio and stdlib libraries, which are built off other libraries etc etc like an iceburg with only the tip, your printf statement, peaking out of the water. Want to take a bet there aren't bugs in those libraries? That there isn't some user system or hardware config that this would act in an unforeseen manner on? Or perhaps you don't think all the libraries and suchlike that you make use of to do even simple things like that count as part of "your" software? If not then yes, that is a very nice printf statement, well done.

Formal specification could prove a code is bug free [bold] according to its specification [/bold]. While this doesn't guarantee that the software does what you want (the specification may be wrong) it is closer to that ideal anyway.

Pointless, practically, like most blue-sky ideals. If a user encounters a bug, your software is bugged. Get any professional programmer alone, give him a beer and ask him if he is willing to guarantee his code will work 100% bug free all the time and see what he says. ;)

Didn't the Civilization 4 SDK manage to do both? (note: this is an actual question) I seem to remember you could change the gui as well, so maybe that is how they did it, but while I didn't use it too much, it seemed like a powerful tool.

Dunno, never looked at it. I've never heard of any wildly "non-civ like" mods for it though. Can you change the UI, or actually change the fundamental civ subsystems?

Five easy steps to greater understanding:
(1) Find yourself a copy of "Design Patterns: Elements of Reusable Object-Oriented Software".
(2) Find page 185.
(3) Read through to page 193.
(4) Repeat stages (2) and (3) until you realize that the façade pattern isn't always evil.
(5) Read the rest of the book.

Personally I found "Head First Design Patterns" a much more approachable introduction (it's in Java, but it really doesn't matter), but "Design Patterns:..." is a more complete reference. I found it pretty useful, and I guess you would too - unless you're so "professional" that you've realized that no book could teach you anything you don't already know.

I don't think it is "evil", stop being so melodramatic.

Dude, look. I'm not trying to be an ass about this. But in the real world cost versus payoff makes certain theoretically awesome designs simply unfeasible. I am seriously getting the vibe that this is theoretical knowledge you have and you are simply unaware of the sheer scope of what you are proposing. This would add upwards of 6 months to a year of design and development on the underlying system (6 months multiplied by X programmers salaries) never mind the gui, dramatically increase complexity which translates into bugs and Q&A budget...the offhand way you refer to how they should have done it that way implies to me you truly haven't got an idea of what it would take to implement. There are limits to what is reasonably achievable. Have you ever implemented anything like this yourself, for a large scale system with guis and suchlike?

Again, I'm not saying that this would be a cheaper/better way to do things - clearly the versatility has a cost. However it's a perfectly viable model, GUI or no GUI.

You're underestimating gui creation difficulty. If you've never had to do a gui system they seem pretty trivial. Ha! nooooo.

That said, Bethesda could have relatively easily exposed a little more functionality without any GUI-screwing worries - things like more versatile GMST access wouldn't cause any trouble in this area.

Perhaps. But do you have any idea how the internal systems handle those GMSTs? Where, when and how the processing around them occurs? Again, dude, if you were a professional programmer you'd understand how sometimes things that seem really trivial aren't. If they allowed you to alter them at an arbitrary point during run time it *could* set certain systems out of sync. Depends on how the system was designed. I can't say since I haven't seen the source but I'm not going to take this as a sign they don't care about the modding community.


@NN A few questions on the architecture for SoW:
Where exactly are you drawing the line between hard-coded systems and more versatile/moddable elements in SoW? (I don't think there's anything about this in the forum/blog) Is any versatility you aim for mainly to give yourself options to change things up down the road, or specifically for modders?
How clear are/were you on exactly what you want from the gameplay when deciding on how versatile you'd make things?
Where you aren't/weren't clear, have you run into restrictions that would lead you to adjust things in retrospect? On the other hand, have you created any versatile elements which haven't been of any use to you (though they might perhaps be for modders)?


The line is based around most reasonable gain vs cost. I'll elaborate after this :

Is any versatility you aim for mainly to give yourself options to change things up down the road, or specifically for modders?

Both, sorta (It's not really to give myself options, since I can always rip out and redo the code pretty easily. I have maximum options available to me already. It is to provide ease of game and content creation. Create flexible and powerful tools, work smart not hard blah blah). I consider it a 2-birds-with-1-stone scenario. I have in the past learned the follies of hard coding things so I aim to make it as flexible as possible/reasonable. Both myself and modders benefit from this in the future. But in an effort to make it usable by modders I'll be building a modding guide explaining the principles, describing
functions and varables, ensuring there are tooltips and whatnot so that it isn't just a jumble of menus that makes sense to me because I built it....etc. I'm also making an effort to ensure game play scripts are stored in the DB (not hidden in encrypted source files) so that modders can modify not just variables but actual functionality. And All RPG variables are modifiable in the editor or via script calls. For example, changing how many skill points a char gets on level up, how quickly health regens etc etc is simple.

Believe me when I say that that effort isn't really necessary if it was just for me. Nor is it trivial, time wise. I have more powerful editing tools that would not require me to write new guis and suchlike. They are less friendly but I have enough technical and domain knowledge that I could be just as productive with them. I believe that letting people customise their experience is a great concept, very empowering to the community and honestly it would just give me a kick to see people creating their own modules/settings/stories/gameplay.

I draw the line based around "reasonable effort". For example, you mentioned Fallout. You won't be able to make Fallout, sorry. Implementing a system which would allow the modder to alter the game so as to be turn-based/action points instead of realtime...shudder, that isn't a reasonable amount of effort on my part. It is a hellova lot of effort. Likewise, you might think a good isometric camera/control scheme is trivial to implement? It isn't really. There are some existing options for 3rd person cameras which I'll include.

So basically, core architecture systems are mostly off limits (you use the functionality the system has). The RPG layer I built on top of that is almost entirely scripted, a good chunk of that script will be available to you. Certain fundamental aspects of the RPG subsystems will be set. You won't be able to alter how dialog works (very similarly to NWN), but you can add all the script checks and script triggers you want to your dialogs. Write a custom script which tracks player "werewolf kills" or something and runs scripts/mods dialogs based on that combined with faction standing,gender, skill level and time of day is all possible, for example.

How clear are/were you on exactly what you want from the game play when deciding on how versatile you'd make things?

Pretty clear. But I tend to design for the most flexible system I can within the sphere I'm working with. So for example, I didn't design for any system from RPG to RTS to turn based to multiplayer. I designed for 1st person real time RPG. But within each subsytem I made it as flexible as possible. The abilities system is incredibly flexible and will allow you to make spells, special combat moves or special scripted story abilities for example.

Some things are a little bit of a trade off. You won't easily be able to add new player attributes, but you will be able to add, remove or modify player skills and abilities. You will be able to modify the game settings that control how player attributes work though (how much damage does strength X add? How much does it let you carry? etc).


Where you aren't/weren't clear, have you run into restrictions that would lead you to adjust things in retrospect? On the other hand, have you created any versatile elements which haven't been of any use to you

Mmmm, no design is ever perfect and you will always look back and think that you could have done things differently. I'd have liked to make a dynamic economic subsytem for example. If it makes it any better I intend for this architecture I've made to grow and support future games. I DO NOT want to throw it all away between games. So I'll add things in future versions, which will trickle down to the community. If people suggest additions, and they are reasonable and/or I might use them in the future, I'm not adverse to adding them. Reasonable effort.

Created any elements which aren't of use to me? Nah, not really. Torque has some FPS stuff which I don't use, like vehicles (both wheel based and flying). But I haven't come close to plumbing all the possibilities of the systems I personally implemented. For example, abilities can have a script callback which in theory could do all kinds of crazy stuff. Torque can load web pages for example, I can't think of any game play reasons for it but you could have a "Spell of Browse The Codex" if you wanted. :D :D :D

Or, more practically, spawn a couple of hundred Creature X which wipe out anyone in the region who isn't the player, or rain longswords from the sky...

If you knew script fairly decently you could use the gui editor to implement mini-games like poker or whatever...*shrug*....or even chess using the in-game 3D chars if you really knew what you were doing.


And since I'm an indie and you can talk directly to me I'd help out with questions from modders, sure. Depending on what people were asking for I may even implement it if it's reasonable. Community is an important aspect for indies in general.


@DraQ : So none then?

We're comparing the quality of modding tools here. If both tools allow cobbling together some content similar to original game using provided prefabricates and/or imported resources, but only one allows for in-depth modification of gam's mechanics and objects, it's pretty obvious which one is better.

Nope. Your argument was that UED could do everything CS could do + flexible whatnot. My point is it could...but to get it so that users can add RPG content as simply you'd need to build the RPG framework on top of UED which would :

A) Take 2+ years.
B) Bone your flexibility.

It's like comparing an empty plot of land with a plot with a house built on it. Your argument is that the plot of land is better because you could build the same house on the empty plot or any other house you want! Your belief that this fact makes the empty plot better does not take into account the cost of time and effort you'd need to build the house, and the fact that once you build whatever house you no longer have any space to build any other houses. The act of building the house removes the inherent flexibility of the empty plot.

Empty plots of land are great for people with the time, resources and skill to build a house. A lot of people just want to buy a house and decorate/modify it with their own stuff. modify...mod...modder...sound familiar?

And btw, good luck building an RPG purely in UEDs scripting system Some things you will find you need engine source code access to do. ;)
 

DraQ

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Naked Ninja said:
Some things you will find you need engine source code access to do. ;)
Such as?

I saw independent modders adding things like hub system or distance fog to Unreal engine without access to the source code.
Adding skill system or hud-based dialogue interface activating scripts based on player's choice seems trivial in comparison (now, networking all the activators in semi-consistent manner wouldn't be so trivial, but that holds for any engine and editior), especially considering that various hud based interfaces, even the ones allowing keyboard input have been created, and I know of at least one mod featuring simple skill system (NC), as well as really cool Alchemy system.

I think that lack of RPG mods can be chalked up to the lack of interest on part of the gaming community as well as large amount of work involved in making proper RPG (as opposed to making glaringly impractical chainmail lingeries and importing them in CS).
 

Ahzaruuk

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Good god, so many posts, but only a 40 min span of time to read them!

Anywho, I can't say I'm surprised at this action. Since the beginning of Oblivion's release there was a sticky in the mod forums saying that importing any resources, even from their own games was prohibited.

So the demise of this mod does not come unexpected, but I still think it sucks.


Oh well. Back to forum lurk mode
 

Naked Ninja

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I wouldn't hazard a guess without delving deeply into the system myself. But it's rare to be able to make a game completely via script. Thats what a scripting layer does, it hides the underlying layers and exposes certain functionality. Stands to reason that if there are things you need to implement which require getting at the underlying bits script wouldn't be sufficient, yes? Not saying you couldn't do a fair chunk ( I'd say 80% of SoW is scripted for example), but in my experience there is always something niggly you'd like to modify but can't without the source.


And no, having seen simple individual components does not translate into being able to make the full system in script.

I saw independent modders adding things like hub system or distance fog to Unreal engine without access to the source code.
Adding skill system or hud-based dialogue interface activating scripts based on player's choice seems trivial in comparison

You have that backwards. Hub system and distance fog are trivial in comparison to skills system or interface based dialogue.
 

DraQ

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Naked Ninja said:
You have that backwards. Hub system and distance fog are trivial in comparison to skills system or interface based dialogue.
How is working around rather serious engine limitations trivial in comparison to adding just another set of variables influencing PC doing stuff, or hud-based activator with several "if .. then" routines?
 

DraQ

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Naked Ninja said:
How did the hub system work? Streaming content or areas that load up as you walk into them/go through doors?
Areas, persistent ones. The thing that never got implemented and was dropped from Unreal despite the fact the Devs intended to implement it up until late in developement cycle, as evidenced by late betas.
 

aries202

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Ok, I have now seen the mod Morroblivion in use at youtube as well as I have read the readme for Morroblivion. I have to say that since I have done this I understand Beth's position a little better (though I still don't completely agree with it...).

The point is this:
Morroblivion basically takes Morrowind and uses the Oblivion engine to play Morrowind in.
This means that Morrowind uses (or will use) the Havoc System, the Speedtree system from the Oblivion engine and possibly also the music composed for Morrowind in the Oblivion engine format. I'm not a techie, but I do think that there are some sort of converting Morrowind.exe file format into Oblivion.exe file format going on here as well - otherwise Morroblivion wouldn't play in Oblivion's engine? (at least I hope I'm partial right).

I use a program called Morrowind Graphics Extender aka MGE when I play Morrowind. And as far as I know, this program enhances the meshes and textures used in Morrowind to look a lot better. The same goes for Psychodogs Studio's Better Bodies mod for Morrowind, I think. Part of the problem might also be, as one poster sugges at the tesnexus forums that Bethsoft themselves are doing this themselves, maybe for TES 5 or for a stand alone game, in which Morrowind, Oblivion etc. all are linked together, using the Oblivion engine and which has the same quest structure in Oblivion etc.

Part of the problem could also be that Bethsoft (or zenimax media) fears that (more) people will pirate (not a recommendation, though) Morrowind (or Oblivion) instead of thinking like this: 'how nice, now we get to sell more of our games from Morrowind to Oblivion which means more money for us'. (and eventually to the their licensors).

It just seems to me Bethesda are putting a distance between themselves and the modding community for some unknown reason. (or for reasons best known to themselves...). I don't know why they would do such a thing since they anger a lot fans of their games. And this gamer already has decided not to buy Fallout 3 untill it the bargain bin - because of the way that Bethsoft treats the modding community. Apparently - and sadly :( - being hit on the money side of things seems to be the only language this sort of businesss understand these days...
(some of this post also appeared in a very morrowind returning place...)
 

Naked Ninja

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Ah, thought so.

Trivial then. It's a loadstage function call fired by a trigger. Did it for SoW, took all of half an hour to implement. And the distance fog was probably as easy, every 3D engine in the last decade and a half has had distance fog, it's a lowest common denominator feature.

The tricky part there wasn't the hub system, it was the persistent saving of data. What type of things were saved?

If the devs didn't implement it it wasn't because of technical issues, it was the cost of adding in the content.
 

galsiah

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Naked Ninja said:
And it is very rare for internal use software to be that polished. I've certainly never seen it.
I'm sure that's true - but it doesn't mean that this isn't one of those rare cases. Again, it's a tool that a large team uses for almost their entire work day. If any internal software is going to be polished, this is the sort of thing that would be.

Big companies are some of the worst culprits for shoddy in house tools. I'm curious, are you guys all students or what? Sounds like you have a kind of happy pipe-dream of what the industry is like.
No-one is arguing anything about the general case - you're the only one that's talking generalities. You're probably right about the norm of the industry, but that has next to no implications for this particular case, since there is better, more specific information to go on.

Sure, they could poll the community. But their internal designers are going to have a better and more realistic idea of what is a good suggestion and what isn't.
Perhaps in terms of practicality, but not in terms of usefulness to modders. The internal designers are level designers who're designing with a specific and narrow mindset (quite reasonably). They are not going to be the best judges of design possibilities in general, since they aren't working as designers, but rather level-designers.

Your example with artists is probably true, but there's an important difference there: modding artists have very similar requirements to artists; modding designers have different requirements from the relatively narrow purview of level design.

What are these things beyond "the basics" and how does that show Beth doesn't care? Because you can't make total conversions? Meh.
It doesn't help your argument to continually judge grey areas in terms of extremes. While TCs, multiplayer, and similar might be absurd, there is a lot of potential between what was in TESCS and those things.

Get any professional programmer alone, give him a beer and ask him if he is willing to guarantee his code will work 100% bug free all the time and see what he says. ;)
Naturally - since any relatively complex software that is bug free won't have one guy responsible for any section. It'd have huge amounts of formal specification, systematic inspections, comprehensive testing....
Anything entirely bug free would require a totally different development and testing regime from that used in the vast majority of cases. Clearly this has little relevance to this discussion, but the notion that complex, bug-free programs don't/couldn't exist is still daft. Your argument is based on the way things work in most cases - which has absolutely no relevance, since we're not talking about most cases.

I am seriously getting the vibe that this is theoretical knowledge you have and you are simply unaware of the sheer scope of what you are proposing.
(1) I readily admit that my theoretical knowledge is ahead of my practical experience. [though I'd point out that theoretical ideas don't become invalid simply because they're advanced by someone with limited practical experience - somewhat suspicious certainly, but not necessarily invalid]
(2) Again, I'm not "proposing"/"suggesting" anything. I'm simply saying that TESCS wasn't built to satisfy modder requirements. That's simply a fact. I'm not saying that it necessarily should have been, or that it would have been easy to do so - only that it wasn't.

This would add upwards of 6 months to a year of design and development on the underlying system...
To do it thoroughly, you're probably right. Again, I'm not saying that they should have done it, or that it'd be easy - just that they ought not to get credit for something they didn't do.
Did they do this? No.
Did they include other features purely for modders? No (if you disagree, please name one).
Did they cut functions which were of great use to modders, but not to their designers? Yes. (e.g. GetSoundPlaying)

Perhaps. But do you have any idea how the internal systems handle those GMSTs? Where, when and how the processing around them occurs? Again, dude, if you were a professional programmer you'd understand how
Of course I understand this, "professionalism" has nothing to do with it. However, you're again appealing to what may or may not be true in general cases. Here we have specific evidence - i.e. MrSmileyFaceDude's reply to my specific inquiry that "It's just not something we've found a need to do.".
You can weasel around all you like with the slim possibility that it would also have been very difficult (highly unlikely), but it's clear that difficulty wasn't the issue - it wasn't something they needed to do, so they didn't consider doing it. Reasonable, but not modder-friendly.

[Also you're coming at it from a perspective of potentially needing to hack changes in to a complete system, when that's not really the issue. The question isn't whether GMSTs could have been exposed as a late-in-the-day afterthought (though they probably could have), but rather whether they could have been exposed from the outset by design. It's totally obvious that they could have been trivially, if designed from the outset, - it just wasn't done [e.g. by giving them the same access / serialization as as "global" variables in TESCS]]

I can't say since I haven't seen the source but I'm not going to take this as a sign they don't care about the modding community.
I'm not arguing that they don't care in general. I'm simply stating the fact that TESCS wasn't designed for modders, or with a specifically modder-friendly approach. Whether this means that they didn't care is a separate issue. It's certainly no evidence that they care that much.


And All RPG variables are modifiable in the editor or via script calls. For example, changing how many skill points a char gets on level up, how quickly health regens etc etc is simple.
How about changing formulae, rather than just coefficients? E.g. say that maximum encumbrance is currently X*Strength + Y, and you wanted to change it to say X*(Strength^2 + Endurance) + Y. Does that kind of change have you ferreting around in source code / data files / a GUI...?
If it means changing the source, is that cumbersome? Would it be cumbersome if you were doing it much more frequently? Do you think you'd play around with formulae more if it were simpler (if it could be)? Do you think the game would benefit significantly?

Believe me when I say that that effort isn't really necessary if it was just for me...
Sure - that's laudable. However, I'm mainly asking from a development rather than modding perspective. Excluding all the documentation/ease-of-use stuff, would you say the functional efforts towards versatility have paid/will pay off for you? Would you do things functionally the same way if modders weren't an issue?

...So basically, core architecture systems are mostly off limits (you use the functionality the system has).
Sure - that makes sense.

The RPG layer I built on top of that is almost entirely scripted, a good chunk of that script will be available to you.
Good stuff.
How have you organized things scriptwise? Presumably you have scripts that run on all objects of type X, as well as unique ones to run on specific objects. What about scripts that don't run for a specific target object? - or is everything targetted on some "object" (e.g. a quest, a town, a weather state...). How much autonomy/scope do scripts have - are there access restrictions, with some kind of structure/hierarchy, or is it a free-for-all with the individual modder setting boundaries? How easy is it for scripts to acquire and use references/handles to generic objects? (e.g. can a script get a handle to all NPCs in 50 feet, then do scripted stuff to them; can a script get handles to all active quests and do something to them [e.g. suspend them while some-weird-stuff happens]...).

If you have relatively little organization / few restrictions for scripts, does that make organization of your systems more difficult? If you have things pretty regimented, do you think that has/will restrict versatility significantly (either for you or for modders)?.
If you think things are both well organized and highly versatile, how have you gone about this? [specifics welcome, but general principles will do]

more SoW stuff
Sounds good in general.
Obviously it's always nice to have more, but what you describe is very encouraging. Going back to variable vs formula tweaking, how practical/useful do you think it would be to have scripts for things like max_encumberance calculation? I guess it's almost pointless for SoW, since you'd so rarely be altering the basic formulae. However, presuming for a moment that it'd be useful (say you needed to change them frequently or on-the-fly), do you see any significant arguments against it? Clearly you'd end up with a load more scripts if you put all these little things into one, but I can't see it being a performance issue, and a bit of organization would presumably clear things up. Thoughts?

This isn't a suggestion for SoW (though I'd certainly not object), since I'm sure there are many higher priorities. I'm just wondering whether you'd see any downside beyond the it's-a-bit-of-a-waste-of-time issue.
 

DraQ

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Naked Ninja said:
And the distance fog was probably as easy, every 3D engine in the last decade and a half has had distance fog, it's a lowest common denominator feature.
Except the first unreal engine used in Unreal and UT'99. The only fog those support is volumetric lighting, which allows for some impressive eyecandy, but it's a resource hog when used in any large quantites, and, as such, completely unsuitable for the role of distance fog.

The tricky part there wasn't the hub system, it was the persistent saving of data.
Thank you, Captain Obvious. Making a hub-style interconnected set of levels without persistency in UEd is well within modding capabilities of typical "I MAED A CUBE WITH 10 RADAMARZ MAP IT ROX!1" retard and doesn't require even looking at the code.

What type of things were saved?
Changes to object placement IIRC, Deus Ex style. Corpses added, weapons ammo and monsters gone, etc.

It's been a long time since I played this particular mod, and for good reason as, despite being innovative and having some quality code, overall build quality and aesthetics was sub-par and the whole was full of in-your-face religious bullshit. It's called "Legacy" if you are willing to take a peek. Beware fucked-up installer.

If the devs didn't implement it it wasn't because of technical issues, it was the cost of adding in the content.
The content was already there in '97 beta. You can play it and see for yourself. The only problem was that hub-system, namely the peristency thing, wasn't there, so they cut up existing content, modified it so that it still made sense, and reconnected it in linear fashion.
 

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