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no mod tools for bf3

Historical capture recovered from the Wayback Machine · captured 2012-01-07 · 25 posts
DICE exec Patrick Söderlund

Patrick Söderlund said the following to GameStar magazine:

As of now, we are not going to make any modding tools. If you look at the Frostbite engine, and how complex it is, it’s going to be very difficult for people to mod the game, because of the nature of the set up of levels, of the destruction and all those things… it’s quite tricky. So we think it’s going to be too big of a challenge for people to make a mod.
And BF3 is dead competitively before its release.
wow thats a huge letdown....

TWL|MadChild
TeamWarfare Competition Manager
Email: madchild@teamwarfare.com
IRC: #teamwarfare, #twl_bf
Yes because I care about building destruction in fps, bah..
Originally posted by: MadChild
wow thats a huge letdown....


Why is it a letdown? Not releasing mod tools for an FPS has become the status quo. What was the last game that had mod tools? CoD4?
I say letdown just for the fact that I was dim enough to get my hopes up and think BF3 may still completely cater to the PC crowd, mod tools and all. Naive, sure, but I like my dream land.
http://battlefieldo.com/dice-confirms-no-mod-tools-for-bf3/


The letdown is that no game has had any tenure in competitive gamign without some type of mod tools, or highly moddable configuration.

BF3 does not look to have either of these.

Competitive gamers should look more at RO2 than BF3 or MW3.
Post edited by N2DEEP[*=] at 7/6/2011 4:16:07 PM
I think it's just going to depend on how much you can configure server side settings. It's not like it has to be modded like say COD because it doesn't have arcade style characteristics like "Perks".

However the only thing I see out of this is complete disregard for the amount of experience and skills that the modding community has. Hell most people who mod these games have more skills then the people who develop it.
Originally posted by: chad`
Originally posted by: MadChild
wow thats a huge letdown....


Why is it a letdown? Not releasing mod tools for an FPS has become the status quo. What was the last game that had mod tools? CoD4?
You might add Black Ops to that list or sort of...
Originally posted by: badkarma3
I think it's just going to depend on how much you can configure server side settings. It's not like it has to be modded like say COD because it doesn't have arcade style characteristics like "Perks".

However the only thing I see out of this is complete disregard for the amount of experience and skills that the modding community has. Hell most people who mod these games have more skills then the people who develop it.

That's what I was thinking. All I read was, "Our system is too tough for you guys to figure out!" I doubt that.
Originally posted by: Hayling
Originally posted by: chad`
Originally posted by: MadChild
wow thats a huge letdown....


Why is it a letdown? Not releasing mod tools for an FPS has become the status quo. What was the last game that had mod tools? CoD4?
You might add Black Ops to that list or sort of...


From what I've heard, the Black Ops mod tools are a complete mess. Not even worth messing with. Same tools ported over from WaW and just delayed on release so they could get their DLC out first. Think the last TRUE mod tools were cod4. May be the last set we get too.

I also laugh at the idea that BF3 would be too complex for us simpletons to mod. There are plenty of people out there who live for modding that they could figure it out, no matter how complex.

Hell, they could even simplify it. Give each building a certain breakdown physics property and just give us the ability to change other things. Weapon values, HUD characteristics, whether a building is permanent or destructible, spawn point changes. That and recording would be great.

But, since all that is a moot point as of now, Skyrim here I come
Post edited by <>DisturbeD<> at 7/7/2011 11:33:55 AM
As long as it has some sort of way to configure your server to suit competitive matches itll be fine

bfbc2 didnt have anything when it came out but they slowly added features to allow for the things we needed (delayed start timer etc )

Hopefully they dont make us wait this time
kalms said this about why no mod tools for bc2
http://forums.electronicarts.co.uk/battlefield-bad-company-2-pc/1350772-so-how-about-modtools.html

Zh1nt0 and you folks have asked about it, so here's a piece on the modtools situation for BC2 PC.


Frostbite 1.5 consists of these components:

The game runtime
The editor runtime
The content processing runtime (aka "the pipeline")
and some plugins for Maya


The game runtime is distributed outside of EA, but the editor + pipeline + Maya plugins are not.



So let's take a look at some things that would need to be solved before we'd be ready to distribute the editor + pipeline.


Pipeline operation

Let's say that you tell the pipeline to build level MP_003.

MP_003 is represented by an XML file, which references a bunch of other files. These in turn reference other files. If you follow this graph of references, you will find the level layout, heightmap, characters, weapons, vehicles, and all the content that you can see in-game. (The in-game HUD and related stuff might also be in the graph.)

When the pipeline is about to build MP_003, it will first perform a consistency check on all content, and yell if any file that is referenced by any other is not present.

If all files are present, the pipeline will attempt to convert all files referenced by MP_003. It uses the file system journal to determine which files have changed on-disk. Also, and any files that have already been converted have info on which files depend on it (so it has info like: "if file X changes, then files Y,Z,W will also need to be rebuilt").

Building all content for BC2 from scratch takes something like 48-72 hours on a normal workstation. Half that time is spent building common content (such as character animations), half builds level-specific content.

In addition, there's a caching mechanism: if the pipeline wants to build a specific bit of content, it will first check if the pre-built content is already available on a cache server and take the result directly from the cache server instead. The pipeline can also populate the cache if it builds something new.


Pipeline issues

So how does this work in practice? It's not ideal, but it's good enough for us to ship games on it.

The pipeline is a bit overzealous with regards to rebuilding assets - sometimes it rebuilds stuff that it shouldn't need to.

The pipeline will normally crash about 2-3 times during a full rebuild.

You need to have Maya 8.5 (32-bit version) installed in order to convert any meshes.

Any content in the cache expires after 3 weeks. After 3 weeks have passed, that content will need to be rebuilt and re-uploaded by a machine running the pipeline. The effect that this has on day-to-day development is minimized by having one or two machines dedicated to running the pipeline every time any content change is done. By running the pipeline, those machines will populate the cache, thereby speeding up the build process for everyone else. (The output form those content build steps is discarded.)

In short: the pipeline + cache setup works better the more people are using it simultaneously.


If there are content errors, you need to know a lot about the internals of the game engine to figure out what's wrong.

Finally, in its current form, the pipeline + editor expects some specific IT infrastructure in place (most notably the cache server and a Perforce server).
If it's not there then the pipeline + editor will behave strangely.
The first time I tried, it took me about one week to get the full editor + pipeline setup to work properly outside of the DICE office. And that was when I had the option to call any of the other developers to ask for help.



... does this sound bad to you?

Truth be told, this is approximately where the industry average is at for game studios' internal game engines. One of FB 1.5's weaknesses is specifically that its content processing is flaky, and the flakiness gets more problematic as the amount of content goes up. FB 2.0 is much improved in this regard, but FB 1.5 is what we're using for BC2 and that's what relevant in the current discussion (or monologue if you prefer).


Content

Both the pipeline and the editor takes in all content in its raw, original form. Anyone who is to build any content needs the full 80GB of raw data on their machine. We are not comfortable giving out all our animations, meshes etc in raw form.

We are comfortable giving out the processed data - after all, that's what on the game disc - but that data does not plug into the editor/pipeline at all.


Licenses

The game, editor and pipeline all use commercial middleware. It is developed by Havok and several other companies.

The licensing agreement for the middleware allows us to use that code in specific products, on specific platforms.
If we want to release editor + pipeline, we need to license the middleware specifically for this. How much would that be? Perhaps $1M-$3M. I'm guessing wildly here.

Stripping out that middleware would seriously hamper the functionality especially of the pipeline. We use Havok Physics, for instance. Without Havok Physics, the pipeline wouldn't be able to convert any of the physics meshes. We also use Granny. Without Granny, the pipeline will not be able to convert any of the character animations. Etc.

Re-implementing the necessary functionality of the middleware ourselves ("let's make our own physics engine / let's plug in an open-source physics engine") would take literally man-years. Licensing is cheaper in pure $ cost and faster (it works now instead of by 2012).

The pipeline also uses some code that is under GPL. Given that we do not want to release the full source code for the editor + pipeline, we would need to replace the GPLed code with other implementations.

The GPLed code is less of a problem than the proprietary middleware.


Editor

The editor itself is reasonably stable and well-behaving. It is far from obvious how to set up the game logic for a level, but that is easily covered by releasing some example levels which contain the logic setup for the common gamemodes.


Test-running levels

First the level needs to be successfully processed by the pipeline. Then you'd want to be able to test it locally. That involves having a listen server around. We don't have a listen server neatly packaged. There's probably a piracy angle here too but I'm not going to discuss that.


Distribution of levels

Getting levels onto the RSPs server machines would likely not be any problem. However there's need for checksumming levels, so that game clients can know whether or not they have the correct version of level X on their machines. There's a whole bunch of other things (mainly UI-related) which will need cleaning up as well. Not difficult to do, just takes time and I'm listing it for the sake of completeness.

Also, there are some complications wrt when we release patches that affect the base game's content. Whenever we release a patch, all existing levels will need to be rebuilt with a new set of original data. This is because some level-common data is stored inside of the level archives. I'm not sure at the time of writing, but that probably means that the only manageable way for us would be to invalidate any user-made levels when we release a patch of that form.
Then creators of any user-generated levels would be required to run their levels again through the pipeline with the new base content supplied.


So how about just a map editor?

If it doesn't plug into the ecosystem above, then getting it to work involves some serious wrangling. Either it is a light-weight replacement for our existing editor - in which case all the challenges with the pipeline still remain - or it is a separate mode (think Forge for Halo). Developing an extra mod-layer that is sandwiched into the game would easily take 6-12 months.


Synergy effects between FB 1.5 and FB 2.0

So let's say that we would go through the procedure of making mod tools for FB 1.5. How much of that work would be reusable for FB 2.0?
I don't have any firm figures, but the differences between FB 1.5 and FB 2.0 are pretty large by now. Given this and the fact that a fair bit of the FB 1.5-specific problems (where the devil often is in the details) don't apply to FB 2.0, I'd guess that less than half of the work would port over to FB 2.0.


Conclusion

In conclusion, my recommendation to the rest of DICE is not to develop mod tools for BC2 PC. There are too many hurdles to overcome. That energy is better spent elsewhere, be that on BC2 or other titles.
I'll give em credit for actually taking the time to give us a good response.
They released minimum and recommended specs.



Minimum
Hard Drive Space - 15 GB for disc version or 10 GB for digital version
Operating System - Windows Vista or Windows 7
Processor - Core 2 Duo @ 2.0GHz
RAM - 2GB
Video Card - DirectX 10 or 11 compatible Nvidia or AMD ATI card
Recommended
Hard Drive Space - 15 GB for disc version or 10 GB for digital version
Operating System - Windows 7 64-bit
Processor - Quad-core Intel or AMD CPU
RAM - 4GB
Video Card - DirectX 11 Nvidia or AMD ATI card, GeForce GTX 460, Radeon Radeon HD 6850

http://www.gamestop.com/pc/games/battlefield-3-limited-edition/90173
@zh1nt0
Ah! We haven´t released any official specs

Originally posted by: rivaL Cartel
As long as it has some sort of way to configure your server to suit competitive matches itll be fine

bfbc2 didnt have anything when it came out but they slowly added features to allow for the things we needed (delayed start timer etc )

Hopefully they dont make us wait this time


That is all great and wonderful except that it will do fuck all to fix the many imbalanced game play aspects that are DICE's bread and butter.

I'm sure there something as ridiculous as BC2's LMG toting invulnerable medic trains, or BF2's horrible hit detection that won't be addressed until after the game becomes irrelevant to those who wish to play in a competitive environment.
Post edited by chad` at 7/8/2011 6:08:59 PM
You realize the EU community didn't use any mods and the game (BF2) lasted much longer competitively than it did in NA? Not having mod tools isn't a death sentence imo.
Originally posted by: LUEshi
You realize the EU community didn't use any mods and the game (BF2) lasted much longer competitively than it did in NA? Not having mod tools isn't a death sentence imo.



The EU gaming community is much larger than the US as a whole.
and they care more about making the game competitive ready by making rules and trying things out.. the NA community if they can find a way NOT to make a ruleset, they will.

look at bc2 how long it took to just ban some weapons. "oh we can't monitor it.. wah wah"

community makes the game. sadly gamers of today suck so gaming of today inherently(sp?) suck as well.. devs making games terrible for comp is just the icing on the cake of pc gaming becoming an utter joke.
Originally posted by: rivaL panda
The EU gaming community is much larger than the US as a whole.


yep.
It's not just the size of the community, but the behavior of it. If euro leagues/tournaments can get by using rulesets and less mods, it's because their players will predominantly follow said rules. I personally can't see NA players acting this way. We sadly need to mods and extra added security in there because players here are more likely to skirt around the rules to win and increase e-peen. I can readily name more players who are willing to do anything outside the rules to win than those looking for the fairest fight to decide who's better.

Either way, modding helps everyone in some way, whether it's a miniscule effect in terms of Euro play or a much larger one here. We could still hope for an amazingly flexible BF3 server config, but that's putting a lot of hope in another aspect of PC games that is becoming too restrictive.
Post edited by <>DisturbeD<> at 7/11/2011 12:29:29 PM
Originally posted by: <>DisturbeD<>
It's not just the size of the community, but the behavior of it. If euro leagues/tournaments can get by using rulesets and less mods, it's because their players will predominantly follow said rules. I personally can't see NA players acting this way. We sadly need to mods and extra added security in there because players here are more likely to skirt around the rules to win and increase e-peen. I can readily name more players who are willing to do anything outside the rules to win than those looking for the fairest fight to decide who's better.



Mostly because EU has about 30 times as many paid leagues as the US. LANS and that sort of thing all announced prior to launch.
Helped by relatively compact geography and excellent transportation options. Something we just don't have here in the States.
Hopefully the game will be competition friendly unlike BC2 was at launch.

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