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granQ

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NTRUDER;1857721']Great idea granQ - now I can use this thread as a perfect excuse to release all of my unreleased' date=' unfinished and unpolished coop missions that so far only my clan buddies had the misfortune of spending time with :D

[b']So be warned all! A lot of CRAP coming your way![/b] :)

(and granQ, also some SFP dependent missions among these=) )

/ ]NTRUDER

Had a few of your missions on our servers mate-keep em coming! :cool:

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I don't think we should be encouraging a deluge of missions if most of them, by what a lot of the authors are saying here, are crap.

Poorly mad missions by people that do not understand how the engine works, or the best ways to get performance out of it are the biggest cause of poor game experience. Mission making is not an easy task, it is an art form, but it is also a very highly technical process and a lot of people skip the technical part and just go with the art part, leading to headaches for everyone, players, mod makers, server administrators, etc.

Just my 2 cents.

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I don't think we should be encouraging a deluge of missions if most of them, by what a lot of the authors are saying here, are crap.

Poorly mad missions by people that do not understand how the engine works, or the best ways to get performance out of it are the biggest cause of poor game experience. Mission making is not an easy task, it is an art form, but it is also a very highly technical process and a lot of people skip the technical part and just go with the art part, leading to headaches for everyone, players, mod makers, server administrators, etc.

Just my 2 cents.

And it's up to server administrators to not put a mission up if it's not handling well. Everybody has to learn somehow right?

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I don't think we should be encouraging a deluge of missions if most of them, by what a lot of the authors are saying here, are crap.

Poorly mad missions by people that do not understand how the engine works, or the best ways to get performance out of it are the biggest cause of poor game experience. Mission making is not an easy task, it is an art form, but it is also a very highly technical process and a lot of people skip the technical part and just go with the art part, leading to headaches for everyone, players, mod makers, server administrators, etc.

Just my 2 cents.

great way to be counter productive. Im not insulting you but your post is rather ignorant. With you vomiting at the mouth like that nobody will ever release anything. How can someone learn if no one else sees thier mission. Why not encourage people to release what they have so they can recieve constructive criticism or even get a little teaching on how to correct thier problems. Instead of calling thier work crap why not teach them how to make it right.

your 2 cents.... here is your 2 cents change...

Edited by wld427
cleaned it up

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great way to be counter productive. Im not insulting you but your post is rather ignorant. With you vomiting at the mouth like that nobody will ever release anything. How can someone learn if no one else sees thier mission. Why not encourage people to release what they have so they can recieve constructive criticism or even get a little teaching on how to correct thier problems. Instead of calling thier work crap why not teach them how to make it right.

your 2 cents.... here is your 2 cents change...

LOL I have tried, but I have been met with responses such as:

"I don't think I should need to learn scripting to make missions for a game"

"Scripting isn't programming, so why do I need to know the fundamentals"

... and other such ignorant comments.

The bad practices are extremely hard to counter too, often because a crappier, although easier to implement solution is often what people will chose, so even with good advice, they won't take it and continue with bad practices because they are "easier". These "solutions" are then shared within the mission making community, reinforcing them.

No doubt some of these same people then come back to groups like ACE and ACRE and complain when things in our mods start to break. Under any normal circumstances our stuff will work fine, but when server FPS reaches 1 and client side scripting scheduler lag reaches 15-20 seconds between queue and execution there is no telling what sort of odd behavior will begin to show up.

So, sorry I don't really have constructive criticism other than don't try if you are not technically inclined or wanting to become technically inclined because it IS a requirement, not an option, to making missions for ArmA2.

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I'm more interested in how people have put in different scripts for increased functionality and how they play with their missions. THEN ripping them out (and getting permissions if sensitive) and putting them into other missions where the functionality is really needed.

So more missions = better for community!

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LOL I have tried, but I have been met with responses such as:

"I don't think I should need to learn scripting to make missions for a game"

"Scripting isn't programming, so why do I need to know the fundamentals"

... and other such ignorant comments.

The bad practices are extremely hard to counter too, often because a crappier, although easier to implement solution is often what people will chose, so even with good advice, they won't take it and continue with bad practices because they are "easier". These "solutions" are then shared within the mission making community, reinforcing them.

No doubt some of these same people then come back to groups like ACE and ACRE and complain when things in our mods start to break. Under any normal circumstances our stuff will work fine, but when server FPS reaches 1 and client side scripting scheduler lag reaches 15-20 seconds between queue and execution there is no telling what sort of odd behavior will begin to show up.

So, sorry I don't really have constructive criticism other than don't try if you are not technically inclined or wanting to become technically inclined because it IS a requirement, not an option, to making missions for ArmA2.

OK i understand your point. I have seen some of that myself in the past. I myself have dabbled in mission making a little so i can defiantely appreciate the effort that goes into it.

I still think we can better the community in general, if they show these missions, and get feedback on how to spiffy them up.

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I stand a little in the middle, I know what Nou is talking about, but I too think a 'can't release' blockage is going too far.

IMO the quality of missions found on a server is the server-admin's responsibility.

Getting people to create and release missions should be encouraged, and hopefully the fact that most people will only try the mission and supply feedback, but not add them to their server because of problems (performance or otherwise), could work as motivation to improve technically.

Doesn't OFPEC have a mission review center etc, is that still active?

I think if you want technical quality to improve, you'll have to invest in such things.

Some people don't want to learn or deliver technical quality, but there surely are those that do.

Edited by Sickboy

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Doesn't OFPEC have a mission review center etc, is that still active?

I think if you want technical quality to improve, you'll have to invest in such things.

Some people don't want to learn or deliver technical quality, but there surely are those that do.

Where can I find some technical help? I'd love for some more experienced scripters to take a look at some of my stuff and tell me what I can re-write.

I've been told FSM is really good at handling resource intensive loops, but I don't really have a comparison to tell how much of an improvement it really is.

Always willing to learn.

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Where can I find some technical help? I'd love for some more experienced scripters to take a look at some of my stuff and tell me what I can re-write.

I've been told FSM is really good at handling resource intensive loops, but I don't really have a comparison to tell how much of an improvement it really is.

Always willing to learn.

Well OFPEC is or was (i'm not up2speed) the place to be for that kind of stuff.

Afaik you could put your mission, script or addon up for review.

But obviously the BIF editing forums and armastack.info site are excellent places to ask questions and get assistance.

Receiving (and accepting) feedback on projects, by forum or issue tracker etc, is another way.

Another way is getting more skilled people involved with your projects - but this requires some luck (that people share interest for the same type of project etc).

See for example Rocko joining Fireball on Insurgency Mission.

Personally I learned a lot from other people's works, BIKI and experimentation.

Edited by Sickboy

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Yeah I've mainly learned by using the BIKI and looking at other people's code as well.

I'm sure there is quite a bit of unoptimized stuff in my warfare as I built in on an old version of Warfare BE (was new when I started using it :)).

I've tried to re-write stuff myself, but I'm sure there's lots that could be better.

I'll try to check out Ofpec

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