
Introduction
~ Proposal ~ Product
~ People ~ Community
Current
player enhancement accomplishments and capabilities

1.
General
a. Improved texture painting of objects, terrain,
effects and clouds, in some cases significant improvement in resolution/detail.
Shading textures' replacement of stock non-shading material in lower
ground objects' level of detail. Improved aircraft and interior
cockpit graphics.
b. Improved and additional aircraft models. Several
new features have been added, including animated prop spinners ,
wire bracing , 3d modeled wheels and other parts, added flat texture
parts. Shading textures' replacement of stock non-shading *material*.
Damage texture implementation. Improved interior cockpit models
There are approximately 120 distinct plane types available , and
closer to 200 plane models, counting duplication of types by different
modelers vs 38 stock game types. Implementation of unique interior
cockpit graphics for each flyable plane *slot* vs the 3 stock panel
graphics for all 22 flyables.
c. Greatly improved flight characteristics and damage effects
modeling.
d. Ability to add ground objects, existing and newly modeled,
with nearly unlimited flexibility in placement within the game.
Landmark and landmark object set editing.
e. Terrain mesh and texture tile placement editing.
f. Shell and in-game sound improvements.
g. A successful OpenGlide (OpenGL) posted at Glidos
(3rd party) suitable for Glide emulation for higher end systems
with nVidia video cards (64MB+)
h. Compression of custom files into the game's .vol file format

2.
SinglePlay specific
a. Ace and squadron replacement, including full implementation
of additional custom textures and SP shell game changes to match.
b. Date based file custom file swapping program that allows
enhanced play with more plane types, squadrons and aces. The most
complex and complete of these is Western Front Patch

3.
Multiplayer specific
a. Server
security anti-cheat and custom file set checking program
insuring each player in a stock or custom play has a level playing
field and sees the same game world. This program also allows
more healthy game options, such as restricting bombs and rockets
use to designated plane types.
b. Server side logging of target destruction (both sides'
targets simultaneously)
c. Implementation of some SP elements such as functional
AI observation balloons, in addition to 1.d. ground objects
d. Replacement of any MMP flyable scout with any developed type,
including a rudimentary player controlled rear gunner mod to
compliment scout model replacement with 2-seater and bomber models.

4.
Editors, tools, utilities and mod methods
a. RB3D's modders have been responsibly , and with positive effect,
using the Dynamix made utilities MCU and Matilda to create model
game files from .3ds model files (created in 3DStudio or Anim8or)
since Fall 1999. RBII's terrain editor, TED.exe has been used less
, but still with positive results to gameplay.
b. Modders extensively understand how to edit .dat files
and have developed various editors , from simple command line to
those with reasonable GUIs.
c. A few easier to use *managers* have been developed , that
to some degree automate editing, edit multiple files , create and
install modified files.

In summary, however, Red Baron II/3D modding has been an experiment
in clever workarounds involving extensive guesswork, little real
knowledge of data formats or programming calls, and some use of
Dynamix tools with little or no documentation regarding their use.

With little
exception , Red Baron modders have freely shared information with
each other and publicly (where such information does not enable
MP cheating). *Control*, as such, has been managed by the responsible
nature of virtually all modders involved since 1998. Primary credit
(and thanks) rests in the vision and judgment of Dynamix/Sierra
in allowing Red Baron players the freedom to pursue this game modding
*hobby* with Red Baron II/3D.

Outside
of developing an easier to use, more comprehensive game manager,
and standardizing enhancement install routines for end user ease
of use, Red Baron 3D modders have probably done 95% of what they
can accomplish to fix glitches, and enhance the game further. The
Voodoo1/2 3dfx Glide API 3D acceleration is obviously obsolete and
incompatible with newer systems. There are some incompatibilities
with WinXP, and an odd system bus clocking problem on some newer
machines resulting in flight characteristics oddities. We are at
a point of diminishing returns , and as could be expected as the
game grows older, there are less active players.

However
, Red Baron II/3D is the most predominate WWI flight simulator ,
and well acknowledged for it's *dynamic* SP campaign and MP capacity/gameplay
in sim fan circles. The Red Baron II/3D forums are amazingly active
for a sim this old.

While
we could produce a well done "Players Edition" CD with vastly improved,
expanded gameplay and graphics beauty with what we have and will
soon accomplish, we have less confidence in solving the some problems
or implementing more critical improvements desired by the community,
that are likely achievable within the existing game engine.
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