RED BARON 3D PLAYERS EDITION PROJECT

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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