RED BARON 3D PLAYERS EDITION PROJECT

Introduction ~ Proposal ~ Product ~ People ~ Community

Players Edition seeks to correct bugs, address gameplay and newer hardware compatibility concerns, and significantly enhance both gameplay and appearance of Red Baron 3D.
A critical goal of this project is to consolidate the enhancements seamlessly into a separate shell GUI that appears to be part of original shell or integrate the added user controls and options into the existing game shell.

Of utmost importance to many players, is that enhancement mods be easy to choose, install and uninstall, regardless of differences in content. Of critical concern to community modders, is that the interface allow their mods to be easily implemented in a standard, non-conflicting manner.

5. What can be accomplished
In addition to what we can already accomplish, with access to data layouts, further Dynamix tool/utilities , documentation and source code, we could accomplish much more. This is, of course, subject the access we have and the state of the code, documentation, programming comments available. Some intended improvements and various intended bug fixes are not detailed in this overview. A more complete 'wishlist' can be found here.
5a. Applicable to SP and MP
a. Replacement of the graphics engine for D3D and/or OpenGL 3D API
. It may or may not be practical to improve the exiting Glide API calls to Voodoo 3+ standards.
b. It may be possible to to allow unique 8-bit textures for every object and for aircraft skins , and have a truecolor 24/32 bit video display output , rather than the current apparent combination of 3-4 fixed 8-bit palettes into what appears to be changing (frame by frame) 256 color depth video display output. It may also be possible to implement better shading and texture material properties , say to the level of Tribes(1). Adding particle generation may be impractical , but should be examined for weather and damage effects.
_ i. A rewritten or newer Model Conversion Utility (MCU) and Material editor (Matilda) would be needed , or perhaps compatibility with the Tribes(1) versions could be achieved.
_ ii. The original .vol and .pba extraction/compression utilities and pbmp format utilities would be immediately useful.
c. With data layouts and documentation alone, significant improvement to the flight model and damage effects to flight performance are very likely possible
d. Increase available aircraft *slots*
. There are currently 38 aircraft in 42 *slots*, when there are a potential 256 *slots* for aircraft "03" class objects. Increasing the available number more would greatly enhance variety, eliminating the need to swap game files via a 'Campaign Manager'. Currently Western Front Patch implements 100 plane types/varieties.
e. Documentation and source code to RBII's terrain editor would greatly facilitate enhancing existing maps and building new ones for different geographic areas, as well as experimenting with non-historic *fun* terrain
f. Mouse or arrow keys pan. Currently pan/slew view controlled by JS + Button 2 and disables flight control while in use.
5b. Singleplay specific
a. Integration of new options (campaign/enhancement manager features ) into the game's shell screens.
b. Recoding of the campaign/mission generation engine so that squadrons that no longer exist or are inactive at later dates, and aces that have died , can be replaced automatically, increasing the number of squadron/aces total from the current 250 . This would be used primarily to increase the number of aces in the game, from the current 62 to some 75+.
c. Extend player start date of German units back to Sept 1915
d. Player flyable multi-seat aircraft with existing AI gunners.
Campaign/mission generation for player flyable recon and bomber squadrons.
e. Re-enable troop animations and tank movement.
5c. Multiplayer specific
a. Enable all mutli-seat SP aircraft as player flyable with existing AI gunners.
b.
Rewrite/mod/replace the server software to allow better *event* logging/parsing , as well as greater flexibility in game world setup. Repair *Flamer mass boot* problem.
_
i. Integrate better security, client and server side.
_ ii. With full knowledge of client side network calls , it may be possible to use superior network code, such as in the Torque Game Engine. This could increase server capacity to 100-150 players.
_ iii.
Improved target designating
_ iv.
Chat log with server control , chat banned word list implementation
d. Recon logging. Provide an additional keyboard function (Shift+L) .When pressed, if the plane is within L key range of a landmark, the server logs the pilot name, plane type and landmark ID### , confirming recon.
e. Add general chat room server connect to MMP 'Available' Servers screen, similar in function to WON.net's old peer to peer RBII chat room.
f.
Re-enable death by wounding (redout), cockpit bullet hole graphics, and a fade in blackout and possible death from lack of oxygen.

g. Develop tournament / war tracking software that allows scores from individual battles to be collated easily into overall war scoring.[note: this is more a matter of coordinating output data with separate program included with server]
h. Expansion of the current paintsheme/chatcode "sq#s" from the current 1>190 to the maximum of 0>255, with the game displaying the SP aces schemes (where MP Paints don't replace) on the related sq#s 192 >254.
i. Integration of new options into the game's shell screens.
j.
Build better GUI for server setup & launching , integrating new server side options and security, perhaps modifying the MP client launch screen with a button to open the server setup shell.

6. Market and Marketing options
Clearly, the market for Players Edition(s) and 3rd party add-ons is the existing owners of Red Baron 3D, most of which have long ago shelved the software. Based on current MP player numbers approaching 2000, and a conservatively 4000 SP only players accessing Red Baron 3D related sites and forums, we estimate some 5000-6000 could be made aware of a Players Edition release within 2 weeks. Word of mouth in the flight sim community will quickly inform another 15,000-20,000 that have a RBII or RB3D CD. Those now playing MP and those that would come back to try a significantly improved MMP Arena would be the most likely purchasers , with the SP players a much lower proportional uptake over a longer time period.
- Players Edition *final* is conceptualized as a stand alone, fully integrated implementation of everything we could accomplish in 9-12 months , with *full* access to the Dynamix development information , tools and source code. With D3D/OpenGL API and full WinXP compatibility , it's reasonable that 1000s would be sold to first time purchasers over time.
- Players Edition *beta* would be what we could likely do in 3-6 months time . OpenGL porting ( perhaps a specially tweaked OpenGlide .dll optimized for Red Baron at this stage ) would be of the highest priority. PEbeta could be a separate CD , requiring user ownership or purchase of Red Baron 3D full CD version.
- It's imperative we have Red Baron II CD owners replace with Red Baron 3D CD.
-
RBII CD + rb3d_spr is not 100% compatible with RB3D CD, especially with respects to MP. Where all players are running RB3D CD install , the Flame - Mass Boot bug virtually disappears , target damage viewing differences reduce , the server runs more stable and at higher capacity. Red Baron II CD upgraded also presents serious difficulties to enhancement file installation.

7. Marketing Plan
a. Setup website to republish a full Red Baron 3D CD, promote existing 3rd party mods including *beta* elements of Players Edition, and rebuild community interaction at an *official* Red Baron II/3D website. Expected sales: 2000+ units @ $15 USD over the 3-6 month development period of Players Edition *beta*. Currently , full boxed Red Baron 3D is selling on eBay auctions at $45 and up.
b.
Release Players Edition *beta* as a separate CD. It's been said for years by the existing players that a consolidated CD of player made enhancements would sell easily for $20. This has been proven out to a great degree with the sale of Full Canvas Jacket mod at $25-$28. We estimate a $15 price would be reasonable to encourage further uptake of Red Baron 3D CD at perhaps $10 @. Also in anticipation of Players Edition *final* , we'd not want the combination of RB3D CD + PEbeta CD to exceed Players Edition *final* pricing. Estimated sales: 3000 PEbeta CDs + 5000 RB3D CDs during the 6-9 months remaining development timeframe for PEfinal
- This strategy will consolidate the existing community, *everyone* will want their ideas included, creating a positive anticipatory buzz for PEfinal.
c. Release Players Edition *final*. Estimated sales 4000 PEfinal @$25-$30 in 3 months. 1000 RB3D CDs. lesser sales of PEbeta@$7

All totaled, over the course of about 12 - 14 months , we estimate sales of a republished Red Baron 3D to approach 10,000 , PEbeta of about 3500 units and PEfinal of over 4000. We have endeavored to be conservative in these estimates , and also think the entire project could be well supported with less than 50% of these estimates.

8. Other notes
a.
Normally , there would be concern of competition from free downloads, severely restricting what is basically a compilation of similar/same enhancements. However, it is the integration of enhancements that is sought by the community and the people involved have authored and/or control the vast majority of quality free enhancement downloads. We are also adding critical changes, like D3D and/or OpenGL support, that cannot be done without access to source code and permission to build and publish the modified executables.

Minimum system req. goal raised to PII / AMD 333mhz 16MB video
Recommended PIII /Celeron /AMD 533mhz , 32MB video
(current OpenGlide requires at least 1ghz CPU and quality 64MB video for acceptable framerate .. with PIII 533 , 32MB main + 2 Voodoo 2 SLI , Red Baron 3D can be run smoothly with full enhancements/details currently in Glide)

Red Baron 3D Players Edition Project html doc public development version 2.01 ©2004 redbaronplayers.net do not republish