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)