MikaelKalms Does Not Recommend Mod Tools for Frostbite 1.5

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  • CptainCrunch
    I am the 1%
    • Oct 2007
    • 12976

    #1

    MikaelKalms Does Not Recommend Mod Tools for Frostbite 1.5

    From the electronicarts.co.uk forums:

    Zh1nt0 and you folks have asked about it, so here's a piece on the modtools situation for BC2 PC.

    Frostbite 1.5 consists of these components:
    • The game runtime
    • The editor runtime
    • The content processing runtime (aka "the pipeline")
    • and some plugins for Maya

    The game runtime is distributed outside of EA, but the editor + pipeline + Maya plugins are not.

    So let's take a look at some things that would need to be solved before we'd be ready to distribute the editor + pipeline. <!--more-->

    Pipeline operation

    Let's say that you tell the pipeline to build level MP_003.

    MP_003 is represented by an XML file, which references a bunch of other files. These in turn reference other files. If you follow this graph of references, you will find the level layout, heightmap, characters, weapons, vehicles, and all the content that you can see in-game. (The in-game HUD and related stuff might also be in the graph.)

    When the pipeline is about to build MP_003, it will first perform a consistency check on all content, and yell if any file that is referenced by any other is not present.

    If all files are present, the pipeline will attempt to convert all files referenced by MP_003. It uses the file system journal to determine which files have changed on-disk. Also, and any files that have already been converted have info on which files depend on it (so it has info like: "if file X changes, then files Y,Z,W will also need to be rebuilt").

    Building all content for BC2 from scratch takes something like 48-72 hours on a normal workstation. Half that time is spent building common content (such as character animations), half builds level-specific content.

    In addition, there's a caching mechanism: if the pipeline wants to build a specific bit of content, it will first check if the pre-built content is already available on a cache server and take the result directly from the cache server instead. The pipeline can also populate the cache if it builds something new.

    Pipeline issues

    So how does this work in practice? It's not ideal, but it's good enough for us to ship games on it.

    The pipeline is a bit overzealous with regards to rebuilding assets - sometimes it rebuilds stuff that it shouldn't need to.

    The pipeline will normally crash about 2-3 times during a full rebuild.

    You need to have Maya 8.5 (32-bit version) installed in order to convert any meshes.

    Any content in the cache expires after 3 weeks. After 3 weeks have passed, that content will need to be rebuilt and re-uploaded by a machine running the pipeline. The effect that this has on day-to-day development is minimized by having one or two machines dedicated to running the pipeline every time any content change is done. By running the pipeline, those machines will populate the cache, thereby speeding up the build process for everyone else. (The output form those content build steps is discarded.)

    In short: the pipeline + cache setup works better the more people are using it simultaneously.

    If there are content errors, you need to know a lot about the internals of the game engine to figure out what's wrong.

    Finally, in its current form, the pipeline + editor expects some specific IT infrastructure in place (most notably the cache server and a Perforce server).
    If it's not there then the pipeline + editor will behave strangely.
    The first time I tried, it took me about one week to get the full editor + pipeline setup to work properly outside of the DICE office. And that was when I had the option to call any of the other developers to ask for help.

    ... does this sound bad to you?

    Truth be told, this is approximately where the industry average is at for game studios' internal game engines. One of FB 1.5's weaknesses is specifically that its content processing is flaky, and the flakiness gets more problematic as the amount of content goes up. FB 2.0 is much improved in this regard, but FB 1.5 is what we're using for BC2 and that's what relevant in the current discussion (or monologue if you prefer).

    Content
    Both the pipeline and the editor takes in all content in its raw, original form. Anyone who is to build any content needs the full 80GB of raw data on their machine. We are not comfortable giving out all our animations, meshes etc in raw form.

    We are comfortable giving out the processed data - after all, that's what on the game disc - but that data does not plug into the editor/pipeline at all.

    Licenses

    The game, editor and pipeline all use commercial middleware. It is developed by Havok and several other companies.

    The licensing agreement for the middleware allows us to use that code in specific products, on specific platforms.
    If we want to release editor + pipeline, we need to license the middleware specifically for this. How much would that be? Perhaps $1M-$3M. I'm guessing wildly here.

    Stripping out that middleware would seriously hamper the functionality especially of the pipeline. We use Havok Physics, for instance. Without Havok Physics, the pipeline wouldn't be able to convert any of the physics meshes. We also use Granny. Without Granny, the pipeline will not be able to convert any of the character animations. Etc.

    Re-implementing the necessary functionality of the middleware ourselves ("let's make our own physics engine / let's plug in an open-source physics engine") would take literally man-years. Licensing is cheaper in pure $ cost and faster (it works now instead of by 2012).

    The pipeline also uses some code that is under GPL. Given that we do not want to release the full source code for the editor + pipeline, we would need to replace the GPLed code with other implementations.

    The GPLed code is less of a problem than the proprietary middleware.
    Editor

    The editor itself is reasonably stable and well-behaving. It is far from obvious how to set up the game logic for a level, but that is easily covered by releasing some example levels which contain the logic setup for the common gamemodes.

    Test-running levels

    First the level needs to be successfully processed by the pipeline. Then you'd want to be able to test it locally. That involves having a listen server around. We don't have a listen server neatly packaged. There's probably a piracy angle here too but I'm not going to discuss that.

    Distribution of levels

    Getting levels onto the RSPs server machines would likely not be any problem. However there's need for checksumming levels, so that game clients can know whether or not they have the correct version of level X on their machines. There's a whole bunch of other things (mainly UI-related) which will need cleaning up as well. Not difficult to do, just takes time and I'm listing it for the sake of completeness.

    Also, there are some complications wrt when we release patches that affect the base game's content. Whenever we release a patch, all existing levels will need to be rebuilt with a new set of original data. This is because some level-common data is stored inside of the level archives. I'm not sure at the time of writing, but that probably means that the only manageable way for us would be to invalidate any user-made levels when we release a patch of that form.
    Then creators of any user-generated levels would be required to run their levels again through the pipeline with the new base content supplied.

    So how about just a map editor?

    If it doesn't plug into the ecosystem above, then getting it to work involves some serious wrangling. Either it is a light-weight replacement for our existing editor - in which case all the challenges with the pipeline still remain - or it is a separate mode (think Forge for Halo). Developing an extra mod-layer that is sandwiched into the game would easily take 6-12 months.

    Synergy effects between FB 1.5 and FB 2.0

    So let's say that we would go through the procedure of making mod tools for FB 1.5. How much of that work would be reusable for FB 2.0?
    I don't have any firm figures, but the differences between FB 1.5 and FB 2.0 are pretty large by now. Given this and the fact that a fair bit of the FB 1.5-specific problems (where the devil often is in the details) don't apply to FB 2.0, I'd guess that less than half of the work would port over to FB 2.0.

    Conclusion

    In conclusion, my recommendation to the rest of DICE is not to develop mod tools for BC2 PC. There are too many hurdles to overcome. That energy is better spent elsewhere, be that on BC2 or other titles.

    So there you have it. A lot of issues and problems to make these tools work. Maybe Frostbite 2 will be more stable.

    Source
    Twitter: @CptainCrunch
    Battlelog/Origin: CptainCrunch
  • Minmaster
    I DON'T PLAY CS!
    • Nov 2006
    • 4112

    #2
    Re: MikaelKalms Does Not Recommend Mod Tools for Frostbite 1.5

    kalms also pretty much says no to onslaught on PC:

    Comment

    • CptainCrunch
      I am the 1%
      • Oct 2007
      • 12976

      #3
      Re: MikaelKalms Does Not Recommend Mod Tools for Frostbite 1.5

      So basically onslaught was planned for console the entire time and DICE had no plans for PC, but couldnt tell the PC community no outright. They talked about it, but decided against it, but dont have the heart to just say no.

      Just say "Onslaught was deisgned for P2P and PC does not have that."

      Crunch
      Twitter: @CptainCrunch
      Battlelog/Origin: CptainCrunch

      Comment

      • Minmaster
        I DON'T PLAY CS!
        • Nov 2006
        • 4112

        #4
        Re: MikaelKalms Does Not Recommend Mod Tools for Frostbite 1.5

        well to be fair, they did say that from the start (the P2P part being the issue).

        i just find it funny he chose to say this on the steam forums instead of the EA forums where everyone looks.

        Comment

        • CptainCrunch
          I am the 1%
          • Oct 2007
          • 12976

          #5
          Re: MikaelKalms Does Not Recommend Mod Tools for Frostbite 1.5

          Oh yeah, I know that was the issue as well. I just think it would have been better to just say No outright instead of the updates about how they are looking into it and then it disappears.

          Crunch
          Twitter: @CptainCrunch
          Battlelog/Origin: CptainCrunch

          Comment

          • Rogue Warrior
            Member
            • Jun 2007
            • 228

            #6
            Re: MikaelKalms Does Not Recommend Mod Tools for Frostbite 1.5

            Well then, We are to assume that it will be "NO" for BF3 then as well! CORRECT???

            Then I say "NO" to me spending anymore greenbacks on this company!

            Comment

            • Dangerdog
              Member
              • Oct 2007
              • 1011

              #7
              Re: MikaelKalms Does Not Recommend Mod Tools for Frostbite 1.5

              Sounds like their whole system is pretty inefficient, one of the problems with the last PC patch for BC2 was some sort of data errors in the build process where on each build the data would change slightly and cause the whole deck of cards to fall down, and none of the people working on it knew why - something about lots of people know little bits and pieces of how it works but only a few know how the whole thing worked.

              As for some of the excuses, they seem a little far fetched but taken as a whole you can see where it wouldn't be of much use to release mod tools (no listen server or dedicated server being the main one).

              Comment

              • Stev0esque
                5t3v0 (I miss leetspeech)
                • Feb 2008
                • 6786

                #8
                Re: MikaelKalms Does Not Recommend Mod Tools for Frostbite 1.5

                He did say that frostbite 2.0 would be more stable for it or as I gathered... I dont want to start throwing stones without more knowledge yet.

                Comment

                • CptainCrunch
                  I am the 1%
                  • Oct 2007
                  • 12976

                  #9
                  Re: MikaelKalms Does Not Recommend Mod Tools for Frostbite 1.5

                  Originally posted by 5t3v0
                  He did say that frostbite 2.0 would be more stable for it or as I gathered... I dont want to start throwing stones without more knowledge yet.
                  He also said this:
                  FB2.0 is better suited for modtools, but it is not a shoe-in yet. I will not speculate on whether or not modtools will be released for BF3.
                  To me, thats kinda like onslaught mode. Its possible, but maybe not, but maybe, or not, maybe.

                  I dont know why this bothers me so much. Its stupid. Im not even a modder or ever tried it. Its just rubbing me very wrong.

                  I guess I just had enough with all of it. The "mode" packs, the bugs that were reported before the release in the game that are still in the game, the onslaught mode, the mod/map tools thing, the new bugs in the game. I bet the vietnam pack is going to be over the $20 mark next.

                  Crunch
                  Twitter: @CptainCrunch
                  Battlelog/Origin: CptainCrunch

                  Comment

                  • Stev0esque
                    5t3v0 (I miss leetspeech)
                    • Feb 2008
                    • 6786

                    #10
                    Re: MikaelKalms Does Not Recommend Mod Tools for Frostbite 1.5

                    I dunno, I am optimistic that he says its possible. Also, while probably annoying, modders can possibly figure out how to get around the lack of mod tools, S.T.A.L.K.E.R modders have done so with very little mod tools for years.

                    Though this is all just my speculation, dont get me wrong, im not putting full faith in that comment

                    Comment

                    • Dangerdog
                      Member
                      • Oct 2007
                      • 1011

                      #11
                      Re: MikaelKalms Does Not Recommend Mod Tools for Frostbite 1.5

                      I wouldn't expect much more than some sort of map making "toy" added to Battlefield 3, something like what was done for Farcry 2 - no ability to add new content to the game or create anything sophisticated just manipulation of pre-processed content included with the game. If they put any resources behind such an initiative in the first place.

                      It's probably not going to happen because the main focus now is paid DLC and locking away existing content included with the game for "VIP" status to combat the used game market on consoles.

                      Comment

                      • Mavrik347
                        Member
                        • Oct 2006
                        • 1383

                        #12
                        Re: MikaelKalms Does Not Recommend Mod Tools for Frostbite 1.5

                        What he's saying about FB2 and BF3 sounds a lot to me like, "we could make mod tools for FB2 and BF3 though, but... meh"

                        Comment

                        • imported_ATM743
                          Member
                          • Feb 2007
                          • 269

                          #13
                          Re: MikaelKalms Does Not Recommend Mod Tools for Frostbite 1.5

                          i understand that they made this engine them self and is not something like Epic or Crytek made, but imo, this shows how much time is REALLY being spent on pc versions of games these days. after reading that, it made me think to myself "jezz how the hell did they even get the game to work on the pc" but seeing how there is a free UDK out there and how Crytek shipped their cry-editor (or whatever its called) with crysis, the only reason that makes sense of this is because the game was mainly ported to run on the pc and there were not many, if any, decent in studio tools they used for the pc version. the pc version of BFBC2, i think was just made to run on pc's with as minimum problems. he said its so hard to make mod tools for this game because, imo, it was just straight ported. (i recall the name of this guy but on the ea forums, a guy went threw a crap ton of code from the beta and the retail game and found so much ps3 and 360 code it was not funny) most

                          i think the only hope for games on the pc, are PC only titles like starcraft, WoW, Guild wars, Civilization... ext..... because these games were built for the pc and thats it. Only exception to this is games made my valve: (half life, left 4 dead, TF2, portal...) they games runs well (imo) on the pc with a few exceptions. when they are put on the 360 (portal 2 will be on ps3 as well) they run very well. WHY can't companies do this? both versions run very well and there are mod tools for the pc players?

                          but nothing is worse, imo, then when a game is made, running the Unreal engine and sucks on the pc. splinter cell conviction runs like crap on my rig and i have a core i7 920 at 3.8, a 480gtx and 6 gigs of ram. i should be able to run this game buttery smooth, but it runs like crap. i tend to torrent games before buying these days (other than valve games) because some games just run like **** or are never post released supported and Transformers war on cybertron was one of these games. i was super excited for this game. i was about to go out and buy this game but thought. hmm wait, 3 of the past pc games were a total waste of $, ill torrent this. i did and what do you know. capped 30 FPS and messed up X and Y mouse sensitivity issues.... after 4 minutes of play. looked at some forums and was everywhere but no fix was issued. i uninstalled and deleted the torrent. this just irritates me cause, this game was built off of the UT3 engien and many games using this engine run very well, but developers these days put no effort into the pc version of games anymore.

                          I really wish i could shake gabe's hand (valve) and say, you're my only main reason why i still play pc games

                          (sorry for the rant, im just tired of this crap)

                          Comment

                          • Vreki
                            Senior Member
                            • Oct 2007
                            • 4226

                            #14
                            Re: MikaelKalms Does Not Recommend Mod Tools for Frostbite 1.5

                            Originally posted by Rogue Warrior
                            Well then, We are to assume that it will be "NO" for BF3 then as well! CORRECT???

                            Then I say "NO" to me spending anymore greenbacks on this company!
                            Ask yourself: What will make the most profit for EA?
                            A) Spending time to make a horrible engine userfriendly, just to please a tiny fraction of the players
                            B) Be the only producer of extra content for BF.

                            Even when BF was PC-exclusive, the mod-users were a small part of the buyers. And with BC3 going multi-platform, we have just gone from "small" to "insignificant".

                            Comment

                            • TheHeartSmasher
                              The Architect
                              • Dec 2006
                              • 696

                              #15
                              Re: MikaelKalms Does Not Recommend Mod Tools for Frostbite 1.5

                              Mod development does not appear that it was high enough in demand to make it into the current new engine(s) this time around which is understandable from a business point of view. If it is not in Battlefield 3 it might be in Battlefield 4 if adding mod development options for end users is feasible within the project budget, scope, licensing agreements they have with 3rd parties and development process.

                              There is also the point of supply and demand that is measured when the meetings are held for the planning/concept/development phases of games or any new product that is being developed to eventually hit the market. Those features that have the highest demand and possible appeal for bringing in sales will normally make it in to the final game, while others are normally cut and put into the bin to look at later down the road.

                              As I am sure many of us would like to eventually see Battlefield 3 and hope it contains the classic Battlefield 1942/BF2 feel or an enhancement of the feeling we all had when we first played. I personally hope Battlefield 3 sets new records in the FPS genre like Battlefield 1942 and Battlefield 2 did when it was released. As with any product if it is a very good product, receives proper advertising and marketing it will sell.

                              Comment

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