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| PR:BF2 Community Factions Discussion on PR:BF2 community factions. |
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PR Developer
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Sometimes, Community Factions ask us what "requirements" the PR team has before we can label them "ready" (which means.. ready for implementation).
Below are some guidelines we have set up to help you on your way a bit more. Please note that by meeting the requirements posted below, a faction is not automatically implemented in the first PR release. There's more than just having everything done by the rulebook. And it takes time and planning before the next step can be made. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Requirements Models All max scenes must be exported as .max 9 format. Soldiers and kits A complete set of soldier reskins. Don't use custom made soldier models, stick to the vanilla soldiers. This is to prevent kit geometries from looking all weird on other soldier models. The kit geometries' reskins also have to be completed. If you want to have your faction look different, create kit geometries. Make sure these kit geometries fit the vBF2 soldier models and work properly. All soldiers and kits have to be set up and named as it's currently done in PR. Weapons Fully operating weapons, weapon sounds and animations. All weapons need to be named correctly to PR standards, and the textures need to be sized appropriately. Vehicles Fully imported and correctly functioning set of vehicles. All vehicles need to be named correctly to PR standards, and the textures need to be sized appropriately. Maps At least two maps, created by/for your faction. All maps have to be completed and of course, should meet the PR standard. Sounds Localized voices for all "roles" (commander, squad leader, grunt), up to PR standards. They must be well recorded with good amplitude, completely dry with no room tone and the voice over acting must be believable ('in character'). Other The whole faction must work properly and should be provided as a minimod which extends onto the current version of PR (like how PRSP was done up to now). The faction must have a full set of flags, rallypoints, spawners, logistics/support trucks, command posts, etc. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Community Faction "Timeline" Here's a global timeline; When your faction is ready, you test it, of course. When you are sure all the above requirements are met, you contact the Community Faction Manager (me) about it and provide "answers" to all the above subjects. The Community Faction Manager checks the report and whatever else he can check. If all is well, the "report" will be forwarded to the DEV team, for a global check. When all is well so far, arrangements will be made with the Test Manager, to have the official PR Test Team have a good thorough check. The Test Team knows their job and they take it seriously. From weapons to vehicles, from skins to sounds, from assets to maps, everything will be checked. So you can understand you have to make sure everything works as it should. When the Test Team detects bugs, errors or whatever else, they will report it. All found errors and bugs must be fixed by the developers of the faction, before a the green light is given. When the testing of the faction has been completed, an "OK" will be given to the DEV team. The DEV team then takes another good look at the quality of the faction. When you get to this point, your faction will be implemented as soon as the PR release planning allows it. |
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| Tags |
| acceptance, community, factions, requirements |
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