Jump to content
DIRT 5 - Chat about the game and get support here. Read more... ×

Archived

This topic is now archived and is closed to further replies.

With regards to mods

Recommended Posts

Why hasn't anyone anyone developed mods more than liveries and damage? Why not cars and stages? Is it just time or is there something bigger?

Share this post


Link to post
Share on other sites
mole55 said:
Why hasn't anyone anyone developed mods more than liveries and damage? Why not cars and stages? Is it just time or is there something bigger?
Game limitations. The community don't have the resources for it. 

Share this post


Link to post
Share on other sites
Exactly. Even when I figured out how to create your own custom pacenotes it proved to have limitations. The co-driver speaks all the time during replays, when original speaks only on inside and heli cameras. @soundfx told me it is probably a hardcoded feature.

Share this post


Link to post
Share on other sites
Even if we could compile new 3D models into a format the game will accept, the game won't load modified car handling files.
While we can swap out 3D models from other, earlier, Codemasters EGO games like GRID Autosport or DiRT 3, they will still behave and handle like the car they have replaced.

Share this post


Link to post
Share on other sites
The EGO engine is a very sophisticated and complex engine that was built to make all the games based on it unique and optimised for all hardware of ends. Of course it was designed and mainly engineered to regress any planned hack for mods' integration. 

See Codies are masters at developing games ;)

Share this post


Link to post
Share on other sites
I'm a simracing community member for about 15 years. At beginning of modding era I was really amazed by possibility of extending a sim. I also collected a lot of experience regarding modding which revealed to very serious fact: 99% mods don't reach quality of original product. With time  flying, providing quality is going to be more harder. Lets consider following example: 15 years ago, simple shaders was in use. Usually being able to render diffuse light only. Today shaders are able to simulate fresnel effect, often are physical modelled (env map blur is a function of specular strength). Unfortunately, modders often have no enough skill and knowledge about is. Have you seen soft specular applied with sharp env map? I have. I know a lot of them even don't know about fresnel properties.
It's valid in other deps (physics, sfx).

Since then I'm literally against modding. Today, in overal, mods bring quality of products down. And show it to wide audience thanx to internet.
I know we (gamers) want additional content which origin developers are not able to provide, but imo mods hurt the gaming market (ie simracing community) more than it seems at first glance.

Share this post


Link to post
Share on other sites
MaXyMsrpl said:
I'm a simracing community member for about 15 years. At beginning of modding era I was really amazed by possibility of extending a sim. I also collected a lot of experience regarding modding which revealed to very serious fact: 99% mods don't reach quality of original product. With time  flying, providing quality is going to be more harder. Lets consider following example: 15 years ago, simple shaders was in use. Usually being able to render diffuse light only. Today shaders are able to simulate fresnel effect, often are physical modelled (env map blur is a function of specular strength). Unfortunately, modders often have no enough skill and knowledge about is. Have you seen soft specular applied with sharp env map? I have. I know a lot of them even don't know about fresnel properties.
It's valid in other deps (physics, sfx).

Since then I'm literally against modding. Today, in overal, mods bring quality of products down. And show it to wide audience thanx to internet.
I know we (gamers) want additional content which origin developers are not able to provide, but imo mods hurt the gaming market (ie simracing community) more than it seems at first glance.
much like fan-fiction. yuck.  you should consider some of the more useful aspects mods could provide though. such as being able to record telemetry data. imagine being able to sync a graph of acceleration forces against a youtube replay, or into a twitch stream. currently, if you enable the export of telemetry data from dirt 3 or dirt showdown, the games crash.  It is a one way data stream, so being THAT locked down seems kinda silly.  i've seen people complaining on steam, and several simracing sites, and it doesn't look like they are interested in fixing that.

now, on the other hand, the codies do have a business to run, and they certainly can't take on supporting all the inquistive creatives that wanna mod, and not get bogged down and spend time and money to do so, when as you point out a certain large percentage of that will result in a degradation of you product.   

i see both sides, and get it. just kind of a shame that "this is how it is"  oh well.

Share this post


Link to post
Share on other sites

×