Read this first!    
 
nonchalant-unilinear
April 25, 2024, 12:59:50 PM +0100 *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
Series
Recent
Forthcoming
News: Upcoming Events are as follows: 1 - RRE/AC/ACC Sunday - No event ; 2 - GTL Monday - No event 3 - AC Wed - No event 4 - RRE Thursday - No event

RACE SERIES KEY A19=Assetto Corsa, E10=Raceroom Experience, L23=UKGTL GT Legends, LN2=Legacy NoGrip GT Legends, LNE1=Legacy NoGrip GT Legends Endurance races
 
  Start Here      Home   Help Search Calendar Login Register     LM2 Replays Downloads Rules Links Circuits Teams  
Pages: [1]
  Print  
Author Topic: Addons checklist - read this before submitting a contribution!  (Read 2535 times)
0 Members and 1 Guest are viewing this topic.
Dave 'Gizmo' Gymer
Director General
SimRacing.org.uk Staff
Hero Member
****
Posts: 15100


Currum auriga quasi furtivum


View Profile WWW
« on: May 10, 2008, 11:36:09 AM +0100 »

Borrowed from Pseudo's excellent UKGTL version.

GUIDE TO SUBMITTING ADDONS FOR GTR2

If you have found an addon car, track or other modification that you feel would be suitable for inclusion in our league, please follow this guide and complete all the required testing before submitting it to the moderators.

Mods submitted or suggested by any other method will not be considered.

PACKAGING AND SUBMISSION

The mods and all the files associated with it,(see Checklist below) should be made into a single .zip or .rar file and hosted on a site such as FileFront (or in personal web space). A download link and brief description should then be added as a new topic in this board.

All evidence, correspondence or results of tests conducted, should also be posted under the relevant topic in exactly the same way as skin pack contributions are submitted.    




LEGAL ISSUES AND CHECKS

It is vitally important that any modification is of a legal nature and includes full redistribution rights.

We cannot consider any modification without supporting evidence that it has been produced legally.
You will need to find the answers to the following questions, and supply any evidence to support your findings.

     1. How was the mod produced?
          ie. Is it a conversion from another racing sim?  and if so has the conversion been authorised by the original producers?
          or, Is it a conversion of a 3rd party mod and does it have all the relevant permissions from the original producers?

     2. Does the mod include Full redistribution rights?
          This means, can the mod be legally placed in our downloads for our members to freely download and install on their systems.
          For example, some mods require that you only download from the original source, ie. the mod developers website.
          This would not be acceptable as the mod could not then be included in our skin/track packs etc.

Finding the answers to the above questions requires some searching and background checks through any or many different sources available. The more information that can be found about a mod, the better its chances of possible inclusion. Anything you come across that either supports or undermines the legality of the mod should be added to your submission under the correct topic heading as stated above.




TESTING

All mods must undergo rigorous and thorough testing procedures to ensure that they will not cause any undue problems during extended online usage.

For All Addons

     Installing/uninstalling
          It is very important that any new addon has the capacity to be both installed and uninstalled cleanly and simply. This requires the modification package to include it's own installer/uninstaller program.
Some mods are complicated affairs, with many files requiring installation into various locations on a PC and server. Without a workable installer package, this can be the cause of many problems associated especially with online use.
          For mods which don't alter any original game files, SRou have their own installer scripts which can be used to easily produce a suitable installer.

     In game menus
          Ensure the mod actually shows up in the correct place within the game menus and displays all the correct information.
So a new track for instance should show, and be selectable from the tracks list menu with the correct name and information displayed.
Likewise, any new vehicles should be listed in their appropriate class selection screen and must be fully viewable in the showroom and include any technical specifications associated with it.

Specific Tests for Addon Circuits

     Loading
          Check the new track loads normally both offline and online.
It is possible for some tracks to cause CTD's when loading, so it is important to ensure it loads cleanly. This is most likely to happen ONLINE so it is necessary to check for this.
Most Addon tracks can usually be found running on the public servers. Join one if possible. Alternatively either host an online server yourself or get a friend to host one. You can also run a dedicated server locally and join it on the same machine; this will show up any basic problems.
Repeat the above steps multiple times using a range of different vehicles.

     HAT file name
          One common problem is that the 'HAT' name for the track (the first line in the GDB file for each layout) is a generic one. HAT file names must be unique across all installed tracks or all but one of them will crash GTR2.

     Race Laps
          Another very common issue is that the RaceLaps setting in the GDB will be set wrong; often it's set much too low compared to the RaceTime and RaceTimeScaled, and this will cause a time-limited race to end short as the distance will expire before the time. In such cases we will either create a UKGTR-specific version of the track with a RaceLaps of 999, or (especially where variable weather isn't in use) use a fixed number of laps as the race distance.

     Finding Bugs
          The only way to uncover any bugs in a circuit is to drive it... a lot.
Bugs are not normally easy to spot, if they were then the developers/converters of the track would probably already have spotted them. A few common things to look for in 'normal' usage (ie driving normally round the track) include:
          Lighting. Does the light stay consistent within the time of day settings being used? Try different time settings...if you have midday sun a 2am, then that's a bug (unless the track is in northern Finland Wink).
          Shadows and shading. Unless you are going through a tunnel, a la Monaco, or through a 'virtual' tunnel of trees etc. then there should not be any major transitions from normal light.
          Flags. Look out for yellow/blue flags being shown... was there reason for it?
          Floaters. Check for marshals, or even cars in extreme cases that seem to be self levitating or floating in mid air.
          Disappearing objects. Check buildings, trees, track signage and markers etc.

Some other bugs will only come to light when you visit parts of the track you would probably rather avoid, such as in the gravel traps, areas of grass, armco barriers and trees!
To test the circuit correctly you will need to visit these areas. Do unusual or seemingly stupid things (I'm sure someone will do it for real at some point Wink). Look out for 'black holes' where your car ends up disappearing from track and spinning in mid-air. Another regular bug to watch for are 'drive through barriers', try them....from both sides.
Do you get a 'Wrong Way' message when driving the wrong way?

Basically, go everywhere and try everything and anything and report your findings with the submission.
Not all bugs will necessarily put a stop to the track being included, but being aware of them before installation on the server is essential.

     Corner cutting detection
          Some tracks have very loose cutting detection, others very tight.
Whilst SRou implements its own rules regarding this, we rely on the inbuilt detection for the vast majority of cases. It is important therefore to test ALL corners beforehand to determine the tolerances on the particular track. Use the SRou rules and guidelines to determine if a corner has a 'loose', 'tight' or 'none' detection associated with it. Please post your findings with the submission.

     Frame rates
          Whilst doing all the above testing, it would be a good idea to check the frame rates you obtain from all parts of the circuit. Pressing 'Control F' in game, or running a program such as 'Fraps' will display your frame rates on screen.
Also check the FPS with different lighting (time of day settings) and different weather conditions.
Because your FPS is quite specific to your own equipment, when posting your results please also mention the approximate specification of the PC used. ie low spec, med spec, high spec.

     Online
          All the above testing should be carried out both online and offline.
Some problems will only come to light when tried online. Some of these problems could prove critical, it is essential then that they are discovered BEFORE being installed on to the SRou dedicated servers to minimise the risk of damage or disruption to the normal SRou services.

Finally, check to see whether a timed race will end after the right time, or early on a lap count. If it ends early, we will need to produce a UKGTR-specific version - this may be impacted by the redistribution rules.

Specific Tests for Addon Cars

     Suitability
          Please ensure the car is suitable for inclusion as a modern sportscar. We do not currently run any other series through GTR2, so for example, an open wheeler or a touring car would not be appropriate.

     Loading
          Check that the vehicle loads into the game correctly. Some mods have multiple versions and most have a variety of skins, Check them all. Take a look at the cars from different camera angles and views, make sure it is all there and looks the way it is meant to.

     Driving Characteristics
          Test the general 'feel' of the car. Does it feel as though it drives as you would expect it to? For instance, if it's a Le Mans Prototype it shouldn't drive like an Elise.

     Performance and Endurance
          In UKGTR, cars are grouped into classes. Each class should have roughly similar straight line, braking, and cornering performance.
          Test at a variety of circuits, some short, some long, some twisty and some straight fast tracks. Do a reasonable number of laps at each track to get a good representation of what the car is capable of. Also make notes on tyre wear and fuel consumption whilst testing the above. The more information you can supply, the easier it will be for the administration to place the car in it's most suitable class, and make any performance balancing adjustment required to improve the closeness of the racing.

     Skinning
          The majority of teams and independent drivers at Srouk enjoy developing their own skins for the cars available. To enable this, skinning TEMPLATES of the car must be available. Please ensure that you either include these with the addon, or post a link to where they can be downloaded.

     Online
          All the above testing should be carried out both online and offline.
Some problems will only come to light when tried online (which can be a local dedicated server, preferably with at least two clients). Some of these problems could prove critical, it is essential then that they are discovered BEFORE being installed on to the SRou dedicated servers to minimise the risk of damage or disruption to the normal SRou services.




CHECKLISTS

GeneralLegalTrack SpecificVehicle Specific
PackagingProduction MethodLoadingSuitability
Install/Un-installDistribution RightsBug FindingLoading
MenusCorner cuttingCharacteristics
      Frame rates (FPS)Lap Times
      OnlineSkinning
      Timed race lengthOnline
      HAT file name
« Last Edit: June 15, 2010, 07:26:55 AM +0100 by Dave 'Gizmo' Gymer » Logged

To finish first, first you must have fins.
Pages: [1]
  Print  
 
Jump to:  

Hosted by DaveGymer.com
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.317 seconds with 25 queries.