Ok, here are my thoughts, from when I decided to instigate this little mutiny until now (after reading everythings in this thread and the beginnings of a CEP wiki).
My original goal: Update the CEP, keeping it useable by folks like myself that already use version 2.1 - 2.4. Add new content, fix bugs, publish. Not taking any content out of CEP haks or moving all of the CEP content into haks with other names, just keeping the thing from dying off completely, since we haven't seen an update in almost three years to something a lot of folks use for servers and/or single player modules.
The idea for optional modular use was mentioned. I had one idea laid out, then scrapped it when I came up with a better method (built on existing CEP haks plus new content, but with various modular "control/top" haks for 2da files, set files, etc.).
The entire idea still being that there be a single download for all players and builders, with the same files included, so that a builder could decide what to use ("classic/default" or "modular"), and any player with the latest CEP would be able to play that module (assuming a CEP-only module here). Or even that a builder could still use CEP 2.1 to 2.4 if he/she wants, and players with the latest download would be able to just play that module/server without having to download extra "legacy" haks.
In regards to a "merger" with Project Q, my thought was only to offer an option for builders with the 2da files and such pre-merged. Not including Project Q itself. Probably going to just dump this from consideration, because it would have to be updated every time either Q or CEP gets updated to stay useable, and it could never be a great option (if people want to use both Q and CEP in their module, they likely have more content they want to merge files for anyway).
With the CEP, a builder can download the files, add them his/her module,
and build. No worrying about merging 2da or tlk files, or checking to
see if players have the right combination of files downloaded. At the
moment it's only partially modular, but it's pretty easy to work with.
As far as totally changing the focus of CEP...I've never seen it as an "organization/group", nor as a "brand"...simply a collection of community-made content bundled together to make it easier for builders to access a large variety of stuff.
Instead of changing the focus of a project that has had the same focus since it's inception (what? a decade ago?), why not start up a new "umbrella organization" that would pick and choose what content to include and put out to the community? Maybe call it "Committee for Improving NWN" or something along those lines. There's still a few people working in the Academy of Modding Excellence, perhaps there's an untapped demand for an Academy of Content Excellence.
I have no delusions of, or aspirations toward, a massive and far-reaching undertaking. I think it's perfectly manageable to make some reasonable updates to the CEP, including a mix of bug fixes and new content. I know I couldn't just do bug fixes...I do have that constant call to create new things (like today when I was able to cross four new/updated creature models off my to-do list that I created while on a self-imposed 1 week hiatus from gmax).
Some of us do have other things that take up time in our lives. In
addition to NWN, I'm a stay at home dad with four young kids (ages
3-10), a house I'm fixing up to sell, and a wife that sometimes likes a
little social interaction from her spouse. My NWN time comes mainly
after everyone else is asleep and after I've squeezed in a little
exercise (I average 4-5 hours of sleep a night). Sometimes I'll even
pull our my big ol' M60 and mow people down in a hail of bullets for a
few minutes (CoD: Black Ops on the Wii).
I just wouldn't vanish for a year+ without
coercing tricking bribing someone with cookies asking someone else nicely to take over coordination.
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I had originally started with a possible version jump to CEP 3, just to carry across that "under new management" feeling, but calling it CEP 2.5, or 2.6, CEP: Revival (CEPr 2.5?), or whatever would work as well. Never meant the "CEP 3" title to imply rebuilding the entire thing from scratch and leaving older modules/servers/content behind.
As far as CCC stuff not getting released for months...that happened only once (back with the steampunk stuff when I had just taken over coordination and was hoping for more than 2 submissions for that month, but never got them). Sure, I may take a couple weeks after the 1st sometimes to post stuff, but I still get it collected and out. I was just finishing up stuff today when I discovered that one submission I thought I already had in was missing an email attachment. When that one comes in, it'll all get posted to the new Vault.
And now, I shall stop rambling, as I have to get up in 4 1/2 hours to take my kids to school.
Edited to add: As far as the CEP "missing blueprints"...one great way for "beginners" to contribute might be to use the toolset to make basic blueprints for all those placeables, creatures, and doors to include in a collection of .erfs that could be packaged included in the CEP download to be imported. Maybe one .erf for each category or subcategory in the CEP palettes?
I say .erfs, simply because they're easy for a builder to import, and once imported they can be edited or deleted as the builder sees fit (rather than included in a regular or "build" hak).
And if making placeable blueprints, please consider making them set to "static", for people that just want to lay out an area and decorate it without having to edit the properties of every painting or table to make it so. Thanks!
Modifié par The Amethyst Dragon, 17 janvier 2014 - 09:10 .