To avoid us ending in the same situation as the old CEP team, I also think it's important that we set up some clear standards of how the democratic process should work before moving too far. To maximize the sense of community, I'd really recommend focusing on doing the things that has the broadest consensus possible, and which satisfies the most general needs. But a large part of that can be achieved if we already by now settle on being as versatile as possible. Nothing good will come out of disputing over how the ideal CEP works and what it represents. It should represent the community in it's diversity.
I like the modular approach that AD proposed in terms of adding new stuff. It wouldn't be hard to write a simple program that allowed for compiling 2das based on what haks you then decide to use.
And I don't think it would be much work to offer this new CEP3 (or whatever we call it) in a version that's both fully backward compatible (legacy) as well as a version that only contains whatever new stuff we decide to add. We could also offer haks in versions that directly overrides existing content, both Bioware and CEP, since that seems to have become a popular choice.
Concerning the existing CEP packages, one could easily argue that any fixes we make to the CEP2 should also be a hak of it's own that sits on top of them, since that assures that we don't run into a situation where the old CEP team starts to complain over ruffled feathers. On the other hand, if we simply update the CEP packages, we can in that way assure that existing modules (many whose authors are no longer around) can still benefit from whatever fixes we do. I actually think that's a really appealing argument considering the massive amount of high quality modules already available, which aren't likely to be updated.
But here, we also need to establish some broad consensuses on what constitute a "fix" and what is an "addon". Principally, I think the best solution is (for much the same reason) to distinct fixes from addons, so that fixes are exclusively things that would not require the module-maker to do any form of modification to their current module. A fix could in this way entail correcting stretched textures or even increasing or otherwise refining model detail - but it's essential that the confines of the model should remain the same so that any existing area setup wouldn't be impaired by it. Then, we could incorporate the fixes directly into the existing haks, and in that way make them not only backward compatible, but even backward improving.
Anyway, that's my 2 cents here.
Modifié par Zarathustra217, 22 janvier 2014 - 12:20 .