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1
The form layout will have to be redone in Qt's format, since there's no known method of importing wxWidgets XRC's into a Qt editor.

On the coding side of things, the bulk of the .cpp files in the wxfred2 directory is barebones that should be salvagable with a regex replacement of terms. There was an idea that the GUI API could be abstracted (like what FSO does with OpenGL).
2
New version 0.9.3.1513 (RC1), appendix A updated.
3
Gaming Discussion / Factorio- Automate ALL the Things!
« Last post by z64555 on May 25, 2017, 08:48:10 am »
http://store.steampowered.com/app/427520/Factorio/

Factorio is a top-down real-time strategy game where your primary focus is to build machines and contraptions that build other machines and contraptions, which are then used to further automate things. A key component to gameplay is the clever usage of simple machines known as transport belts (conveyors) which move items around the map. The recipes in the assembler machines can be simple or it can be maddening, all depending on how well you route your belts.

Factorio is also marketed as being "very moddable" with an in-game mod repository of sorts. Presumably the modding is done in LUA and there's an unconfirmed rumor that the entire game itself is in LUA.

Factorio has multiplayer available, and there are some mods that upscale the combat aspect to something much more challenging. Be sure to give the vanilla campaigns and challenge maps a try!
4
How much of what has been done so far is scrapped?  Not suggesting that should prevent us from making the right decision, just wondering if it's actually not as bad a blow as it sounds.

Qt sounds good to me, it is also the toolkit used for Knossos now, via PyQt5.

PCS2 is still using wxWidgets though.  So we'll still need some wx expertise in the community for the foreseeable future.
5
After some discussion with z64555 on Discord we are not sure anymore if wxWidgets is the right solution for the cross platform version of FRED. In particular, I had very bad experience with its Linux support which has either a lot of bugs or requires a lot of special attention, both alternatives are obviously not a good property of a framework for cross-platform GUI development.

I proposed the switch to Qt which is pretty much the standard for cross-platform GUIs these days. It should have much better support for Linux platforms and is all around better integrated with various tools.

Are there any objections to this? I want to help with getting a FRED alternative running but IMHO wxWidgets it not the right solution for that problem.
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The Aftermath: Reboot / Re: [WIP] The Aftermath II: The Blue Guardian
« Last post by Nyctaeus on May 25, 2017, 07:17:02 am »
To the owner of Guiness world record in FS campaign length division: please make it shorter :P. More focus on crucial events, rather than too much random battles. Trust me, I'm owner of previous world record and I know what I'm saying :D.

Good luck Dude. I'm awaiting for more news!

I thought Derelict was the longest?
Derelict is 45+1 credits mission long. Extended SG is 47 :P. It's nothing compared to 68-mission long Aftermath anyway.
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The FRED Workshop / Re: Red-alert -> Gamma destroyed at start
« Last post by bomb3rman on May 25, 2017, 06:31:11 am »
Yes that solved the problem, now Gamma appears correctly in M2.

The only downside is that Gamma appears at the loadout-screen in M 1, this might be a bit confusing but I think I can live with that...
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The FRED Workshop / Re: [WIP] FS1 Upgrade
« Last post by xenocartographer on May 25, 2017, 06:13:52 am »
IIRC, you'll need a script, but it's trivial:

Code: [Select]
script-eval-block
   mn.Ships['Quack']
   .Name = 'Woof'

The game will get... weird about SEXPs referring to such a ship, so I recommend using when-argument:

Code: [Select]
when
   is-destroyed-delay Quack 0
   send-message
      #Command
      High
      Quack dead

probably won't work, but

Code: [Select]
when-argument
   any-of Quack
   is-destroyed-delay  <argument> 0
   send-message
       #Command
       High
       Quack dead

should.
9
The FRED Workshop / Re: [WIP] FS1 Upgrade
« Last post by 0rph3u5 on May 25, 2017, 05:59:01 am »
So in one of the CH2 missions I'm working on, I have a couple of ships that use the hide-ship-name flag combined with the use of a callsign, then sexps to reverse these so that the ship appears to have one name, but once a certain trigger has occurred, it will switch to another name.  Unfortunately, the hidden ship name and callsign trick doesn't prevent the ship from appearing with its true name on an escort list, as well as showing the true name for friendly ships whose orders pertain to the ship in question.  For example, if the ship is named Quack and I use the hide name+callsign trick to make the player think its name is Woof, if I have friendly ships ordered to guard it, the listed orders will say "guard Quack".  I thought there might be an option to hide a ship's orders from the player, but I couldn't find one.  I've performed a few hacks to avoid these two issues, but I'd like to know if there is any way (outside of scripting) to do this?

Do you need to use the "ai-guard" order? - If it is just that they will stay with the ship you can set the escort fighters on a "ai-waypoints"-order (not "ai-waypoints-once") and have the waypoints move with the ship.

Like this:
Code: [Select]
$Formula: ( every-time
   ( is-event-incomplete
      "begin deathroll vasa"
   )
   ( set-object-position
      "Drone 1:1"
      ( - ( get-object-x "Vasa" ) 180 )
      ( + ( get-object-y "Vasa" ) 425 )
      ( + ( get-object-z "Vasa" ) 900 )
   )
   ( set-object-position
      "Drone 1:2"
      ( - ( get-object-x "Vasa" ) 180 )
      ( - ( get-object-y "Vasa" ) 75 )
      ( + ( get-object-z "Vasa" ) 850 )
   )
   ( set-object-position
      "Drone 2:1"
      ( - ( get-object-x "Vasa" ) 70 )
      ( + ( get-object-y "Vasa" ) 500 )
      ( + ( get-object-z "Vasa" ) 900 )
   )
   ( set-object-position
      "Drone 2:2"
      ( - ( get-object-x "Vasa" ) 70 )
      ( + ( get-object-y "Vasa" ) 0 )
      ( + ( get-object-z "Vasa" ) 850 )
   )
   ( set-object-position
      "Drone 3:1"
      ( - ( get-object-x "Vasa" ) 525 )
      ( - ( get-object-y "Vasa" ) 275 )
      ( + ( get-object-z "Vasa" ) 900 )
   )
   ( set-object-position
      "Drone 3:2"
      ( - ( get-object-x "Vasa" ) 15 )
      ( - ( get-object-y "Vasa" ) 75 )
      ( + ( get-object-z "Vasa" ) 850 )
   )
   ( set-object-position
      "Drone 4:1"
      ( - ( get-object-x "Vasa" ) 525 )
      ( - ( get-object-y "Vasa" ) 375 )
      ( + ( get-object-z "Vasa" ) 900 )
   )
   ( set-object-position
      "Drone 4:2"
      ( - ( get-object-x "Vasa" ) 120 )
      ( - ( get-object-y "Vasa" ) 150 )
      ( + ( get-object-z "Vasa" ) 850 )
   )
)
+Name: keep drone wps at position
+Repeat Count: 1
+Interval: 1
Note: this example has a slight complication from other events in the mission. But if you keep your escort scenario simple it should work.

EDIT: Note 2: Unless it has changed in the last three years, fighters reset their waypoints everytime they switch to dynamic orders (e.g. are shot at) so you might want to keep the waypoints simple.
10
FS2 Open Tools / Re: RELEASE: FreeSpace Open Installer, v2.2.1
« Last post by ngld on May 25, 2017, 05:34:08 am »
I have purchased a fleet of VPS systems each with fairly high bandwidth allocations, but not much storage.  It would be interesting to see if Knossos could support a system in which they could automatically mirror the most in-demand files.
That sounds like an interesting idea. I'll look into it once I finish the new UI for Knossos (which should be soon  :nervous:).

If someone needs a new mirror for FS2 stuff in the future, I can offer a server which has a monthly bandwith of 30TB. Just PM me if you're interested.
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