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Hosted Projects - Standalone => Wing Commander Saga => Topic started by: Aginor on June 25, 2012, 12:06:34 pm

Title: Release: ASSM - Aginor's Saga simulator mission
Post by: Aginor on June 25, 2012, 12:06:34 pm
Hi guys!

I just noticed I forgot to post that one here.


There were numerous requests for a simple simulator mission for Saga already, so I decided to create one.

You can choose between different ships, weapons, numbers of wingmen and enemies ingame.
The mission briefing tells you everything you need to know about the mission.

If you have any remarks or feature requests feel free to post your ideas here.
I know that by HLP's standards that mission is poorly done, I put it together in just some hours. I will improve it over time.

(and yes, I know that ASSM was a sex story group on usenet. Just sayin' because there are some people here who might be old enough to still remember usenet. I was surprised over at the CIC that someone knew that group after all those years :D )

Install: Just put in in your "/my documents/Volition/Wing Commander Saga/data/missions" folder. Create the folder if necessary.
Then you can choose the mission in the tech room / mission simulator.

Have fun!

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Title: Re: Release: ASSM - Aginor's Saga simulator mission
Post by: karajorma on June 26, 2012, 04:43:13 am
(and yes, I know that ASSM was a sex story group on usenet. Just sayin' because there are some people here who might be old enough to still remember usenet. I was surprised over at the CIC that someone knew that group after all those years :D )

Did they use SEXPs too?

On second thoughts, don't answer that question. I don't want to know. :p
Title: Re: Release: ASSM - Aginor's Saga simulator mission
Post by: headdie on June 26, 2012, 05:50:10 am
Someone on here's signature would be very (in)appropriate here right now, just wish i could think who's it is.
Title: Re: Release: ASSM - Aginor's Saga simulator mission
Post by: Aginor on June 26, 2012, 02:10:56 pm
I also considered to call it "ASS - Aginor's Saga Simulator" (which means "ace" in German) but I decided to use that because of its english meaning which makes it even harder to google and also because of filters that may not like it.

Anyway, any remarks on the mission? I know it is far from perfect and I'm willing to improve it so it becomes a really great simulator for people who can't (or don't want to) use FRED.

And I'll also include a Kilrathi version in my mod of course.
Title: Re: Release: ASSM - Aginor's Saga simulator mission
Post by: The_Force on June 28, 2012, 03:06:53 am
How about ASM, Aginor's simulator mission?
Title: Re: Release: ASSM - Aginor's Saga simulator mission
Post by: Aginor on June 28, 2012, 03:52:01 am
Good idea, the problem with that is that it is the acronym for approximately two dozen other things.
I'll think about it.

And can we please stop to talk about the silly 5-second-choice name and talk about the mission? :D


..ok, nobody downloaded it yet. That's ok. If someone does please tell me what you think about it. :)
Title: Re: Release: ASSM - Aginor's Saga simulator mission
Post by: Talon 1024 on June 28, 2012, 04:01:49 am
The concept is pretty cool, and it's kind of similar to my Tactics Training mission, but I found the "fly to a jump point to select your mission" thing very confusing.
Title: Re: Release: ASSM - Aginor's Saga simulator mission
Post by: MatthTheGeek on June 28, 2012, 04:05:21 am
..ok, nobody downloaded it yet. That's ok. If someone does please tell me what you think about it. :)
It would probably help if you had posted it where the intended public for WCS is.
Title: Re: Release: ASSM - Aginor's Saga simulator mission
Post by: Aginor on June 28, 2012, 04:18:11 am
I have. And I also received some short comments there already. :)

I just posted it here as well to receive some critic by people who are actually FREDers themselves.
In other places I'm often the one-eyed among the blind since there are very few people who can do it better than me. Here there are plenty of guys who are far better FREDers than I am so I thought i might give it a try.
Title: Re: Release: ASSM - Aginor's Saga simulator mission
Post by: MatthTheGeek on June 28, 2012, 04:21:37 am
It would also probably help if WCS had released FRED. People can hardly give you advice on how to improve your mission if they can only look at it in notepad or ingame. Not to mention the number of FRED tricks that are possible nowadays in FSO and we don't know if they work or not in WCS.
Title: Re: Release: ASSM - Aginor's Saga simulator mission
Post by: headdie on June 28, 2012, 04:39:42 am
Errrrr..... mat http://www.wcsaga.com/news-archive-2012/mission-editor-released.html  :nervous:  :warp:
Title: Re: Release: ASSM - Aginor's Saga simulator mission
Post by: MatthTheGeek on June 28, 2012, 04:42:24 am
Right. I see this was never posted on HLP. Thanks for that.
Title: Re: Release: ASSM - Aginor's Saga simulator mission
Post by: headdie on June 28, 2012, 04:49:17 am
yep and take a ton of unnecessary flak about how it should have been in the release version, cant say as I blame them.
Title: Re: Release: ASSM - Aginor's Saga simulator mission
Post by: MatthTheGeek on June 28, 2012, 04:59:33 am
Unnecessary in your opinion.

In all cases, not informing us of the FRED release, and coming to us for FREDing help, is definitely somewhere in the "you're doing it wrong" category.

Now that we have it, I'll try to take a look at your mission sometime this week-end.
Title: Re: Release: ASSM - Aginor's Saga simulator mission
Post by: The_Force on June 28, 2012, 05:34:19 am
I like it, the only request I would like to make is  the ability to select multiple enemy capships of the same type.
Title: Re: Release: ASSM - Aginor's Saga simulator mission
Post by: Aginor on June 28, 2012, 06:50:45 am
Thanks for your answers, guys.
And I'm really sorry, I didn't notice that you didn't know about the mission editor release. I thought Tolwyn mentioned it here as well, and nobody complained about me talking about my campaign in progress all the time, saying "how do you FRED Saga, FRED isn't released for Saga yet!" For me it was a given fact, so sorry if I offended you.

@TheForce
That's already possible, it is just not possible to select multiple ones of the same class yet. I'll think of an easy to use way to make that work.
Title: Re: Release: ASSM - Aginor's Saga simulator mission
Post by: MatthTheGeek on June 28, 2012, 06:53:11 am
And I'm really sorry, I didn't notice that you didn't know about the mission editor release. I thought Tolwyn mentioned it here as well, and nobody complained about me talking about my campaign in progress all the time, saying "how do you FRED Saga, FRED isn't released for Saga yet!" For me it was a given fact, so sorry if I offended you.
Well, you have a WCS badge, which pretty much implies you have access to the WCS modding resources we don't.

I guess that speaks a lot about internal communication on your side.
Title: Re: Release: ASSM - Aginor's Saga simulator mission
Post by: Aginor on June 28, 2012, 07:05:09 am
@MatthTheGeek:
Could you please stop being rude?
I got the badge because I did interface art, medals, badges, squad logos, uniform stuff and some other 2D work years ago. The main work on the mod between 2010 and release was done by Keldor, Tolwyn and Scooby.
I started to learn to FRED just three months ago and I got the Saga FRED not a day earlier than anyone else. I couldn't check out the repository for years because I have such a slow internet connection so I only got the things I needed. FRED did not fall in that category.
So I was hardly involved in the work of the team in the last time so please just stop to make assumptions about the communication between team members when you don't have a clue how it worked. Tolwyn has worked on this mod for ten years and if he doesn't tell me stuff he doesn't tell me stuff. It is not like I was anyone important here ever. It is a great honor for me that I'm allowed to have that badge because I did only that small part.
And Saga is released, give the team a break. I can totally understand why Tolwyn doesn't want to hear anything about Saga in the next months.
Title: Re: Release: ASSM - Aginor's Saga simulator mission
Post by: MatthTheGeek on June 28, 2012, 07:13:26 am
You're the one being rude here, blaming me for perfectly legitimate assumptions. How was I supposed to know that you never benefited from what seems a minimum to get as a team member ?
Title: Re: Release: ASSM - Aginor's Saga simulator mission
Post by: headdie on June 28, 2012, 07:23:49 am
thats still no excuse for the outright hostility in your replies mat
Title: Re: Release: ASSM - Aginor's Saga simulator mission
Post by: Dragon on June 28, 2012, 07:29:30 am
What's up with you TAP guys? Is being impolite a requirement to join the team? Anyway, could we discuss this (and all other) topics in a tactful manner? Aginor did mention frequently that he's a beginner FREDer, and releasing the FRED wasn't his call (if you have to blame somebody, go to Tolwyn). Considering that intrest in WCS died pretty quickly on HLP, I guess he thought nobody would care (in fact, before this thread, there was hardly any activity out there).
Title: Re: Release: ASSM - Aginor's Saga simulator mission
Post by: Aginor on June 28, 2012, 07:30:25 am
@headdie: No, it's ok, I understand him now.

@Dragon: Yeah, please make another topic about it if there is need to talk.

@MatthTheGeek:
I did not consider that rude, and whether those assumptions are legitimate seems like a subjective thing to me. I was raised to be very careful with assumptions. if people are involved.
So again, I'm sorry if I offended you, and I would just like to stop talking about that topic now.

Saga's FRED version is released, we all know it now, I made a mission with it, you can play it if you want and tell me whether you like it or not. That's what this thread is about and I would like to return to that. :)
Title: Re: Release: ASSM - Aginor's Saga simulator mission
Post by: MatthTheGeek on June 28, 2012, 07:36:58 am
Well, we both made assumptions that ended up being wrong. You assumed we all knew FRED was released because noone raised anything about you using it, and I assumed you only had it because you were a team member. You have my apologies if my earlier remarks felt rude.

I'll be happy to give you some feedback on your mission when I have time to test it.
Title: Re: Release: ASSM - Aginor's Saga simulator mission
Post by: Aginor on June 28, 2012, 09:31:24 am
The concept is pretty cool, and it's kind of similar to my Tactics Training mission, but I found the "fly to a jump point to select your mission" thing very confusing.

Damn, sorry I kinda overlooked your post before.

I wondered how I could give the player some choices, and since I think that the comm menu isn't customizable enough and since it is not possible to have dropdownboxes or something in some sort of menu I went with that approach. The alternative would have been to make a whole set of missions, but I didn't want to do that.
So I decided to use the tools I already know how to use (which means basic SEXP stuff) and do it that way.

For choosing allied capships or something I might use the comm menu. The ships wait somewhere near you and you tell the ship(s) you want to have in the simulation to follow you and thus add them to your group, preventing it from vanishing when the mission starts.

I read something about scripting this week, and I wonder if someone (which means me) could create a HUD script to provide a menu to choose stuff. I'm not sure whether such complex stuff is possible.

Since I want to learn LUA anyway (one language more or less doesn't matter, I'm using various programming- and script languages every day at work) I could give it a try. I'm just not sure how flexible it is. Is creating a menu with clickable spots and all that stuff possible?
Title: Re: Release: ASSM - Aginor's Saga simulator mission
Post by: The_Force on June 28, 2012, 09:51:28 am
I would recommend using the subtile sexps.
Title: Re: Release: ASSM - Aginor's Saga simulator mission
Post by: MatthTheGeek on June 28, 2012, 09:58:31 am
I read something about scripting this week, and I wonder if someone (which means me) could create a HUD script to provide a menu to choose stuff. I'm not sure whether such complex stuff is possible.
Most likely possible using HUD gauges. However I doubt WCS code is able to do that (they have an early .10-era hud_gauges support, but I doubt it'll be enough, or in any way practical. The hud_gauges used by WCS, while still partially supported by current FSO versions, is not documented anymore, and I'm not sure it ever was).

Cutscene subtitles or training messages could work. I am not familiar with subtitles, but WiH has a good mission for implementing keypress-based multiple choices through training messages (the training mission with Simms). The problem of training messages, though, is that they have to be reprinted every few seconds and they tend to clutter the F4 message log extremely quickly.

Since I want to learn LUA anyway (one language more or less doesn't matter, I'm using various programming- and script languages every day at work) I could give it a try. I'm just not sure how flexible it is. Is creating a menu with clickable spots and all that stuff possible?
Nearly definitively sure it's not. The best you can do is processing keypresses.
Title: Re: Release: ASSM - Aginor's Saga simulator mission
Post by: FekLeyrTarg on June 28, 2012, 10:27:00 am
The Techdemo for the old WCS Prologue, which includes recreated missions from WC4, also has something like this. You can choose to defect or not to defect, like in WC4.
http://www.wcsaga.com/downloads/files/download/archived-wing-commander-iv-tech-demo-7z.html
Title: Re: Release: ASSM - Aginor's Saga simulator mission
Post by: Aginor on June 28, 2012, 12:12:19 pm
Ah, good that you mention it, I had completely forgot that one!
I guess I have to look how it was done there, maybe I can use something like that.