Hard Light Productions Forums

General FreeSpace => FreeSpace Discussion => Topic started by: Lepanto on July 16, 2014, 06:47:14 pm

Title: What does HLP need more of?
Post by: Lepanto on July 16, 2014, 06:47:14 pm
What sort of assets (campaigns/models/scripts/tutorials/etc.) do you think that HLP's modders need more of? What notable gaps, if any, have you found in our collection of assets? What old stuff could really use an update?
Title: Re: What does HLP need more of?
Post by: Phantom Hoover on July 16, 2014, 07:05:15 pm
hlp needs more uvmap slaves
Title: Re: What does HLP need more of?
Post by: Spoon on July 16, 2014, 07:11:34 pm
Axem is already throwing around a whole load of wunderbar tutorials. Thats covered.
Scripts are generally being supplied by our talented scripters when needed too.
Vasudan models probably?
Campaigns in general, there seems to be a big lack of new content being created recently.
Title: Re: What does HLP need more of?
Post by: Rodo on July 16, 2014, 07:34:38 pm
Only assets? If so I'd say we need more civillian type ships of both vasudans and terrans. If not then definitely more fredders.
Title: Re: What does HLP need more of?
Post by: headdie on July 16, 2014, 07:35:13 pm
Assets
 - Civilians
 - Ships with different/unusual roles
 - Shivan everything
 - Vasudan most things

UV mapping and texturing in general is in a shortage (modelers are fairly easy to find but good uv/texturers are like gold dust)

and like spoon says new campaigns
Title: Re: What does HLP need more of?
Post by: Kopachris on July 16, 2014, 08:47:46 pm
How about tools?  Is there serious demand for a POF plugin for Blender?  Are there any particular shortcomings in the current workflow that could be solved by such a plugin, or should our efforts instead go toward creating a Collada spec that FreeSpace can use?

Spoiler:
I have a POF plugin for Blender about half finished and have been neglecting it for several months.
Title: Re: What does HLP need more of?
Post by: niffiwan on July 16, 2014, 09:06:56 pm
I think FREDers are what we need most.  Many other issues/shortfalls can be worked around, but no FRED == no missions to play.
Title: Re: What does HLP need more of?
Post by: Lepanto on July 16, 2014, 09:57:00 pm
I think FREDers are what we need most.  Many other issues/shortfalls can be worked around, but no FRED == no missions to play.

Too true. Problem is, it takes a long time to mod and FRED a quality campaign these days. Gone are the days when you can just throw some capships and respawning bomber waves together and call it a mission. The sheer amount of work involved forces even HLP's pros to wait years between releases.

Hopefully, our influx of new talent from Steam will learn FRED and give us some cool campaigns. I just hope they aren't too daunted by the very high campaign standards we've set for ourselves.
Title: Re: What does HLP need more of?
Post by: jr2 on July 17, 2014, 02:35:46 am
How about a list of the most time consuming / tedious parts of Fredding good campaigns?

Then, can anything be done in FRED or elsewhere to make that less difficult and /or time consuming?

Templates? Better interface? What?

We do have auto-save, right?
Title: Re: What does HLP need more of?
Post by: Cyborg17 on July 17, 2014, 06:25:04 am
Most of the time I spend freding is divided up between the events window and testing.  It's all about getting your logic right and giving something worthwhile to the player. 

It could be interesting to have user-defined event templates.  Maybe you just figured out a bit of sexp magic and you don't want to have to go back to that mission to grab it.  Ta-da! Just save the relevant portion in a sexp template!

There is already copy and paste, however, which helps in a lot of cases. 
Title: Re: What does HLP need more of?
Post by: Darius on July 17, 2014, 06:37:45 am
What would make FREDing nicer is copy-pasting sexps between different instances of FRED. At the moment the process goes: open a mission, wait for it to load, open events editor, copy, open new mission, wait, open events editor, paste. I'm not familiar enough with event syntax to do a similar process in notepad.
Title: Re: What does HLP need more of?
Post by: Rodo on July 17, 2014, 08:38:08 am
Waiting on wxFRED myself, most of the problems regarding fredding are gonna be resolved with it IIRC.
Title: Re: What does HLP need more of?
Post by: Klaustrophobia on July 17, 2014, 11:02:08 am
more campaigns to be added to the installer.
Title: Re: What does HLP need more of?
Post by: CT27 on July 17, 2014, 02:20:26 pm

Campaigns in general, there seems to be a big lack of new content being created recently.


I understand what you mean by this and understand how you feel, but I think we should also give credit to Macfie and the FSCRP team.  They're constantly updating old campaigns to make them playable on modern builds.  Currently they're working on Procyon Insurgency.
Title: Re: What does HLP need more of?
Post by: karajorma on July 17, 2014, 10:06:05 pm
Okay, so what can we do to get more FREDders?

Obviously Axem and I can make additional tutorials on how to use FRED but does that actually help us get more FREDders or is that actually having the effect of making our FREDders make better but more complicated and time consuming campaigns? To be honest, I suspect that the latter is what is going on. It's a good thing, but it does mean we get less campaigns as a result.
Title: Re: What does HLP need more of?
Post by: Lepanto on July 17, 2014, 10:37:40 pm
Do people around here prefer to wait years for super-awesome campaigns with all the bells and whistles? Or would they be willing to accept some less-fancy campaigns, if that meant more releases and less of the between-megaprojects drought we're seeing these days? Of course, I'm well aware that the level of a campaign's complexity is up to individual FREDders, but what would people personally prefer?
Title: Re: What does HLP need more of?
Post by: FrikgFeek on July 17, 2014, 11:03:38 pm
It's not like you don't have anything to play if people don't constantly release FS2 campaigns. I'm sure almost every PC gamer has at least 20 games on their backlog at all times. That and all the mods that get released for whatever else might be in your library and it's hard to see why you'd want to have a constant stream of mediocre content for FS2 specifically. I'd much rather just wait for really good content.
Title: Re: What does HLP need more of?
Post by: NGTM-1R on July 18, 2014, 02:39:16 am
Do people around here prefer to wait years for super-awesome campaigns with all the bells and whistles? Or would they be willing to accept some less-fancy campaigns, if that meant more releases and less of the between-megaprojects drought we're seeing these days? Of course, I'm well aware that the level of a campaign's complexity is up to individual FREDders, but what would people personally prefer?

I know a lot of people simply don't take it up. They open up a mission in WiH and spend some time looking at the events and decide the bar is too high now. They're not completely wrong, either.
Title: Re: What does HLP need more of?
Post by: Mobius on July 18, 2014, 03:11:45 am
Only assets? If so I'd say we need more civillian type ships of both vasudans and terrans. If not then definitely more fredders.

This. More civvy ships. :)
Title: Re: What does HLP need more of?
Post by: Luis Dias on July 18, 2014, 03:28:54 am
Do people around here prefer to wait years for super-awesome campaigns with all the bells and whistles? Or would they be willing to accept some less-fancy campaigns, if that meant more releases and less of the between-megaprojects drought we're seeing these days? Of course, I'm well aware that the level of a campaign's complexity is up to individual FREDders, but what would people personally prefer?

Perhaps the issue isn't exactly complexity and so on, but mere originality and good taste. It's not a surprise people are tired of 5-10 event FS2 missions. But good fredding is good fredding. I enjoyed your battleship missions quite a lot.
Title: Re: What does HLP need more of?
Post by: Nyctaeus on July 18, 2014, 05:03:48 pm
Two cents from me: More active Wiki maintainers!

A lot of models, campaigns and other stuff is waiting for their deserved articles. While some mods like Frontlines, BP or ASW used to have their own Wiki maintainers, a lot of projects don't have such persons at all. Not everyone knows how to write proper articles.

And the second: YOUR ATTENTION!
When some user posts his first mission/model etc, just mow your ass, play it, check it, say some good word, provide some feedback... Whatever! There is no worse thing, than posting some stuff you hardly worked on for hours and being ignored than everyone, but 2-3 users.
Title: Re: What does HLP need more of?
Post by: Kie99 on July 19, 2014, 02:26:59 pm
Do people around here prefer to wait years for super-awesome campaigns with all the bells and whistles? Or would they be willing to accept some less-fancy campaigns, if that meant more releases and less of the between-megaprojects drought we're seeing these days? Of course, I'm well aware that the level of a campaign's complexity is up to individual FREDders, but what would people personally prefer?

I know a lot of people simply don't take it up. They open up a mission in WiH and spend some time looking at the events and decide the bar is too high now. They're not completely wrong, either.

You think?  I reckon if someone put out a competently FREDed campaign with a good story, but no overly complex missions or huge modpacks, it wouldn't suffer from comparison with Blue Planet.  If you're trying to actualise your vision of Freespace 3 then you might get a bit of that but I'd say the less ambitious campaigns would be as popular as ever.  If there were anything as good as Derelict or Homesick or Sync released tomorrow I expect they'd get the praise they deserved. 

If there are significant amounts of people not bothering because of the bar being too high it's a real shame.
Title: Re: What does HLP need more of?
Post by: Lorric on July 19, 2014, 02:33:11 pm
I've been thinking the bar is too high. We released Frontlines 2334 and 2335, and while Lepanto and I were only brought in on the last few months of the project, I've seen what went into it over the better part of a year. The campaign doesn't pull up trees, nor is it meant to, but it's still very good quality imo, and set in a imo woefully under-explored period of Freespace history, the Terran-Vasudan War. It's got custom models and weapons, and a place to call home here on the forums, and it really didn't get much attention when released. I'm not complaining or anything, it just is what it is I guess.
Title: Re: What does HLP need more of?
Post by: Rodo on July 19, 2014, 03:07:04 pm
And the second: YOUR ATTENTION!
When some user posts his first mission/model etc, just mow your ass, play it, check it, say some good word, provide some feedback... Whatever! There is no worse thing, than posting some stuff you hardly worked on for hours and being ignored than everyone, but 2-3 users.

Yep, I've noticed this too.
I've tried in the past giving feedback to new fredders, hoping some more ppl would join but it seems it's always the same 3 or 4 guys doing it.
Title: Re: What does HLP need more of?
Post by: Lepanto on July 19, 2014, 03:40:54 pm
Yeah; while we really look forward to the masterpieces from our top-class FREDders, people with less or no FREDding experience can still contribute to the community by making campaigns with fewer or no new assets.

The recent newbie influx from Steam might be a good opportunity to try and drum up some more FREDding talent. Maybe a Newbie FREDders' Contest, with a deadline in six months or so? Just putting that out there.
Title: Re: What does HLP need more of?
Post by: jr2 on July 19, 2014, 03:52:57 pm
Post it in the Steam forums?
Title: Re: What does HLP need more of?
Post by: Akalabeth Angel on July 19, 2014, 03:53:20 pm
I've been thinking the bar is too high. We released Frontlines 2334 and 2335, and while Lepanto and I were only brought in on the last few months of the project, I've seen what went into it over the better part of a year. The campaign doesn't pull up trees, nor is it meant to, but it's still very good quality imo, and set in a imo woefully under-explored period of Freespace history, the Terran-Vasudan War. It's got custom models and weapons, and a place to call home here on the forums, and it really didn't get much attention when released. I'm not complaining or anything, it just is what it is I guess.

One possibility might be that people are becoming more picky with what they play, not because of quality concerns but because of time concerns. The population of HLP is aging and a lot of people I suspect have less free time. Plus nowadays, a lot of games out there seem designed to monopolize your time playing them. That's in addition to the plethora of titles available, good and bad.
Title: Re: What does HLP need more of?
Post by: Lorric on July 19, 2014, 04:41:13 pm
I've been thinking the bar is too high. We released Frontlines 2334 and 2335, and while Lepanto and I were only brought in on the last few months of the project, I've seen what went into it over the better part of a year. The campaign doesn't pull up trees, nor is it meant to, but it's still very good quality imo, and set in a imo woefully under-explored period of Freespace history, the Terran-Vasudan War. It's got custom models and weapons, and a place to call home here on the forums, and it really didn't get much attention when released. I'm not complaining or anything, it just is what it is I guess.

One possibility might be that people are becoming more picky with what they play, not because of quality concerns but because of time concerns. The population of HLP is aging and a lot of people I suspect have less free time. Plus nowadays, a lot of games out there seem designed to monopolize your time playing them. That's in addition to the plethora of titles available, good and bad.
Oh yes, for sure there will be other factors besides just quality raising the bar.

I sometimes wonder what it would have been like for me if I had arrived early on in HLP's life. It's brilliant that there is so much content for me to play, and I'm sure that coming in late is better than coming in early because of that, but when a campaign in Frontlines is released, where the backbone of the campaign is created by a multi-talented 13 year veteran of the community in Black Wolf, over the most part of a year, set in a blank canvas setting in the Terran-Vasudan War, gets a space on the board, gets highlighted, gets on the news ticker, and receives not much attention upon release, what hope is there for a newbie these days? It's not all doom and gloom of course, Lepanto has done well with his Battle Captains missions. And there are other new projects in the works by new people, who I wish luck.
Title: Re: What does HLP need more of?
Post by: Nyctaeus on July 19, 2014, 05:04:30 pm
I've been thinking the bar is too high. We released Frontlines 2334 and 2335, and while Lepanto and I were only brought in on the last few months of the project, I've seen what went into it over the better part of a year. The campaign doesn't pull up trees, nor is it meant to, but it's still very good quality imo, and set in a imo woefully under-explored period of Freespace history, the Terran-Vasudan War. It's got custom models and weapons, and a place to call home here on the forums, and it really didn't get much attention when released. I'm not complaining or anything, it just is what it is I guess.
Yup, we had the same thing with Shadow Genesis. While this is one of the biggest mods and longest campaigns ever released and many people enjoyed it, we didn't grab as many applauses as I wanted. I think SG was mostly enjoyed by players who likes hard, bigger missions with a lot of tactics in, and Frontlines - by old-school players. Rest of the community prefer something less sophisticated.

Yeah; while we really look forward to the masterpieces from our top-class FREDders, people with less or no FREDding experience can still contribute to the community by making campaigns with fewer or no new assets.
Sometimes I have this strange feeling, that tells me that people won't care about anything, which is not BP :P. Majority of newcomers are people, who familiarized themselves with FS in age of BP, Vassago's Dirge, Bem Cavalgar and other top-quality projects with much more modern mission design. Actually I love Frontlines - great quality, old-school project, but majority of players prefer something fresh... And not too hard for average player. Too bad, but on the other hand, it forces us to develop more advanced missions.

The recent newbie influx from Steam might be a good opportunity to try and drum up some more FREDding talent. Maybe a Newbie FREDders' Contest, with a deadline in six months or so? Just putting that out there.
+1 :yes:
Title: Re: What does HLP need more of?
Post by: Akalabeth Angel on July 19, 2014, 05:49:31 pm
I sometimes wonder what it would have been like for me if I had arrived early on in HLP's life. It's brilliant that there is so much content for me to play, and I'm sure that coming in late is better than coming in early because of that, but when a campaign in Frontlines is released, where the backbone of the campaign is created by a multi-talented 13 year veteran of the community in Black Wolf, over the most part of a year, set in a blank canvas setting in the Terran-Vasudan War, gets a space on the board, gets highlighted, gets on the news ticker, and receives not much attention upon release, what hope is there for a newbie these days? It's not all doom and gloom of course, Lepanto has done well with his Battle Captains missions. And there are other new projects in the works by new people, who I wish luck.

Oh is that a T-VWar campaign? Hmmn. Might have to check it out. Though don't have Freespace installed and haven't played in a few years :)
Title: Re: What does HLP need more of?
Post by: Lorric on July 19, 2014, 05:58:31 pm
I sometimes wonder what it would have been like for me if I had arrived early on in HLP's life. It's brilliant that there is so much content for me to play, and I'm sure that coming in late is better than coming in early because of that, but when a campaign in Frontlines is released, where the backbone of the campaign is created by a multi-talented 13 year veteran of the community in Black Wolf, over the most part of a year, set in a blank canvas setting in the Terran-Vasudan War, gets a space on the board, gets highlighted, gets on the news ticker, and receives not much attention upon release, what hope is there for a newbie these days? It's not all doom and gloom of course, Lepanto has done well with his Battle Captains missions. And there are other new projects in the works by new people, who I wish luck.

Oh is that a T-VWar campaign? Hmmn. Might have to check it out. Though don't have Freespace installed and haven't played in a few years :)
Oh yes, pure T/V War. Check out the Frontlines board. :)

EDIT: @ Betrayal

Shadow Genesis has been on my hard drive for quite some time. If I get around to playing it, I'll be sure to drop by and leave some feedback.
Title: Re: What does HLP need more of?
Post by: CT27 on July 19, 2014, 06:34:58 pm
The campaigns I'm really looking forward to are (in no particular order):

The rest of Frontlines (I've heard more is planned)
Shadow Genesis 2
Dusk Wars 2
Inferno:  Nostos
BP:  WIH Act 4-5
Battle Captains:  Steele
Blackwater Operations (Depending on who you ask, some say there's still a chance for this)
Sophrosyne
VeniceMirror

That doesn't mean I won't play other campaigns coming out, these are just the ones I know about that we could see someday
Title: Re: What does HLP need more of?
Post by: Lorric on July 19, 2014, 06:56:38 pm
(I've heard more is planned)
Yes.

For me, Inferno Nostos is what interests me the most.

Sophrosyne is next even though I haven't checked out properly what it is, but simply since I know what Lepanto can do, so I'm interested in seeing it, whatever it is! :)

After that, Rheyah's Shetland/Ephesus.

Naturally, I'm also interested in future Frontlines Campaigns. I was very interested in the campaign long before I became a team member.
Title: Re: What does HLP need more of?
Post by: Nyctaeus on July 19, 2014, 07:10:47 pm
SG was somekind of experiment. How advanced tactics, bigger battles and overall incrased realism would be successful in actual campaign... And If. Well, I must say, that after finishing a lot of mods I have noticed, that the most popular mods are the ones full of innovations, not too hard and the most important, with instinctive mission design. SG requires a big dose of tactical planning, rather than pilot skills, and not everyone likes that. Mods which put more input on something, like SG with it's advanced tactics, and Frontlines with strong FS1 feel are less popular because are specialized. Mods like BP are ballanced in that case, and not focused on any individual aspect of gameplay [except for Tenebra].

Conclussion: If you want your project to be popular, make it attractive for everyone.

I hope I won't screw anything next time when I release something and that time is closer... And closer...
Title: Re: What does HLP need more of?
Post by: mjn.mixael on July 19, 2014, 07:23:11 pm
Close, but I think you are missing something.

BP is successful because it's got an intriguing story. Not only that, but it portrays it in a way that is fun. The missions are generally unique and varied so the campaign doesn't get old. No one gets sick of doing the same type of mission over and over and over again. It also hooks people with a healthy dose of "OMG, didn't know FS could do that!" too. It is always very well tested and generally solid to play. When you load up BP, you know you are going to play something that generally won't leave you with a broken, never-ending mission.

When the story fails, the missions need to draw the player back. If the missions get boring, then your next bet is some sort of "ooooh!" factor. Barring that, it should at least be well tested, but that's a long shot.

So, in short... Intriguing story, varied missions, ooooh factor, well tested.

--------

I would say that a big reason I never finished SG was because it was the same thing over and over. And, as you have said, it's a loooooooong campaign.



So what HLP really needs is people who can FRED with patience. It takes time to create multiple mission styles and to test.. that's not even to mention any sort of story (and the never-ending tweaking that happens with it). I feel like a lot of the single missions I played were guys who whipped up the mission, didn't thoroughly test it, and when I posted feedback about ways to make it more solid, they didn't want to take the time to put that to practice. It's work to make sure missions don't have dead spots or broken event logic.
Title: Re: What does HLP need more of?
Post by: Lorric on July 19, 2014, 07:38:58 pm
Of course, a group of FREDders will be more likely you would think to be able to collectively deliver a campaign of varying mission styles than a single one. And that same diversity woul be helpful if they tested each others' missions.

It's a lot harder these days for a single person to create a campaign. The newbie FREDder contest is a good idea, but what about an idea to get a group of new FREDders together and instead of compete against each other, they could form a team. Maybe some community veterans could help them out to produce a work collectively?
Title: Re: What does HLP need more of?
Post by: Axem on July 19, 2014, 08:07:55 pm
That was called FRED Academy and the number of campaigns they have released is... none (so far!). That's not to say its been useless, just that past experience suggests you aren't likely to get an actual campaign out of the deal. The experience gained with it can be valuable however.

And single people working alone have made the great campaigns we all enjoy: Homesick, Blue Planet: Age of Aquarius, The Antagonist, Wings of Dawn.

Working in a team sounds great, but unless you've got a really close group of people that have great chemistry with each other, there's a fatal chance of "someone else will do that for me" that can stall development.

I don't know if the bar has been set too high for newcomers. Things like The Antagonist and Burning Heaven were first ever campaigns for bigchunk and LoneKnight, and they were quite impressive. It takes drive and determination to get things done. Great feedback and guidance helps with both. I try my best to generate exposure for the campaigns and models that people are making. However we're still a pretty niche group. Anyone looking for space sims is probably waiting for the next X-Wing or waiting for Star Elite Spacefighters instead of FreeSpace.
Title: Re: What does HLP need more of?
Post by: CT27 on July 19, 2014, 08:08:05 pm
I would also add these two to my list:

Sophrosyne
Venice Mirror
Title: Re: What does HLP need more of?
Post by: Nyctaeus on July 19, 2014, 08:31:35 pm
I remember we tried to make somthing like this on freespace.pl - inside polish community, when the freespace.pl was still open and we failed. Every team needs leader/leaders and some idea to base the project on. Mostly because projects are more ambitious and sophisticated today and it's hard to find a team to share the ideas you have.

Shadow Genesis was made by me and my brother with a little external help with effects and models from Droid, FSF, Kobrar and Jessnec, but they are not members of our team. Small teams are best teams. Community members should be more helpful for aspiring modders with their pet projects, newcomers should be not affraid to ask for help if they need something.

Yeah, TheHound. If you read this - don't screw up with Venice Mirror :P.
Title: Re: What does HLP need more of?
Post by: jr2 on July 19, 2014, 09:41:58 pm
So when Star Wars : Fate of the Galaxy comes out, that should generate some exposure.
Title: Re: What does HLP need more of?
Post by: NGTM-1R on July 19, 2014, 10:28:32 pm
You think?  I reckon if someone put out a competently FREDed campaign with a good story, but no overly complex missions or huge modpacks, it wouldn't suffer from comparison with Blue Planet.  If you're trying to actualise your vision of Freespace 3 then you might get a bit of that but I'd say the less ambitious campaigns would be as popular as ever.  If there were anything as good as Derelict or Homesick or Sync released tomorrow I expect they'd get the praise they deserved. 

I don't think, I know. We've had more than one thread on this before and it's something that many people, myself included, have voiced about why they don't FRED anymore. We simply do not feel we have the time, the savvy, or both, to produce something worthwhile, so we never try.
Title: Re: What does HLP need more of?
Post by: Akalabeth Angel on July 19, 2014, 10:48:27 pm
You think?  I reckon if someone put out a competently FREDed campaign with a good story, but no overly complex missions or huge modpacks, it wouldn't suffer from comparison with Blue Planet.  If you're trying to actualise your vision of Freespace 3 then you might get a bit of that but I'd say the less ambitious campaigns would be as popular as ever.  If there were anything as good as Derelict or Homesick or Sync released tomorrow I expect they'd get the praise they deserved. 

Thing is, at the time of its release I don't think Derelict was less amibitious. It's a full campaign, which not many can say. For me it's still one of the best experiences I had playing a 3rd party campaign. They had less to work with but did more with it. It was the go-to campaign for a long while for anyone looking for more content.
Title: Re: What does HLP need more of?
Post by: karajorma on July 20, 2014, 05:45:56 am
That was called FRED Academy and the number of campaigns they have released is... none (so far!). That's not to say its been useless, just that past experience suggests you aren't likely to get an actual campaign out of the deal. The experience gained with it can be valuable however.

The main reason the FRED Academy failed to produce any campaigns was a lack of feedback. It took me a couple of hours per mission for each review. I was happy to spend that kind of time on the Academy but obviously I can't be the only one who does so.

If people were willing to play the missions, give feedback and help with the smaller problems, it would have freed me up a lot to just help with the actual FREDding side of things.


Of course it wasn't a complete failure. It did help quite a few starting FREDders.
Title: Re: What does HLP need more of?
Post by: Kie99 on July 20, 2014, 07:48:59 am
You think?  I reckon if someone put out a competently FREDed campaign with a good story, but no overly complex missions or huge modpacks, it wouldn't suffer from comparison with Blue Planet.  If you're trying to actualise your vision of Freespace 3 then you might get a bit of that but I'd say the less ambitious campaigns would be as popular as ever.  If there were anything as good as Derelict or Homesick or Sync released tomorrow I expect they'd get the praise they deserved. 

Thing is, at the time of its release I don't think Derelict was less amibitious. It's a full campaign, which not many can say. For me it's still one of the best experiences I had playing a 3rd party campaign. They had less to work with but did more with it. It was the go-to campaign for a long while for anyone looking for more content.

I agree with you on it's quality, for me it's as good as any campaign ever released, but when I say less ambitious I mean it's not something that's someone's effort at what Freespace 3 would look like like, for example, Inferno R1 or Blue Planet.  It doesn't have dozens of new ships, it doesn't have in game cinematics, it doesn't rewrite the tech room, it's just a very well plotted campaign with no particularly complex missions but good missions nonetheless, good characters and it's none the weaker for it.  Maybe I'm doing it a disservice and the FREDing is more complex than I thought, but it never struck me as anything special in that regard.  It actually encouraged me to start FREDing because I thought it seemed fairly doable to create missions of that level of quality.

I suppose this goes back to the original point about the bar appearing higher.  While the idea that campaigns with less complex FREDing aren't worthwhile is absurd to me, given that Blue Planet is now the community's favourite campaign nobody is going to play that and think "I could make something like this" unless they're already extremely savvy with it.
Title: Re: What does HLP need more of?
Post by: procdrone on July 20, 2014, 07:55:04 am
Yeah, TheHound. If you read this - don't screw up with Venice Mirror :P.

I certainly don't aim at failure :)

As far as I am a mostly newcomer to HLP, ill give my own word about it.

FRED is pretty easy to begin with, and making basic missions without any modpacks is like hell possible - Derelict is a fine example (even if old one, still rocks).

About the bar set too high... well, i think it might dwarf people from doing anything. In development of VeniceMirror i had a period i have set a bar for myself - make a cutscene that would be even more epic then BP intro... and ended up hanging up the whole project for at least two weeks, thinking how i should put this off. Thankfully i dropped the idea and continue at my very own pace.

FRED'ing also takes a lot of creativeness which not everybody can come up with. Some people create miracles (look at Axem cutscenes...)


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And i wouldn't say that it lacks FRED'ers, I am already aware of 5 project being worked at hand, and at least 3 scheduled for their release soon.

The problem is, that big project take a lot of time, and scene is rather unwelcoming for new people - i know that from my own experience when i started to post missions. There was barely any feedback, and if there were, that were the same few people.

Title: Re: What does HLP need more of?
Post by: karajorma on July 20, 2014, 08:55:44 am
I think that hits the nail right on the head. We need to come up with ways to make the place more welcoming to new FREDders so that they can develop into the quality guys we know that they can become after only a few months.

Playing more early releases and beginning missions would definitely help.
Title: Re: What does HLP need more of?
Post by: Lorric on July 20, 2014, 09:05:11 am
Yeah, check out the first two posts when I released my first missions with emphasis on the fact that I was a beginner:

http://www.hard-light.net/forums/index.php?topic=83179.0

And it takes until the third page to get to any actual constructive feedback (thanks Norbert).

I also got plenty of stick when trying to ask for FRED help. I got the help but I had to go through some attitude in order to get it.
Title: Re: What does HLP need more of?
Post by: procdrone on July 20, 2014, 09:38:01 am
I think that hits the nail right on the head. We need to come up with ways to make the place more welcoming to new FREDders so that they can develop into the quality guys we know that they can become after only a few months.

Playing more early releases and beginning missions would definitely help.

Well, certainly we (community) should provide help when someone asks for it. Nothing more discouraging then lack of any feedback.

Axem done a great job in creating many useful tutorials, showing people how to do magic in their missions. Maybe we should follow the trope and create more tutorials showing how to do certain stuff? (i didn't seen any stealth mission tutorial yet)
Title: Re: What does HLP need more of?
Post by: Lepanto on July 20, 2014, 09:49:55 am
Yeah, modern FREDding (with all the bells and whistles we expect from modern campaigns) is not newbie-friendly. Though I think I'm a fairly good FREDder by this point, I had to struggle through lots of discovery and trial-and-error to reach that level.

FREDding newbies have to rely on the HLP old guard for a lot of help, especially since we lack clear and straighforward tutorials and documentation. Questions that seem stupid to vets are necessary for newbs, so please be patient with them, as annoying as their questions might seem.
Title: Re: What does HLP need more of?
Post by: Axem on July 20, 2014, 09:51:52 am
What sort of problems did you have that needed trial and error? I'm always on the look out for fun tutorials the make.
Title: Re: What does HLP need more of?
Post by: procdrone on July 20, 2014, 09:56:18 am
What sort of problems did you have that needed trial and error? I'm always on the look out for fun tutorials the make.

Like said, i would like to see fully fledged stealth mission tutorial.

And Axem, please make up an advanced mission cutscenes tutorial... you are master on the topic... so please!
(i had so many trials and errors about camera movements, targeting and so on that is not possible to count...)
Title: Re: What does HLP need more of?
Post by: mjn.mixael on July 20, 2014, 10:03:11 am
Yeah, check out the first two posts when I released my first missions with emphasis on the fact that I was a beginner:

http://www.hard-light.net/forums/index.php?topic=83179.0

And it takes until the third page to get to any actual constructive feedback (thanks Norbert).

I also got plenty of stick when trying to ask for FRED help. I got the help but I had to go through some attitude in order to get it.

The first two responses in that thread, given who they came from, are a travesty. There would have been waaaaaay more productive ways to suggest the same thing instead of implying someone is an idiot for not doing it a particular way. THAT kind of response is what's going to stop new FREDders dead in their tracks.
Title: Re: What does HLP need more of?
Post by: Lorric on July 20, 2014, 10:12:48 am
Here's an example of getting help but having to go through attitude to get it.

http://www.hard-light.net/forums/index.php?topic=83164.0

And wow, it's Droid again. I feel I must defend him because he's going to look like a real jerk after my other post, and in my experience he's really not like that at all. These are two isolated incidents.
Title: Re: What does HLP need more of?
Post by: karajorma on July 20, 2014, 11:29:30 am
Axem done a great job in creating many useful tutorials, showing people how to do magic in their missions.

Well the thing is, asking for help goes both ways. I postetd a tutorial only a few days back and got next to no response even though I actually asked for feedback on which parts are clear enough and which could use more work.

It also should be noted that if people want more help with FREDding, I've rewritten the entire FRED documentation to cover pretty much every single SCP feature added until around mid 2012. Again, I'd like to know what parts are useful and which parts could use further explanation.
Title: Re: What does HLP need more of?
Post by: procdrone on July 20, 2014, 12:27:25 pm
It all goes down to the same issue. Lack of feedback.

Quote
It also should be noted that if people want more help with FREDding, I've rewritten the entire FRED documentation to cover pretty much every single SCP feature added until around mid 2012.

And I'm grateful for that. Many of such documentation helped me to get better understanding of FRED features.
Title: Re: What does HLP need more of?
Post by: Lepanto on July 20, 2014, 12:50:37 pm
Axem, nothing really tutorial-worthy off the top of my head.

Thanks for that tutorial, karajorma; I'll keep the event log in mind for future debugging. And I didn't even know that the FRED documentation had been updated beyond retail.
Title: Re: What does HLP need more of?
Post by: karajorma on July 20, 2014, 06:44:37 pm
There should be a stickied post in the FRED forum. I probably should add it to my signature or something.
Title: Re: What does HLP need more of?
Post by: Rheyah on July 21, 2014, 12:16:42 pm
FREDing is long, hard work.  From my perspective I'd really like the Events editor to function a bit more like a text editor.  I can actually write events in Notepad quicker than I can in FRED (what with all the slooooow clicking and so on) so having a hybrid of the two would make it a lot easier to write events if I could tab-complete and it'd bring up sexps which match.

I love the power of FRED but the interface involves an awful lot of unnecessary clicking.
Title: Re: What does HLP need more of?
Post by: Parias on July 21, 2014, 12:18:23 pm
FREDing is long, hard work.  From my perspective I'd really like the Events editor to function a bit more like a text editor.  I can actually write events in Notepad quicker than I can in FRED (what with all the slooooow clicking and so on) so having a hybrid of the two would make it a lot easier to write events if I could tab-complete and it'd bring up sexps which match.

This. I would love this.
Title: Re: What does HLP need more of?
Post by: Droid803 on July 21, 2014, 01:20:39 pm
Yes, events editor needs to be more like a regular text editor with syntax highlighting and checking with 'tab-to-autocomplete' drop down lists, rather than having to click through a whole bunch of drop-down menus to add a single TRUE.
Title: Re: What does HLP need more of?
Post by: Akalabeth Angel on July 21, 2014, 01:35:12 pm
Maybe I'm doing it a disservice and the FREDing is more complex than I thought, but it never struck me as anything special in that regard.  It actually encouraged me to start FREDing because I thought it seemed fairly doable to create missions of that level of quality.

I suppose this goes back to the original point about the bar appearing higher.  While the idea that campaigns with less complex FREDing aren't worthwhile is absurd to me, given that Blue Planet is now the community's favourite campaign nobody is going to play that and think "I could make something like this" unless they're already extremely savvy with it.

Eh, I disagree. 
The most memorable missions from Blue Planet for me were:
#1 - the player flying from A to B in multiple systems (Journy of 10,000 miles)
#2 - A bunch of ships jumping in, moving to a portal, to jump out again (Forced Entry)

In either case, I doubt the fredding was particularly complicated. But the story and pacing were good so the missions were memorable.

A campaign is good because of the story it tells. If the player can see the mechanism behind the mission design, the story and the mission isn't doing its job. The BP sequels may have had more complicated and intricate stories, I don't know, but I don't remember them because I didn't like the story. My experience might be dissimilar to most, but for me in any media the story is key. Being able to tell a story in an interesting way is likewise key.

When I dipped into fredding, I didn't do it because I thought the mission design could be better, I did it because I wanted to tell a story of my own.
Title: Re: What does HLP need more of?
Post by: jr2 on July 21, 2014, 04:22:55 pm
^ this  ^

The rest is true as well, if course, and you need to appeal to other types of gamers as well.
Title: Re: What does HLP need more of?
Post by: Parias on July 21, 2014, 04:36:09 pm
I don't know, I thought that crazy tower-defense mission in the last Blue Planet release was really cool (the one where you can switch to a top-down view and drop turrets - or, "tanks" rather - onto platforms and fight off waves of enemies) - just because of how I kept trying to imagine how much effort that must've taken to get working in FRED (along with a lot of scripting magic I imagine).  And I thought the story integrated the reasoning behind it in a neat way.

While I agree not every mission has to be a step in a completely different direction like that to stand out, it's nice to have a change of pace every now and then too. Although I'm definitely not going to hold every single other campaign / mission out there to the same standard and ultimately do strongly agree that story is one of the most important bits to a mission / campaign.
Title: Re: What does HLP need more of?
Post by: Black Wolf on August 10, 2014, 07:33:00 am
I wanted to reply to this ages ago and then forgot about it. :nervous:

If anyone has any specific ideas of what HLP needs more of (asset wise) I'm still looking for a theme for the 2014 mod(dell)ing contest. I was thinking Terran Civvy ships, or large scale static structures, or possibly new species stuff, but I'm open to ideas.
Title: Re: What does HLP need more of?
Post by: Phantom Hoover on August 10, 2014, 07:36:34 am
Surely Zod capships are one of our biggest shortfalls?
Title: Re: What does HLP need more of?
Post by: Spoon on August 10, 2014, 07:40:35 am
Large scale static structures, definitely. So we don't have to end up using http://www.hard-light.net/wiki/index.php/GTI_Bretonia for everything  :p
Title: Re: What does HLP need more of?
Post by: mjn.mixael on August 10, 2014, 09:44:34 pm
Large scale static structures, definitely. So we don't have to end up using http://www.hard-light.net/wiki/index.php/GTI_Bretonia for everything  :p

Somehow I managed to fill up the System Viewer in BtA without using the Bretonia even once! But I definitely get the sentiment. We definitely need more static structures (aka, props).
Title: Re: What does HLP need more of?
Post by: halcyony2k on August 11, 2014, 08:11:59 am
I would like to see more coop campaigns. It's cool to see the community making excellent freespace campaigns. I feel like all of those campaigns can be enjoyed with your friends. Even though there are performance issues on the client end (jumpy performance, non-rotating turrets and ship parts), multiplayer campaigns can help bring back some excitement to freespace.
Title: Re: What does HLP need more of?
Post by: karajorma on August 11, 2014, 08:29:03 am
Problem is that FREDders get a remarkably low amount of feedback on multiplayer missions in general. For instance, look what happened (http://www.hard-light.net/forums/index.php?topic=86897.0) when I spent about a week rewriting one of Diaspora's missions for multiplayer Coop.

Hell, I still don't know if the mission works or has major bugs.
Title: Re: What does HLP need more of?
Post by: NeonShivan on August 11, 2014, 11:01:40 am
Surely Zod capships are one of our biggest shortfalls?

*A little more Terran Bombers to create more diversity - There is literally only about 3ish to choose from out of a list that are "modern" and not low poly.
*Shivan and Vasudan Destroyers might be nice - Shivans are severely lacking in the high poly destroyer department more then the Vasudans, only the Vassago stands as the only available High-Poly Destroyer.
*More props - As Spoon pointed out, we could use more installations, not necessarily just Terran, some older Vasudan Installation models like the Cairo and its extention could use a revival.

Problem is that FREDders get a remarkably low amount of feedback on multiplayer missions in general. For instance, look what happened (http://www.hard-light.net/forums/index.php?topic=86897.0) when I spent about a week rewriting one of Diaspora's missions for multiplayer Coop.

Hell, I still don't know if the mission works or has major bugs.

I must agree that multiplayer mission FREDders don't get the feedback they deserve for the work they put into missions. I see little activity anywhere as of late that involves the workings of a multiplayer mission design (then again tbh I don't quite try to look so there might be one going on somewhere :D ).
Title: Re: What does HLP need more of?
Post by: Mobius on August 11, 2014, 11:25:24 am
More civvy ships and fan fictions, I'd say. Plus, Tapatalk support would be welcome.  :nervous:
Title: Re: What does HLP need more of?
Post by: Parias on August 11, 2014, 11:25:55 am
Problem is that FREDders get a remarkably low amount of feedback on multiplayer missions in general. For instance, look what happened (http://www.hard-light.net/forums/index.php?topic=86897.0) when I spent about a week rewriting one of Diaspora's missions for multiplayer Coop.

Hell, I still don't know if the mission works or has major bugs.

Ouch. Thanks for calling this one out, I'm gonna take the opportunity here to go on a bit of a tangent. Having a fully co-operative campaign in Diaspora is the penultimate experience I've been waiting for - the sad part is, I'm one of the people who was fully aware of this thread previously but didn't do anything about it.

Maybe at the time it was laziness, or being engaged with my own other projects -- since my involvement in the community at large has generally been pretty minimal, I think I reflexively assumed other people would be way more vested than I in getting this tested and working, and that I could just comfortably sit back and wait to enjoy the final product when it was done.

The problem is that it's all-too-easy to forget that open projects like this can't really keep a dedicated team of QA people on retainer, and rely a lot on community involvement to thrive - the "not my problem" mentality can occur way too quickly.

Of course things have changed a little for me now - I'm working on my own SCP project (http://youtu.be/kuiWgYjnh0M) (and if it helps any, your Diaspora thread is one of the ones that directly led to my request to have multi-eval added to the main codebase (http://scp.indiegames.us/mantis/view.php?id=3079) for wider-scale use) which in a way is directly compatible with what you were trying to accomplish with your own Diaspora co-op efforts. I'd still really like to see Diaspora's content be converted to co-op one of these days, but I know this testing has to happen before it can move forward.  Now  that I've gotten my hands dirty with some modding and have a much more comprehensive understanding of the inner-workings of the game, I'd be much more inclined to help test as I feel I could provide much more useful feedback. If the thread is still valid, I think I'll follow up and see if I can help move this forward.

This is all just about me though - I'm not sure how to get more collective interest from the community at large. The monthly SCP newsletters seem to be doing pretty awesome (though I'm not sure how much traffic they drive overall) -- maybe a bigger push to call out testing efforts like these when it's needed in the newsletter would help?
Title: Re: What does HLP need more of?
Post by: karajorma on August 11, 2014, 12:12:27 pm
Well any feedback is definitely helpful. And it's certainly going to help encourage me to do more work on conversions for the other missions (and maybe even make something new).
Title: Re: What does HLP need more of?
Post by: Droid803 on August 11, 2014, 12:48:11 pm
Maybe if setting up multiplayer sessions didn't require, oh, getting more than one person online at a time, more people would be willing (or able) to give multiplayer missions a run so that they can even base their feedback on something.

IMO, being able to run a multiplayer co-op mission by yourself (with bots as wingmen) in the multiplayer environment (ie. respawns, possibly being able to simulate being client instead of host) would be a major improvement, but barring any major improvements to accessibility, I doubt anything will change with regards to multiplayer content.
Title: Re: What does HLP need more of?
Post by: Parias on August 11, 2014, 12:56:47 pm
IMO, being able to run a multiplayer co-op mission by yourself (with bots as wingmen) in the multiplayer environment (ie. respawns, possibly being able to simulate being client instead of host) would be a major improvement, but barring any major improvements to accessibility, I doubt anything will change with regards to multiplayer content.

You already can though? I've been doing a lot of my own testing for the last couple of weeks on this basis. Any extra ships tagged "Player Ship" in an MP mission will be AI-controlled by default if not occupied by players, and you can host and launch MP sessions all by yourself. I think these ships actually do respawn during gameplay if the option is available too (would need to double-check but I could've sworn I saw dead "AI" player-ships spring back to life in my testing just last night).

Also in the case of more comprehensive network-specific testing (i.e. making sure SEXPs like multi-eval work properly for MP clients and not just the host), I've been running the dedicated standalone server, then launching the FS2 client and connecting to it on the same system (just need to specify a different port).  Apart from a few nuances, this seems to work OK. Although admittedly I've been making more active use of my laptop as a secondary system to test multiplayer functions against.

So yeah, from my own experience, it's actually extremely easy to set up your own isolated MP testlab that covers just about anything short of actual mission / gameplay balancing (which is a whole different beast of course).
Title: Re: What does HLP need more of?
Post by: Droid803 on August 11, 2014, 01:41:31 pm
Shows you how much I know/care about multiplayer, heh.
Title: Re: What does HLP need more of?
Post by: Parias on August 11, 2014, 02:00:09 pm
That's perfectly OK, "Trusted poster of legit stuff". ;)

Maybe this is actually an additional indicator of why a lot of multiplayer testing stuff is overlooked, as it gets viewed as being too much trouble to readily get into (especially if something isn't  isn't the final product yet). It's understandable that people might be remiss to test multiplayer content if they have to drag someone else into the session with them every time.

I don't know a good solution though because even IF you can technically test just by yourself,  there is arguably a good reason for involving other players in a given testing session as well. Things just work differently when multiple players are involved.
Title: Re: What does HLP need more of?
Post by: halcyony2k on August 11, 2014, 04:13:51 pm
I use to play/test multiplayer campaigns and missions regularly and then I graduated school and started work at a big four accounting firm in DC and it's been hell ever since.

I am just throwing out an idea. Realistically, how much time do you guys think it would take to test things out in multiplayer? I talked my brother who lives in Utah into testing freespace multi with me once a week. I'd be willing to dedicate 15 to 30 mins every sunday until work slows down and then I can dedicate more time. We would download whatever mods people want feedback on and then focus on the feedback and bugs and go from there.
Title: Re: What does HLP need more of?
Post by: asyikarea51 on August 18, 2014, 02:16:18 am
Late as heck, but whatever.

Two minor things that irritated me a long while back when I still did some FRED: the Events editor, and using FRED on a laptop with no keypad.

For some reason I have a very, very ?BAD? tendency to end up with very long conversation events tied up as a single sexp event, particularly at the start of missions. The testing part for such a small thing is bad enough, and if I was already tired... I boot the mission only to find a sentence not being said (because the required sexp tags were missing for that one line and were not added), or the wrong ship saying the wrong text (because eyes went bad while looking at the event chain).

As for the keypad, it would be nice if the controls could be changed. Having to use the function key every single time to move and turn the camera while FREDding was a big de-motivator to finishing missions, considering it's no good to sit on a chair working on a desktop for very long hours.

I didn't even do the FS2 tutorial, what horrendously little I know of FRED came from playing around in the FS1 version and trying to make the player use Shivan ships and allied Lucifer and ultimately failing, such was the code and zero understanding of VP files back then :banghead:

I somewhat miss multiplayer testing. But the last tester I had is all into the latest console and PC games now with new friends :( and I doubt he's as patient now as he was back then, what with using Hamachi and all that (pointless to connect to FS2NetD because of ping) in addition to having to create rushed-edit versions of stock FS2 multi missions just to test new weapons and assets. IIRC back then I ?think? I went as far as to even test beam weapons on what-was-that-fighter-from-the-Federal-pack, and then came the game-killing beamspam lag and energy deduction totally not working as I thought was intended (not sure about the codebase now)...