Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Admiral MS on August 04, 2012, 06:57:50 pm

Title: FS RTS Mod
Post by: Admiral MS on August 04, 2012, 06:57:50 pm
Beta has been released. Release post:
http://www.hard-light.net/forums/index.php?topic=81590.msg1820150#msg1820150

------------------------------------------------------------

After getting that idea of RTS like mouse control in Freespace into my head I couldn't resist trying it. Well after some weeks I figured out that Nuke and Aardwolf already tried it http://www.hard-light.net/forums/index.php?topic=51936.0

So in the end I combined some of their interface parts and scripts with mine and added a lot of other functionality. I've no idea (and no creativity) how to create any better interface art but the current interface should be replaced at some point.

Main features:
- free 3d camera movement using the mouse for most of it
- mouse based ship selection and orders including attack, guard and movement to any point in 3d space
- dynamic minimap
- switching between fighter and external camera


Now with the basic framework created I'm searching for help to continue with this mod in a small team. I'm open for pretty much anyone who wants to help as long as it is useful in any way. This can be interface art, FREDing missions and whatever else.


And finally some pictures:

(http://img37.imageshack.us/img37/83/screen0004x.png)

(http://img9.imageshack.us/img9/6361/screen0005x.png)

(http://img52.imageshack.us/img52/6140/screen0006t.png)

(http://img207.imageshack.us/img207/4471/screen0007l.png)

I'm really interested in your opinion and whatever questions you have.
Title: Re: FS RTS Mod
Post by: Dragon on August 04, 2012, 07:06:03 pm
It's great to see this idea resurrected, the RTS mod looked really promising when it started.
Title: Re: FS RTS Mod
Post by: SypheDMar on August 04, 2012, 07:47:18 pm
BP multi also had a crude-but-working RTS mod based on Aardwolf's with grids and all. This one looks pretty good.
Title: Re: FS RTS Mod
Post by: TwentyPercentCooler on August 04, 2012, 09:27:56 pm
Reminds me a little bit of Nexus: TJI...not that that's a bad thing. I'd definitely play this!  :yes:
Title: Re: FS RTS Mod
Post by: Aardwolf on August 04, 2012, 11:45:52 pm
You got move orders working? How?
Title: Re: FS RTS Mod
Post by: Nuke on August 05, 2012, 02:53:56 am
very intresting
Title: Re: FS RTS Mod
Post by: 666maslo666 on August 05, 2012, 02:57:36 pm
This looks awesome, a Freespace RTS! Could you upload it?
Title: Re: FS RTS Mod
Post by: Admiral MS on August 05, 2012, 03:07:15 pm
You got move orders working? How?
See this http://www.hard-light.net/forums/index.php?topic=81595.0 - there is still the main problem with dynamic waypoints. If there are only a few capships and fighters/bombers are given guard and attack orders then the object limit is far away and won't be reached. BoE like maps on the other hand don't work at the moment.

This looks awesome, a Freespace RTS! Could you upload it?
Depends very much on what you want to do with it. While it is working and shouldn't give you scripting errors it isn't finished. There are no sample missions and there is no manual how to use it.
Title: Re: FS RTS Mod
Post by: Kobrar44 on August 05, 2012, 03:11:40 pm
Is it heavily dependant on mission setup in fred or can u just put caps everywhere and it will work?
Title: Re: FS RTS Mod
Post by: Admiral MS on August 05, 2012, 03:23:14 pm
Is it heavily dependant on mission setup in fred or can u just put caps everywhere and it will work?
No setup required. You can dump ships in fred into a mission and order friendly ones around. It will be boring though because FS AI isn't exactly good and capships move pretty slow. Capships only accept move and attack orders so nothing fancy on that side.

The HUD gauges for directives, escort ships, wings, warnings and messages are all active in RTS mode and a good mission for the script will use them and expect the player to be active in combat in his fighter for most of the time and only switch to RTS mode when he has to give new orders to the bigger ships.
Title: Re: FS RTS Mod
Post by: Retsof on August 05, 2012, 11:52:55 pm
Dumb question:  What are all the colored lines for?
Title: Re: FS RTS Mod
Post by: yuezhi on August 06, 2012, 12:35:57 am
this is looking better than windmills.
Title: Re: FS RTS Mod
Post by: Admiral MS on August 06, 2012, 03:00:58 am
Dumb question:  What are all the colored lines for?
Red lines show attack orders, green lines guard orders and grey lines move orders.
The pink and blue lines indicate whether the ship is below or above the X-Z plane and how much.
Title: Re: FS RTS Mod
Post by: Nuke on August 06, 2012, 08:25:48 am
i know we had a pretty impressive intra-system jump feature. you plan to use that at all?

also is that nukui used in the user interface? just curious.
Title: Re: FS RTS Mod
Post by: Admiral MS on August 06, 2012, 11:14:24 am
It isn't integrated at the moment. I modified the order system because of problems with evade/ignore so now it can manage several orders at the same time for every ship. After these changes intra-system jumps should be possible as well. I took a look at it in your script but at the moment I don't really understand what you did there ;)

The user interface is copy paste from your RTS Mod, nothing added from my side.
Title: Re: FS RTS Mod
Post by: Colonol Dekker on August 06, 2012, 12:49:44 pm
So we've got Shmup in FS, and now the RTS mod is looking to rekindle it's embers. We've got Snake on the HUD, as soon as someone makes subspace-sudoku my mind will be officially blown.
Title: Re: FS RTS Mod
Post by: mralexs on August 06, 2012, 02:22:59 pm
i suggest treating it kinda like Empire at War styled space battles, with fighter wings as whole units.
Title: Re: FS RTS Mod
Post by: Nuke on August 06, 2012, 02:32:57 pm
It isn't integrated at the moment. I modified the order system because of problems with evade/ignore so now it can manage several orders at the same time for every ship. After these changes intra-system jumps should be possible as well. I took a look at it in your script but at the moment I don't really understand what you did there ;)

The user interface is copy paste from your RTS Mod, nothing added from my side.

essentially it works (at least i think, im not certain) by moving the ship off screen, replacing it with a copy. the copy is then warped out. we then warp in the original ship at the desired location. the idea is dependent on a mythical magical realm behind the camera, not sure how that would be affected by the 3d-ish view though.
Title: Re: FS RTS Mod
Post by: Admiral MS on August 06, 2012, 03:11:06 pm
Subspace-sudoku... I can't even imagine how that could work and look  :lol:

i suggest treating it kinda like Empire at War styled space battles, with fighter wings as whole units.
Part of it might be possible as an alternative selection mode to get the whole wing (double-click maybe). After selection they would be treated as seperate fighters again. Treating a wing as a single unit would require rewriting half of the script.

essentially it works (at least i think, im not certain) by moving the ship off screen, replacing it with a copy. the copy is then warped out. we then warp in the original ship at the desired location. the idea is dependent on a mythical magical realm behind the camera, not sure how that would be affected by the 3d-ish view though.
You can look in every direction but the camera doesn't turn that fast so placing the ship far away behind the camera might work.
Title: Re: FS RTS Mod
Post by: Nuke on August 06, 2012, 04:27:10 pm
it would also be improtant that if a hostile ship warps at the same time as one of yours, that the ships be moved somewhere where they wont kill eachother or attack anything in the world. i suppose you could call a sexp and lock the turrets/protect the ship, but idk.
Title: Re: FS RTS Mod
Post by: Aardwolf on August 06, 2012, 07:58:33 pm
Nope. The ship warps in at the same time as the cloned ship warps out. As a result, you may sometimes have two of the same ship on-screen at once.
Title: Re: FS RTS Mod
Post by: An4ximandros on August 06, 2012, 08:06:42 pm
Could it simply be moving the freespacing ship outside the skybox and bringing it back in?
Title: Re: FS RTS Mod
Post by: T-Man on August 07, 2012, 03:46:01 pm
I'm really interested in your opinion and whatever questions you have.
My opinion is that is that i officially want to have your babies (as i believe the phrase goes) :lol:. You've literally making one of my FS dreams come true here!

I really wish i could help but have none of the skills, so all i can give is my full support to this! Well done, and best of luck with this! :yes:
Title: Re: FS RTS Mod
Post by: Admiral MS on August 08, 2012, 08:40:17 am
Could it simply be moving the freespacing ship outside the skybox and bringing it back in?

The skybox is only a background and you can't move anything "behind" it as far as I know.


And I made two code changes that would both solve the waypoint problem by either making them movable or giving me an option to remove them. I hope the coders accept at least one of the patches...
Title: Re: FS RTS Mod
Post by: chief1983 on August 08, 2012, 10:20:28 am
this is looking better than windmills.

I don't know if you can really draw comparisons, Windmills was both a technical experiment, and an excellent campaign to boot.  This is just a technical experiment in a slightly different direction so far.  I do admit that it's taking it farther, but it's also building on the work of quite a few people.  To my knowledge Ransom did Windmills pretty much on his own :)
Title: Re: FS RTS Mod
Post by: Colonol Dekker on August 08, 2012, 11:58:01 am
Any chance of getting some youtoobage?
Title: Re: FS RTS Mod
Post by: Admiral MS on August 09, 2012, 06:07:19 pm
Any chance of getting some youtoobage?

When I get around creating a demo mission that is worth taking a video. I need a proper recording software though...
Title: Re: FS RTS Mod
Post by: Cyborg17 on August 10, 2012, 11:11:55 pm
Not to highjack the thread, but I'd just like to point out that last time I tried Windmills (probably RC1-ish), there were two points within the campaign where FSO crashed, repeatably.  It was a good campaign, but something it is designed to do doesn't play well with current executables.

/offtopic

Do you have a plan for this, or do you just want to accomplish the technical side first?
Title: Re: FS RTS Mod
Post by: assasing123 on August 14, 2012, 01:07:43 pm
i swear i saw a patch few days ago a fix for the dinamic waypoint issues, i m wrong?
Title: Re: FS RTS Mod
Post by: mjn.mixael on August 14, 2012, 02:38:53 pm
It was Admiral MS who made that patch. It hasn't been committed to trunk yet though.
Title: Re: FS RTS Mod
Post by: Admiral MS on August 14, 2012, 03:23:27 pm
Why do people even start comparing this to windmills with absolutely nothing but a few pics of my mod released. Windmills is a great campaign and it is aiming in a different direction...

Do you have a plan for this, or do you just want to accomplish the technical side first?

Technical side needs a bit more work but I already started fredding a demo mission that should take use of the scripts ability to switch between RTS mode and normal gameplay.


Edit: My patch is in trunk and with it the waypoints now work properly.
Title: Re: FS RTS Mod
Post by: Admiral MS on October 01, 2012, 06:00:56 pm
While testing things I decided to capture a short video showing some features of the mod: http://www.youtube.com/watch?v=21kRzKn8AKo

Note that the camera movement and control isn't final  :)
Title: Re: FS RTS Mod
Post by: X3N0-Life-Form on October 02, 2012, 03:19:45 am
I think it's beautiful :')
Title: Re: FS RTS Mod
Post by: Aardwolf on October 02, 2012, 10:50:52 am
Edit: My patch is in trunk and with it the waypoints now work properly.


YAYYYY
Title: Re: FS RTS Mod
Post by: Nuke on October 03, 2012, 03:27:25 am
impressive
Title: Re: FS RTS Mod
Post by: m!m on October 03, 2012, 05:14:06 am
That looks very good :yes:
Title: Re: FS RTS Mod
Post by: mralexs on October 04, 2012, 05:20:15 am
Will the ships have voices? Kinda like C&C?
Title: Re: FS RTS Mod
Post by: z64555 on October 04, 2012, 12:32:08 pm
Will the ships have voices? Kinda like C&C?

Should be as simple as playing a sound bite via SEXP whenever a move order is issued...
Title: Re: FS RTS Mod
Post by: Admiral MS on October 04, 2012, 03:56:11 pm
To add that I need a wide set of voices for every stupid order I implemented (as you know FS has way more ai orders than the attack and move your normal RTS has) and it shouldn't be too repetitive...
Title: Re: FS RTS Mod
Post by: mjn.mixael on October 04, 2012, 08:28:24 pm
This is fantastic! :yes:

I need to think of some use for this...
Title: Re: FS RTS Mod
Post by: Admiral MS on October 23, 2012, 03:13:51 pm
After fixing a number of bugs and adding a few features the script in its current state is fairly stable and playable.

Now I'm thinking about what to try or add next but my creativity just hit a low point  :blah:
So what kind of controls or ship orders would you like to see in the mod? What other functions do you think might be good in there?
I'm asking more in general like what features you would expect besides what I already mentioned and what can be seen in the video and screens.

And obviously I still need help at pretty much everything around modding and fredding.
Title: Re: FS RTS Mod
Post by: Droid803 on October 23, 2012, 03:30:45 pm
I don't know if this is even possible, but maybe something to control the ship's targeting priorities (possibly spread among turret group types?)
Including holding fire, holding fire against everything but the target, or holding fire against specific classes (ie. DO NOT shoot at transports with any turret, but otherwise engage at will.)

That could give the player more agency and ability to micromanage their units beyond positioning, though the UI for this might start devolving into Menu Hell with checkboxes and everything.

Iunno, just thowing random ideas out there.

But definitely a hold fire command :P
Title: Re: FS RTS Mod
Post by: Admiral MS on October 28, 2012, 07:22:50 am
The RTS script got intra-system jumps added for more tactical options! And the interface should look a bit better than before.  :)
To show how it works I recorded another video: http://www.youtube.com/watch?v=dlinaK9j-Sk (http://www.youtube.com/watch?v=dlinaK9j-Sk)


I don't know if this is even possible, but maybe something to control the ship's targeting priorities (possibly spread among turret group types?)
Including holding fire, holding fire against everything but the target, or holding fire against specific classes (ie. DO NOT shoot at transports with any turret, but otherwise engage at will.)

That could give the player more agency and ability to micromanage their units beyond positioning, though the UI for this might start devolving into Menu Hell with checkboxes and everything.

Iunno, just thowing random ideas out there.

But definitely a hold fire command :P
For fighters/bombers there is an ignore command, though only one ship at a time can be ignored. For large ships the fredder can enable a lock-weapons command if it's required (like when they shouldn't blow up a transport). Excluding a specific target or giving target priorities might be hard to implement cause of the limited ai- and turret-firing options and the need for a large menu and lots of confusing scripting code  :D
Title: Re: FS RTS Mod
Post by: 666maslo666 on October 28, 2012, 02:15:16 pm
Looking great, some suggestions:
- docking and cargo exchange commands
- use FS radar icons on the minimap
- show info on selected ship (class, speed, ETA, subsystems status..)
- play some message when an order is sent ("Yes, sir!")
- an order to attack a specific subsystem/turret
- the ability to change weapon on turrets
Title: Re: FS RTS Mod
Post by: Aardwolf on October 28, 2012, 07:33:01 pm
Interesting... how'd you make them arrive after a delay? Put them at some ridiculously far off position? Karajorma (I think?) briefly made a "limbo" feature which would have been useful for this sort of thing, but IIRC it never became part of trunk...



On the topic of "stuff to add": fighterbay management! It's something I originally wanted to do when I was working on the RTS mod...

Basically, have a list of fighters that are in the fighterbay. While a fighter is in the bay, it (auto?) repairs over time. Alternatively, make it so you can only launch a "fully repaired" fighter, and then instead of storing as much data per fighter, just convert damage values to a "time to repair" value when stuff reenters the bay.
Title: Re: FS RTS Mod
Post by: Admiral MS on October 29, 2012, 05:18:11 pm
Looking great, some suggestions:
- docking and cargo exchange commands
- an order to attack a specific subsystem/turret
- the ability to change weapon on turrets
Docking might be possible if enabled by the fredder for a specific ship and docking port. Attacking a spcific subsystem and changing turret weapons will result in an interface hell - too many possible options.
Quote
- use FS radar icons on the minimap
- show info on selected ship (class, speed, ETA, subsystems status..)
Radaricons - why didn't I get that idea myself?  ;)
Ship info could be displayed where all the selected ship buttons are if only a single ship is selected. I might add that.

Interesting... how'd you make them arrive after a delay? Put them at some ridiculously far off position?
Correct. The distance is dynamic and determined by where other ships are. It's not that far away cause otherwise the player might get destroyed.
Quote
On the topic of "stuff to add": fighterbay management! It's something I originally wanted to do when I was working on the RTS mod...

Basically, have a list of fighters that are in the fighterbay. While a fighter is in the bay, it (auto?) repairs over time. Alternatively, make it so you can only launch a "fully repaired" fighter, and then instead of storing as much data per fighter, just convert damage values to a "time to repair" value when stuff reenters the bay.
This sounds interesting. A fighter can enter the bay but the problem is that I don't know of a way to ship-create something that arrives in the fighterbay instead of just appearing somewhere. Or another way to handle the ship while being "in the bay". Putting it far away like ships during subspace jump is no option cause anything with a guard or attack order will run to wherever the ship is.
Title: Re: FS RTS Mod
Post by: Admiral MS on April 18, 2013, 04:38:04 pm
While trying to add another feature some months ago I figured that things are getting too complicated and that I have to rewrite most of the script. It took some time but it's done and I went back to adding things.
The main new feature is a scripted capship AI. It makes sure a capship attacking another one will fly into weapons range and rotate in a way to get as much firepower as possible onto the enemy (instead of stupid circling around them :banghead:).

Today I also got the target menu working that enables selecting subsystems or turrets as attack targets. Having extra buttons for disable/disarm/ignore was a mess and I moved them into the target menu as well.
(http://imageshack.us/a/img850/1120/screen0012c.png)
(http://imageshack.us/a/img856/4798/screen0013b.png)


Title: Re: FS RTS Mod
Post by: General Battuta on April 18, 2013, 04:39:03 pm
Poast script
Title: Re: FS RTS Mod
Post by: Admiral MS on April 18, 2013, 04:56:31 pm
Poast script
If you mean the whole RTS script: Not yet because there are still a few bugs to fix and features missing and I won't release it without at least one or two missions.

The capship ai script in its current version is not standalone and uses some data and framework of the base script.
Title: Re: FS RTS Mod
Post by: yuezhi on April 18, 2013, 06:05:15 pm
wow.
Title: Re: FS RTS Mod
Post by: Alan Bolte on April 18, 2013, 06:09:24 pm
I only see a handful of subsystems/turrets in the attack menu - how are you handling large numbers of turrets etc? Is it only presenting you with subsystems/turrets that are near where you clicked?
Title: Re: FS RTS Mod
Post by: mjn.mixael on April 18, 2013, 06:43:07 pm
This is truly impressive.
Title: Re: FS RTS Mod
Post by: Admiral MS on April 19, 2013, 12:39:15 am
I only see a handful of subsystems/turrets in the attack menu - how are you handling large numbers of turrets etc? Is it only presenting you with subsystems/turrets that are near where you clicked?
Correct, showing all turrets and subsystems in the menu would block half of the screen for a destroyer or something larger. The disadvantage is that the player has to know where the subsystem or turret is and zoom to the ship.
Title: Re: FS RTS Mod
Post by: X3N0-Life-Form on April 19, 2013, 05:42:43 am
Wow, this is huge. Seriously.
Title: Re: FS RTS Mod
Post by: Alan Bolte on April 19, 2013, 07:02:39 am
I only see a handful of subsystems/turrets in the attack menu - how are you handling large numbers of turrets etc? Is it only presenting you with subsystems/turrets that are near where you clicked?
Correct, showing all turrets and subsystems in the menu would block half of the screen for a destroyer or something larger. The disadvantage is that the player has to know where the subsystem or turret is and zoom to the ship.
That's pretty cool, and not much of a disadvantage really. If the interface is fairly responsive, you can just click randomly a few times until you get close enough to any of the major subsystems.

Actually, that gives me an idea for a visual overlay, though you'd probably need a graphics wizard to pull it off efficiently: something like the targeting computer from Rogue Leader (example here around 3:15 (https://www.youtube.com/watch?v=6WvDOf7df2o)). Instead of just displaying turrets in one color and fighters in another (or team-based like Windmills), each of the major subsystem and turret types would get a color, and the intensity to which the hull of the ship is tinted that color is based on how much damage you can do to it by shooting at that point on the hull. That is, if I recall correctly, damage is increased the closer to the center of the subsystem or turret you hit. This wouldn't be appropriate for all campaigns of course, but it would have a good synergy with this RTS script.

Heh, sorry, you probably have enough on your plate that you don't need random new ideas.
Title: Re: FS RTS Mod
Post by: Admiral MS on April 19, 2013, 10:12:44 am
I only see a handful of subsystems/turrets in the attack menu - how are you handling large numbers of turrets etc? Is it only presenting you with subsystems/turrets that are near where you clicked?
Correct, showing all turrets and subsystems in the menu would block half of the screen for a destroyer or something larger. The disadvantage is that the player has to know where the subsystem or turret is and zoom to the ship.
That's pretty cool, and not much of a disadvantage really. If the interface is fairly responsive, you can just click randomly a few times until you get close enough to any of the major subsystems.
The previous menu closes if you open a new one. There are no artificial delays in this part of the interface so you can click around until you find what you want.

Quote
Actually, that gives me an idea for a visual overlay, though you'd probably need a graphics wizard to pull it off efficiently: something like the targeting computer from Rogue Leader (example here around 3:15 (https://www.youtube.com/watch?v=6WvDOf7df2o)). Instead of just displaying turrets in one color and fighters in another (or team-based like Windmills), each of the major subsystem and turret types would get a color, and the intensity to which the hull of the ship is tinted that color is based on how much damage you can do to it by shooting at that point on the hull. That is, if I recall correctly, damage is increased the closer to the center of the subsystem or turret you hit. This wouldn't be appropriate for all campaigns of course, but it would have a good synergy with this RTS script.

Heh, sorry, you probably have enough on your plate that you don't need random new ideas.
Currently something similar to a graphical overlay would be possible using subsystem targetting brackets: They can have every color and text can be displayed next to them. Coloring the surface of a submodel in scripting is another story. I don't think it's possible. The RTS script does no damage scaling and there is no reliable way to calculate how much damage will be done.
Not sure if I want to add such a feature because drawing many things on the screen has quite an impact on game performance.
Title: Re: FS RTS Mod
Post by: Alan Bolte on April 19, 2013, 06:51:05 pm
In retrospect I should have thrown that random bit of inspiration over to the SCP as a feature suggestion.
Title: Re: FS RTS Mod
Post by: Admiral MS on April 22, 2013, 01:29:53 pm
Next additions:

(http://imageshack.us/a/img248/5237/screen0016.png)

An order queue (in this case movement -> destroy two turrets -> guard)



(http://imageshack.us/a/img11/4020/screen0018.png)

and support for creating waypoint paths. Additional points can be added while a ship is already flying the path.
Title: Re: FS RTS Mod
Post by: An4ximandros on April 22, 2013, 01:55:38 pm
 An idea that just hit me looking at the pictures: could this be... modified to script battles in-game for mission FREDing? It could make a fantastic starting point for a FRED3... ¬‿¬

 Regardless, fantastic work so far! :nod:
Title: Re: FS RTS Mod
Post by: Dragon on April 22, 2013, 02:09:35 pm
RTS stuff looks great, but what I really need is the capship orders component. It's going to make for really great and much less predictable AI controlled battles.
Title: Re: FS RTS Mod
Post by: BlasterNT on April 22, 2013, 03:45:51 pm
Woot, awesome. 
Title: Re: FS RTS Mod
Post by: BengalTiger on April 23, 2013, 09:43:26 am
An idea that just hit me looking at the pictures: could this be... modified to script battles in-game for mission FREDing? It could make a fantastic starting point for a FRED3... ¬‿¬

 Regardless, fantastic work so far! :nod:
This would make some great tools to work with- it would be a lot easier to set up battles with elaborate sequences by setting up a multitude of orders ships would follow, by simply clicking around the 3D window.
Title: Re: FS RTS Mod
Post by: General Battuta on April 23, 2013, 09:45:23 am
I don't think that's true. I think that would actually probably make things even harder unless those orders were exposed to events somehow.
Title: Re: FS RTS Mod
Post by: Admiral MS on April 23, 2013, 03:59:36 pm
A recorded set of orders could be activated with a LUA function call in a FRED event and if the FREDer knows what may happen checks like are-waypoints-done-delay or is-destroyed-delay can be used to base events on the ships actions. Also there are some features that might be useful like formations, where waypoints are automatically placed around mouse-selected target points in a way that ships will keep their distance and orientation relative to each other when following the path.
In the end I guess doing it the old fashioned way in FRED is faster and easier to use unless you want a huge amount of different (or rather long) sequences and potentially a script to manage their execution. Currently the script isn't capable to do any recording or whatever else is required to create missions with it.
Title: Re: FS RTS Mod
Post by: iVoid on May 01, 2013, 06:06:08 pm
Woah... Amazing. I can totally imagine this mod being the herald for a completely new breed of freespace mods. Not only that but even people who don't like RTS's that much might want to try this out to improve situational awareness and tactics during missions. Hats off to you sir!
Title: Re: FS RTS Mod
Post by: Admiral MS on May 06, 2013, 02:44:33 pm
Since some of you are primarily interested in the capship AI section of the script I would like to know what you think about this in general.
What do you expect such a script to do? Not only "well it should make capships attack properly somehow" but more specific. For example: How do you think a smaller ship should attack a larger one (like cruiser/corvette attacks a destroyer) and what's different if the large ship is moving or not? How do you think the script should be controlled by a FREDer and with which options?

Woah... Amazing. I can totally imagine this mod being the herald for a completely new breed of freespace mods. Not only that but even people who don't like RTS's that much might want to try this out to improve situational awareness and tactics during missions. Hats off to you sir!
Managing a large fleet with the mod is somewhat difficult cause Freespace has many options you could use and a true 3D movement most RTS games lack. The best way to use this are tactical deployments of smaller forces where exact positioning, correct order queues and a good tactical overview of all ships in the area are important.
Title: Re: FS RTS Mod
Post by: BlasterNT on May 06, 2013, 04:20:18 pm
Since some of you are primarily interested in the capship AI section of the script I would like to know what you think about this in general.
What do you expect such a script to do? Not only "well it should make capships attack properly somehow" but more specific. For example: How do you think a smaller ship should attack a larger one (like cruiser/corvette attacks a destroyer) and what's different if the large ship is moving or not? How do you think the script should be controlled by a FREDer and with which options?

A couple of basics would be engagement range/behavior settings, with defaults set based on configs (configs should specify default range/behavior, a and an engagement vector (broadside=1,0,0, forward=0,0,1).  So like, a button to attack from long/medium/short range (with user defined range values for each?), and a button toggling between direct assault, flanking, circlestrafe, etc maneuvers.   A parameter to specify whether ships should strafe, maintaining orientation relative to target, or travel forwards would be good. 
Additionally, setting aggressiveness (whether ships should actively pursue new targets/hold position/hold fire) would be a good control for all craft. 

Another control would be setting PD turret behavior (prioritize strikecraft, prioritize bombs, augment main turrets (potentially targetting enemy subsystems?). 

Finally, a control to select between missile loadouts (like in that one WiH Tenbara mission) would be good. 

As far as FRED control, I think a main function with various parameters (AttackShip(ControlShip, TargetShip, Range, Behavior)) would be nice, as well as functions to change individual parameters (ChangeRange(ControlShip, Range)). 

Ship grouping could be taken into account as well (whether ships should cluster together, spread apart, not care). 

A general attack order could also have a ship focusing on taking down a specific chain of subsystems? (Main guns, then weapons engines, then engines?)

For carriers, a series of "strikecraft attack" buttons would be cool (ie, capital ship selected, use the fighter attack command on an enemy convoy, capital ship deploys fighters with attack orders on convoy.  Of course, this would require carriers to keep track of the fighters it holds. 

These are all rather high level functions, but I think they'd greatly enhance the RTS experience, and would probably make fredding easier as well. 
Title: Re: FS RTS Mod
Post by: Admiral MS on May 07, 2013, 02:46:41 pm
A couple of basics would be engagement range/behavior settings, with defaults set based on configs (configs should specify default range/behavior, a and an engagement vector (broadside=1,0,0, forward=0,0,1).  So like, a button to attack from long/medium/short range (with user defined range values for each?), and a button toggling between direct assault, flanking, circlestrafe, etc maneuvers.   A parameter to specify whether ships should strafe, maintaining orientation relative to target, or travel forwards would be good.
I'm aiming to get all of these automated and that's why I'm asking what ships should do. There are some people who want the capship ai section as standalone so they are down to FRED options and automatic behaviour. Basically knowing and seeing at which range and what angle a ship with nonstandard weaponry and some turrets destroyed can bring most firepower to bear (as in damage per second) is impossible in most cases. The script has to do the math and set up the attack accordingly. On the other hand moving around when below max attack range is not necessary because movement reduces accuracy of weapon fire. Also attacking only one side of the enemy gives you the chance to knock out all turrets on that side. You don't want to fly on the other side where loaded beam turrets await your ships. The exception would be BP style torpedo frigates that can run away from a target to keep it out of range while still firing at it - that's something the script can't handle yet.


Quote
Additionally, setting aggressiveness (whether ships should actively pursue new targets/hold position/hold fire) would be a good control for all craft. 
This is complicated and not yet implemented but I plan to add some simple setting that allows ships to pursue hostiles within a certain range without specific orders.

Quote
Another control would be setting PD turret behavior (prioritize strikecraft, prioritize bombs, augment main turrets (potentially targetting enemy subsystems?). 
Currently only the primary anti cap weapons that can hit the target are set to attack it while the others are firing free with the usual priority list (bombs > strikecraft > capships).

Quote
Finally, a control to select between missile loadouts (like in that one WiH Tenbara mission) would be good. 
I have no idea how to add that to the interface. I can't just add dozens of pop-up windows :D.

Quote
As far as FRED control, I think a main function with various parameters (AttackShip(ControlShip, TargetShip, Range, Behavior)) would be nice, as well as functions to change individual parameters (ChangeRange(ControlShip, Range)). 

Ship grouping could be taken into account as well (whether ships should cluster together, spread apart, not care). 

A general attack order could also have a ship focusing on taking down a specific chain of subsystems? (Main guns, then weapons engines, then engines?)

For carriers, a series of "strikecraft attack" buttons would be cool (ie, capital ship selected, use the fighter attack command on an enemy convoy, capital ship deploys fighters with attack orders on convoy.  Of course, this would require carriers to keep track of the fighters it holds. 

These are all rather high level functions, but I think they'd greatly enhance the RTS experience, and would probably make fredding easier as well. 
noted  :)
Attacking specific subsystems is a problem because subsystems can't be specified as turret targets. A script needs to do everything itself down to turret rotation unless we get a nice fireTurret sexp or scripting function...
Title: Re: FS RTS Mod
Post by: BlasterNT on May 07, 2013, 09:41:24 pm
I'm aiming to get all of these automated and that's why I'm asking what ships should do. There are some people who want the capship ai section as standalone so they are down to FRED options and automatic behaviour. Basically knowing and seeing at which range and what angle a ship with nonstandard weaponry and some turrets destroyed can bring most firepower to bear (as in damage per second) is impossible in most cases. The script has to do the math and set up the attack accordingly. On the other hand moving around when below max attack range is not necessary because movement reduces accuracy of weapon fire. Also attacking only one side of the enemy gives you the chance to knock out all turrets on that side. You don't want to fly on the other side where loaded beam turrets await your ships. The exception would be BP style torpedo frigates that can run away from a target to keep it out of range while still firing at it - that's something the script can't handle yet.

I think some behavior to maneuver a ship will be good (small cruiser omgstrafes to get out of way of giant destroyer fixed forward facing wave motion gun, for example), dependent on ship type/size. 

I think 3 basic maneuver styles would work -

static (broadside/forward facing),

skirmisher (aims to stay at max usable weapon range (which would have to be modder defined, because a missile's max theoretical range isn't necessarily its max effective range, and flank/stay out of way of opponent's main gun vector),

and knife fighter (afterburn to weakly defended point of enemy ship and try to stay in blind spot.  A nice special maneuvering style could be "escort", where the ship maneuvers to keep itself between its target and its escort. 

As far as automatically determining optimal attack vector, I guess this could be done by picking a vector with optimal fof overlap of main guns and forward speed, which would be recalculated every time a main gun were destroyed.  I'm not sure how you'd do this in a non bruteforce way though..

Quote
I have no idea how to add that to the interface. I can't just add dozens of pop-up windows :D.
If we're talking the RTS interface, a simple toggle button in the bottom palette when the ship is selected could work.  I don't think this would be necessary in first person mode. 

Quote
noted  :)
Attacking specific subsystems is a problem because subsystems can't be specified as turret targets. A script needs to do everything itself down to turret rotation unless we get a nice fireTurret sexp or scripting function...
Iirc there is a turret.fireWeapon function, but that would probably be a pain to code/performance hit, and it'd probably be better in the long run if subsystems as turret targets were a codeside feature. 
Title: Re: FS RTS Mod
Post by: WorldsDawn on May 11, 2013, 05:09:18 pm
I don't know if these questions are dumb or not, but i have to know...
Will it be possible to jump into first-person-mode of fighters/capital ships from the RTS-interface? (Like in the game Machines™)
And...
Can other players (joining over Multiplayer) get control of ships while someone is directing the mission?
That would be my icing on the cake, if that would be possible. :D

P.S. I cannot wait for the release  :)
Title: Re: FS RTS Mod
Post by: General Battuta on May 11, 2013, 05:56:34 pm
The latter is possible and already done by BP multi.
Title: Re: FS RTS Mod
Post by: Admiral MS on May 12, 2013, 06:11:52 am
I think some behavior to maneuver a ship will be good (small cruiser omgstrafes to get out of way of giant destroyer fixed forward facing wave motion gun, for example), dependent on ship type/size. 

I think 3 basic maneuver styles would work -

static (broadside/forward facing),

skirmisher (aims to stay at max usable weapon range (which would have to be modder defined, because a missile's max theoretical range isn't necessarily its max effective range, and flank/stay out of way of opponent's main gun vector),

and knife fighter (afterburn to weakly defended point of enemy ship and try to stay in blind spot.  A nice special maneuvering style could be "escort", where the ship maneuvers to keep itself between its target and its escort. 
Here we are getting to another problem: Blind spot, main attack direction. This is easy said but really complicated to implement. How do I know that the engine section of my rather long cruiser isn't still sitting in the firing angle of the big guns while the main body is near the blind spot? What do you do when the enemy capship can rotate faster than you can fly around it (assuming both use the AI)? How do you even determine the sizes and velocities required for a certain maneuver to succeed? A blind spot depends heavily on both ships involved and their current state (like which turrets are still working) and using tabled values and forced settings for ship behaviour is likely to make this even more complicated as it may exclude the best (or only) option. What do we do when all primary anti cap guns are down but the smaller ones are still working?
Last but most important you have to break it all down to mathematical formulations. I'm not that good at vector math and you already figured where the next problem is when you know what to do:
Quote
As far as automatically determining optimal attack vector, I guess this could be done by picking a vector with optimal fof overlap of main guns and forward speed, which would be recalculated every time a main gun were destroyed.  I'm not sure how you'd do this in a non bruteforce way though..
I don't know how to determine an optimal vector only based on turret FOVs, positions and directions. Even if I did it would still be a bruteforce calculation. The current way is based on fixed directions and FOV/range checks for each of them which is also a bruteforce approach. Using it more often than once every few seconds would drop FPS to unplayable values.

Quote
If we're talking the RTS interface, a simple toggle button in the bottom palette when the ship is selected could work.  I don't think this would be necessary in first person mode. 
Now let's imagine a ship with like 10 missile turrets where some use different missiles or can not switch to all avilable missiles and there is still a hostile cap sitting in front of you so you don't want to switch all of them at the same time to anti fighter missiles. I would rather not add this at all than add a half assed feature.

Quote
Iirc there is a turret.fireWeapon function, but that would probably be a pain to code/performance hit, and it'd probably be better in the long run if subsystems as turret targets were a codeside feature. 
I'll probably code this at some point...


I don't know if these questions are dumb or not, but i have to know...
Will it be possible to jump into first-person-mode of fighters/capital ships from the RTS-interface? (Like in the game Machines™)
And...
Can other players (joining over Multiplayer) get control of ships while someone is directing the mission?
That would be my icing on the cake, if that would be possible. :D

P.S. I cannot wait for the release  :)
You can only jump into your own ship and back to the RTS-interface. The game doesn't support control of other ships besides your own.
Multiplayer: Probably, unless the script brakes something that was still working in the old version BP multi used.
Title: Re: FS RTS Mod
Post by: galonrever on May 27, 2013, 11:06:21 pm
Very interesting, and extremely impressive - making an RTS out of a flight sim...

Love how creative this community gets with an old but still incredibly awesome game
Title: Re: FS RTS Mod
Post by: Admiral MS on June 04, 2013, 02:54:39 pm
Small status update:
After coding the relevant scripting functions (that hopefully will become part of post 3.7 builds) the RTS script is now able to read and process (nearly) any type of ship goal or order.
It doesn't matter if the ai goal/order is given in RTS mode with the mouse, as part of a FRED event or by the player using the comm menu. Generally all orders but the currently active one will be removed from the internal queue of FSO and handled by the script. With this any active or queued orders can be displayed and it allows the capship ai section to replace an ai-chase order and do it's own attack logic instead.
My extented ai afterburner use patch will also be supported so fighters can fly waypoints with afterburners if enabled by the player.
Title: Re: FS RTS Mod
Post by: mralexs on June 05, 2013, 02:59:41 pm
Just a question, will each individual ship type have its own unit lines? kinda like "Orion Reporting" for an Orion
Title: Re: FS RTS Mod
Post by: whitearrow on June 05, 2013, 04:26:12 pm
I think that this is a good chance to revive the multiplayer. We could play battles in which some people fly fighters and fight in 1st  person and some others act as task force commander, admiral etc, while plying the game like in eve-online or something like that. Would be the best of both worlds!
Title: Re: FS RTS Mod
Post by: General Battuta on June 05, 2013, 06:17:47 pm
We've tried that out. Unfortunately the netcode and host issues are still going to be there.
Title: Re: FS RTS Mod
Post by: iVoid on June 19, 2013, 03:44:51 pm
I don't know if these questions are dumb or not, but i have to know...
Will it be possible to jump into first-person-mode of fighters/capital ships from the RTS-interface? (Like in the game Machines™)
And...
Can other players (joining over Multiplayer) get control of ships while someone is directing the mission?
That would be my icing on the cake, if that would be possible. :D

P.S. I cannot wait for the release  :)
I second this! That would be unbelievably cool... Reminds me of Urban Assault (an old and little known game that I enjoyed quite a lot when I was a kid).
You can only jump into your own ship and back to the RTS-interface. The game doesn't support control of other ships besides your own.
Multiplayer: Probably, unless the script brakes something that was still working in the old version BP multi used.
That's a perfectly good design decision, but I still hope later on you will allow others to create new mods with those features based on some of your work...
Title: Re: FS RTS Mod
Post by: T-Man on June 23, 2013, 06:19:21 pm
While trying to add another feature some months ago I figured that things are getting too complicated and that I have to rewrite most of the script. It took some time but it's done and I went back to adding things.
The main new feature is a scripted capship AI. It makes sure a capship attacking another one will fly into weapons range and rotate in a way to get as much firepower as possible onto the enemy (instead of stupid circling around them :banghead:).
Today I also got the target menu working that enables selecting subsystems or turrets as attack targets. Having extra buttons for disable/disarm/ignore was a mess and I moved them into the target menu as well.
An order queue (in this case movement -> destroy two turrets -> guard)
and support for creating waypoint paths. Additional points can be added while a ship is already flying the path.
All of these are bloody impressive I gotta say Admiral (especially the new cap ship behaviour); your clearly a darn good coder! I could never had imagined these would ever make it into Freespace, let alone a full blown RTS system. Be proud man; far as I'm concerned you've earned bragging rights! :lol:

So what kind of controls or ship orders would you like to see in the mod? What other functions do you think might be good in there?
A couple of thoughts;

Would it be feasible for your menu you made for targeting enemy turrets to be adapted to allow you to select and order turrets on friendly ships when you use the menu on them? So you could potentially split a ship's turrets between different targets simultaneously? For larger ships (especially beam-heavy ones like the Orion or Colossus) I feel this would be an amazingly useful feature for getting the most out of them.

An ability for scripters to easily add custom commands on certain ships to menus might come in handy if groups like BP wanted to code in the special abilities their ships demonstrate in capship missions, or modders wanted some of a ship's weapons to fire only on command.

Finally an interesting ability might be a "move-while-engaging" movement like in HW where the ship will keep itself facing the target (or in it's 'most firepower' angle to the target) as you order it to move around, which might benefit ships like the Narayana that rely on specific guns facing the target.

Regardless, stunning work mate. :D
Title: Re: FS RTS Mod
Post by: Admiral MS on June 26, 2013, 03:35:00 pm
Will it be possible to jump into first-person-mode of fighters/capital ships from the RTS-interface? (Like in the game Machines™)
You can only jump into your own ship and back to the RTS-interface. The game doesn't support control of other ships besides your own.
Contrary to my statement I'm now trying to implement a way for the player to switch into any fighter/bomber he wants. Current state is that the game is crashing when I try to use it (even if it's only my own ship) :lol:
Switching is now working. There are still a few bugs but nothing I shouldn't be able to fix.

A couple of thoughts;

Would it be feasible for your menu you made for targeting enemy turrets to be adapted to allow you to select and order turrets on friendly ships when you use the menu on them? So you could potentially split a ship's turrets between different targets simultaneously? For larger ships (especially beam-heavy ones like the Orion or Colossus) I feel this would be an amazingly useful feature for getting the most out of them.
Possibly as an attack menu for hostile large ships (when only one friendly large ship has been selected) where you can choose the turrets locked at this target. This would require another menu and new buttons.
Quote
An ability for scripters to easily add custom commands on certain ships to menus might come in handy if groups like BP wanted to code in the special abilities their ships demonstrate in capship missions, or modders wanted some of a ship's weapons to fire only on command.
Buttons/menus are one of two things that are class based in the script. So a scripter can use the base class or any dervied one and modify it. Things get complicated when figuring out how to interact with the rest of the script.
Two examples of how button code can look like:
Code: [Select]
-- lock-weapons
RTS.io.AB.lockweapons = class(RTS.io.abutton)
RTS.io.AB.lockweapons.text = "lock-weapons"
RTS.io.AB.lockweapons.image = "lockwep"
function RTS.io.AB.lockweapons:action()
local slist = self.slist
local num = #slist
if self.state == "active" then
for i=1,num do
local ship = slist[i]
local shipname = ship.Name
mn.runSEXP("beam-free-all !"..shipname.."!")
mn.runSEXP("turrets-free-all !"..shipname.."!")
local meta = RTS.meta:get_meta(slist[i])
meta.lockedweapons = false
end
self.state = "over"
else
for i=1,num do
local ship = slist[i]
local shipname = ship.Name
mn.runSEXP("beam-lock-all !"..shipname.."!")
mn.runSEXP("turrets-lock-all !"..shipname.."!")
local meta = RTS.meta:get_meta(slist[i])
meta.lockedweapons = true
end
self.state = "active"
end
end
function RTS.io.AB.lockweapons:update()
local slist = self.list.slists.all
local num = #slist
self.slist = {}
self.state = "default"
self.usable = false
if num > 0 then
for i=1,num do
local meta = RTS.meta:get_meta(slist[i])
if meta.class.large and not meta.weaponslock then
self.slist[#self.slist + 1] = slist[i]
if meta.lockedweapons then
self.state = "active"
end
end
end
if #self.slist > 0 then
self.usable = true
end
end
end

Code: [Select]
-- attack, disarm, disable, ignore, attack-wing
RTS.io.AB.standard = class(RTS.io.rcmbutton)
function RTS.io.AB.standard:init(btype,order)
self:setname(order)
self.order = order
self.colors = {}
if order == "ignore" then
self.colors.active = {30,144,255,250}
self.colors.pressed = {30,144,255,250}
self.colors.over = {30,134,235,240}
self.colors.default = {25,115,205,220}
else
self.colors.active = {255, 120, 120,250}
self.colors.pressed = {255, 120, 120,250}
self.colors.over = {240, 110, 110,240}
self.colors.default = {210, 80, 80,220}
end
self.images = {}
self.images.mode = 2
self.images.default = MiscImg.Field_Default
end
function RTS.io.AB.standard:action()
local slist = self.list.slists.a
local num = #slist
for i=1,num do
local meta = RTS.meta:get_meta(slist[i])
local orderpos = 0
if RTS.io.keys.state.X then
orderpos = meta:find_next_free_order()
end
meta:add_order(orderpos,self.order,self.list.ship)
end
self.list:close()
end
Quote
Finally an interesting ability might be a "move-while-engaging" movement like in HW where the ship will keep itself facing the target (or in it's 'most firepower' angle to the target) as you order it to move around, which might benefit ships like the Narayana that rely on specific guns facing the target.
Sounds easy but is really hard when you need to get the math right. I want to add this since half a year...
Title: Re: FS RTS Mod
Post by: Admiral MS on July 01, 2013, 03:55:32 pm
Will it be possible to jump into first-person-mode of fighters/capital ships from the RTS-interface?
Now it is possible:
Title: Re: FS RTS Mod
Post by: Dragon on July 01, 2013, 04:05:54 pm
Does it play nice with the Capship Command script?
Title: Re: FS RTS Mod
Post by: AdmiralRalwood on July 01, 2013, 05:53:22 pm
Will it be possible to jump into first-person-mode of fighters/capital ships from the RTS-interface?
Now it is possible:
[snip]
Very cool stuff! :yes:
Title: Re: FS RTS Mod
Post by: 666maslo666 on July 02, 2013, 02:59:28 am
Could you implement other RTS mechanics, like building ships (ship-create) or extracting resources (metals from asteroids, hydrogen from nebulas..)?
Title: Re: FS RTS Mod
Post by: Admiral MS on July 02, 2013, 11:20:38 am
Does it play nice with the Capship Command script?
No idea - I never used any of the capship command scripts out there besides the one in BP cause it was part of the campaign :p
Unless you want to test it that won't happen anytime soon.

Could you implement other RTS mechanics, like building ships (ship-create) or extracting resources (metals from asteroids, hydrogen from nebulas..)?
Not within the next months. This would be a huge and complicated addition for internal management and interface. Freespace also doesn't like mass use of createShip and it prevents any meaningful use of FRED.
Title: Re: FS RTS Mod
Post by: Luis Dias on July 02, 2013, 12:22:26 pm
Now that was awesome.
Title: Re: FS RTS Mod
Post by: Dragon on July 02, 2013, 12:35:34 pm
Does it play nice with the Capship Command script?
No idea - I never used any of the capship command scripts out there besides the one in BP cause it was part of the campaign :p
Unless you want to test it that won't happen anytime soon.
Send the script over then, I'd be glad to test it with the updated CSC script. I've got to start doing FS stuff again, so it'll be a good start.
Title: Re: FS RTS Mod
Post by: wookieejedi on July 07, 2013, 08:54:01 am
Will it be possible to jump into first-person-mode of fighters/capital ships from the RTS-interface?
Now it is possible:

That is quite awesome. No...it's really, really super awesome. Any plans for a release?
Title: Re: FS RTS Mod
Post by: Admiral MS on July 07, 2013, 09:30:01 am
Any plans for a release?

The script itself is still missing some features I would like to add - nonetheless it could be released in its current state after some more testing and bugfixing. All major features are already implemented.
The problem is that I don't have any missions for it and I don't want to release it without at least a tutorial and a demo of what is possible. Now my FREDing skills aren't the best and currently I don't have the time to work on the script and missions. That's why I asked for people willing to help but there were no replies :(. As long as I'm working on this alone it'll take its time...
Title: Re: FS RTS Mod
Post by: mralexs on September 26, 2013, 08:16:40 pm
Sorry for the necro, but has there been any progress on this? I don't want it to die  :(
Title: Re: FS RTS Mod
Post by: Admiral MS on September 30, 2013, 07:29:18 pm
I was really busy with non FSO stuff and there was no progress for the last 2 months but it's not dead at all. It may take some time but there is a small campaign in the making and I hope I can get back to it when things settle down in the next few weeks.

In general the script is working and usable and if it gets stuck I can still release it as it is and just fix whatever bugs people find.
Title: Re: FS RTS Mod
Post by: Admiral MS on April 18, 2014, 06:23:49 pm
Since I'm back home I also started working on this again.
It's mostly work on the capship AI now. I already fixed some problems in the movement system since FSO handles input for linear movement very different from rotations.

Getting a standalone version of the capship AI looks harder than expected as it is tied to many of the other RTS functions for AI handling. At the moment it acts automatically when a capship gets an order to attack another capship. I don't think that behaviour is good for any standalone version.
Title: Re: FS RTS Mod
Post by: wookieejedi on April 18, 2014, 07:20:15 pm
I for one (though I don't think I am alone) am very excited to hear you are back to working on the capship AI!
Title: Re: FS RTS Mod
Post by: WorldsDawn on May 07, 2014, 01:02:20 pm
@wookieejedi, No. You are not alone :D

Awesome, keep up the good work Admiral! o7
Title: Re: FS RTS Mod
Post by: Admiral MS on May 29, 2014, 06:14:11 am
Things are progressing slowly. For now I made something that should prevent friendly fire (with beams, slow travelling weapons may still hit something) based on a scripted collision check. That means if a turret shot will likely pass through a friendly ships' bounding box on the way to the targets' bounding box it won't fire.

Now the problem is that it needs to find alternative targets and check them again and so on. Also some kind of pathfinding for evading other caps would be nice but I have absolutely no idea how to achieve that technically and mathematically...
Title: Re: FS RTS Mod
Post by: wookieejedi on May 31, 2014, 09:10:19 am
Glad to hear about the progress! Preventing friendly fire from cap-ships would excellent and go a long way in making the cap ship behavior more realistic.
Title: Re: FS RTS Mod
Post by: mjn.mixael on May 25, 2015, 10:42:32 am
Admiral MS, are you still working on this at all? I starting playing around with mission ideas.. but the script is just too buggy currently. :(
Title: Re: FS RTS Mod
Post by: Admiral MS on December 11, 2015, 02:04:18 pm
Just a little update on this: After a too long break I came back to the RTS script. It now has a better camera control that lets the player select one ship (or a group of ships), rotate around it and zoom while it follows the movement of said ship. Also all the other camera controls have been changed to be easier to use. Doesn't sound like much but it feels like a huge improvement compared to the old version. :)

Additionally I hope I can modularise the script in such a way that the capship AI can be run as a standalone with just some basic funcionality required.
Title: Re: FS RTS Mod
Post by: wookieejedi on December 11, 2015, 02:33:18 pm
Just a little update on this: After a too long break I came back to the RTS script. It now has a better camera control that lets the player select one ship (or a group of ships), rotate around it and zoom while it follows the movement of said ship. Also all the other camera controls have been changed to be easier to use. Doesn't sound like much but it feels like a huge improvement compared to the old version. :)

Additionally I hope I can modularise the script in such a way that the capship AI can be run as a standalone with just some basic funcionality required.

Sounds awesome! I always really liked this project and it is great to see you are still working on it.
Title: Re: FS RTS Mod
Post by: AdmiralRalwood on December 11, 2015, 11:25:47 pm
So when are we going to see a public release of something? ;7
Title: Re: FS RTS Mod
Post by: procdrone on December 12, 2015, 01:41:51 am
WoooW! I played the few first releases of this mod, and it was already awesome at that time. Only getting it better? Keep up man!
Title: Re: FS RTS Mod
Post by: Admiral MS on December 12, 2015, 04:00:56 am
So when are we going to see a public release of something? ;7

Actually a round of bughunting should be enough to get it into a releasable state that can be at least called alpha version, maybe even beta...

But the release would still be an underwhelming experience: I suck at making missions and there is nothing to release along with it that shows what it can do and what kind of fun gameplay is possible with it. Currently it is just a complicated script with a long pdf manual on how to use it. Dropping a bunch of caps into a mission is not exactly more fun even if you can control them RTS style...
Title: Re: FS RTS Mod
Post by: AdmiralRalwood on December 12, 2015, 05:28:06 pm
But the release would still be an underwhelming experience: I suck at making missions and there is nothing to release along with it that shows what it can do and what kind of fun gameplay is possible with it. Currently it is just a complicated script with a long pdf manual on how to use it. Dropping a bunch of caps into a mission is not exactly more fun even if you can control them RTS style...
If you released with no missions at all, I can virtually guarantee you that it would still not be an underwhelming experience.
Title: Re: FS RTS Mod
Post by: General Battuta on December 12, 2015, 06:31:02 pm
You should get the script out in public so people can design with it!
Title: Re: FS RTS Mod
Post by: Admiral MS on May 15, 2016, 04:00:54 pm
Another 6 months but this time with some slightly different news:
1. A proper scripted capship ai is just too complicated. For now I won't add anything beyond what is already there and working (simple approach target, rotate to bring most firepower to bear, prevent friendly fire)
2. I'm not motivated to figure out a way to separate the capship ai from the remaining stuff
3. The camera system got another rework
4. I'm currently fixing whatever bugs I can find
5. Expect a release of the mod/scripts within the next few days!

There won't be any sample mission but a short manual covering (hopefully) all of the functionality so anyone can FRED missions for it. I plan to fix whatever bugs are found and if needed add smaller features (mostly for controlling stuff like the interface).
Title: Re: FS RTS Mod
Post by: AdmiralRalwood on May 15, 2016, 04:23:32 pm
Expect a release of the mod/scripts within the next few days!
:O

I am really looking forward to taking a look at this.
Title: Re: FS RTS Mod
Post by: X3N0-Life-Form on May 16, 2016, 03:30:10 am
Expect a release of the mod/scripts within the next few days!
:O

I am really looking forward to taking a look at this.
Ditto.
Title: Re: FS RTS Mod
Post by: procdrone on May 16, 2016, 03:49:15 pm
If that will be easy enough to pick up and use ill might even get fired up to make some missions ! :o
Title: Re: FS RTS Mod
Post by: Admiral MS on May 17, 2016, 06:09:27 pm
I got this idea for a simple defense mission that uses the most important functions. So anyone who wants to use the RTS scripts has at least some examples of how to do it. I'm trying to get it done till the weekend and if not release without the mission. Testing this mission will also help me to figure out if there are any more obvious bugs that I can't find with my current test mission.
Title: Re: FS RTS Mod
Post by: Admiral MS on May 22, 2016, 05:19:21 pm
Well, I said something about this weekend so here it is:
http://www.mediafire.com/download/0gafg0ohlvyh9a5/RTS_mod_beta.zip
No mission included yet cause I'm really bad and slow at doing things in fred. I tested it a lot but I'm sure there are bugs left for someone else to find :P
To use it drop the mod folder in your FS directory, create a new mission with some ships in it and add an event in fred with this sexp: script-eval "RTS_set('on')". Start the mission and click the middle mouse button to enable the mod. Anything should be covered in the readme (I hope).
Title: Re: FS RTS Mod
Post by: procdrone on May 24, 2016, 10:50:28 am
Ok, downloaded, and will dig into this later <3
Title: Re: FS RTS Mod
Post by: procdrone on May 24, 2016, 11:59:47 am
I've FREDED a mission using the RTS mod.

Just paste it in the missions folder and have some fun (Admiral, you can use it and pack it inside your upload if you want)

Not much of a wow on it, just a simple scenario to show it working.


EDIT: seems that rotating the camera with Shift key, is way over sensitive.

[attachment DELETED!! by Strong Bad]
Title: Re: FS RTS Mod
Post by: wookieejedi on May 25, 2016, 12:42:45 pm
Well, I said something about this weekend so here it is:
http://www.mediafire.com/download/lf5zncva3vhv27k/RTS_mod_beta.zip (http://www.mediafire.com/download/lf5zncva3vhv27k/RTS_mod_beta.zip)
No mission included yet cause I'm really bad and slow at doing things in fred. I tested it a lot but I'm sure there are bugs left for someone else to find :P
To use it drop the mod folder in your FS directory, create a new mission with some ships in it and add an event in fred with this sexp: script-eval "RTS_set('on')". Start the mission and click the middle mouse button to enable the mod. Anything should be covered in the readme (I hope).

Awesome! So glad to see this officially released. Downloading now!
Title: Re: FS RTS Mod
Post by: procdrone on June 10, 2016, 01:22:43 pm
https://gyazo.com/4f89a8ae23a4772765952d8a12a9624f

Im not quite sure why im getting this error, could you check this script please ? Its during my test mission (no idea whats causing it.)

and after testing, i cannot issue "special commands (ALT+Right mouse)", since it also causes a crash.

https://gyazo.com/333d7cdb485d546bd50cf589b5ba42bf

tried using special commands fighter to capship, both friendly and enemy. group of fighters and single one. it simply doesn't work any way.
Title: Re: FS RTS Mod
Post by: Admiral MS on June 10, 2016, 08:12:29 pm
First: Thanks for creating the mission, I will check it tomorrow.

https://gyazo.com/4f89a8ae23a4772765952d8a12a9624f

Im not quite sure why im getting this error, could you check this script please ? Its during my test mission (no idea whats causing it.)

and after testing, i cannot issue "special commands (ALT+Right mouse)", since it also causes a crash.

https://gyazo.com/333d7cdb485d546bd50cf589b5ba42bf

tried using special commands fighter to capship, both friendly and enemy. group of fighters and single one. it simply doesn't work any way.
Not sure about the first one. It somehow fails while trying to process a capship vs capship attack order. This can be an order given by the player or given as a sexp in FRED.

The second error: I don't know how this one slipped in since I should have seen it during testing  :sigh:

Anyway, I uploaded a new version that hopefully fixes the MiscImg bug and adds two lines in the config file to change the camera rotation and zoom speed.
Title: Re: FS RTS Mod
Post by: procdrone on June 11, 2016, 07:35:07 am
MS, thank you for the update. LMB+ALT now works almost flawlessly.

Now then, a question - how does the subsystem list works? I doesn't list all the subsystems and turrets, but seems to take random 4 turrets and shows them.

If possible, that would be awesome if you could order your fighters to order disable specific turrets, which i believe was intended mechanic?

The other bug. looks like this: Shivan ships have Waypoints set up in their orders, and once waypoint is completed they are to warp out.

Allied ships have no orders. Fighters are ordered t guard capships.

When error happens, ALL capships are ordered by me to attack shivan warships. One ship is already dead due to effective beam fire.
Would it be possibl that the attack-move script tries to apply its functions on a dead warship, and therefore, creating a bug ? That would be fitting since 2 crusiers attack a shivan ship, one is killed. Error says excepted 2, found 1.
Title: Re: FS RTS Mod
Post by: Admiral MS on June 11, 2016, 09:02:02 am
It selects the 4 turrets that are closest to your mouse position. So in case you see a big beam firing you can LMB+ALT at where it comes from and the turret should appear in the list. Clicking on the entry creates a destroy (= disable) subsystem (or turret) order for the selected ships.

The other error is a vector-math function only getting one input vector instead of the required two. There is a new version that fixes a typo which may be causin the error.
In general I'm pretty sure I got checks everywhere to prevent dead ships from being used in functions. Also the only capship relevant stuff that happens without orders is a friendly fire prevention.
Title: Re: FS RTS Mod
Post by: procdrone on June 11, 2016, 01:53:30 pm
Alright Admiral MS, thank you for your new update, ill test it later.

That functionality makes sense, too.
That wraps up all the errors I have encountered for now. I'll keep you updated on the situation, as I intend to make a campaign using the RTS system. It is sure to have some extensive testing under many conditions :)
Title: Re: FS RTS Mod
Post by: procdrone on June 11, 2016, 04:21:51 pm
MS, when I order a capship to attack another capship:

https://gyazo.com/ae56879925ff81babac7f860b6dcb791

I can still control Bastion, even if used the uaff command.

https://gyazo.com/b212eec093d007827058a15d144baafa
Title: Re: FS RTS Mod
Post by: Admiral MS on June 11, 2016, 05:46:38 pm
So here is another version that should really fix the error: http://www.mediafire.com/download/0gafg0ohlvyh9a5/RTS_mod_beta.zip

The uaff function works fine for me unless used at the moment of RTS mode activation. The script actually needs 1 or 2 frames to initialize itself. Anything besides on/off and plm may not work properly during this phase as the required arrays (which are different for each mission) haven't been created.
Title: Re: FS RTS Mod
Post by: wookieejedi on June 11, 2016, 05:51:21 pm
Awesome.
Title: Re: FS RTS Mod
Post by: Colonol Dekker on July 27, 2016, 08:41:26 am
:bump:

Did this gain any momentum?
Title: Re: FS RTS Mod
Post by: Admiral MS on July 28, 2016, 05:05:46 am
Nothing much happened after I fixed the bugs the TheHound found. If someone finds any issues/bugs, I'll try to fix them within a few days. So no additional momentum unless someone is actually using it to create missions.

I might still finish that sample/tutorial mission at some point but my FRED skills aren't exactly improving and it takes forever.

Also RL kinda draws me away from gaming related computer usage and I'm not really motivated to use the few free hours for coding/FREDing when World of Warships or Overwatch are tempting me to play them :D
Title: Re: FS RTS Mod
Post by: procdrone on July 30, 2016, 09:01:27 am
I feel you bro.

One more thing I've noticed while creating mission.

When I set up the uaff command for ships that are arriving (on the same time as "has-arrived" SEXP, with 1 second delay, with 5 second delay), game keeps crashing, effectively.

Additionally, would the script handle more "factions" should I manually add them? (Ally;Enemy;Netural;MyOwnFaction)
Title: Re: FS RTS Mod
Post by: xxxACExxx on March 02, 2019, 10:59:54 pm
 :confused: PLEASE HELP  :banghead:
Could someone tell me how to get this mod to work?
im a newbie to freespace but am an experienced 3d artist/modder.
I know this is an old mod posted a long long time ago but im in the same galaxy and need this mod to work!

I am running "FreeSpace2" Version 1.03.01
with installed "OpenAL" &  using the "fs2_open_3.7.4(Final build)"
launched with "wxlauncher-0.10.1"  and moved all the movie files to movie directory.

I have downloaded and tried both links found on this forum:
Quote
http://www.mediafire.com/download/0gafg0ohlvyh9a5/RTS_mod_beta.zip
So here is another version that should really fix the error: http://www.mediafire.com/download/0gafg0ohlvyh9a5/RTS_mod_beta.zip

and placed the folder "RTS_mod_beta" to c:\Freespace 2\RTS_mod_beta
then run the "wxlauncher-0.10.1" launcher and clicked on "Activate" mod and "run" game
Then in both campaign flight or made mission i have tried to activate the mod by following the
instructions saying to middle mouse click (im using a wireless mouse) but nothing happens but a buzz(sound effect)
I unassigned the middle mouse button but still no change. Ive tried to activate the mod in both campaign flight but also
in a created custom mission with at least one capital ship and one or two fighters but the mod still wont work.
I also tried placing the files within side the "RTS_mod_beta" directly into the c:\Freespace 2 folder but it still dose not activate with middle mouse click!

Have i missed something? or is my version ahead of this mod?
Please help or even fix!