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Hosted Projects - Standalone => Wing Commander Saga => Topic started by: MatthTheGeek on August 24, 2013, 10:18:23 am

Title: WCS Open (Alpha release)
Post by: MatthTheGeek on August 24, 2013, 10:18:23 am
The release

Simply put, this is WCS ported to Freespace Open.

This only an early alpha release, as there are still a few bugs to iron out (for example, capship warpout deceleration), a few minor features that haven't been re-implemented yet (for example, different HUD for each ship), and some easy improvements that could be made over the original (skippable dialog, some well placed checkpoints) - but it is 100% playable from start to end, for both the Prologue and the 50 missions of the Hermes campaign.

I would appreciate bug reports, ideas for (simple) improvements that could be made, and any support from anyone interested in helping me polishing this.



The intent

The main goal is to turn WCS into a new way to attract people into the FSO community, just like Diaspora is. As long as WCS runs only on a separate engine, players are much less likely to ever discover what they're missing here. And if they do discover it through WCS, they are going to have negative bias toward it due to their experience on an outdated and closed engine.

The second goal is to bring back multiplatform and multiplayer support to WCS, as well as allowing modders the full range of FSO features they've been missing for the past year.

If anyone modding WCS wants help converting their mod to WCSOpen, I would be happy to oblige.



Installation

Unrar the WCSOpen folder in your WCS Folder. Copy-paste a recent FSO exe in the WCS folder (you need a full install of WCS, preferably patched) and use the launcher of your choice to select WCSOpen as a mod.

This was tested on the latest BP builds from here (http://www.hard-light.net/forums/index.php?topic=83318.0), but it should work on any recent FSO build.



Important notes (in no specific order)




Download link

Mediafire (http://www.mediafire.com/?dd7u6zpgt6k999e)

I will get this hosted on FSmods.net once I get to something a bit more polished.



TODO list, for those interested (in no specific order)

Code: [Select]
- Do a pass on all the missions to remove all the flags that make debug cry me a river
- Ship-specific HUD
- Fix the diaspora-like Missile/Gunpoint preview HUD
- Fix the capship warpout deceleration
- Try to find why we get skybox seams
- Fix the missions with Longbow landing issues
- Dialog skip
- Checkpoints where needed
- Find why you can't scroll down in command briefings
- Implement flaming debris and piercing effects
- Fix the position of external secondaries
- Reduce the size of extremely large asteroid fields for better performance on shadow-enabled builds.
- Some secondaries have no preview in loadout screen
- Check if loadout selection is not broken
- FRED a few proof-of-concept multiplayer missions
- Use collision groups to make sure wingmen don't get stuck when exiting carrier at mission start
- Use framebuffer cloaking effects
Title: Re: WCS Open (Alpha release)
Post by: LordMelvin on August 24, 2013, 10:53:59 am
Thank you, Matth! I've been waiting for this for a long time now!
Title: Re: WCS Open (Alpha release)
Post by: X3N0-Life-Form on August 24, 2013, 02:15:17 pm
Wow, you got it to run on trunk? I'm impressed. On my end I made a custom build just to parse the new flags'n'stuff ^^. In any case, this is awesome!

Regarding dialogue skips: I've already implemented some in most of the missions, along with some other modifications, feel free to grab them to include them in your mod --> github repo (https://github.com/X3N0-Life-Form/WCS-upgrade), there should be a "download as zip" button somewhere on the bottom right corner of the page.

I've still got the code base for my franken build thingy, but I don't think it's quite up to latest trunk. Karajorma might have something more recent.

*goes to update to latest trunk*

EDIT - code updated to trunk, fresh build in progress.

EDIT 2 - ****ing build errors - will fix that Wednesday
Title: Re: WCS Open (Alpha release)
Post by: Talon 1024 on August 24, 2013, 02:53:36 pm
Here is my hud_gauges.tbl and scripting.tbl. The hud_gauges.tbl contains HUD layouts for the Arrow, Hellcat, Longbow, Excalibur, Thunderbolt, and Sabre for 1024x768, 1280x1024, and 1280x720. The scripting.tbl was adapted to work with standard FSO builds, and it makes the hardpoints gauge work as it did in WCS.

[attachment deleted by ninja]
Title: Re: WCS Open (Alpha release)
Post by: Dragon on August 24, 2013, 05:30:38 pm
Could you post a specific changelog of features removed from tables and missions? I'd like to get a picture of SEXPs and table options that are not in regular FSO builds. I only know about expanded gun/missile limit (which is, BTW, something that I'd really like to have in trunk).
Title: Re: WCS Open (Alpha release)
Post by: karajorma on August 24, 2013, 07:00:37 pm
I only know about expanded gun/missile limit (which is, BTW, something that I'd really like to have in trunk).

Multiplayer is the big issue there. It breaks the hell out of it. Loadout is another but that one isn't as bad. I can't remember if WCS allowed you to use the loadout menu with the six gun ships.
Title: Re: WCS Open (Alpha release)
Post by: Dragon on August 24, 2013, 08:16:50 pm
Yeah, WCS did use the loadout menu for 6 missile bank ships (it only expanded this. Wimps, why stop at 6 if you're doing it? :)). Personally, I'd like the limit to be made as high as possible. Of course, it'd still be constrained by practical concerns, like HUD space and the simple question of "what could 10 gun banks possibly be good for?" (aside from shooting things, that is, but you can do that with just one bank, too. :)). Loadout screen space would probably be the most important issue here, since it's not customizable like the HUD and quite finite in capacity. Still, 12 gun banks and 12 missile ones would probably be doable (while I don't see much use for that many gun banks, 12 missile banks could be used with ships equipped with external missile rails).

While I don't care for multiplayer, others do, so it'd be rather important to make sure the FSO implementation of this feature would work with it. Do you think the new pilot code will help here?
Title: Re: WCS Open (Alpha release)
Post by: karajorma on August 25, 2013, 01:00:06 am
I think the loadout rewrite I'm currently working on is more pertinent. :p
Title: Re: WCS Open (Alpha release)
Post by: The E on August 25, 2013, 03:03:58 am
Found a small bug from autoconversion:

In the mission Demo-03-BG-Hermes.fs2, line 3093, you need to add a "do-nothing" operator, as otherwise the parser will break, like so:

Code: [Select]
$Formula: ( every-time-argument
   ( any-of
      "TCS Kennedy"
      "TCS Warspite"
      "TCS Dominion"
      "TCS Churchill"
      "TCS Highlander"
      "TCS Nova"
      "TCS Spruance"
      "TCS William Travis"
   )
   ( has-arrived-delay 0 "<argument>" )
   ( do-nothing )
;;   ( set-forward-deceleration
;      6
;      "<argument>"
;   )
)
+Name: Slow down Kennedy BG
+Repeat Count: 1
+Interval: 1
+Team: 0
Title: Re: WCS Open (Alpha release)
Post by: MatthTheGeek on August 25, 2013, 03:08:41 am
Argh.

Thought I made sure all missions ran before releasing. Oh well. With 55 missions I was bound to miss some :)

Will be fixed in next release.
Title: Re: WCS Open (Alpha release)
Post by: fightermedic on August 26, 2013, 05:32:33 pm
oooooooooooh nice
i SO approve of this!
seperation is bad, this is good
Title: Re: WCS Open (Alpha release)
Post by: karajorma on August 26, 2013, 07:28:21 pm
If someone were to upload the WCS data in a suitable format, Linux and Mac users could finally play this game!
Title: Re: WCS Open (Alpha release)
Post by: niffiwan on August 26, 2013, 07:35:44 pm
If someone were to upload the WCS data in a suitable format, Linux and Mac users could finally play this game!

technically they can already use wine to do that (:nervous:) BUT native is always better in my book, so hurrah & carry on :)
Title: Re: WCS Open (Alpha release)
Post by: Dragon on August 26, 2013, 09:12:34 pm
I found something that could be of use. You commented out $Bomb Range Multiplier: in AI.tbl, but I've found an option called $Secondary Range Multiplier:, which does the same thing, except it affects all missiles. Since the only place where this flag is actually used are bombers (which don't fire AA missiles much), you could re-introduce this option. Also, you commented out $Death-Roll Time: in ships.tbl. This option, in fact, exists in normal FSO builds, it's just called $Base Death-Roll Time: there. The details of the implementation might differ slightly (I believe WCS has an override, while FSO modifies the base value), but at 100 milliseconds, there should be no difference. If possible, try restoring those two for the next release.
Title: Re: WCS Open (Alpha release)
Post by: Luke on August 28, 2013, 06:15:32 am
Very interesting, i will test it. Thx Matth. :)
Title: Re: WCS Open (Alpha release)
Post by: SpardaSon21 on September 01, 2013, 03:33:52 pm
I'd like to report that the loadout selection for the Thunderbolt is broken as I cannot select either the gun or missile banks on the ship's panel in the loadout screen.
Title: Re: WCS Open (Alpha release)
Post by: MatthTheGeek on September 01, 2013, 03:39:28 pm
I got that problem too, was already on the to-do list. It's not the only part of the interface that's broken, you also can't scroll down in command briefings. Haven't had a look at that yet.
Title: Re: WCS Open (Alpha release)
Post by: The E on September 03, 2013, 01:27:18 am
I got that problem too, was already on the to-do list. It's not the only part of the interface that's broken, you also can't scroll down in command briefings. Haven't had a look at that yet.

This is due to the WCS data missing the 2_commandbriefb interface files. Scrolldown support in CB's is a FSO addition.
Title: Re: WCS Open (Alpha release)
Post by: MatthTheGeek on October 23, 2013, 02:56:54 pm
Today I learned, WCS ships got no debris. Hence flaming debris script don't do dothin'

I be sad panda now.
Title: Re: WCS Open (Alpha release)
Post by: Dragon on October 23, 2013, 04:46:32 pm
It'd be great if there was a way to generate a hulk model of the main, with -destroyed models used where available and a special "damage" overlaid on the regular model via shaders (sort of like Team Colors work). WC3 and 4 both used hulks like that.
Title: Re: WCS Open (Alpha release)
Post by: Mastadon on December 20, 2013, 07:58:06 pm
MatthTheGeek, if you haven't already, could you post your work to a github repo so people can collaboratively work with you on WCS_Open?
Title: Re: WCS Open (Alpha release)
Post by: MatthTheGeek on December 21, 2013, 03:13:21 am
Let me a week of Christmas break and I'll get back to this.
Title: Re: WCS Open (Alpha release)
Post by: Dragon on December 21, 2013, 05:25:25 am
MatthTheGeek, if you haven't already, could you post your work to a github repo so people can collaboratively work with you on WCS_Open?
That would be nice. I'm not very fond of github, but I think I could add my edits there. There isn't a lot of this, just re-enabling some features Matth disabled, because I found that they are implemented in SCP, but with a different syntax.
Title: Re: WCS Open (Alpha release)
Post by: Scooby_Doo on June 08, 2014, 08:05:34 pm
Thank you! This is going to make my job of porting my models back over to FS2 much easier!  :yes:

Edit: I noticed a couple of things, probably not related to this.

My framerate got halved, and when I look at the star it really tanks.
Also $show weapons doesn't seem to work.
Title: Re: WCS Open (Alpha release)
Post by: Dragon on June 09, 2014, 03:22:27 pm
Dunno what's going on. Could you run debug and post your FS2_Open.log?
Title: Re: WCS Open (Alpha release)
Post by: Scooby_Doo on June 10, 2014, 04:58:47 am
Here you go.   Nothing seems to stand out... it reports loading the weapon models ok.

[attachment kidnapped by pirates]
Title: Re: WCS Open (Alpha release)
Post by: Colonol Dekker on June 10, 2014, 05:52:41 am
Just noticed this.

Gash Dekker approves.
Title: Re: WCS Open (Alpha release)
Post by: Scooby_Doo on June 15, 2014, 01:03:13 am
I wonder if I have more issues than just that, I can't even use track view (pad enter).  :nono:
Title: Re: WCS Open (Alpha release)
Post by: Dragon on June 15, 2014, 09:05:39 am
Strange. I see nothing wrong with the log... Maybe someone more versed in this stuff could help.
Title: Re: WCS Open (Alpha release)
Post by: Scooby_Doo on June 16, 2014, 03:32:50 am
Well found the eye tracking problem, I didn't have an eyepoint setup in the pof model.
Title: Re: WCS Open (Alpha release)
Post by: Scooby_Doo on June 18, 2014, 01:12:52 am
Well found the eye tracking problem, I didn't have an eyepoint setup in the pof model.

Nope that didn't solve the problem... also is the HUD kinda messed up? 
Edit: and another weird thing, I've got four temporary glowpoints on the wings, but if I move my ship just right those glowpoints are in front of me, as if they don't move from their original location... weird
Title: Re: WCS Open (Alpha release)
Post by: niffiwan on June 18, 2014, 01:52:09 am
That sounds like an oldish SCP bug - maybe try using 3.7.2 RC3?
Title: Re: WCS Open (Alpha release)
Post by: Scooby_Doo on June 18, 2014, 04:14:10 am
That might have been the culprit for the glowpoints, not sure what is wrong with target tracking, I had it working for a while then it quit again
Title: Re: WCS Open (Alpha release)
Post by: Scooby_Doo on June 18, 2014, 10:35:53 pm
That might have been the culprit for the glowpoints, not sure what is wrong with target tracking, I had it working for a while then it quit again

Nope, they're still there, just a bit weirder now, also when I look directly at the sun/star i get a horrible bloom.  I wonder if the skybox/shader conversions need to be fixed.
(http://i.imgur.com/BzFNV9M.jpg)
Title: Re: WCS Open (Alpha release)
Post by: Cobra on June 19, 2014, 01:05:17 am
Sweet Jesus, I come in with like 3 boxes of pizzas and the whole place is like it's on fire.
Title: Re: WCS Open (Alpha release)
Post by: FrikgFeek on June 19, 2014, 01:31:13 am
In mission 3 of the prologue, if you get shot down by one of the pirates while trying to torpedo the frigate(Pretty likely considering Alpha 1 provides no cover whatsoever) the mission will go to the normal victory debriefing and you'll be able to proceed. Getting shot down anywhere else has no unexpected results, you just die. I don't remember if there used to be a special debriefing for getting shot down in that exact point, but it's a pretty weird bug. Occurred on both RC2 and a recent nightly.
I'd attach a log, but getting to that point in the mission on a debug build would be pretty hard considering how much it whines all the time.
EDIT: same thing in the 7th mission of the main campaign(Vega 2), getting killed while trying to defend fort crocket leads to a "mission won" briefing and you're able to continue.
Title: Re: WCS Open (Alpha release)
Post by: X3N0-Life-Form on June 23, 2014, 03:18:46 pm
*Moves "Pick WCS Open back up" up a notch on the TODO list of doom.*