Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: IPAndrews on September 25, 2002, 05:25:25 am
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I take it you guys know about this?
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Cool. I guess. After the Linux port, can you do MAC OS Ten? I might want to get a Mac in the future, but I don't think I can play Freespace2 on it.
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how about a precompilled rpm distribution?
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It's using OpenGl (and it has nothing to do with me).
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Yup, know all abotu it. They have some good work there. We plan on stealing some of their code now that it's not dependent on a specific version of GCC :)
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How much progress has it made?
Does it actually run on linix?
What code are we stealing?
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I believe ours has mostly working rendering code, but no textures. It has been a low priority while we get other features working, and penguin put it on the back burner.
I expect we will steal alot of it.
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I dont suppose there is any way we could all work together in one code base?
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i showed you a long time ago screenshots of it running
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re: merging:
not likely, merging the codebases at this time could be more trouble than it's worth, I monitor the mailing lists, and folks from there pop in here from time to time.
they have a linux mandate, make the game, as it is, work on linux. We are extending and upgrading functionality.
way back when they started, it woulda been nice, but, we are going down a path that happens to be sufficienlty different from ours.
Good work, reuseable work. Different work.
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As Kazan & Inquisitor posted, this is not new news, but it's still noteworthy. They are a different project, and they play by their own rules (as do we, I suppose).
What we can use from them: OpenGL stuff, in particular 2d graphics and texturing. The current (stalled) Linux/OpenGL port has crappy graphics.
Mac OSX port: also on the todo list, as I now have one :) Haven't put OSX on it yet, waaaay too many other things in my life now. I also downloaded Yellow Dog Linux 2.3 (http://www.yellowdoglinux.com/) that I might play around with one of these days...
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What is the benifit of having them and us both working on linix seperately?
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it's spelled linUx
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Originally posted by RandomTiger
What is the benifit of having them and us both working on linix seperately?
No benefit at all, really :sigh:
Like I said, we each have our own agendas. WIndows operability and adding new features is the goal of the FSSCP (I think -- kinda speaking for the group here...), our secondary goals include porting to other platforms. The main goal of icculus appears to be porting to Linux/OpenGL, while Windows compatibility seems to be a secondary goal (this is my interpretation, of course; I can't really speak for them).
It's like asking, what is the benefit of Ford and GM working on cars seperately?
(I know it's a crummy analogy, but I hope you take my point... ;))
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To state a few things off the bat:
icculus.org/freespace2 has:
1. Linux, working.
2. FreeSpace 1/2 both working.
3. OS X, working.
4. MVE decoding.
Note that the MVE support has no sound in-game/doesn't scale. Although the decoding is complete.
Also note that I am not a developer on this project, just the web guy :-)
Also note that, in my opinion, reasonable changes would probably be taken (better windows support, etc).
Any serious request/questions should be made to our mailing list.
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yeah and the current CVS version manages to seg fault my gcc
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yeah and the current CVS version manages to seg fault my gcc
Except that's a problem with your gcc. Not the project.
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Originally posted by zakk
2. FreeSpace 1/2 both working.
Cool, I might have to look into that! :nod:
I know we have the port but I would like to see us go all the way with hall graphics, correct music etc.
4. MVE decoding.
[/B]
:eek: :eek2:
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Please don't start on the MVE thing again.
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Originally posted by Inquisitor
Please don't start on the MVE thing again.
I don't believe I was starting anything, just listing a feature of the icculus.org/freespace2 project.
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Originally posted by zakk
I don't believe I was starting anything, just listing a feature of the icculus.org/freespace2 project.
He was probably talking to me :)
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Yeah, sorry Zakk, I was sorta generally ranting :)
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Every month or so a new member turns up and asks about mve files and then we all have a big fight. :lol:
Some people are getting a little tired of it.
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Does their code still use pre gfx card projected polygons?
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Originally posted by RandomTiger
Does their code still use pre gfx card projected polygons?
I frankly don't have a clue what you're asking. Here's my best guess at an answer.
YES we are still using orthographic projection because that is how the engine is written and changing it would be too much work for too little (if any) gain.
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Thats exactly what i wanted to know, thanks :)
However I think there is a lot of gain by making it true 3D.
At least in DX8 there will be.