Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: Kazan on October 18, 2003, 07:01:47 pm
-
Ok, I suddenly had an idea earlier
It would be called FreeSpace Developer Studio
It would be a full modding utility kit features would include:
Updated and Integrated POF Constructor Suite, VP Constructor Suite, and the Mission Background Utility
It would also contain a syntax-hiliting table editor, a tree-view off the fs2 directory, integrated FS2 launcher, NSIS installer generator (full installs, packages)
[Maybe even eventually find a way to integrate FRED right into it]
Who likes this idea?
------------------------
This would require me to put my SCP work on the back burner obviously, and my time is limited as I am in a $$$$$ fix off massive proportions... finding it hard to get a job - and I _MUST_ have a job
-
It gets my vote :yes:
-
:yes:
-
Originally posted by Sandwich
:yes:
-
Awesome.. atleast people like the idea
*sighs* now i gotta get a job so i can afford to spend the time on it
some of this code is going to get fundamental rewrites (bsp handler, cob handler) as they are very hackish
-
:yes:
but id hate to see it get in the way of finding a job.
-
:yes:
-
cool :cool:
but I still want my auto-facet PCS code first, I think I figured out how to explain implementing it, when you go about avereging the normals discard any normals that are of a larger angle than the facet angle (relitive to the normal of the normal of the poly that the vert is a member of), maybe I should try getting the current PCS CVS, what was the login, server, ect info again?
-
bobboau: that makes sense
-
realy? or are you being sarcastic?
heh, it only took me three months to make that into a coherant statement
-
:yes:
Sounds great to me!
-
:yes:
Me likes the idea. Go for it.
-
Originally posted by Bobboau
realy? or are you being sarcastic?
heh, it only took me three months to make that into a coherant statement
no it actually makes sense
-
please keep messages about this in this thread - and if you have example programs for ideas please post jpegs
-
maybe somethng with a MSVC style file viewer to the left that if you double click on any of them an apropriate editor pops up,
it would list all files visable to FS includeing files in VPs and suport the editing of files within VPs, it could be structured in one of those tree thingys were if it is in a directory or a VP it gets a diferent icon for it's parent node, you could drag and drop files from a directory into a vp or vice versa, useing the right mouse button would give you the option of moveing or copying, left would just move (or copy, maybe have this setable from an options menu), you'd need to suport all file types includeing graphics (pcx, tga, anyhting else FSO may suport in the future), mission/campain files, ANIs, TBLs, and POFs
-
<--- Is already too poorly educated to carry on in the rest of this conversation. ;)
.: :yes:
-
anything that lets people get into the code sounds good to me.
so :yes:
-
:yes: yeah good idea
-
cool.
a couple of idea's though:
1) put it somewhere near the FSO code, so that the SCP team can help you out.
2) try and use the file loaders from FSO, so that there are no differences in file handling.
3) good luck, and put the job in the first place!
-
there is no way in hell im using V-code
but just because I write my own functions doesn't mean there will be differences in file handling - i didn't use V code for my POF loader - and yet it's _more_ _Stable_ than their pof loader [albeit i didn't code in old version support, which I think im going to add]
-
:yes: :yes: :yes: :yes:
-
mm... the pre-developement dehackification continues
the entire POF Render library from VPCS is being scrapped - since this is an MDI Child system that could possibly have more than one POF open I need a (more stable) instance-based renderer
-
much cruftyness removed.. muist go to bed now - it's like freaking 2:33 AM!
-
mmm... i am a coding machine.. that should do homework instead
-
One thing I ran into when coding that PHP table parser, trying to get it to intercept any and all possible errors in .tbl coding... I realized that, since these .tbl files were made for a game, then if something was invalidly written in a .tbl file that broke the game, then it wasn't that big of a deal if it broke the parser as well.
But I understand the desire to parse things using clean code that you know inside-out, so why not a button or function that would run whatever data the user is working on - be it a POF or .tbl or whatever - through V's parser, basically just to see if it works in-game.
-
while your at it, write up one of those "For Dummies" userguides. :D
-
me is staying away from V's parser
oh.. yeah
http://www.cs.iastate.edu/~kazan/fsdevstudio0000.jpg
-
:yes:
Not worthy we are. Not by a long shot.
You worthy!
You know who you are!!!
Well, let's put it this way,
Fs2=Easily available
Kazan Mod Package=When completed, DEFACTO modding standard
Is it me or is Fs2 is getting to be like C++ in Sci-Fi figher sim community?
***THE OBVIOUS STANDARD, LONG OVERDUE***
-
Hm... If I knew what that was I'd probably be impressed. :p
Anyways, I like this idea. And while everyone's making suggestions:
Spec-mapping, glow-mapping, thruster effects, and if you could, engine particle previews in the model viewport? Pweese?
-
Raa Tor'H talk to bobboau
he would have to implement all that in OpenGL
-
Heh. I'll have to bug him a bit. Or maybe Phreak can convert it?
-
the render pipeline would be from scratch
all of FS Dev Studio is massively object oriented and the way i handle my POFs is fundamentally different from how V does
-
Hmmmmmmm... I don't mind so much about the particle spew, but it would be nice to see glows and specs in models, specially if there was a way to include point dragging stuff that Bobboau was talking about for Aurora, that, in particular would massively reduce the amount of times I need to compile a model while testing it :)
Flipside :D
-
Sorry to bump, but I do think this is a good idea, to have all the designing stuff together in one place :)
One thing that would be nice is a bit more flexibility to the table editor, so you could, for example, create a ship table entry using a form, and then the program would insert it into ships.tbl at a specified point (By species/role), the same would also be good for other tables as well, though it would take a more 'aware' parser, which is more work for Kazan, who already seems rushed off his feet. I suppose the best part of this would be if the 'insert' info was saveable, so you could save a single table entry, and just run it through the program to insert it into someone elses tables. This would be great for Modders working on projects who are trying to keep their tables in order ;7
Another nice idea would be 'Replace this item with original'. This way you could choose a ship or weapons etc that you have altered and the program could replace it with the original from the .tbl. I am sure we have all tweaked a ship but not wanted to replace the whole table again when we have finished, just a glorified cut&paste, but useful :D
-
* Bump * :D
Any progress ? :p
* runs *
-
look around for the screenshot threads