Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Setekh on November 07, 2003, 04:56:30 am
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Welcome to HLP, taylor. Please, regardless of any initial hostility you may meet, rest assured that the great majority of us have nothing but respect for you and icculus.
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icculus... *sigh*
duplication of efforts -- dumbest thing ever happen to open source
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Originally posted by karajorma
Basically it looks like neither project knew that the other one existed. We only found out when someone happened to post on VWBB cause they were having trouble with a mission. Then myself and Steak posted on the OS X boards to direct people back to HLP.
Best thing to do now is to figure out how to unify the Unix ports so that they can take best advantage of the new stuff the SCP is adding.
i've known they've both existed since the day they both started...
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awesome taylor :D
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just so you know, i borrowed a bunch of the icculus code since it already existed when i started ;). i think i mentioned it in the opengl dev thread and the credits, if you aren't ill be sure to add you guys. if you want to back port it, i have no problems. however, some stuff is going to be done after 3.6 is released that may require wgl functions*. i've been trying to steer clear of them. if they are used, ill warn you guys.
* We may tie in glowmaps to create a Tron 2.0 like effect. its probably going to require wgl_arb_pbuffer and wgl_arb_render_texture. Thats a giant maybe at the moment, but it shouldn't be that hard using glCopyTexImage and the auxillery buffers (i haven't used the latter, so i dont know how it will work)
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when the hell have there been any negitive coments on icculus, the only thing I can think of is that fact that we don't hear anything, I desperately want someone(s) to work on geting FSO working on non-MS platforms, I thought we have been suportive, but as far as I can tell we over here havn't heard anything from you over there, why don't yo guys post here more oftine, I know for a fact that Kazan would love (in an unnatural way) to be able to play FSO on Linux, in fact he is currently working on a new set of modding tools that (I beleve) are suposed to be platform independent.
as far as I can tell the closest thing to belitleing or heckaling is something to the effect of asking, why don't you work with us, on one build,
please don't be pissed, we like you :(
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both TBP and BWO are going to use FSO features from here on out, once we get 3.6 out
it would realy be nice if we could work together, do you think maybe some of you guys could come over here and help with our Linux build periodicaly, I know I would realy love to have FSO be fully cross platform,
maybe when you get your progect done you will help us?
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woohoot!!:D
I see some potental for problems with some of our more recent changes (the HT&L) I beleve that aria of the code is A LOT diferent than what you guys have, there is no more bsp rendering for one thing, also there is aparently some work that needs to be done in the new net code, mostly regarding the way it's multithreaded, though it's actualy designed to be somewhat crossplatform now so it should be a lot easier to get working
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I've known about icculus too. it just hasn't been of interest to me, as I actually need my windows boot, and don't have the space for a linux partition anywhere on my drives.
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I hope it wsn't the comment I made about ripping code from MVEextract for MVE support... I actually thought it was a good idea...
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*slips a dollar in taylor's belt*
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I'm guessing that this was a de-lurk rather than a new arrival so I'll hold the beams back and say post more often instead :D
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In that case you should definately post more often :D
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Originally posted by Kazan
duplication of efforts -- dumbest thing ever happen to open source
Basically it looks like neither project knew that the other one existed. We only found out when someone happened to post on VWBB cause they were having trouble with a mission. Then myself and Steak posted on the OS X boards to direct people back to HLP.
Best thing to do now is to figure out how to unify the Unix ports so that they can take best advantage of the new stuff the SCP is adding.
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Originally posted by Kazan
I've known they've both existed since the day they both started...
You could have told me :rolleyes: :lol:
Steak : I agree with you 100% there.
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Taylor:
I run the Freespace Port. If you could post or PM all the information you have that would assist in compiling useable Galatea and Bastion main halls in FS2, we would be very grateful. :D
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:nervous: Can't say I've noticed any belittiling or heckling of the icculus.org project...
Can you point us to those threads where you mentioned your community's efforts, and were subsequently ridiculed? I'd like to know what hurt you guys so. On behalf of everyone, I apologize for anything we may have said to disparage your fine efforts.
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Okay, I think we've got this down. Can I ask why the Icculus project doesn't want to support enhancements like HT&L, glowmaps, new SEXPs, etc.? After all, they are only active when you decide you want them to be. FS2_Open shouldn't change the experience unless you have the media VP installed, or if you're playing a campaign that takes advantage of the new features.
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Whoa, taylor... you seriously should give us a buzz over at the SCP forum. We'd love to have you, and FS1 support would be a big plus. :nod::yes:
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Originally posted by Hippo
If it involves FS1, you are guarenteed to be supported bu Goober5000 and I. :p
ACK! PBTHB! "Goober5000 and me!" "Me" is the object noun, "I" is the subject noun.
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:D
taylor: Thanks for the tip. :yes: I'll talk to an admin about moving this into the SCP forum.
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:lol: Sorry, WW. The first two posts have been copied back to General FS.
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If it involves FS1, you are guarenteed to be supported bu Goober5000 and I. :p
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ah yes... good old english... figures, since my mom teaches it, its my least favorite subject...
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I had the Galatea mainhall working as well...but this will come in useful as I lost it.
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do us all a major favour, report in at the SCP forum, and see if you can try doing some merging here and there.
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http://archives.volitionwatch.com/download/fs1mod/vfd11.zip
Notice a file in the zip called "mainhallnotes.txt" or something like that. It has the coordinates for the ani files for the Galatea mainhall from FS1.
I made a working hi-res version by multiplying the coordinates by 1.6 and using the hi-res animations and background I made, but FS2 crashes when I put my cursor on a door animation and then move it away from the animation. There is no crashing in the low-res version.
Now all we need to do is get the Bastion mainhall to work.
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:hopping:
Not only was my thread hijacked but someone changed its name!
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Originally posted by Goober5000
ACK! PBTHB! "Goober5000 and me!" "Me" is the object noun, "I" is the subject noun.
:lol: :lol:
shut up goober ;P
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I've already figured this out once before. Grab http://icculus.org/~taylor/freespace/fs1.vp_en/fs1.vp.gz which has an mainhall.tbl with the ani positions for both the Bastion and the Galetea. Here is a quick list if you can't get it out of the VP.
Bastion misc anims:
main1-m1 = 14x14
main1-m2 = 174x198
Bastion door anims (exit, barracks, ready room, tech room, options, campaign):
main1-d1 = 68x260+103x298
main1-d6 = 309x34+110x61
main1-d3 = 312x264+385x330
main1-d4 = 457x34+404x367
main1-d5 = 530x206+174x412
main1-d2 = 305x133+385x330
Galetea misc anims:
main2-m1 = 0x37
main2-m2 = 59x0
main2-m3 = 80x115
main2-m4 = 0x182
Galetea door anims:
main2-d1 = 199x265+263x295
main2-d6 = 296x278+331x309
main2-d3 = 423x138+531x240
main2-d4 = 363x187+395x218
main2-d5 = 47x307+101x342
main2-d2 = 325x311+362x371
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Yep, lurking. I have actually posted before on the topic of original FS1 nebula support that still exists in the FS2 engine. I was ignored but didn't take it personally. I'm working on the Linux icculus.org stuff and working with tigital on the OSX port. New sound stuff, MS-ADPCM decoder, MVE player, joystick ForceFeedback under Linux, lots of memory leak fixes, automatic language switching support without the need for build/ini options and probably a couple of other things that I'm going to eventually try to get to you guys if any of that is wanted.
I made the modifications to the FS2 engine to support the original FS1 under Linux as a build option to the icculus.org project. That FS1 support took about 7 months to make so I've got the locations of every single interface graphic used in the game. If any more is needed I'll cough up the info or you're free to just check out the icculus.org CVS and look for anything in a MAKE_FS1 #define.
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Galemp: PM on the way.
Goober5000 (and others): I'm spending all of my time on the icculus.org project at the moment but you can bet that I'm going to share everything. Other than the unfinished code that I'm working on streaming audio is all that's left to do in the icculus.org project. In the next month or so I'm going to cut a few patches for FS2_Open and try to help out the people working in the Linux side of things.
The big problem with me is that I only began learning how to program last July in order to figure out FS1 support. It hasn't stopped me from taking on some big stuff but it does make me slow since I have to learn as I go. The FS1 port makes changes to around 100 files so I'd rather not do that again under someone wants to volunteer to help. I'm going to make a post about this to the SCP forum in the next week or two after I get done with some other projects.
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Since there is obviously some interest here I posted my original full patch for FS1 support for icculus.org CVS here (http://icculus.org/~taylor/freespace/testing/fs1_forcvs.patch.gz). It's obviously not going to apply very well to FS2_Open but this should give everyone a change to look it over. I've made a couple of changes since this patch, which I made in Febuary, so I'll have to go through everything to pick up the other bug fixes. This doesn't contain support for original pilot files or original networking but otherwise it only needs about 10 new/updated tables and has modifications to work with the rest, plus one interface matte for the detail screen.
Since this does support Silent Threat it's going to require a ST compatible version (1.04+) to work correctly. Also, since it uses the FS2 version of the networking code the client/server versions have been bumped so that there are no FS1->FS2 games going on. The pilot file version has also been bumped so those are some some things that need to be thought over when getting anything worked into FS2_Open.
Feel free to fire any comments my way and someone please let me know if there is a particular CVS branch that I should look at for making patches. Oh and since I'm from south Georgia and we southerners have our own way of talking, if anyone has a problem with my english please keep it to yourself or play host to the two dozen rednecks that are going to come a knockin` on your door ;)
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The icculus.org project isn't a duplication of efforts though. We Linux people haven't had Freespace 1 or 2 to play with. I don't dual boot for a good reason and about the only thing that I've missed was Freespace. The entire purpose of the icculus.org project is to get the original games working under Linux, not to add all new and cool features, just to get it working.
The SCP is doing great things but it's not the same game. Depending on your point of view it's a better game unless you are super nostalgic for the original (like me). I knew about SCP before I started working on the icculus.org project. The question of when the FS2_Open code gets merged into the icculus.org project has come up numerous times in over the past year and the answer is always: "It won't".
Stable Linux code can come from the icculus.org project to benefit FS2_Open and that's great. I don't know of a single person working on the icculus.org code that doesn't pay attention to SCP but it's obviously not going the other way around. I've made posts here and elsewhere correcting people who don't know the features and capabilities of the icculus.org port but it's constantly falling on deaf eyes because the message isn't getting through.
No one new about the OSX port even though it's was started in November of last year . No one new about full FS1 support even though is went into beta last September and final at the end of January. I've been coming to this forum almost every day for a year and a half. I've gotten tired of the comments and flames casting a negative light on the icculus.org project. It is absolutely pathetic when (recent) comments are made about not knowing that the icculus.org project had working sound and who the hell knows what else. I've personally put in countless hundreds of hours working on the icculus.org project and so have a lot of others, those who code and a whole lot of beta testers who have helped whip that code into shape. When I think of that effort being belittled it makes me sick. There is a damn good reason that more icculus.org developers (both Linux and OSX) aren't part of this project, they read these forums.
I fully intend to stick around and try to help bring some of that great work from the icculus.org project to SCP plus any new stuff that I might be able to help with. Two different projects with two different goals and helping both does nothing but make sure that everyone wins. I'm pretty humble, I don't really care for personal credit and it takes a lot to piss me off but icculus.org (freespace project or not) is full of great and smart people who donate their time, effort and personal lives for the benefit of all *NIX gamers and to see them constantly run down on this forum really pisses me the **** off. I'm probably taking this more personally than most but that's just the way it is.
There's probably more I can rant about but the rest is really just 90% profanity so I'll keep it to myself. I got my two words in and that's enough for me. I'd much rather have fun playing Freespace.
Taylor
taylor@icculus.org
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I can't remember which messages or topics specifically, sorry. I don't think it has ever been anything outright, just insinuated or in jest or people just commented without checking. I didn't think of anyone in particular when I wrote that so if anyone took it personally I apologize. I tend to get this from both sides of the camp with people wanting the icculus.org project to be more like FS2_Open and it's not supposed to be. It's been building up for a while now so it had to come out at some point. It's in the open now though and the mood has passed so no hard feelings.
There have been good things though but they seem few and far between. I do stress *seem* though since I don't read ever single message that passes through the HLP forums. This was kind of a 95% scotch 5% water situation. Someone is going to get to drunk, jump up on the bar and strip naked. I just wanted to show off my package first.
Better communication between the projects seems to be needed and that's one of the reasons I'm here. Good will missions don't usually start out with a firery rant but I was going to unleash it some time and the sooner the better. I respect you guys though and leaving that out of the previous post makes it harsher than I wanted but it was necessary. In the end I'm just a big fan and every fan has their opinion.
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Raa Tor'h: I can assure you that my package is worth more than a dollar :nod:
Galemp: Everything is not excluded and the other stuff is more on a case by case basis. Speed enhancements are well sought after and though I think that glowmaps are truely impressive and bring a lot to the game it's not needed to play the original game with a straight CD install. The biggest things are finding the time to actually implement those changes into the icculus.org project and keeping those changes in sync. This isn't something that anyone has offered to spend the time doing. The effort is being put in to get the *NIX version up to par with the original Windows release. This also gets into the area of the two projects doing the same thing. If anyone is going to spend the time and effort to implement and support these features that most people probably wouldn't use (based on all of the people I talk to regularly) then it would probably be accepted. What probably isn't going to be accepted is anything that changes how the original game works or requires extra resources. I'm not the maintainer of the icculus.org project though so the decision isn't mine in the end.
All I want out of the icculus.org project is to get as much of the original game working as possible and move on. Do you, or anyone else that works on FSO have the original Freespace binary installed along with FSO? Why? This is just the same thing for *NIX people. I can use ravage's installer, for instance, to install the original game off of the CDs and (when it's working) have the FSO binary installed as well to get all of the coolness. The two binaries can use different settings under ${HOME} and can have different mods installed there as well. I love TBP and BWO and this is how I use them. When TBP and BWO get to the point that they require FSO changes then I would much rather get FSO working great with Linux rather than FSO support into icculus.org that would have to be constantly maintained and updated.
I walked this line when I decided to do the full FS1 port. From the outset it was obviously going to take a lot of work and no one was volunteering to help. This was also about the time I found your Freespace port and when it was pointed out by someone else that the effort existed I was asked "Why?". My ever briliant answer was "Because it's not the same". It does help that I'm a bit insane. My FS1 stuff required a ton of changes and a new VP to work. I was willing to do the work and maintain it as well as separate it from the rest of the source with a build option. The patch got accepted. Nearly everyone that contacts me about the game, be it on Linux or OSX, is playing FS1 rather than FS2 even if they have FS2. That was worth the effort. So obviously it's possible to get new things in but some one has to step up and do it with the risk that it's not wanted in CVS. I took the chance and it paid off.
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That's why I'm here. The icculus.org project is a component and a lot of comitted code away from being where it's wanted in the end. As of now I'm splitting my energy on the two projects to help out here where I can while I finish up on my icculus.org code which will benefit FSO as well. I'm pretty sure that tigital wants to do the same thing as soon as OSX support hits the icculus.org CVS. I've been making mental notes for the past 6 months on the code I'm doing so that it's easier to integrate into FSO. It's been the plan for a while now but I didn't want to really get involved until I was close to getting my icculus.org stuff finished up and that time is now.
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It would great if someone could work on the linux build of SCP because there is still much that needs to be done.
As far as I was able to look at the HT&L code it is nothing that is realy interesting because it is somehow crossplatform (the opengl code is still very buggy and some functions are missing).
But there is one thing that needs to be done beside the port of the main executeable. Fred 2 is still a windows-only mfc based app. This means no real modding under osx or linux. Therefore somebody should port it to gtk or wxWindows in order to make it (nearly) plattform independent.
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Back on topic, sorry my fault.
The mainhall.tbl that I'm using for FS1 is here: http://icculus.org/~taylor/freespace/testing/mainhall.tbl (http://icculus.org/~taylor/freespace/testing/mainhall.tbl)
This has the animation positions for misc and the doors for 640x480 only on both ships. It also has the sound info that you may need including the ani keyframes for playback (some are off a little still I think) as well as the 2D pan sound values. If there are any questions let me know.
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Would this mainhall mod thing for FS1 also play the mainhall music from fs1 (assuming that we have the fs1 warble of course)?
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I don't remember music on the mainhall in FS1. It's been a while since I've actually played the Windows version though and the Linux version doesn't have support for music yet. It will play the ambient sounds, specified by the "+Music:" tag, if that's what you are referring to. The filename for the ambient sound is the same for FS1 and FS2 so you don't have to have the FS1 data for it to play as is.
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:nod: There is music. The filename is Music.wav, 181 seconds long, 22050 khz, 4 bits, mono.
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Good ol' MS-ADPCM. Pain in the butt for Linux users at the moment. So this is something that would have to be worked out then as far as getting the audio files.
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Hi folks!
Sorry for posting in this old threat...
But...
I want to play Freespace 1 under Freespace 2....
And I searched this whole Forum and I searched in Google, but I don't find any useful links or files to a "Freespace 1 port"...
Can you guys help me please?
Or is there a way, to play Freespace 1 under Freespace 2 without any additional files? :nervous:
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http://dynamic4.gamespy.com/~freespace/forums/forumdisplay.php?s=&forumid=39
Try harder next time :p
:welcome:
Apologies for encouraging the necro - I do this for the greater good.
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Originally posted by Mr_Maniac
Or is there a way, to play Freespace 1 under Freespace 2 without any additional files? :nervous:
Nope, you'll need at the bare minimum the main FSPort VP from our website. (http://www.3dap.com/hlp/hosted/fsport/) It includes all the ships and weapons that were left out of FS2 and their appropriate interface art, and the FS1 campaign missions ported over.
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Thank you very much!
I only searched in the Freespace Forums, so I didn't find it!
Thank you!