Hard Light Productions Forums
Off-Topic Discussion => General Discussion => Topic started by: Singh on March 27, 2004, 09:11:04 am
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Ok. Fleetwars has now changed its name to Freespace 2: Conflict Zone (fscz for short).
A lot of things are being re-vamped and worked upon, including a new fight system and templates which uses LS's maps and planets. Our current main site is here (http://nodewar.penguinbomb.com/fleetwars/), but soon it will be shut down and moved on over to http://nodewar.penguinbomb.com/fscz/ in a few day's time.
Once we've come up with a satisfactory (and maybe rudamentary) system, we'll be taking on testers! From the screenshots gallery, you can already see that template maps are being worked upon, and that is just the beggining :)
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Alright, now excuse my ignorance, but this system will work exactly like Squad War did right? I mean, when its finished. Will the node map layout be the same as in SwuadWar, or is someone comming up with a new one.
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Rictor: read the site, ok?
We are changing quite a lot, actually. we are adding a bit of a resource system, and players af capships to command.
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Oooh, THAT site.
Yeah, right.
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official my ass
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Originally posted by Kazan
official my ass
where the **** did we proclaim this was official in any way?
also, if you are going to set up your own SW, you can off course do so, but we can just as well set up this. And if people think just SW is better, fine, but if you are protesting to us even trying, then why is there the SCP? Yeah, we just want normal FS2, otherwise it isn't the same any more.....
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Originally posted by Kazan
official my ass
ummmmmmm.........my fault in putting this. kasperl, tis in the first sentence I typed, and I'll quote myself:
Well, its official.
Sorry, this was my mistake. will edit it now.
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kasperl: if you want to modify the gameplay you fork the codebase like an insanely unwise person
"setup my own SW and see if people like it" rotfl... consdering i have control over the masterservers i'll be the only one with automated tracking, etc
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didn't you release the server code?
also, who said we would change any gameplay in the source? we only wanted a few extra logging options, and then we'd use PHP.
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Originally posted by Singh
ummmmmmm.........my fault in putting this. kasperl, tis in the first sentence I typed, and I'll quote myself:
Sorry, this was my mistake. will edit it now.
hell, we can make a name change official, can't we?
i hereby officially declare my nick is Kasperl.
that didn't have any ****ing influence on the bloody code, now did it?
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Originally posted by Kazan
kasperl: if you want to modify the gameplay you fork the codebase like an insanely unwise person
"setup my own SW and see if people like it" rotfl... consdering i have control over the masterservers i'll be the only one with automated tracking, etc
Don't you think that part of the point of releasing the code was to allow the game functionality to be developed in several, not necessarilly inclusive, directions though?
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i haven't written the SW stuff
a lot of the tracking you want to do will requires _HUGE_ changes to the innards of the game - fork the codebase if you want them
PS: just because the server is released doesn't mean it will suit your purposes - your little "resource management" crap -- go play an RTS
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Kazan, if you have any complaints about our ruleset, you can either voice them in a normal, polite way or shove em up your ass.
on the code, i can not judge your views, so i won't.
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Kazan, once again I am in awe of your ability to make new friends. :lol:
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I don't mind RTSes - i mind them trying to turn FS2 into one
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Originally posted by Kazan
I don't mind RTSes - i mind them trying to turn FS2 into one
no one said you would be forced to play it, never mind help us. We asked for help. Now, in your view asking is probably just a useless form of politeness someone would do when he really needs something and doesn't dare to demand, but most people see it as giving a person options.
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Kazan, that was pretty much unavoidable...
When you (you as a SCP, i do not know who did it) added the extra campaign variables you laid the base for it...
Resource management adds depth to the game, and it's a demostration of the flexibility of the FS architecture...
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Let's all calm down a bit, eh?
Kazan, I understand your reservations, but if this is done in a way that doesn't impinge upon the gameplay of FS2 - even if that implies / requires a clean break from the SCP codebase into an alternate version - I don't see why it should be a concern.
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Originally posted by aldo_14
Let's all calm down a bit, eh?
sorry.
I just got agitated. There have been quite a lot of discussions with the AD guys developing FW (a real RTS without flying yourself FYI).
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You are the most argumentative person I have ever met, and since this includes myself, it is quite a feat.
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Originally posted by Rictor
You are the most argumentative person I have ever met, and since this includes myself, it is quite a feat.
good or bad?
i try to keep myself under control, but i sometimes seem to loose grip.
anyway, aside form disccusions about the concept itself, has anyone actually checked the site?
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Not you, Kaz.
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ROFL! :D The way this thread was started was plain hilarious. :D
Anyway, good luck to you guys on getting this thing going :)
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Originally posted by Tiara
ROFL! :D The way this thread was started was plain hilarious. :D
[/b]
eh?
Anyway, good luck to you guys on getting this thing going :)
you are not going to test, right?
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Originally posted by kasperl
eh?
The cursing and name calling and all over some moot issue :p
you are not going to test, right?
Eh, no. :p Sorry, but Squad War and the likes is just not my cup o' tea. Nor is FS online as a whole. Just not my taste.
Might try it later if I really have nothing else to do but sit around here...
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Kazan worked his ass off to bring FSO online... The last thing I wanna see is Kasperl fubar the netcode.
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:)
sometimes im grouchy and just won't put things diplomatically
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Kazan, you don't need to be diplomatic... The FSNetD client isn't even 100% complete and the these guys want to leech off your work. They should be patient and wait until we have a stable online network. Kasperl, be a good boy and stick to PXO for FS:CZ... It's something we all used to do in the past to tie us over.
Also, if we are talking about new names... I'd like to see Hard Light Network (HLN) as the Release Candidate name for FSNetD.
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Ok, I am removing the original content of this post. I got mad, and I went too far.
LLL, please, I know Kazan worked hard on this code, and I didn't say anything about editing anything myself. I was asking if code changes were possible.
If our work is "leeching of the SCP guys" then the same goes for LS, Carl, and all the MODders using it. You can go tell them right now or keep silent about us. Also, everyone needs to be diplomatic if we don't want flamewars. I wasn't all that friendly in this post, not before I edited it. If anyone wants to see it, PM me. It was an example of useless flaming, and I don't want to happen here. If you are a coder with intimate knowledge of the Netcode and Kazan's tracker systems, then please explain to me how we could output mission events to a file. Otherwise, refrain from patronising me, and either help us out or leave us alone.
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No more sugar for you.
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I'd call it the GTD Angrytard.
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Actually - we dont need code changes. All we would need is something to parse or log events into a .txt file - something which will be immensly usefull to any FREDders as well as us, especially when it comes to the annoying mission testing.
heck - even if you can get out a raw output log from the events, it should be enough for someone to parse it externally :)
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Weren't persistent variables already implemented?
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peristant variables, yes, but no way to output stuff to a txtfile on a server....
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Well, don't they would work on client side?
I admit that this creates lots of redundancy and would make the thing hackeable with ease but it should work *goes and takes a look to the code*...
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yeah, but how do we parse that? from what file?
If someone could even use debug calls or something to output those actions to a txt file, somewhere, we'd be happy.
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It's one of the new FRED features IIRC...
I read some discussion in the SW forum about implementing them...
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i know about persisten variables, but AFAIK they are stored in either the campaign or the pilot file. neither can be easily parsed from a server side, and it would require players to actually chop up some stuff themselves....
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now, aside from coding issues, is anyone interested in helping us?
We need Testers, FREDders and PHP/Webdesign.
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if i can extract the log text and send it to the server i will do that for you - because then everything becomes server side
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Kazan, that'd be fantastic, i mean it.
By server side, do you mean the tracker or the host?
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the tracker
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that's truely fantastic.
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if i can extract that text
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i know, i know :)
i browsed the code this afternoon, and i found some stuff logging when a ship "leaves the mission" by jumping out or getting destroyed, IIRC.
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Update. The site has now moved to http://nodewar.penguinbomb.com/fscz/
The old link will not work anymore, so please take note.
Oh, and just for fun, here is a screenie of one of the latest template maps we're working on.
[(http://img35.photobucket.com/albums/v107/anandraj/Template_Pathways.jpg)