Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Inquisitor on September 14, 2004, 08:01:54 pm
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Having a bit of a lull, might as well use this time to recruit!
We're looking for C++ gurus!
What I need from you?
Your contact information, your resume, and a small code sample.
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What you get from doing this?
Not alot ;) Seriously though, you get to work on some cool technology. This is work that is resume building. You get to improve a game you love. Fix bugs, add features, generally be the cool cat. And you'll get the thanks and the gratitude of a pretty cool community. We TRY to work with tools that "real" developers might use, we're into version control, and bug tracking and documentation (and no, we don;t do it all right, all the time, but we're learning). Could be a cool way to get a taste of that! So you could learn something outside of cool openGL stuff or network stuff. I was serious, this is a resume builder, and every one on this team should have this on their resume. Join the team :)
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Who should apply?
Anyone who has some C++ experience and was thinking about getting into game development. Oh yeah, and you have to love FreeSpace.
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Do you know anyone? Get them to show up, and we'll chat :)
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*looks out from behind a wall*
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hmm interesting i'll have to give my friend a copy of FS2 and say how would oyu like to work with the source. hel'll prolly decline unless FS likes his laptop
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:welcome:
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Hmm, maybe we could drag some coders away from the ultimately futile project Ferrium and put them to work on something we actually have now, is fully functional, and looks better than anything a group of amateurs working in their spare time could hope to create in three years? You know, make better use of their talents. Just saying, there's lots of Freespace SCP talent in there.
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I wish I had free time :(
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Seriously, now, why not send this as an e-mail to all colleges and unis having classes on game devellopment?
Some serious mods for NWN were organised that way!
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I was thinking the same thing... theres alot of gaming programers in my school, ima advertise this, put one of the admins contacts info if theyre interested in recieveing some fresh c++ coders....
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Originally posted by Galemp
Hmm, maybe we could drag some coders away from the ultimately futile project Ferrium and put them to work on something we actually have now.
First of all the purpose of ferrium is to allow for further expansion. The fs2 code is horrible pile of **** from what I understand. There were good reason kazan started ferrium.
I am not trying to be combative, but ferrium is a worthwhile venture. Like TBP staff said "it will fail if you let it fail" (paraphrased, they were refering to TBP but the same applies to ferrium).
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I could post a link on our school, but since the main programming being thought is NQC for Lego's, and Visual Basic for Beginners, I doubt you could get real coders. Still, it might be worth the shot.
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Galemp: That's not my decision. People make their own choices, and right now, ferrium seems interetesting and the SCP does not to them.
Tbird I think is volunteering, that's one.
Ask anyone you think might be interested :)
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Originally posted by redmenace
First of all the purpose of ferrium is to allow for further expansion. The fs2 code is horrible pile of **** from what I understand. There were good reason kazan started ferrium.
First of all, Kazan started Ferrium because he's wanted to do that all along, even before Volition released the source. Second of all, the code is not a horrible piece of **** -- far from it. Yes, there are ugly hacks in there, but on the whole it's a well-done, structured piece of software. Remember, it was built by professional programmers.Like TBP staff said "it will fail if you let it fail" (paraphrased, they were refering to TBP but the same applies to ferrium).
The same can also be said of the SCP.
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I don't think I like the way this thread is going...
Ferrium vs. SCP= No-No
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Oh I'd love to join but I don't know how to use C or C++.
But ph4er my Turbo Pascal skillz ;7
I can wirte a program that insults the user. Pretty funny ;)
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I'm with Jetmech Jr. here. *****ing about Ferrium is not going to help the SCP, so we might as well drop it :P.
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Goober: my understanding is that for its time it was well put together. Stable and able to run on slower machines. But, as I understand it, as far as expandibility is concerned, it is difficult to perform. I guess this more due to the fact that we(meaning the project) didn't program it and wouldn't know the ins and outs of the code.
I didn't mean to tick you off, I apologize.
Thunderbird, you will need:
Win CVS
http://prdownloads.sourceforge.net/cvsgui/WinCvs120.zip?download
The Getting Started
http://dynamic4.gamespy.com/~freespace/fsdoc/index.php/Accessing%20the%20CVS%20Server
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It is a concern that Ferrium seems to be sapping away the SCP programmers, but it is their choice what to do with their time and the opportunity of working on a code base from the ground up probably sounds a lot more appealing at the moment.
The guys don't get paid, it's their choice what they do, I'm sure they'll be back in time, the two projects can] work side by side but only if we remember that.
I wish I knew C++. I really will start learning at some point.......:nervous:
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I know a bit of C++, and have some experience in OO design with polymorphism, serialization and stuff.
I've coded a little bit for Ferrium. but am not active at the moment.
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I'm not active in ferrium, but then again this semester, I'm not active in much right now...full schedule this semester :sigh:.
Ask again sometime in january, and I'll be happy to jump on board.
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Originally posted by Flipside
It is a concern that Ferrium seems to be sapping away the SCP programmers, but it is their choice what to do with their time and the opportunity of working on a code base from the ground up probably sounds a lot more appealing at the moment.
The guys don't get paid, it's their choice what they do, I'm sure they'll be back in time, the two projects can] work side by side but only if we remember that.
I wish I knew C++. I really will start learning at some point.......:nervous:
:nod:
Extension of an existing code base Vs analysis, design & implementation of a new one. Both common professional activities (the former more common in my limited experience), both good areas for work, so I don't think you can grudge people choosing what is most interesting to them.
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Believe it or not, I know some C++. I'll put an example program together.
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I certainly know that if I were to learn C++ it would primarily be to fulfill the dream of what Kazan is working on now, a game designed to my own specifications that works in a manner I would choose.
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If I knew C++, I'd be trying my hand at the overexposure effect. Because that looked the coolest to me.
Unfortunately, I don't know C++, and I don't know anyone who can teach me, or of any place to practice on my own.
What would one need to learn to code? A compiler?
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A compiler takes C++ code that is already written and makes it into a program.
You usually can't learn anything from a compiler.
I learned C++ from some my programming class, and then I went on to experiment. Getting very talented with it
:p
If you want to learn to program, get something like Visual Studio.net and read some tutorials. Be advised, VS.net is expensive.
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Expensive... Yes. That's a major concern to me... :nervous:
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I got it next to free from my C++ class in middle school :D
Oh yeah, there are a lot of freeware C++ programs out there, contrary to popular belief. Go check google, Raa.
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Or see the sticky thread by WM at the top of this forum for a free MS product and how to make it work with the SCP.
The next ferrium comment gets the thread split and locked ;)
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You can get the MS compiler for free (just not the dev environment; there are other alternatives in that area), and the other standard compiler is GNU g++. GNU needs to be run through something like cygwin to produce a windows executable though, and then it may do odd things with modules such as DirectX (haven't tested it)
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Originally posted by StratComm
You can get the MS compiler for free (just not the dev environment; there are other alternatives in that area), and the other standard compiler is GNU g++. GNU needs to be run through something like cygwin to produce a windows executable though, and then it may do odd things with modules such as DirectX (haven't tested it)
Given the alternative, go for the MS compiler. Sounds better. :rolleyes:
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I've got everything I need (except WinCVS, I did the checkout with a command-line client), and got it to build, except I had to acquire the DX9 SDK (couldn't find the one for 8).
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umm Thunder get the speech SDK also.
http://download.microsoft.com/download/speechSDK/SDK/5.1/WXP/EN-US/SpeechSDK51.exe
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Originally posted by Blitzerland
Given the alternative, go for the MS compiler. Sounds better. :rolleyes:
Actually it's not as "standards" compliant or something. But it does have better optimization than G++, and is the primary compiling environment that the code was written for. I'd also assume the makefile is designed for that compiler.
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I wouldn't mind trying a hand at this. If you want a sample of code download any of the Imperial Alliance betas.
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I endorse ^this fela ^
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Whatever happened to this? I've changed the jump out code on our project to be SWish, which I would be willing to add into this project for the SW people (if they wanted it).
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darkchrono, how is implemented?
Is this species dependant? Or is it set in some sort of other table file. In other words can this effect exist and still have the original jump effects as default?
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I would imagine for the SCP I could do it as a command line flag. Basically what it comes down to is removing the original jump fireball and doing a quick accleration before the warp time timestamp expires.
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well, it is best to have it defined as a table flag for obvious reasons. We have to many command line args as it is.
But I am not the expert nor am I in charge so....you need to talk to inquisitor. His aim SN is ETGardner.
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The thing about a table is I'm changing the A.I. code to give the proper effect.
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well talk to inquisitor.
While you fiddling with the ai could you make a gunboat ai?;7
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Hard for him to commit if he doesn't have CVS access.
How many files is it? Can you just email them to me/Goober so we can look them over? Do you know how to do a CVS patch?
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hmm i'd like to help but i'm quite buzzy and need a good brush up on C++ (havent used it in oveer 3 years)
If you still need a coder later down the road and i'm available i'l give you a shout though.
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Originally posted by Inquisitor
Hard for him to commit if he doesn't have CVS access.
How many files is it? Can you just email them to me/Goober so we can look them over? Do you know how to do a CVS patch?
Let me get the 3.6 source again and I'll make the changes.
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good to hear that. Also there is the another option of using a preprocessor definition to activate the new jump code. I don't know how to implement this.
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A preprocessor definition would require two builds of the game, one with the original jump and then one with the SW jump. This is why I was leaning towards a command line flag. Its one build for everybody and you can go back and forth without worrying about finding a new exe.
I need to finish my addition to Fred and then I will get on this. The game keeping you to Alpha, Beta, Gamma, and Zeta really sucks so that has went away now.
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well that is what phreak is doing as well. I wish his alt scan mode was a either a hud table option or ship table specific flag.
But, phreak also uses a preprocessor definition for his inferno flags.
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No command line. A table flag would be better. I dont like the idea that people have to set certain command lines for some MODs gameplay features.
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Originally posted by Lightspeed
No command line. A table flag would be better. I dont like the idea that people have to set certain command lines for some MODs gameplay features.
Seconded, the better to have SW vs FS encounters
or FS vs $any_scifi
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Do you want a flag in the ships.tbl?
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yes.
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got two recruits, thanks guys :)
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Thank you Darkchrono. We really aqppreciate it.
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If I had the time right now, I'd love to lend a hand to the SCP. While I'm not the most experienced coder on the block, I've done quite a bit of Direct3D programming for some of my past projects and have worked a bit (mostly just code-cleanup and encapsulation - only a few feature additions and enhancements) with the vanilla fs2 sources. From time to time I like to experiment with SCP cvs snapshots to test the new features. I've just got a lot going on right now with work developing a few applications and a new linux distro, but if my schedule changes, I'll be glad to try my hand in this, especially in the bug-squashing department.
[Edit: Odd... I know I've only posted a couple of times, but I wonder what happened to my post count... Oh well, I'll probably be beamed for this...]
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Take the beam like a man. :p DIEEEE!!!
:welCome:
Hmm...bloody thing seems to be a peice of crap.
*fiddles with switch
:wElCoMe:
Whatever could be wrong?
:welcom:
Still not working. Still a peice of crap.
:elcome:
What the fishpaste?!
Fine, no beam for you, DracoX. :doubt:
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Couldn't resist. I was working on <colon>Welcome<colon> (http://www.hard-light.net/forums/index.php/topic,39765.msg808686.html#msg808686) and came across this. (actually, it's <colon>welcome<colon>)
:welcome:
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You bumped a topic after 2 years for that!
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:wtf:
i mean, were you blind jr2 or what? thread necromancy at its worst.
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Though, if one really, really badly needs to bump a thread, maybe this is one of the best choices :D
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:wtf:
i mean, were you blind jr2 or what? thread necromancy at its worst.
Believe me, I have done FAR WORSE.
http://www.hard-light.net/forums/index.php/topic,3939.0.html
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I just found out about the project a couple weeks ago, and was thinking about doing a little something, but the developer page is sorely lacking in this regard (well, beyond the basics anyway). I'm glad this post was brought up - I guess I would have found it in a search, but still!
Actually, the thing I was interested most in working on is the launcher (boring I know, but it could use some work, especially in the beginner usability aspect), but I didn't see the source when I got everything from CVS - though I guess I didn't search for more than a few minutes.
I'll update my resume and forward it on. Probably won't have too much time this summer, but I'm sure I can work on it here and there, and in fall/winter my workload usually drops off a bit.
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That would be super. :) New programmers are always welcome.
And yes, the developer website is sorely lacking. Website designers would be welcome too. :D
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Would the developer website be scp.indiegames.us, or somewhere else? (Sort of designer....not artisitc, but intuitive and if I don't know how something is supposed to work, I find out. I also code to W3C, believe in cross browser/platform compatibility and as little of anything resembling overhead as possible.)
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Yep. that's the developer site. :)
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So, erm, what's it lacking?
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So, erm, what's it lacking?
OK, I guess sorely lacking was a bit of an exageration, but here's a few things:
- Contact information to join the team - there's an e-mail listed, but that's for something else. This is definitely the biggest issue on the page.
- Release schedules - what's being worked on in this version, what will be set off to later versions.
- Existing team information, contact to leads, information about others.
- Help wanted information - what types of help needed (programmers, testers, etc.)
- Testing pointers
- Standards documents
I know this isn't a production team website, but the development site should have at least some of this I would think - especially contact info for the coordinator.
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Actually, the thing I was interested most in working on is the launcher (boring I know, but it could use some work, especially in the beginner usability aspect), but I didn't see the source when I got everything from CVS - though I guess I didn't search for more than a few minutes.
Go talk to taylor . He just released Launcher 5.4 :yes: 8)
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Taylor is also planning a completely new Launcher which will be crossplatform and handle the updating/installation of mods too. You should talk about a collaboration if you're serious about it but I'd advise getting some experience with the rest of the code under your belt first.
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Hmm ... well, I tried to PM taylor, but his inbox is full!
Taylor, if you read this and are interested in some ideas I had, or possibly some help with the launcher - drop me a PM and maybe something can be worked out.
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Hmm ... well, I tried to PM taylor, but his inbox is full!
Strange. I cleared a bunch of stuff out so try sending to me again (though I didn't think I had much of a limit previously, before the SMF change over at least :rolleyes:).
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taylor already knows me from the SCP site.
i mostly know C. im not really into C++ but im going to learn it in the next 2 months (the C++ stuff)
how to contact me : MSN - [email protected], ICQ - 128118940 . email : [email protected]
if you need anything from me to code, tell me and ill try my best to do the task.
also : i can't really call myself a "guru". but its better than nothing, ye?
for a code sample : i sent taylor a patch about the software bloom shader. he should have it in his PM in the SCP site. if you still want to see what i am capable of (here a program i made not far ago) : http://rapidshare.de/files/25478923/equalizer-particles3.rar.html
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We need an active webmaster, really.
[/irony]