Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: tom on September 15, 2004, 04:20:39 am
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Originally posted by Inquisitor in the thread "Request: Old Engine Client"
Find someone who knows C++ and is willing to spend some time, and I will give him or her everything they need to do it. All the old code is there, we have everything from the start of the project. Someone will have to look thru it and determine if that probable is a likely.
Last days I spent some time and tried my best. I took the original FS2 1.2 source code and implemented Kazan's Fsopen 3.6 network code. The result is a build which works! :)
It doesn't support any SCP features, because it's basically FreeSpace2, but you will be able to play on FS2NetD! Thus this build is (mainly) dedicated for multiplayer.
I added a common and useful SCP feature: the flag -fps can be used to show fps ingame.
And here is the dream of every multiplayer host: The host will determine the client's object updates limit. Therefore I've created the new flag -objupd.
Here is the link to it: FreeSpace2 Old Engine Build (http://svizel.kbx.cz/Fs2/FS2-OEB-1.3.6.zip)
Note: You can use the current SCP launcher to configure and start this build!
More details can be found in the Readme and Realease Log files.
Test it, have fun and post bugs or other problems with it! :)
Great thanks to Volition for FreeSpace2 and to Kazan for the network code!
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What more to say... great job Tom!
Maybe if someone of moderators could sticky this... :)
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:D
I think it will be heavily downloaded and tested very soon
Congrats :)
PS : will you make standalone too ? it would be much appreciated :rolleyes:
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tested and approved ;)
after 6 years its finally time to say goodbye to the annoying "are you on low?" line, for that alone I will call you a saint, tom ... and I'm sure more hosts will :)
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Originally posted by DW-Florian
:D
I think it will be heavily downloaded and tested very soon
Congrats :)
PS : will you make standalone too ? it would be much appreciated :rolleyes:
I hope that Kazan will do it. He is the chief of network coding :)
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Someone add him to the SCP staff and grant him internal access? ;)
We could really, REALLY use a multi-dedicated coder.
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thread stickiefied as requested :)
and i have to agree with lightspeed, Tom join the SCP team if you have the time. they could use your talents
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Originally posted by Lightspeed
Someone add him to the SCP staff and grant him internal access? ;)
We could really, REALLY use a multi-dedicated coder.
Sorry Light but currently I cannot spend too much time for coding.
As a student I'm quite busy. This has priority 1.
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many of us are students and proffessionals. But if you can spare some time during christmas and summer we would welcome you. But Inquisitor would have the final word.
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Nice Tom.
Now, of course, this build won't have any of the sexp's, but, if it floats peoples boats, then, cool.
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Thanks Inq.
But like I mentioned, it's main purpose will be the multiplayer mode, because it provides the old FS2 behavior which a lot of multiplayer prefer.
Otherwise if people want to play singleplayer missions, then the SCP builds would be the best choice. :)
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:cool: we tested it with a DW who had problems with scp previously, and it worked fine for him......so a BIG thankyou Tom ))
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Well of course there are some additions that need to happen to this of course but this is awesome.
Inquisitor: should we add a project to CVS just for the oldengine source?
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Thanks Suz!
I'm glad to hear that!
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Originally posted by redmenace
Well of course there are some additions that need to happen to this of course but this is awesome.
Inquisitor: should we add a project to CVS just for the oldengine source?
Did you take a look at it?
Which additions? :nervous:
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I did a minor update.
the zip file has been updated and can be downloaded using the link in the first post.
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the sexps and maybe some minor stuff that was added that are not necessarily graphics related.
My understanding is that you just added the multi code.
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might want to change exe name, otherwise cant run original fs2 because it replaces the original exe and not the fs2open exe if u unzip straight to ur fs2 folder
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I'll change exe name next build :)
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Important:
Some people got error messages concerning table or media data.
Do not use this build with scp files!
In that way this build is FS2. It cannot handle most of the scp stuff!
Only use retail vp files!
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Originally posted by DW-Medford
might want to change exe name, otherwise cant run original fs2 because it replaces the original exe and not the fs2open exe if u unzip straight to ur fs2 folder
This shouldn't replace any SCP FS2 exe and if you treat it by mistake as such you will run into errors like Tom mentioned (if you don't know what to remove from the SCP files: try a clean FS2 install with the SCP launcher and Tom's build only)
Btw. who needs the vanilla 1.2 exe anyway, when this is vanilla 1.2 with Fs2Net instead of PXO mainly?
Med, could it be you still hope for the return of PXO? Miss valihell that much? ;)
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tom - If you want to join the SCP staff, just say the word. You don't have to be active all the time -- you can work on the SCP as much or as little as you want to. But we could certainly use another coder. :)
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Well, I can change the exe name, but backing up the retail FS2.exe is quite easy, too :)
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Originally posted by Goober5000
tom - If you want to join the SCP staff, just say the word. You don't have to be active all the time -- you can work on the SCP as much or as little as you want to. But we could certainly use another coder. :)
A little more work on the my build, more isn't possible currently.
But I'll notify you if I have more time for coding :)
You have to know, I haven't coded in C for a year or so.
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This is awesome work, tom. If you don't have time, that's cool, but maybe if you have some holidays coming up it would be great. :)
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you want a job here, we need more people
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fixed a multi bug concerning client object update checking.
sometimes fs2 showed the host wrong client object update settings. should be fixed.
the update will be available tomorrow.
thanks to Svizel for providing the webspace :)
ps: the file name will be changed ;)
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tom: contact stealth about about a swooh.com for hosting.
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we can upload it to the SCP ftp if you want.
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I don't have a problem with hosting it... I have a lot of Fs2 stuff there which takes a lot more space anyway... (sounds for Cetanu's missions, lite textures and effect etc...) Umm, or... are you scared of downloading anything from my web space? :D
Anyway... i'll upload the update Tom mentioned tomorrow as soon as he send me version he's happy with. :)
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Originally posted by Inquisitor
we can upload it to the SCP ftp if you want.
Thanks for offering, but Svizel does a good job.
If I will be really happy with a build, it may be uploaded to SCp, too :)
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I just saw people offering webspace, thought I would offer something "official."
If it's good where it is, cool ;)
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The updated build is available.
- fixed a problem with object update checking :)
- fixed the debriefing music in multiplayer
AND
- fixed the file name :rolleyes:
FreeSpace2 Old Engine Build (http://svizel.kbx.cz/Fs2/FS2_OEB_133.zip)
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Well, last fix doesn't work with the SCP launcher ;)
You have to keep the name FS2.exe!
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just so you know i am opposed to this - it's forking
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that build is brining back old Pilots back to FS .Also it helps lots of peoples wich cant get running SCP.its an simple an genial solution for many real Multiplayers , so mayn of us would be happy if you would support it :)
p.s if u find spell errors , you can keep them :P
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http://www.houghi.org/jargon/fork.php
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Well... first of all Tom is not SCP coder... so far i know you can not force him to work for SCP if he dont want to... :)
As second... i'm afraid almost every multiplayer pilot will use this build whatever you like it or not... (unless you fix AI, missiles not tracking targets properly, beams and so on in SCP builds) ;)
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Ok, I've read that definition of forking. I can't agree with that.
But, Kazan, considering the multiplayer mode, where are the "irreconcilable differences" between the builds?
And if you are opposed to this "forking" then provide a practical alternative to the old engine build.
Btw, the definition of forking on that website is not the only one.
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As long as this version isn't actively being improved with additions incompatable with the original then it's not a fork. There is a danger that it could become one but as long as we're careful to avoid that it shouldn't be a problem.
Besides this build isn't really being developed. The whole point of it is to not develop it :)
I'd rather see this as a stop-gap until the SCP fix the problems the multiplayer pilots have been experiencing. I'm sure tom would rather see FS2_Open fixed so that all the multiplayer pilots could play using the new features than have this version split off into it's own fork which they would then have to maintain and improve themselves.
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I don't intend to develop a build :)
All i do is fixing old fs2 bugs (for instance bugs SCP already fixed, but which I have to fix again, because I started with FS2 1.2 code) and adding features which multiplayer missed at playing on pxo last years. These features won't break compatibility with SCP.
So I won't alter sensitive code.
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thx again, kara :)
for everyone else: in singleplayer there was always the option to go back to use vanilla 1.2 if SCP doesn't work right on a computer, in multiplayer we can't go back to play on PXO - so this build is the lowest common base possible for all multiplayer pilots who want to PLAY this game together! Now single- and multi are even once more: everyone has an option and all can experiment with SCP builds and its features if they want.
as for forcing tom: I doubt Kazan would suggest such - his signature clearly shows he favours freedom and diversity of thoughts
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New FS2 build available:
FreeSpace2 Old Engine Build (http://svizel.kbx.cz/Fs2/FS2-OEB-1.3.4.zip)
new:
- the host gets more information about the client builds
- bugfix: now all ship types should be visible in the all-time stats of the debriefing
- new flag: -mpnoreturn to disable "return to flight deck" option in multiplayer respawn
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Updated: FS2 1.3.6
FreeSpace2 Old Engine Build (http://svizel.kbx.cz/Fs2/FS2-OEB-1.3.6.zip)
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Is it supposed to ask for a CD to run? Here it is. If it is not, how do I fix that. And, by the way, does this old version have no memory leaks or crashes?
Thanks a lot for the feedback.
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Hmm. That's no good. Tom, looks like you have to disable the CD-check. :p
It should have no memory leaks or crashes unless they are ones that original FS2 had also.
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Originally posted by radaga
Is it supposed to ask for a CD to run? Here it is. If it is not, how do I fix that. And, by the way, does this old version have no memory leaks or crashes?
Thanks a lot for the feedback.
The old engine build doesn't ask for a CD in multiplayer.
But well, in singleplayer it does. I can disable it if you want, pm me.
In comparison with retail FS2 no new types of crashes appeared in this build, and I never noticed a memory leak.
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Please do disable that for single player as well...
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Originally posted by Kazan
http://www.houghi.org/jargon/fork.php
That page no longer exists. Would you pass me the definition that was there? Thanks
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The link doesn't work right now btw.
Need for another host, or its just temporarily?
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tom keeps his stuff updated at teamwars, check the scp site for a link.
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Originally posted by castor
The link doesn't work right now btw.
Need for another host, or its just temporarily?
I didn't notice that, but it's just a temporary problem. The link should work tomorrow.