Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: speedyR on November 16, 2004, 11:46:49 am

Title: hello from a newbie
Post by: speedyR on November 16, 2004, 11:46:49 am
:p
not exaclty a newbie in relation to freespace 1 / 2 as i played it for years (and also made a full campaign with animations/speech/briefings lengthy storyline and such, called opcc (operation checkpoint charly)) but...

hey yeah!!! i never realized 1) freespace has gone OPEN SOURCE and 2) there is a community/group compiling new executables !!!!!

wow!!! GREAT!!! FANTASTIC!!!!

but first - if it's possible as i do not want to get through ALL of the topics...
can you please answer me a few questions (if you want you can delete this entire topic after one or two weeks):

- is this a re-compilation of original freespace2.exe (thus including ALL the stuff that was in official freespace 2) ? (if yes (normally i would think that way as the last offical version should/would be made open source...) but... how then comes the question "is there multiplayer possible?" a few topics below - whereas the original version HAD multiplayer (pvp and coop!!) for example ?

- as you modify the code not only of the exe but also of fred2, do you not only ADD new items to play with but also alter the limitations ? (2 of my 6 missions in opcc couldn't be loaded in fred because of memory limitations (to many sexps) so i had to set only one fighter (not an entire squad of 4 or 5 or 6) and doing any sexps on this mini-squad, then editing the file in notepad/textpad and adding the entire full squad on my own - checking if it still can be loaded in freespace...)
so my questions, is it possible to make "somewhat bigger" missions ? (not only MORE ships (especially the BIG ones!!! (in freespace1 there was a "limit" of around 6 or 7 at the same time) but more importantly also MORE sexps ?!!!!!

thank you all in advance.

speedy

(EDIT) seen a pinned topic called "old engine built available"...
now i'm even more irritated... is SCP -NOT- built ON the original versions ?????
(/EDIT)
Title: hello from a newbie
Post by: Overlord on November 16, 2004, 12:20:58 pm
The SCP is build upon the vanilla fs2, it adds new features, improvements and bugfixes.
The "Old Engine Build" is the vanilla fs2 with the new multiplayer code.

Reference:
http://www.3dactionplanet.com/hlp/hosted/scp/about.shtml
http://www.3dactionplanet.com/hlp/hosted/scp/features.shtml
http://scp.indiegames.us/news.php
Title: hello from a newbie
Post by: Flaser on November 16, 2004, 12:22:58 pm
SCP is based on what code was made public - ergo:
- The algoryths to decode mve are gone - bye, bye movie files from the vanilla (orig.) game
--> ms mplayer capability added to the game, whatever you can play with ms. mplayer 6.4 or classic will be played in game
- The multiplayer code wasn't publicly released, since PXO was still running back then
--> a completly new net code had to be written

SCP - Source Code Project, used the public code, tried to fix some of the stuff that was taken out, than went on to add tons of features:

- HT&L: Hardware Transformation and Lighting - by utilising the built in capabilities of modern video cards, the graphics engine recieved a 300% boost in its capacity.
Unfortunately while it generally gave a lot wider breath for modellers and texturers, it introduced a new limit: the engine doesn't like to handle too many textures per model.
- DirectX8: The engine now uses DirectX8 compatible commands and can do more things than the original, it is also more optimised in theory.
- Glowmapping: Ravanna in the dark will give you the creeps, another texture was added to ships, that holds data of self-illumination.
- Shine mapping: searh and awe - a new texture holds, shinyness data about the ship.
- Tons of FRED and SEXP improovements: FRED Open is generally more powerfull and easier to FRED with than the orginal. Its constant development though also means new bugs are to squashed after each new release.

Our modellers and Texture artists (Bobbau, Lightspeed, DaBrain, Nico, Raa, and everyone else I don't list ( pls. don't kill me just yet)) made some superb stuff for the impressive capabilities of the new engine.
However people with older machines can't fully exploit the features of the new engine or media - or experience severe slow downs.

Some people can't even run it since their hardware is either crap (ergo the designer didn't bet it right what the standard would be in a couple of years) or is outright missing (integrated video cards and stuff like that).

The Original Engine release is for them: it has all the new non-processing intensive/modern hardware specific elements of SCP , but it has the older original engine so the game will be still playable on a very low end machine.
It also has the new non-PXO based multiplayer code.
Title: hello from a newbie
Post by: Inquisitor on November 16, 2004, 12:37:28 pm
Need to add some of those loinks to the new SCP site...
Title: welcome
Post by: terren on November 16, 2004, 03:46:56 pm
and becuse no one saw fit to do it before me

:welcome:

Wellcome to the HLP, exits are here, and there.  You'll find a flame thrower under your seat, it might have some ammo, in case of emergancy on of the mods will distribute plasma rifles.  if you find a shiven while crawling around in the air ducts (we dont want to know why your in the air ducts) it's probubly just carl, throw him your lunch and back away slowly.
Title: hello from a newbie
Post by: deep_eyes on November 16, 2004, 07:51:22 pm
one day everything will be uniformed lol!
Title: hello from a newbie
Post by: speedyR on November 17, 2004, 06:54:22 am
okay thanx to all who have answered me :yes:

to recall what i have understood:
- volition (who whoever did it) has released PARTS of the code (especially NOT the net code and movie code)
- scp is based on THIS free source release (at this time multiplayer is (partially) possible ?? LAN ?? don't have a complete answer to this, but playing through the game, no movies will be shown because of the lack of the movie code)
- old engine built is ONLY vanilla free source code (so there is also no net code and no movie code ?!!!) and adding net code into (but as i have read this topic, i get the imagine that the net code implemented in the "old engine built" is somewhat "better" (more stable, lan possible,...) then in the scp built (meaning the scp built is more meant for single player). right ?

another question: is it still possible to play the missions/campaigns made for original freespace in the scp version ? and can they be played in coop lan games too ?

thanx
Title: hello from a newbie
Post by: Inquisitor on November 17, 2004, 07:34:26 am
You should look at the player guide on the SCP site.

Net code is intact, PXO is missing, and we have a wroking substitute.

http://scp.indiegames.us
Title: hello from a newbie
Post by: speedyR on November 17, 2004, 08:38:54 am
thanx for the link, i will check it...
Title: hello from a newbie
Post by: Inquisitor on November 17, 2004, 05:09:49 pm
It's easier than answering the barrage of questions :)

And if something is missing, ask again, and we'll nmake sure the answer gets up there :)
Title: hello from a newbie
Post by: Black Wolf on November 17, 2004, 09:13:00 pm
Basically, nothing was lost*, and a crapload has since been gained.

*Multiplayer and cutscene playing were pulled out by [V] when they released, but have since been replaced by the SCP people.
Title: hello from a newbie
Post by: speedyR on November 18, 2004, 05:42:55 am
Quote
Originally posted by Inquisitor
You should look at the player guide on the SCP site.

Net code is intact, PXO is missing, and we have a wroking substitute.

http://scp.indiegames.us


hm, i've checked that (good work, all neccessary stuff there)...
but... not much links do actually work...!!!!!! :hopping: (I like that smilie :thepimp: )

examples: http://www.swooh.com/lorenzo/iso/freespace2/
http://www.deepbluebettas.com/fs2/28072004B_fred2_open_r.zip

and where can i get these movie files (avis) ? I do have the original cds so i don't need all those original files, only these what are good for the scp...

can any1 help ?

thanx
Title: hello from a newbie
Post by: Deepstar on November 18, 2004, 06:30:36 am
For the Movies, use a MVE 2 AVI Converter. After you can compress the AVI's (Intro is uncompressed 4 gigs) with VirtualDub or Dr. DivX. Then the Movies are smaller than the Original MVE Files without great Quality-loss.
Title: hello from a newbie
Post by: karajorma on November 18, 2004, 07:38:46 am
Quote
Originally posted by speedyR
and where can i get these movie files (avis) ? I do have the original cds so i don't need all those original files, only these what are good for the scp...


You've got two choices (depending on your bandwith/patience really).

Either Download them from Kosh's Site (http://web.engr.oregonstate.edu/~plankerj/fs2movies/)

Or follow the instructions I gave here (http://homepage.ntlworld.com/karajorma/freespace/movies.html)
Title: hello from a newbie
Post by: vyper on November 18, 2004, 08:12:46 am
Guys, just so i don't have to start a new thread: If I need to update my information as a "tester" (I'm on the list somwhere!) where should I be sending that to?
Title: hello from a newbie
Post by: Goober5000 on November 18, 2004, 08:30:20 am
Uh, nobody. :sigh: We have no managed tester list.  Everyone that's signed up to manage it has disappeared. :(
Title: hello from a newbie
Post by: Setekh on November 18, 2004, 09:03:29 am
Welcome to HLP, speedyR. :)

:welcome:
Title: hello from a newbie
Post by: speedyR on December 05, 2004, 04:58:40 pm
hi again,

it has been some time for me to install fs2... but now i have it done... nearly.

still some questions:

1) i have installed original FS2 from my 3-CD-set (already patched to 1.2 as i have noticed after many unsuccessful patching tries ;-)
GOOD.

2) i copied all the non-installed movies and vp files to main FS2 directory.
GOOD.

3) i got the FS2.exe from your FTP (the no-CD-exe ;-) and the oeb version from the forum.
GOOD.
GAME WORKING.

4) i got the file "FS2Open_3_6-Installer.exe" (43 MB) somewhere and installed it into the main FS2 dir (VERY GOOD! I like to have ONE file to get it running!!!)
GOOD

Q1: The launcher included is version 5.2, on the install site

(http://scp.indiegames.us/e107_plugins/custompages/scpinstallation.php) you linked to the 5.0 version) - only a remark...

Q2: fs2_open_3_6.exe and fs2_open_3_6_debug.exe are also newer in the installer.exe (but same name!!) then the downloadable 3.6 versions... confusing!!!! should be made the same "official" version...

Q3: Many vp files will be installed into the main FS2 directory. GOOD. I noticed, on the install site there are new (or other?) versions available.
So... what exactly do i have to do to get all newest stuff ?
-> f.e. installed by FS2Open_3_6-Installer.exe : mv_core_a.vp
-> i have downloaded the file mv_core_b.exe, mv_zpack_a.exe and as i understand it, it has updated files for (nearly)

any other "additional" vp file, so everything i have to do is delete all the "additional" vp files and add just this mv_zpack_a.vp ?

Q4: Some features of fs2_open (selectable within the launcher) require additional vp files.
can you point out the neccessary files for me please ?
-spec "Enable Specular" (shinemaps) : Shine_FS2_1.1_c.zip ? ShineLT-build14.0.zip ? and how do i use these files as they aren't vp files...
-glow "Enable Glowmaps" (glowmaps) : GlowLTL-build9.0.zip ?

Q5: what's with these files: mv_kpack.zip, FS2-HighExplosive2.0.zip, ... where do i have to put these files ? (.ani, .dds, ...)

thanx.
 
speedy
Title: hello from a newbie
Post by: redmenace on December 05, 2004, 06:03:44 pm
Quote
Originally posted by vyper
Guys, just so i don't have to start a new thread: If I need to update my information as a "tester" (I'm on the list somwhere!) where should I be sending that to?


Actually forward it, or send it to me please. I will send it to RGA_Noris. We do have an tester list through him and he said the list members are standing by.

concerning your questions speedyR
here is the list of content of the vps and their files
3.6:

(mv_core_b)
- Subspace warp model, warp.pof (By Bobboau)
- Ballistic primary HUD images (By Goober5000)
- Command briefing scroll GUI items (By Goober5000)
- Cloak map, cloakmap.pcx (By PhReAk)
- .AVI-friendly cutscenes table (Karajorma)
- New splash screen image (Turambar)
- SCP Splash screen logo (Sesquipedalian)
- HT&L Jump Node model (Raa Tor'h)
- FS2NetD Config file (Kazan)

(mv_effects_c)
- 32 Bit effects (Lightspeed)
- 32 Bit Engine glows (Lightspeed/Bobboau)
- high-quality suns/beam-glows (Lightspeed/CP5670)
- Suns pack v2.0c (Lightspeed)
- New shield hit ANI (DaBrain)
- Contents optimized to take up minimum space (CP5670)
- High-quality Motion Debris (?)
- Multiplayer-compatible Weapon/impact effects (Lightspeed)
- New afterburner trails (Turambar)

(mv_models_a)
- High-poly subspace models (Raa Tor'h)
- Fenris/Leviathon model (Vasudan Admiral/Karma/Raptor)
- Hercules model (Bobboau)
- High-poly smoothed Anuket model (Raa Tor'h)
- Glowpointed Arcadia (StratComm)
- Glowpointed Ulysses (wojta)
- High-poly Myrmidon model (?)

(mv_textures_b)
- Shine maps for FS1 vessels in FS2 (By GalacticEmperor)
- Shine maps for Freespace 2 vessels (Lightspeed)
- All the glow maps for the retail FS2 ships as of February 23, 2003 (By GalacticEmperor)
- Pegasus animated glowmaps (Lightspeed) *May or may not work due to FS2's loading order (At the time of this writing, the ANI is loaded before the PCX)
- Hi-res textures for some FS2 ships from FS1 (Extracted by GE, created by Volition)
- High-quality environmental, shinemap, and remastered textures for the Ares, Basilisk, Dragon, HercI, HercII, Horus, Loki, Manticore, Medusa, Myrmidon, Nephilim, Osiris, Seth, Thoth, Ulysses, Ursa, Zeus, Seraphim, and Perseus (Lightspeed/DaBrain)
- Same for the Rakshasa, Aeolus, and Mentu. (Lightspeed)

(mv_hieffects_a)
- Hi-res 32-bit Planet images (Lightspeed)
- New High-quality explosives textures 2.0 (Lightspeed)

(mv_loplanets)
- lower-res DDS planet images (Lightspeed)
Title: hello from a newbie
Post by: redmenace on December 05, 2004, 06:42:22 pm
Questions in bold, answers in italic.
1) i have installed original FS2 from my 3-CD-set (already patched to 1.2 as i have noticed after many unsuccessful patching tries ;-)
GOOD.

Why so many?

2) i copied all the non-installed movies and vp files to main FS2 directory.
GOOD.

Good but you need to use a certain illegal that i can't link to here but will tell you to do a search from return0 in google. :drevil: This program will convert the movies to avi or have you just downloaded from fractux server?
3) i got the FS2.exe from your FTP (the no-CD-exe ;-) and the oeb version from the forum.
GOOD.
GAME WORKING.

Excellent
i got the file "FS2Open_3_6-Installer.exe" (43 MB) somewhere and installed it into the main FS2 dir (VERY GOOD! I like to have ONE file to get it running!!!)
GOOD

what vps are included in the install,I forgot.

Q1: The launcher included is version 5.2, on the install site

(http://scp.indiegames.us/e107_plugins/custompages/scpinstallation.php) you linked to the 5.0 version) - only a remark...

I thought they are the same version? I will take a look and get back to you

Q2: fs2_open_3_6.exe and fs2_open_3_6_debug.exe are also newer in the installer.exe (but same name!!) then the downloadable 3.6 versions... confusing!!!! should be made the same "official" version...
I thought they were the same name. Again I will look into this.

Q3: Many vp files will be installed into the main FS2 directory. GOOD. I noticed, on the install site there are new (or other?) versions available.

So... what exactly do i have to do to get all newest stuff ?
-> f.e. installed by FS2Open_3_6-Installer.exe : mv_core_a.vp
-> i have downloaded the file mv_core_b.exe, mv_zpack_a.exe and as i understand it, it has updated files for (nearly)

any other "additional" vp file, so everything i have to do is delete all the "additional" vp files and add just this mv_zpack_a.vp ?

There are many and we are in the process of updating those vps. However, I would take a look at lightspeeds(http://scp.indiegames.us/download.php?list.5) graphics, with the exception of the glow and shine maps because they are not all done yet. I would download the vps with the finished glowmaps and shine maps.

Q4: Some features of fs2_open (selectable within the launcher) require additional vp files.
can you point out the neccessary files for me please ?
-spec "Enable Specular" (shinemaps) : Shine_FS2_1.1_c.zip ? ShineLT-build14.0.zip ? and how do i use these files as they aren't vp files...
-glow "Enable Glowmaps" (glowmaps) : GlowLTL-build9.0.zip ?

Lightspeed could tell you, but I believe they go into you /data/maps folder.

Q5: what's with these files: mv_kpack.zip, FS2-HighExplosive2.0.zip, ... where do i have to put these files ? (.ani, .dds, ...)
These go into your /data/effects folder.

thanx.
No Problem
Title: hello from a newbie
Post by: speedyR on December 06, 2004, 08:19:19 am
thanx

@redmenace, 1st post: thanx, but that's not my problem (it's not important for me WHAT'S EXACTLY in which vp file (i

got that info from the doc page already, but thank you anyway), i only want to HAVE the NEWEST versions WITHOUT

conflicts

so as i think mv_zpack_a.vp do include all the latest vp files except mv_kpack.vp and mv_loplanets.vp (does that give

you errors when using together with the hieffects.vp file ???) so do i really have all that stuff when i have the

latest mv_zpack_a.vp ?

thanx


@2nd post:
1) i thought i have downloaded the ENGLISH_ONLY patch (and i'm from germany) so perhaps version conflicts won't let the

update installer install... so i tried different dl-locations... ;-)

2)don't worry about that, i have already all the programs to convert the movies to avi and i have already downloaded

all the "low quality" avis for fs2 & fs1 but thanx anyway

3) yes. ;-)

4) included are : mv_core_a.vp, mv_effects.vp, mv_hieffects.vp, mv_hiplanets.vp, mv_models.vp, mv_speffects.vp,

mv_textures.vp (and mv_loplanets.vp but i didn't checked that in the installer)

Q3) Are all those files (http://scp.indiegames.us/download.php?list.5) NOT included in the above vp's ? (again the

question, how does freespace react when same files are multiple stored (in different folders, format (vp/pcx/tga)) ?

thanx again!
Title: hello from a newbie
Post by: redmenace on December 06, 2004, 08:26:24 am
Q3) Are all those files (http://scp.indiegames.us/download.php?list.5) NOT included in the above vp's ? (again the

question, how does freespace react when same files are multiple stored (in different folders, format (vp/pcx/tga))


There is a certain heirarchy
pcx/tga then VPs.
The vps are archives that store file directory structure. When fs2 sees these archives it automatically sees it as a directory structure from the perspective of the root directory. File in the actual directories have a higher precedent than those of the VPs. As for those files you saw of lightspeeds, some of those are the same. But I can assemble a recommended collection of vps to use later today. Also you might want to look into the -mod option
Title: hello from a newbie
Post by: karajorma on December 06, 2004, 10:46:10 am
Quote
Originally posted by speedyR
mv_kpack.vp and mv_loplanets.vp (does that give you errors when using together with the hieffects.vp file ???) so do i really have all that stuff when i have the latest mv_zpack_a.vp ?


The ZPacks are supposed to contain all the contents of the official Media VP files. That means that as long as you want the hir-res planets you don't need any other media vp files. If you do install mv_loplanets.vp the low res planets will be used and the high res ones will be ignored.

If you install mv_loplanets.vp & mv_hiplanets.vp the high res effects will be used. This is because vp's are examined in alphabetical order.

The mv_kpack is not an official media VP as far as I know. Instead it's a collection of effects that were compiled later. None of the effects in it will be in any other media VPs.

I've heard a report of it causing campaigns other than the main one to break but for the life of me I can't figure out how that could be possible. If you want to try it out feel free to do so though. The report said that it caused FS2 to crash as soon as you tried to start a mission so if it doesn't do that you'll be fine.
Title: hello from a newbie
Post by: redmenace on December 06, 2004, 11:04:31 am
Thanks karajorma.
Title: hello from a newbie
Post by: redmenace on December 06, 2004, 11:24:33 am
speedyR, this option will work well with lightspeeds graphics and using the VPs in conjunction; although I am not sure if there will be issues with the new pilot code though. Most of all experiment.
http://dynamic4.gamespy.com/~freespace/fsdoc/index.php?pagename=Installing%20Mods%20Under%20FS2_Open
Since you are a newbie, do you have any ideas how we can improve the wiki or the SCP website. Be brutal please.
Title: hello from a newbie
Post by: speedyR on December 07, 2004, 02:32:50 pm
hi and thanx @all...

okay, what i missed is a SHORT streamlined install version/description for people to make a ONE-CLICK-ONE-START-FULL-JOY combination.

FOR ME (and my lan-friends) i will make the following installers:

fs2_main_install.exe: installs freespace2 as the "original" game (+the special exe ;-))

fs2_addon1.0_install.exe: installs ALL THE NECCESSARY files (this mv_zpack_a.vp, the newest fs_open**.exes and additional vps (when i know what works)), the launcher PRE-CONFIGURED!!!!! (the config is binary :-( hey, not nice!!!! ;-)), FS1-AddOn (fs1-port), full movie-support (PROBLEM FOUND: -showvid is not recognized by the launcher, but the program will probably show the avis when they are stored in the main directory - haven't tested that in the campaign, no time yet, but the INTRO movie SOUND WILL be played but NOT the movie itself!!!!), and perhaps some other goodies....

so if i want to play with some friends i say to them, hey look, there is one file fs2_main.exe about 1,5 GB in size (don't know ;-)) and one file fs2_addon1.0.exe, get them from my directory, install, hit the new icon on your desktop and then hit PLAY (or run ??)

and THAT should be the only i have to say to my friends...
now i would have to give them complete doc files to study and the lan would be over before anything would run....

i will keep you informed on my success on this "project" and will post my way to it as a "newbie" ;-)

cya

oh and... "experiment"... ;-).... i WANT TO PLAY !!!!!!
:D
my experiments will start ON TOP of that, i'm planning to make a mission generator for it - :drevil: - yes, i know, i should FIRST get it run, SECOND get any infos from here (there is one to be made "random mission generator" - but that's a different aproach to my idea)
but that's only a dream up to know, as yesterday they released the warzone2100 source code, and as i am one of the first modders for that game and still participating... you know what that means...
and time is very limited...