Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Goober5000 on February 12, 2005, 12:09:01 am
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Yes, we said it would never happen, but that's because it involved a ton of work and we didn't think anyone would ever have the time or motivation to see it through. Well, someone (me) finally did... and after six months of thought, two weeks of full-time work, over 150 code-hours, and over two thousand lines of code written or changed, it has been completed.
It was a massive effort - and I really didn't feel like using two weeks during Christmas break to implement it - but it's something that everybody has wanted since forever, including me, and I figured it would be worth it. It had better be. ;)
It's in CVS and can be seen in any of the builds published since January 25. And it'll be in 3.6.6, which we hope to release in a couple of days.
We gave the project leaders (and subsequently the hosted projects) a sneak peek at the feature so we could introduce it with a bang - hence the "Goob hates us all" comments and the allusions to the secret contest.
So, without further ado, I present the results of the Super Secret SCP Screenshot Skirmish*...
Winner, by Black Wolf...
(http://fs2source.warpcore.org/screenshots/msd01.jpg)
And the runners-up...
Second place, by StratComm...
(http://fs2source.warpcore.org/screenshots/msd02.jpg)
Third place, by Woomeister...
(http://fs2source.warpcore.org/screenshots/msd03.jpg)
Fourth place, by Spicious...
(http://fs2source.warpcore.org/screenshots/msd04.jpg)
Fifth place, by Singh...
(http://fs2source.warpcore.org/screenshots/msd05.jpg)
Rankings were determined by a highly fluid and arbitrary series of criteria, available upon request. Special thanks to Goober5000, for making this contest possible and for judging the entries; to StratComm, who was the only person to take advantage of the contest extension; and to an0n, for not giving anything away after getting access to all the internal forums. :)
*I needed a synonym for "contest" that fit with the alliteration
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pfft....fifth place only :(............
well, at least its done........the others pics are good too (especially that train...how the hell ?did that get done without the ship ramming into the other containers and hence driving them away? damn!
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:lol: :lol: :lol: :lol: :lol:
thats awesome
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Multi-docking!! W00T!
ROFL@ those multiple containers
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and it couldnt have been something i can play with, like extra weapon banks :D
oh well at least i dont need to model anything this time :D
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w00t! I am teh win. :D
For the record, I did take advantage of the contest extension as well, but I think you missed it - see your topic on internal.
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Awesome work Goob5k :yes:
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Now you all know why he hates us all :nervous:
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And there I was hoping this thread was about a bugless FRED build. :D
Anyway, teh funnay is here. As is multidocking
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I can't see the pictures :(
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Warpcore must be teh down. Becuzza ze images! They issa no loading!
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me aswell
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use imageshack dammit!
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http://members.westnet.com.au/gweber/MultiDscreen01.jpg
That's my one anyway, for those who can't see.
[EDIT] [lvlshot] tags removed so I don't look like a crazy self pimp (http://www.sectorgame.com/twistedinfinities).
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thats some heavy haulage there...
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None of the images are loading. :(
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Okay now I see them :yes:
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I see them now aswell. Funny stuff :P
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:yes:
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Originally posted by Black Wolf
For the record, I did take advantage of the contest extension as well, but I think you missed it - see your topic on internal.
I saw those pictures, but I couldn't make out any details on them. :p
Besides, I just took the best picture from each person.
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THose pics are cool. Amazing what you can achieve with the "printscreen" command
I know this is a little off topic and all, but don't those pictures (aspecially of the Shivan freighters) show that you've finally cracked multi-ship docking?
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Uhh... I think thats the point. ;)
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*cracks open Reef* REJOICE! MULTI-DOCK IS REALITY!!!!
Who got it working? I need to buy them a drink one day! :lol:
EDIT:out of Reef!:(switching to Pepsi instead!:sigh:
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Originally posted by vyper
Uhh... I think thats the point. ;)
Indeed.
*edits first post for clarification* :)
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Yes,. the reason Goober hates us is because we made him rip out an entire section of code and rewrite the whole lot, over 6 months work if I recall correctly, so he's being incredibly modest about what he's done.
Let's hear it for Goob! :D
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Can't add a highlight right now because the system's being buggy, but awesome. I was wondering how long you could wait to let the cat out of the bag. ;)
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...Whoa!
Props to the Goob. :yes:
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Originally posted by Flipside
Yes,. the reason Goober hates us is because we made him rip out an entire section of code and rewrite the whole lot, over 6 months work if I recall correctly, so he's being incredibly modest about what he's done.
Well, I have to be a little immodest and let them know how much work it was, or people will think it was a piece of cake and ask me to do geomod as well! ;)
The six months were how long I was turning it over in my mind before I actually started coding it. I drew some code flowcharts, but that was about it. The two weeks were when the real work happened.
Actually, if you want modest, I direct you to taylor. He just committed most of the Linux codebase into CVS, which amounted to over 30,000 lines of code written or changed over the course of a couple years. :eek2: And he hasn't done any self-advertising, unlike the rest of the SCP team. So let's hear it for taylor as well. :yes:
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I only accept builds from Taylor. His have never failed me, unlike most other builds.
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Goob, if you were a (good looking) woman, I would marry you!:D
MULTI-DOCKING!!!!!!
And congrats to Taylor too!!!!! 30000 lines of code. Damn!
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30,000 lines of code! :shaking:
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Rawk.
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Th-th-thirty...THOUSAND?
Damn, man, never knew...
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Yeah. Took him less than a week to merge it all into CVS too, without breaking anything significant. :)
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Taylor's SOC though, he does a lot of sanitizing ;) hehehehehe
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more importantly, this contest helped goob fix bugs that everyone would have been otherwise screaming about
my entry:
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Well, now I can ask the question that's been churning in my mind ever since I stumbed onto those screenshots in that zip entitled "something". Will 3.6.6 have a build of FRED that has full support for the simultaneous docking? What I mean is, FRED will only allow you to have 2 things connected together as part of those objects' initial status. What is realy needed to make full potential of this, is to either add a popup menu that allows say, 4 or 5 additional entries, or move all the docking controls in the object editor to a popup menu. The inclusion of that kind of support will mean that there will be a limit to the number of objects that can be simultaneously docked to the object, as part of initial status. Its just limited to how many you can display. Of course, that number is not limited if you include additional dockings in-mission via AI orders. So, will that be done?
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Damn, recently os many things that were stated "not gonna happen" have happend. I'm actualy begining to think that someday we might see geo-mod.
(i'm not asking any of the coders to implement, nor do i even anticipate geomod. But if it comes, let's just say I wont be that suprised)
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Originally posted by T-Man
*cracks open Reef* REJOICE! MULTI-DOCK IS REALITY!!!!
Who got it working? I need to buy them a drink one day! :lol:
EDIT:out of Reef!:(switching to Pepsi instead!:sigh:
As in mixer reefs? Christ son, get a real man's drink like Whisky.
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Originally posted by TrashMan
And congrats to Taylor too!!!!! 30000 lines of code. Damn!
****. Me.
I can't even begin to imagine how many pots of coffee that is. How many bags of Doritos...
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Originally posted by Trivial Psychic
Will 3.6.6 have a build of FRED that has full support for the simultaneous docking?
Unfortunately no. You'll be able to edit the initial status in Notepad (once I fix a small problem) but FRED's not going to be working for a while yet.
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you can actually use the inital docking in FRED, as I figured out while trying to play with the AotD entries (that weren't pretty enough to be considered IMO...so they weren't), you just have to set it in order of the dockpoints. I forgot which order you have to set it in (0 to n or n to 0) but it seems that it doesn't check for multidocking errors if you do it right. It will show up as multidocked in the mission, but you can't move anything after you've multidocked in fred or it doesn't work.
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Hey, how does the hud show this?
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Look at picture #2 in the first post.
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I can't get over how much the SCP team rocks. :D
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You, Goob, are the man :D :yes:
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Thanks. :)
FYI, after searching through the various multiple docking threads in the past, I came across this tidbit:
http://www.hard-light.net/forums/index.php/topic,16765.msg321743.html#msg321743
That, in turn, lead me to search the FDL, where I found this:
http://ml.warpcore.org/fdl/199806/msg00220.html
I assume that the mission in question is "Running the Gauntlet".
Rather interesting to see the problems people originally had with it. :)
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So that's what the Mystery Special Feature was.
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Originally posted by vyper
****. Me.
I can't even begin to imagine how many pots of coffee that is. How many bags of Doritos...
I'd estimate about 230-300 IME.
:D
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So... now to see what happens with this.
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AMAZING!!!!! Good job! :nod:
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Precisely what we don't want to say to Goob right now :rolleyes:
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well, weve got Bobb's rudimentary implementation of shaders, which will eventually give us the bump-mapping we all want so much (but will unfortunately require ANOTHER set of textures for each ship)
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Originally posted by ubermetroid
Amazing....
So whats next? What can be taken off the cant do list?
A working FRED, hopefully. :p
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Hey, since you're fixing FRED, could you fix that nasty bug with nebulas not showing? It's so tedious to have to load the mission again and again just to set up a few nebulas!
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You know, it's really quite amazing when you think about it. We have a bunch of freelance coders here who, even granting that Volition built the engine, have accomplished more then Volition ever did. And they've made it look easy. Maybe it hasn't been easy, but to us poor uninitiated SCP players, it's looked easy.
*snaps to attention, salutes the SCP team*
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True, but they had like, 10 years to do it and no pressure... + knowledge of newer graphipc tricks and stuff..
FS2 looked swell in the time when it came out.
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I won't even begin to pick out the things that are incredibly wrong with that statement... :wtf:
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Man, highlights still won't add. :sigh:
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Here's another problem that came to mind. Its actually something that's been there since retail, and I've brought it up on a few occasions in the past, but this new innovation makes this problem more obvious. It relates to how the mass of ships doesn't get altered even if its docked to something greatly different from its own. For example, open up FRED and place an Isis docked to a Typhon. Then load yourself out with a kinetic weapon and shoot at the Isis. The transport will flip around just like normal, but it'll take the Typhon with it, causing the much larger vessel to be flipped around like a beach ball or propeller. We need the mass of 2 or more docked objects to be added together. So if the Isis (for example) has a mass of 1 unit and the Typhon has a mass of 50 units, then when the 2 are docked together, they should each beassigned a mass of 51 units. Now that we have multi-docking, this problem will become even more obvious.
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This should be a forum to thank Goober5000, not to complain about broken stuff or things not working or anything else....
Thats just me thinking though.....
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Originally posted by Trivial Psychic
So if the Isis (for example) has a mass of 1 unit and the Typhon has a mass of 50 units, then when the 2 are docked together, they should each beassigned a mass of 51 units. Now that we have multi-docking, this problem will become even more obvious.
This could also be applied to rotational times.
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Originally posted by Trivial Psychic
Here's another problem that came to mind. Its actually something that's been there since retail, and I've brought it up on a few occasions in the past, but this new innovation makes this problem more obvious. It relates to how the mass of ships doesn't get altered even if its docked to something greatly different from its own. For example, open up FRED and place an Isis docked to a Typhon. Then load yourself out with a kinetic weapon and shoot at the Isis. The transport will flip around just like normal, but it'll take the Typhon with it, causing the much larger vessel to be flipped around like a beach ball or propeller. We need the mass of 2 or more docked objects to be added together. So if the Isis (for example) has a mass of 1 unit and the Typhon has a mass of 50 units, then when the 2 are docked together, they should each beassigned a mass of 51 units. Now that we have multi-docking, this problem will become even more obvious.
The masses have already been added together and have been since retail. The problem here is moment-of-inertia. This would have been fixed except I have no idea how to work with tensors. Find CP5670 or someone skilled in math, and you might have a better chance.
Until then, listen to übermetroid. ;)
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I'm afraid the "Shock and Awe" phase passed some time ago for me, as I stumbed onto this back in early January. At coders' requests, I kept mum about it (with the exception of some cryptic statements, amidst others), but I've had all the time since then to think about the advantages, pitfalls, and areas for improvement that have come along with this great achievement. I'm only now getting the oppertinuty to express them.
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S! Goober
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Ha, I got it! Welcome to the highlights. :)
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Finally! Thanks. :)
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And he says he can't make a good image... :D
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holy fu-ckin god.
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Originally posted by Setekh
And he says he can't make a good image... :D
Eh, 1) I was lazy, and 2) I didn't have Photoshop handy at that time. :p
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HEY WHERE CAN I DL this build GOOB!?!
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Um...
First of all, if you had checked the Lightning Marshall internal forum during the contest, you would have seen an Announcement with a link to the build. ;)
Secondly, read the first post...Originally posted by Goober5000
It's in CVS and can be seen in any of the builds published since January 25. And it'll be in 3.6.6, which we hope to release in a couple of days.
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Originally posted by Goober5000
Um...
First of all, if you had checked the Lightning Marshall internal forum during the contest, you would have seen an Announcement with a link to the build. ;)
Secondly, read the first post...
I did but i was a bit lost, i also havent been in Lightning Marshalls internal for along time due to school and work related issues. SO i was unaware of this. RL(TM) had me occupied.
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OMG this rocks! Just think of the possibilities:
-A station that has fighters docked to it. When you approach the station, the fighters undock and attack you.
-Stations made out of smaller parts snapped together like Lego blocks. The different ways parts could be attached would allow for countless configurations. You destroy the station piece by piece.
-A destroyer or corvette being towed by several Argo transports.
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So... wait. Does this mean you can chain-dock ships?
Also, I think it would be better if the HUD read "DOCKED: n SHIPS" instead of "DOCKED: n OBJECTS".
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Problem is that would look strange for cargo containers, stations etc.
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Now I can finally make that "Goob's in a bad mood" line in my siggy into a link! :D
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:)
Yes, chain-docking is possible, although you need to set a mission flag. This is so that missions without chain-docking can be optimized to not check for it.
Except I'm wondering how much the optimization is needed. Perhaps I'll remove it, since it's probably not as processor-intensive as, say, graphics.
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And my question again
How does the hud show this?
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It's been answered three times. Read.
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Look at the screenie with the Argo.
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this=rock
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übermetroid
how did you do that ü?
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alt+0252 (use keypad)
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Hm, is that Unicode? I used Alt-129, the ASCII/ANSI code.
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Or Character Map. Start->Programs->Accessories->System tools.
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What the hell is the first one? :wtf:
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The first picture? SFr Mephisto doing what it was meant to be able to do and carrying four cargo containers instead of one.
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Originally posted by Goober5000
Yes, chain-docking is possible, although you need to set a mission flag. This is so that missions without chain-docking can be optimized to not check for it.
Sooo... is the first ship in the chain the only one that's "in charge" (allowed to move)?
Does it correctly handle an intermediary object in a chain getting destroyed?
Are there any checks to prevent forming a circular chain?
If someone made a cube object with docking points on all six sides, could we make an entire lego starship out of them? :drevil:
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Originally posted by ZylonBane
Sooo... is the first ship in the chain the only one that's "in charge" (allowed to move)?
No, any ship in the chain can move. But the way FS2 handles this is to only apply the movement of the fastest ship. For example, if one ship is moving at 5 m/s, two are moving at 10 m/s, and one is moving at 25 m/s, the whole thing moves at 25 m/s, in the direction the 25 m/s ship is pointing. This is the way retail handled it, and I left it unchanged in my code (except for extending it from two ships to n ships).Does it correctly handle an intermediary object in a chain getting destroyed?
Yup.Are there any checks to prevent forming a circular chain?
No, but circular chains are handled perfectly fine. See Singh's screenshot.If someone made a cube object with docking points on all six sides, could we make an entire lego starship out of them? :drevil:
That's up to you. ;)
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Could this be used to dock some big missles on the wing tips of fighters?
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Yeah, probably. Though in most cases Bobboau's weapon model code should be used for that.
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Ok, here's my next question, will someone buy me proper eyes?
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:wtf:
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Originally posted by Goober5000
[q]If someone made a cube object with docking points on all six sides, could we make an entire lego starship out of them?
That's up to you. [/q]
That's up to you. ;)
Replicators!
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Suggestion time:
Anyone else think it would be useful to have an undock-all SEXP for breaking apart any arbitrary collection of docked objects?
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Originally posted by aldo_14
Replicators!
:lol:
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Maybe you could have large destroyers (ravana, hecate, orion actually made up of several models all docked together to make the complete ship. That way, you could destroy huge chunks off the ship while the rest stays intact. Think of it, a Ravana with the middle section destroyed while the rear end keeps putsing along (even with it's head chopped off)while the front part drifts off into space, blasting beams in every direction!!! That would be freaky!:D
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We allready have that, we call it Geo-ish
or 'untargetable subobjects' geomod to your hearts content. make a whole ship of the stuff.
oh, and Goober REALY REALY hates the codemonkies. 30K lines... if I were a codemonkie, I'd lock my doors.
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The 30K commit was by Taylor. Mine was only around 3K.
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ah, then I'd only keep one of my swords handy.
That's what I get for trying to read through a half month of backlog at one time.
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i say Spicious shoulda won...
*hides behind 158th avatar*:p
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Originally posted by ZylonBane
If someone made a cube object with docking points on all six sides, could we make an entire lego starship out of them? :drevil:
Now we're cookin' with gas. ;)
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Originally posted by Night Hammer
i say Spicious shoulda won...
*hides behind 158th avatar*:p
He had a great picture, but lost a whole lot of points because it didn't look like anything was docked. :p
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So any idea when 3.6.6 will be released?
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We're still working on that. We want to fix a few bugs first.
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At the request of Goob, I'm again posting my copy of the Argo with dockpoints added to all of the side airlocks. This is what I used to take the picture of the Argo carrying around the bunch of fighters (screenshot #2 at the start of this thread). It won't break anything existing so there's really no reason to not be using it. So, without further ado, transport2t-01.zip (http://www.duke.edu/~cek6/transport2t-01.zip)
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EXCELENT WORK!!!
this will be useful for aircrafts docking with carriers or stuff...
errr, you get the idea...
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The SCP gods have done it again... Now there is little need for big expensive inter system jump drives on fighters... Jump ship time... Or a more real raider carrier
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Or a "jump drive" rack like in Episode II, but with the ability to dock multiple fighters. Like the second screenshot. :)
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Originally posted by boewolf
The SCP gods have done it again... Now there is little need for big expensive inter system jump drives on fighters...
I've been thinking up something along these lines for the T-V War era. :drevil:
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Aha! I knew I wasn't crazy!! I knew I'd seen a four-cargo Mephisto prior to this build!
These shots are taken from vanilla FS1, the second mission of the Crucible campaign. Apparently multidocking was possible (tho you had to fudge it in Notepad).
http://www.fattonys.com/images/Upload/screen00.jpg
http://www.fattonys.com/images/Upload/MBMD02.jpg
http://www.fattonys.com/images/Upload/MBMD03.jpg
(Apologies for the poor color quality of the shots. I haven't quite gotten Procyon up to the graphical level Antares was at before it croaked.)
I think, tho, that having fudged multidocking in this manner meant that any Dock or Undock SEXPs pertaining to those ship(s) caused a CTD rather rapidly. Not sure. In any case I think the new code will be 10 times more preferable :)
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Whoa. Curiouser and curiouser...
I'll have to take a closer look at this. :)
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Oh, and :thepimp:
http://www.hard-light.net/forums/index.php/topic,30974.0.html
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Yes, i knew i'd seen a multi-docke mephisyto too.
So i'm not crazy!
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Another symptom of fudged multidocking is that the ship sometimes flies off violently in a random direction.
This also happens when a second ship presses against a dockpoint -- for instance one Triton-and-cargo pushing up against another Triton's cargo from below -- and is "thrown back" a huge distance by the strength of the dockpoint. I think it's a similar phenomenon.
Though admittedly, I didn't see what caused the Mephy to fly off randomly; I must try to reproduce the error.
This bears investigation methinks.
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Goober, I know you already answered my queries about initial status and mutli-docking and the corresponding FRED interface support, but is it possible for any stop-gap builds released between now and the release of the WX converted FRED (whatever that new code is called) to include an alteration of the ai-undock sexp, so one can tell it which object to undock from? Right now, I assuming that a use of the current ai-undock sexp in a mutli-dock situation would result in either a CTD, or an undock from all docked objects.
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MadBomber: That's really weird. Any chance of posting the mission file so we can port it and see if it works in retail FS2?
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TP: You assume wrong. :p The ai-undock sexp now just undocks from the first ship in its dock list. You can add an optional argument to allow it to undock from a specific ship.
GE: The Crucible campaign is available from the VWatch Archives:
http://archives.volitionwatch.com/fs1/missions/campaigns.php3?Cmp=Crucible
I have no reason to believe FS2 retail would behave any differently than FS1 retail with respect to docking.
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Originally posted by Galemp
MadBomber: That's really weird. Any chance of posting the mission file so we can port it and see if it works in retail FS2?
It's on the VWatch archives. No need for me to upload it. It's cr-2 I think (the second mission).
Also, I think this was mentioned earlier, but what about an ai-undock-all SEXP? :)
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No. Undock can only work with one ship at a time.
Jettison-cargo works with all docked objects by default, though.
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Originally posted by aldo_14
Replicators!
Damn you! Now we (the SG mod) will actually have to consider this. Maybe we could make them in a module system...engine pod, different turrets on blocks, etc.
oh and check goober's responses in this thread (http://www.hard-light.net/forums/index.php/topic,26071.0.html)
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Originally posted by Goober5000
and to an0n, for not giving anything away after getting access to all the internal forums. :)
Phreak copied over the announcement to the AOTD Internal at NW waaaay before that.
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and AotD didn't even sumbit an entry for the contest.
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I think it's dead.
KT just kicks the corpse every now and then to scare the flies off.
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Originally posted by RedgeTester
I think it's dead.
KT just kicks the corpse every now and then to scare the flies off.
It's kinda zombie-ish. KT & I both have the bad habit of procrastinating everything. So to procrastinate our homework, we work on aotd design stuff, but then we never work on anything aotd because we procrastinate it.