Author Topic: Wiki proposal - 5 easy steps to mastering FRED  (Read 2183 times)

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Offline Black Wolf

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Wiki proposal - 5 easy steps to mastering FRED
I wanna wiki-ize this, but I thought I'd run it past the forum before I put it up there, get some opinions on how it could be improved/clarified. It's not exactly a FRED tutorial, more a guideline as to the best ways to learn the various FRED

Quote

There are lots of people in the FS community at the moment, new and old, who claim they can’t FRED. Some have made the choice voluntarily, others simply don’t know where to start, or don’t think it’s something they’d ever be able to learn. The truth is though, even if you’ve never modded or mapped a computer game in your life, you can master FRED in a relatively short time. The following five steps will hopefully help anyone aspiring to teach themselves FRED to map out their plans and set themselves up for a

Step 1 - There are lots of people in the FS community at the moment, new and old, who claim they can’t FRED. Some have made the choice voluntarily, others simply don’t know where to start, or don’t think it’s something they’d ever be able to learn. The truth is though, even if you’ve never modded or mapped a computer game in your life, you can master FRED in a relatively short time. The following five steps will hopefully help anyone aspiring to teach themselves FRED to map out their plans and set themselves up for a

Step 1 - Do the Walkthrough

This is the most essential part of any FREDucation. You can, and many have, go straight from a completed walkthrough mission and into a campaigns staff and churn out missions with little difficulty. The walkthrough touches on everything you'll need to know to get you started in FRED, and it's a brilliant tool. However, as V themselves admitted, it's still only an introduction to FRED - even before the SCP, people were doing things with FRED that the original coders had never even considered implementing, let alone realized they were already possible.

Step 2 - Baby steps

This will be your first functioning mission. It seems a big jump, to go from the fully documented, completely pre-scripted mission of the walkthrough to a completely new, never before seen mission that comes straight out of your head. But it doesn't have to be. This mission can, and probably should, be very simple - have the player defending a stricken capship while the escape pods are prepared. This could, in theory, be done with no sexps beyond those that control the arrival and departure of the various ships in the mission. Of course, a mission this simple is not ideal, so perhaps having the aim of the mission to defend the same capship until a transport can dock to repair its engines? This requires a higher degree of sexping, though not by much. If you're feeling confident, add a twist - the repaired capship comes under attack from a pair of enemy capital ships, and have the player switch from taking out bombers to taking out turrets, while the home ship manoeuvres to escape. Or completely disregard this and do a totally different scenario. All you need to do is become confident replicating the steps you learned in the Walkthrough - things like messaging, mission goals, waypoints, AI commands - without a guide telling you precisely what you need to do.

TIP - Don't skimp on this mission - make it as complete as you can. Include a briefing and debrief, mission goals, background, check the music and title all fit - often completed missions can be adapted for use later on, no matter how simple they will appear once your FREDding skill has improved.

Step 3 - Research

OK. By now, you're comfortable with what you learned in the Walkthrough, it's time to expand on your knowledge by researching what others have done. Use VPView to extract Volition missions from Root.vp and have a look at how they did certain things. There are lots of more complex things, like Knossos jumping, or having the player follow waypoints, that the walkthrough does not cover. You could also try looking at the missions from various campaigns that have been released. Things like Derelict and Warzone that had few mods often relied on inventive FREDding to add spice to their missions, and these tactics are still just as or even more valid now, despite the multitude of available mods. You’ll also want to check out the various tips and tricks that were written up way back in the day for FRED1, which are hosted on Freespacewatch. These may seem dated, but much of the core information about mission continuity and ambience remains vitally important for any FREDder.

Step 4 – Linking missions together

STOP! By this point, you’re probably starting to feel confident with FRED, and you’ve probably started to get some really good ideas for campaigns you can do – big, bold, impressive campaigns that’re going to explain Capella, sort out Bosch and cure cancer. OK, I’m going to say this bluntly - Do not do this. You are not the first to have this idea, and you will not be the first to fail if you start it. That said, I do think a campaign is a good idea here. Building a campaign forces you to think about consequences, to link your missions together, to develop characters in your wingmen – all very useful traits in a FREDder. But for god’s sake, don’t try to make Inferno or BWO your first project. I recommend building a campaign, no more than 4 or 5 missions long, with no staff other than yourself, and no mods that you can’t make yourself or download already done. Hell, I’d recommend you use no mods at all, but I’d be the first to admit that the FS2 isn’t ideal for certain types of missions – FS2 has no Vasudan or light installations, a woeful selection of civilian craft, and really skimps on certain parts of the Vasudan fleet. Stuff like the GVSc Imhoteph from the Scroll of Atankharzim team, or the GTI Archeron by Robin Varley can be indispensable for certain situations. I’m not saying you need these ships, but if your campaign calls for them, I’m not saying leave them out either.

There are a few things you need to think about while you build your campaign – the first is obviously the story – you need to make something that keeps the player interested, and that is believable, as well as presenting enough challenges so that it can’t be completed in five minutes. If thinking up plots isn’t your forte, then don't worry - in many cases V has done the work for you. There are plenty of referenced battles and combats, in the briefings, Command briefings, debriefings and messages used in the main campaign, where the player is told about events in the NTF war, but never experiences them, such as large parts of the Collosus’ trek through the NTF systems, or the early days of the battle of Deneb. Creating missions from these stories not only makes things easier by eliminating the need for any mods whatsoever, but also enriches the overall FS community by providing a bit of background to the story that we all know so well.

Planning your missions beforehand can help combat all three of these, and let’s be honest - it’s a lot of fun. Also, keep in mind that you’re probably still learning to FRED – it might be a good idea to insert an asteroid or nebula mission (nebulae can be disguised as the atmosphere of Gas Giants if your campaigns timeline puts you out of reach of the Shivan’s nebula). These aren’t essential, of course, but learning to use these effectively will expand your FREDding possibilities exponentially, and add just a little more buzz to your campaign. Keep in mind also that this campaign is meant as much for your learning as it is to be played. While it may not be perfectly plausible from the point of view of a single squadron, try to vary your missions a bit. A successful heavy assault mission needs to be designed very differently to, say an interceptor mission, and recon missions are a class unto themselves. You may not be able to fit all of the various mission types into your campaign structure of course, but a little bit of variation is always a good idea.

TIP – Try to avoid subspace missions your first time out, unless you have a really, really good reason to put your player there. Subspace is very difficult to get right, and has a lot of drawbacks, outlined in another Volitionwatch article. If you can do it well, that’s great, but keep in mind, it’s very, very difficult to do well

NB – making a campaign is in no way essential to learning to FRED – what’s important is the experience you’d gain working with the various environments and commands in FRED, and the interesting situations campaigns often lead to. If you don’t want to commit to what is a decent sized project (even three missions will probably see you sitting in front of a computer for twelve or so hours, plus time for testing.) then don’t. Single missions are just as effective here as a minicampaign, and in many ways even more – you don’t need to worry about linking the various missions together, nor come up with plot plausible reasons to see your player plunging into a nebula or asteroid field.

Step 5 – Test, Test, Test.

Beta testing is one of the most boring parts of FREDding, and, in some ways, one of the hardest. I hate doing it myself, especially since I test roughly every 5 or 10 changes, which means I’ll generally test each mission at least a dozen times during FREDding, generally a lot more. However, there’s nothing as irritating as a poorly tested mission, and almost nothing so obvious. Everything you release should be exhaustively tested, and if possible by other people. If you’re doing a campaign, try to get it tested at both the mission by mission level and at the final product, if possible. Your testers will give you bug reports, but also on how the story's moving along, or how the speech is going. Most of these problems can be fixed with a few clicks of the mouse or a few word changes in your messages, but it’s these that can tip a good mission over the line into a great mission.

Also keep in mind difficulty when Beta testing. You’ll often hear FREDders talk about balance in a mission, that elusive point where it is just enough of a challenge to get the player involved and enjoying himself without being frustratingly difficult. Balance is affected by almost everything in a mission, in varying degrees. Seemingly small things, like the orientation of a capship, or the distance a wing of fighters arrives from the heat of battle, can alter the balance as much as the more obvious things such as the players available ship and weapon loadout (Allowing your pilot to use Helioses to take out freighters is not recommended  )

Well done pilot - you now have all the expertise you’ll need to become a fully fledged member of the FREDding community, with a campaign release under your belt (you were planning to release, right?) and the potential to do pretty much anything. With the possible exception of BWO, there’s not a campaign out there that’d turn down applications from FREDders, or you can start your own project, large or small, and add to the FS universe that way. With the SCP and FSO there’s a myriad of new concepts and abilities coming to FRED, and, despite everything you’ll probably have done by this point, there’ll always be a lot to learn.


Well, there you go (NB – I’d eventually include links to the various places I’ve mentioned, as well as to stuff like Karajormas FAQ, and the relevant Wiki pages (Plot building, pilot chatter, sexp references etc.) but I really can’t be bothered getting the links right now, especially since VWatch seems to be buggering up this computer.)

Anyway, Opinions? [/color]
« Last Edit: May 06, 2004, 10:13:15 am by 302 »
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Offline karajorma

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Wiki proposal - 5 easy steps to mastering FRED
Looks good. I was a bit worried when you seemed to be advising newbies to make a campaign though. You should stress that they should keep it to 3-5 missions a bit harder as it would be very easy to see them plunging off to do a 30+ mission campaign otherwise.

Also you might want to mention that side missions off of the main campaign are a great source of missions. There are tons of places in the main campaign were the briefing or debrief refers to a battle elsewhere. These can very easily be turned into stand alone missions that don't a huge, long detailed plot to immerse the player as one is already provided.
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Offline adwight

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Wiki proposal - 5 easy steps to mastering FRED
I like it.  One thing though, make it a FREDucation, not a FREDders Education, sounds alot better IMO, and pulls you in a bit more.
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Offline WMCoolmon

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Wiki proposal - 5 easy steps to mastering FRED
Quote
This mission should can be very simple - have the player defending a stricken capship while the escape pods are prepared


Meh, I'm nitpicking. Looks good! :D

Oh yeah, am I the only one who doesn't know NB? (Nota Bene, but I had to look it up on acronymfinder)
-C

 

Offline Black Wolf

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Wiki proposal - 5 easy steps to mastering FRED
Quote
Originally posted by adwight
I like it.  One thing though, make it a FREDucation, not a FREDders Education, sounds alot better IMO, and pulls you in a bit more.


Heh - I like that :). Will add it in

Quote
Originally posted by WMCoolmon
Oh yeah, am I the only one who doesn't know NB? (Nota Bene, but I had to look it up on acronymfinder)
[/b]

Err... hopefully? I think it's fairly well known, and even if the specific acronym confuses people, I doubt they'll  have trouble getting the message.

And I'll fix the nit pick too :)


Quote
Originally posted by karajorma
Looks good. I was a bit worried when you seemed to be advising newbies to make a campaign though. You should stress that they should keep it to 3-5 missions a bit harder as it would be very easy to see them plunging off to do a 30+ mission campaign otherwise.

Also you might want to mention that side missions off of the main campaign are a great source of missions. There are tons of places in the main campaign were the briefing or debrief refers to a battle elsewhere. These can very easily be turned into stand alone missions that don't a huge, long detailed plot to immerse the player as one is already provided.



I think I warned against trying a big campaign your first time out fairly conclusively - half a pargraph at the beginning of Step 4, and also reminded them at the end that more single missions are just as good as a small campaign. That said, I stand by the idea that a (small) campaign is a good idea for new FREDders to try, for all the reasons I mentioned in that step - plot movement character development etc. etc.

The side missions are a good idea too - I'll have to start looking through briefings and CBAnis I think :)

(BTW - all the changes will be made...just - later. Class in 10 minutes :shaking: )
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Offline Xelion

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Wiki proposal - 5 easy steps to mastering FRED
Few things...
  • Spelling!! Hopefully it will be flawless once in the Wiki.
  • Just verifying here, links, stuff like GVSc Imhoteph, that will have a link, right?
  • Theres something missing, can't quite think of it though, maybe it'll come to me, I'll post it later if it does.
[/color]
This is more like a usability concept suggestion, when u place this in the Wiki break it down into pages because there is too much to read onscreen at once and it might seem overwhelming. Plus having it broken down into pages encourages the reader to read on as the user doesn't realise the scope of the guide.


Other than that its an excellent guide to the FRED Universe, actually learnt some things myself. Great work ;)
« Last Edit: May 06, 2004, 05:54:13 am by 325 »

 

Offline Tiara

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Wiki proposal - 5 easy steps to mastering FRED
I never follow a tutorial for modding programs like FRED. They get me all confused and stuff. I like to experiment myself rather then to follow a set plan on working through it.

Nevertheless, people who do like structured plans to get into something like FRED it's a good one :)
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Offline karajorma

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Wiki proposal - 5 easy steps to mastering FRED
Quote
Originally posted by Xelion
This is more like a usability concept suggestion, when u place this in the Wiki break it down into pages because there is too much to read onscreen at once and it might seem overwhelming. Plus having it broken down into pages encourages the reader to read on as the user doesn't realise the scope of the guide.


True but breaking it up does make it a little more annoying to read it all (especially on dial up) and it's not really that long a document.

Tiara : It's not really so much a tutorial as a few pieces of good advice.  :D
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Offline Black Wolf

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Wiki proposal - 5 easy steps to mastering FRED
Quote
Originally posted by Xelion
Few things...
  • Spelling!! Hopefully it will be flawless once in the Wiki.[/b]
Yep, fixed now as a matter of fact. I wrote the original in Word and ran the spellchecker over it, but forgot to when I added in the suggestions from above. That'll teach me.

Quote
Originally posted by Xelion
  • Just verifying here, links, stuff like GVSc Imhoteph, that will have a link, right?[/b]
Yeah, I'll gather some links up. They'd be in there now, but VWatch was screwing me around earlier, so I just decided to leave them all out.

Quote
Originally posted by Xelion
This is more like a usability concept suggestion, when u place this in the Wiki break it down into pages because there is too much to read onscreen at once and it might seem overwhelming. Plus having it broken down into pages encourages the reader to read on as the user doesn't realise the scope of the guide.


Gotta agree with Karajorma here - switching between pages is irritating, and it takes up less than three pages in Word. I'd rather keep it as a sloid mass.

Still, glad you like it :). Seeing as how there's been over 130 views and no overnly negative comments, I'll gather up those links and see about getting it onto the Wiki. Thanks for the assistance and stuff guys (and girl).

[EDIT]Done and Done. Can be reached through the main page.
[/color]
« Last Edit: May 06, 2004, 11:30:48 am by 302 »
TWISTED INFINITIES · SECTORGAME· FRONTLINES
Rarely Updated P3D.
Burn the heretic who killed F2S! Burn him, burn him!!- GalEmp